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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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IbrahimDughlasGa
ibrahim

Fri

Sep 12
2003

07:22Z

[Cel] Kaeirean turn - 1436

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IbrahimDughlasGa
ibrahim

Tue

Oct 14
2003

05:50Z

[Cel] Kaeirean turn

Title:  Assassination of Salokin.
Weight:  multi-action (triple actions).

Fudge:  4 points to preset roll to +3

Acting key elements: Information Secretariat cell in Tirmar, Lord Osric Basiluddin.

Description:  Information Secretariat agents of the Tirmar cell, using the cover of courtesans in an embassy from Commander Gamar in Tal, sail into Tirmar, infiltrate Solokin's personal quarters, and using a traceless poison, assassinate Solokin.  

As a backup plan, Information Secretariat agents, disguised as Taltherani officers, will attempt a pre-dawn raid on his quarters to assassinate him.

Primary priority is given towards the assassination of Salokin, secondarily, to preservation of Secretariat cell.

Factors in support: 
+1 Secretariat agents assimilated into population (same ethnicity, language, culture), 
+1 skill and expertise of Secretariat agents, 
+1 dedication and zealotry of Secretariat agents, 
+1 surprise maneuver not expected by Salokin (expecting regular attack from sea).

Factors against:  absolute secrecy needed.

Difficulty:  Very Hard (-2).



Action 4

Title:  Capture of Port Tirmar.

Weight:  single action (1 year).

Acting key elements:  Kaeirean Fleet, Kaeriean Guard.

Description:  In the aftermath of Salokin's (hopefully) assassination, the Kaeirean Republic begins an invasion of Taltherani Tirmar, beginning with a siege of Port Tirmar itself, a short half day sailing from Kaeir.  

Using the political chaos created by Salokin's death, the Kaeirean forces are able to successfully make a just before dawn landing in the harbour itself, seizing the outer harbour and sea-fortress immediately, soon after the city proper.  

The czarist forces, located primarily outside the city, still in state of upheaval after the assassination, leave their response too late, and fail to prevent the capture of Port Tirmar, retaining control of the surrounding hinterland.

Only an opening move in a campaign against Salokin's forces, the siege and capture of Tirmar is meant to blockade sea supplies to Taltherani Tirmar, and isolate the czarist forces currently further inland.

Hopefully, in the chaos surrounding Salokin's death, many pro-republican commanders, units and aristocrats, especially those forced into service by Salokin, will flock to the green banner of the republic.

Factors in support: 
+4 Salokin's assassination, and resulting chaos.
+1 Surprise attack, utilising 
+1 Preparations from previous year.
+1 Republican volunteers from previous year.
-1 Republican debacle from previous year.








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JuhaVesanto
juuso

Tue

Oct 14
2003

09:33Z

[Cel] Kaeirean turn

Ibrahim Dughlas-gani wrote:

>Title:  Assassination of Salokin.
>
No. Unless Rollin says 'ok', I won't allow this one.

Sorry, I really have to stomp down here. Basically the societies can do 
(or try) whatever
they want - and the assasination attempt is kind of logical - but one 
thing that is not
allowed is elimination of another player's society. And in this case, 
assasinating another
player's *main* character w/out the consent of that player is pretty 
much the same thing.

>Weight:  multi-action (triple actions).
>
Please use only double, or quadrable actions: double is +1, quadrable is 
+2, but
I really don't know what to do with a triple action.

>Fudge:  4 points to preset roll to +3
>
With 4 fudge points you get two dice which are preset to +, but the 
other two are
still open, so with 4 fudge points you get (+,+,?,?).

So, unless Rollin (who, by the way, hasn't submitted any actions...) 
says ok to
action number 1 (let's give him time a few days), please submit new actions.
If Rollin hasn't reappeared on the list before next year begins, I'll 
declare
Taltheran as non-player society, and after that Salokin is a free target.

(And I'm graciously ignoring here the fact that the action came in after 
the deadline...)


juuso

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IbrahimDughlasGa
ibrahim

Wed

Oct 15
2003

00:36Z

[Cel] Kaeirean turn

Man... that sucks.  Where's the realism? ;)

So... waiting for Rollin... hoping his computer has gone down... in the mean time can get rid of that Czar guy....



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IbrahimDughlasGa
ibrahim

Wed

Oct 15
2003

00:37Z

[Cel] Kaeirean turn

----- Original Message -----
From: Juha Vesanto 
Date: Tuesday, October 14, 2003 5:33 pm
Subject: Re: [Cel] Kaeirean turn

> (And I'm graciously ignoring here the fact that the action came in 
> after 
> the deadline...)

Hey, that's ok... i'm graciously ignoring the fact that i was late also!

:)



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RollinGilman
rollin gilman

Wed

Oct 15
2003

07:52Z

[Cel] Taltheran turn

Sorry I didn't make the actions in time guys but my
comp went down and ive been looking for a job.  No I
don't want Salokin to die I still have big plans for
Taltheran. Now...

Salokin stands in front a crowd of thousands in Tal
and begins his speech...

Taltheran we as a people are finally united as one. 
No more shall we be plagued by the men who wish to
tear this great nation apart.  Some of you think that
the Merchants' Council was a republic and undoubtedly
many of you think this same thing of Kaeir but these
are just not true.  These "republics" are nothing but
power hungry robbers.  They wish to divide your
loyalties amongst them while they plunder your
pockets.  They know as well as I do that if you are
divided then you shall be conquered, but if you stand
as one you will conquer.  Stand as one with me, I will
protect you from those who would wish to see your
family starve, who would wish to see your country die,
who would wish to make war on us for we will be
strong.  No longer will we be under the oppressive
yolk of foreign rulers or of foreign pirates.  Stand
together with me and I will show you greatness.

Action 1: Salokin reads speech to increase morale in
kingdom and bring more to his cause.

Action 2: Attempt to raise the force of the Taltherani
army.

Action 3: Build infrastructure in Taltheran such as
irrigation systems in Tal river valley for better farm
production, build roads to all major towns and cities,
and begin the development of sewer systems in both Tal
and Tirmar.

Action 4: Salokin negotiates with the Wizards' Guild
to try to make them side with him.

Action 5: Build a Naval force in Tal.

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