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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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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Thu

Oct 30
2003

07:04Z

[Cel] Kaeir turn - 1438

Action 1:  Continue expansion of Information Secretariat in Taltheran
 
Weight:  Medium/Low-level
Description:  Continue expansion of Secretariat intelligence network across Taltheran, from Port Tirmar to the Tal basin, utilising existing network in Port .
Difficulty:  Secret, therefore moderately hard.
 
Action 2:  Continue Secretariat research into psionics/mind magic
 
Weight:  High, as it is a critical new area for the Secretariat.
Description:  The Information Secretariat continues its research into the prospect of psionics, or mental science as it is now being called, focusing on the role of Will in influencing and/or reading the environment.  In a bold move, the Secretariat involves several Eerith that had taken residence with some senior Secretariat agents, seeking their advice on the nature and direction of their research into this new "mental science".
Difficulty:  High (never been done before!)
Factors: 
+ Continuing research
+ Eerith involvement
- Ground-breaking research
- Secrecy
 
Action 3:  Call up secondary forces
 
Weight:  Moderate (though a failure would say a lot about Republican governance!)
Description:  Secondary forces, numbering some 30000, are called up for active service in Tirmar.  Volunteers on the mainland are also expected, once the landing at Port Tirmar is successfully made.  First two divisions to be included in invasion force, final third division to be held in reserve, protecting the Republic.
Difficulty:  Not very difficult at all.
+ continued preparations from previous years
+ Kaeirean volunteers (result of Czarist massacres)
+ Success of blockade from previous year
- Crossing of Kaeirean Strait

Action 4:  Invade Port Tirmar
 
Weight:  High, first military action proper by the Republic.
Fudge:  4 Fudge points to be used here.
Description:  Half an hour before dawn, the Kaeirean Fleet attacks Port Tirmar, its goal primarily to capture the city itself.  Priorities in the attack are securing the harbour, overwhelming the Port defences, securing the outer keep, and preventing the Czarist forces located outside of the Port from entering.
Difficulty:  Moderate.
+ Massive forces (primary and secondary)
+ Control of the seas (blockade)
+ Surprise attack
+ Benefit of Secretariat intelligence on Tirmar.
- War
- Nearness of Czar Salokin.
Suggested resolutions:
Successful - The Kaeirean Fleet overwhelms the weak port garrison, who had been undisturbed by the previous years ineffective blockade, and therefore were not prepared or expecting a full-scale naval assault.  Guard and Militia units quickly take the Harbour and Port Keep, and push the surviving Port Tirmar units out of the city, securing it.  Salokin's army, stationed outside of the city walls, were unable to respond, and thus watch in horror as they lost the provincial capital.  During the battle, a significant number of Czarist units, some regular and some conscript, surrender to Kaeirean forces, joining the republican ranks.  Having won the city, Kaeirean forces now begin preparing for Salokin's reprisal, and formulating plans for pushing beyond Port Tirmar inland.
Mixed - The Kaeirean Fleet enjoys initial successes, taking the harbour and Port Keep, but fail to take the outer keep, giving Salokin time to send in troops.  After bloody street fighting, a stalemate is reach, leaving the city divided neatly between the inner and outer city (sea-side and land-side) between Kaeirean and Czarist forces.  Having seized half the city, the Kaeirean forces continued to be supplied thanks to their absolute domination of the Kaeirean Straits.
Disaster - The Kaeirean Fleet takes the harbour, but were apparently expected by local forces, who quickly are able to push Kaeirean forces back onto their boats, leaving thousands dead and many ships and units captured.  Even worse, several units actually surrender, apparently taking advantage of the opportunity to escape the Republic and rejoin Taltheran.  A weakened but intact fleet returns to Port Kaeir, fearful of a Czarist reprisal.
 
Action 5:  Diplomatic/intelligence mission to Port Jabau.
 
Weight:  Moderate/Passive.
Description:  Senate votes to send an envoy to the Calarnari city of Port Jabau, to establish a diplomatic presence their with the government, and to open up political and economic ties with the city-state.  Furthermore, the newly established mission shall establish a passive, low-level regional intelligence presence in Jabau, allowing Kaeir to extend its contacts into the interior desert.
Difficulty:  Moderate (new ties)
- New political ties (little previous contact)
- Cultural-linguistic differences
+ Status of Republican revolution amongst aristocratic city-states in the Midsea (common features in political ideology)
+ Common threat from Taltheran
+ Common interest in Midsea trade 



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JuhaVesanto
juuso

Fri

Oct 31
2003

22:12Z

[Cel] Kaeir turn - 1438

Ibrahim Underwood wrote:

>Action 1:  Continue expansion of Information Secretariat in Taltheran
>
I'll put this out as easy because of the chaotic situation on Taltheran.

*Resolution:* Diff = Easy (+1) + Dice (000-) + Extras () = 0 Mixed results

*Results:* Information Secretariat continues its growth. However, it
is possible that counter-spies are infiltrating the organization.

>Weight:  Medium/Low-level
>Description:  Continue expansion of Secretariat intelligence network across Taltheran, from Port Tirmar to the Tal basin, utilising existing network in Port .
>Difficulty:  Secret, therefore moderately hard.
> 
>Action 2:  Continue Secretariat research into psionics/mind magic
>
>Weight:  High, as it is a critical new area for the Secretariat.
>Description:  The Information Secretariat continues its research into the prospect of psionics, or mental science as it is now being called, focusing on the role of Will in influencing and/or reading the environment.  In a bold move, the Secretariat involves several Eerith that had taken residence with some senior Secretariat agents, seeking their advice on the nature and direction of their research into this new "mental science".
>
Keaton: I'd appreciate your input here about how do you see Eerith
acting about this issue... any bonus?

>Action 3:  Call up secondary forces
>
*Resolution:* Diff = Easy (+1) + Dice (0-++) + Extras () = +2 Success

*Results:* the size of volunteer corps are, for this year only, increased
by 1 category

>Action 4:  Invade Port Tirmar
>
Now, I really have to put out some numbers. There are some
differences between population figures on the Qaiyore world and
game websites (w.r.t. Kaeir). Hmmm... I'll have to fix those at
some point, but for now I think it's safe to say that the sizes
of Kaeir Republic, and the area Salokin controls are about the same,
and therefore also the amount of troops is about the same. However,
Kaeir has swelled its ranks with volunteers, and there's the previous
increase, too.

Salokin's royal forces: size Very small (-3), force Great (+2) = -1
Salokin's militia: size Small (-2), force Mediocre (-1) = -3
Kaeir navy: size Very small (-3), force Good (+1) = -2
Kaeir volunteers: size Fair (0), force Mediocre (-1) = -1

Mods: -1 for Kaeir (see actions in 1436), +1 for Salokin (defending)

Total for Salokin: -1 (greater value of separate troops is used) +1 +1 = +1
Total for Kaeir:   -1 (...)

Thus, basic difficulity for Kaeir is -2 (very hard).

Any opinions or questions before I roll the dice?

>Action 5:  Diplomatic/intelligence mission to Port Jabau.
>
*Resolution:* Diff = Normal (0) + Dice (++0-) + Extras (-1) = 0 Mixed 
results

*Results:* A small embassy is established in Jabau, but its access to 
outside of
town is very limited.

juuso

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ArchangelPressRe
Archangel Press, Remote Office

Fri

Oct 31
2003

23:50Z

[Cel] Kaeir turn - 1438

> >Description:  The Information Secretariat continues its research into the
prospect of psionics, or mental science as it is now being called, focusing
on the role of Will in influencing and/or reading the environment.  In a
bold move, the Secretariat involves several Eerith that had taken residence
with some senior Secretariat agents, seeking their advice on the nature and
direction of their research into this new "mental science".
> >
> Keaton: I'd appreciate your input here about how do you see Eerith
> acting about this issue... any bonus?

No bonus per se.  The Eerith are rather insistent on two points:  1-The use
of Will to influence and read the environment is standard material-based
wizardry.

>(However, with study, one can find loop-holes in the system, to effectively
manipulate reality in unusual ways without actually gaining special
authority to do so. >Kind of like cheating on your taxes... Anyway, this is
the realm of wizardry. A wizard could cast a spell to cut down the tree
because he knows how to manipulate >the meta-physics (and maybe physics)
behind it all.)

Because of this the Eerith will consistently seem to fail to grasp the "new"
concept and will steer the inquirers back to the traditional fields of
arcana.  Their second insistence, however, shows that they do actually
understand what they are being asked as 2-They continually warn that study
of "mentalism" will ultimately undermine the Will of the worker and should
be avoided.  (This ties back, of course OGK, to their own history with
race-wide telepathy and the resulting underlying Eerithian philosophy.  They
could be wrong.  On the other hand, the extreme result of mental strength is
physical neglect.  If the stamina and strength of the physical body affect
the worker's ability to use his Will and/or the strength and stamina of that
same Will, then the Eerith are right--though probably vastly overestimating
the actual danger.  shrug--Take it for what it's worth; they're a complex
people with odd opinions.)

mk

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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Sat

Nov 1
2003

08:05Z

[Cel] Kaeir turn - 1438

Just couple of concerns...

>*Results:* the size of volunteer corps are, for this year only, increased >by 1 category
 
>> Action 4: Invade Port Tirmar.
 
Ok, well, i understand the difficulty factor (that's why i'm using the fudget points here).
 
Hmm.. Why is the Force different between Salokin's royal forces and the Kaeirean Navy?  Since both originated from the Taltherani forces, shouldn't they be equal?

Secondly, something i forgot to add was the possible impact of revolutionary fervour/zealotry, something the possibly more cynical/calculating Salokin can't impart to his forces?  The Kaeirean troops, and the volunteers, are fighting for something they fanatically believe in.  Whereas Salokin's troops follow him because he was the most powerful general, not because of any ideological reasons.
 
Well, my two cents.
 
Ibrahim


Juha Vesanto  wrote:

>Action 4: Invade Port Tirmar
>
Now, I really have to put out some numbers. There are some
differences between population figures on the Qaiyore world and
game websites (w.r.t. Kaeir). Hmmm... I'll have to fix those at
some point, but for now I think it's safe to say that the sizes
of Kaeir Republic, and the area Salokin controls are about the same, and therefore also the amount of troops is about the same. However, Kaeir has swelled its ranks with volunteers, and there's the previous increase, too.

Salokin's royal forces: size Very small (-3), force Great (+2)= -1
Salokin's militia: size Small (-2), force Mediocre (-1) = -3
Kaeir navy: size Very small (-3), force Good (+1) = -2
Kaeir volunteers: size Fair (0), force Mediocre (-1) = -1

Mods: -1 for Kaeir (see actions in 1436), +1 for Salokin (defending)

Total for Salokin: -1 (greater value of separate troops is used) +1 +1 = +1
Total for Kaeir: -1 (...)

Thus, basic difficulity for Kaeir is -2 (very hard).


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ArchangelPressRe
Archangel Press, Remote Office

Wed

Dec 10
2003

19:05Z

[Cel] [qai] Eerith to Kaeir advice (admittedly not very helpful though)

 "You're displeased."
 "Displeased!" came von Kahshaar's reply as he paced the room, "I'm furious.
You're costing me my job, maybe my life.  You said your people would advise
us.  Well advise already!"
 "We have.  We told you to stop.  Remember, Karl, we advise, not instruct."
 Von Kahshaar dropped into his chair with a heavy sigh.  "At least tell me
why stop?  Is success impossible?"
 "No.  Quite the opposite and that is why you should stop.  Think about what
you want to accomplish.  Power, even through the exercise of Will, is
Authority.  The gods grant it; men use it.  What you want is different-you
wish to impose your own Will over things that you have not been granted
Authority over.
 "You do not want arcanum, which is granted by gods.  You do not want
clerical powers, which is granted by gods.  You do not want elemental power,
which is granted by the natural laws delegated by the Creator.  You do not
want obeah, which is granted by the clay itself to the shaper.  You want
power based only on the will and strength of your own mind.
 "This violates all laws.  No matter what form they practice, shapers are
tied to the physical.  Even coteries, for all their flash and glory, are
strong because they have physical anchors absorbing the cost on their
behalf.  Workings take a physical toll on the worker.  To assume that your
'mental sciences' can be separated from the physical cost is a violation of
the natural order."
 "Fine then, our workers will have to suffer physical fatigue.  That's not
too unexpected."
 The Eerith shook its head.  "You underestimate the importance of the ties
between the will of the mind and the pain of the physical as a limiting
factor.  But beyond that, look to your source of Authority.  You want to
impose your will with no homage to another, greater power.  In this, you
seek to be gods unto yourselves.  Would you reach into another man's mind
and take his will from him because yours is stronger?  That is an evil
thing.  It is not you right."
 Von Kahshaar pursed his lips then asked, "What about when both parties are
willing?  Surely that is acceptable, to grant authority over yourself to
someone else.  After all, most magi have some form of mind to mind
communication."
 "They do, but they do it under the authority of a god.  The gods act as a
kind of safeguard in areas where men lack sufficient knowledge to tread
safely.  Consider:  you speak mind to mind with no deific rules of limit or
filter.  How long until someone attempts to merge two minds?  Surely a
husband and wife may someday wish to share themselves completely with each
other.  Easily done with no safeguards but who, then, shall separate them?
What churgeon is skilled enough to cut apart a meld of minds?  And I assure
you, the mistake will be made decades before the churgeon has the skill to
even make the attempt.
 "And it will spread, master to servant, lord to slave, coworker to
coworker, it will spread.  Open this box outside of the gods protection and
you risk melding your entire people into a single mind.  You risk erasing
individuality entirely.
 "Karl, at best you will have safe parlor tricks which can be done easier
with existing magics; at worst, you will destroy your people.  To take that
kind of risk is wrong."
 "You exaggerate, Eerith.  I think you conjure fears where none rightfully
exist."
 "Listen to me, mundane."  The Eerith was suddenly intense, rising to its
feet.  "I pray that I do exaggerate.  I pray that I am wrong.  But if I am
not, then what you propose is EVIL!  Trust me, fleshling, this has been done
before and it was called Alata.  To impose will without authority is the
blackest of rebellions against all decency."
 "Easy, friend.  I'm only doing my job.  The Lord wants this done; what else
am I to do?"
 "Do what is right.  Tell him it is evil and that you will not be party to
it," replied the Eerith with almost childlike simplicity.
 Von Kahshaar shook his head.  "I don't think you quite understand our world
yet."
 "Perhaps.  Listen Karl, there are easier ways.  Gods that will grant a semb
lance of what you seek.  Give your Lord a sop of small successes and wait
for him to lose interest.  New is not better.  Old has the value of testing
for safety and history for lesson.
"Consider Videssia, it has neither mage nor priest.  It lies in chaos and
lanquishes in sorrow, wandering blindly from evil to evil.  Would you be
like them?"  The Eerith strode from von Kahshaar's room, leaving him alone
with his thoughts.


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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Fri

Dec 12
2003

02:16Z

[Cel] [qai] Eerith to Kaeir advice (admittedly not very helpful though)

Wow,
 
this opens up the prospects for fun - a weird group mind?
 
Visions of Cthulhu style horror... well, maybe not, but it keeps the possibilities open.
 
Thanks for the Eerith advice, its excellent!
 
Should make an interesting mix when religion starts getting added into the Republic soon.
 
Ibrahim

"M. Keaton, Archangel Press"  wrote:
"You're displeased."
"Displeased!" came von Kahshaar's reply as he paced the room, "I'm furious.
You're costing me my job, maybe my life. You said your people would advise
us. Well advise already!"
"We have. We told you to stop. Remember, Karl, we advise, not instruct."
Von Kahshaar dropped into his chair with a heavy sigh. "At least tell me
why stop? Is success impossible?"
"No. Quite the opposite and that is why you should stop. Think about what
you want to accomplish. Power, even through the exercise of Will, is
Authority. The gods grant it; men use it. What you want is different-you
wish to impose your own Will over things that you have not been granted
Authority over.
"You do not want arcanum, which is granted by gods. You do not want
clerical powers, which is granted by gods. You do not want elemental power,
which is granted by the natural laws delegated by the Creator. You do not
want obeah, which is granted by the clay itself to the shaper. You want
power based only on the will and strength of your own mind.
"This violates all laws. No matter what form they practice, shapers are
tied to the physical. Even coteries, for all their flash and glory, are
strong because they have physical anchors absorbing the cost on their
behalf. Workings take a physical toll on the worker. To assume that your
'mental sciences' can be separated from the physical cost is a violation of
the natural order."
"Fine then, our workers will have to suffer physical fatigue. That's not
too unexpected."
The Eerith shook its head. "You underestimate the importance of the ties
between the will of the mind and the pain of the physical as a limiting
factor. But beyond that, look to your source of Authority. You want to
impose your will with no homage to another, greater power. In this, you
seek to be gods unto yourselves. Would you reach into another man's mind
and take his will from him because yours is stronger? That is an evil
thing. It is not you right."
Von Kahshaar pursed his lips then asked, "What about when both parties are
willing? Surely that is acceptable, to grant authority over yourself to
someone else. After all, most magi have some form of mind to mind
communication."
"They do, but they do it under the authority of a god. The gods act as a
kind of safeguard in areas where men lack sufficient knowledge to tread
safely. Consider: you speak mind to mind with no deific rules of limit or
filter. How long until someone attempts to merge two minds? Surely a
husband and wife may someday wish to share themselves completely with each
other. Easily done with no safeguards but who, then, shall separate them?
What churgeon is skilled enough to cut apart a meld of minds? And I assure
you, the mistake will be made decades before the churgeon has the skill to
even make the attempt.
"And it will spread, master to servant, lord to slave, coworker to
coworker, it will spread. Open this box outside of the gods protection and
you risk melding your entire people into a single mind. You risk erasing
individuality entirely.
"Karl, at best you will have safe parlor tricks which can be done easier
with existing magics; at worst, you will destroy your people. To take that
kind of risk is wrong."
"You exaggerate, Eerith. I think you conjure fears where none rightfully
exist."
"Listen to me, mundane." The Eerith was suddenly intense, rising to its
feet. "I pray that I do exaggerate. I pray that I am wrong. But if I am
not, then what you propose is EVIL! Trust me, fleshling, this has been done
before and it was called Alata. To impose will without authority is the
blackest of rebellions against all decency."
"Easy, friend. I'm only doing my job. The Lord wants this done; what else
am I to do?"
"Do what is right. Tell him it is evil and that you will not be party to
it," replied the Eerith with almost childlike simplicity.
Von Kahshaar shook his head. "I don't think you quite understand our world
yet."
"Perhaps. Listen Karl, there are easier ways. Gods that will grant a semb
lance of what you seek. Give your Lord a sop of small successes and wait
for him to lose interest. New is not better. Old has the value of testing
for safety and history for lesson.
"Consider Videssia, it has neither mage nor priest. It lies in chaos and
lanquishes in sorrow, wandering blindly from evil to evil. Would you be
like them?" The Eerith strode from von Kahshaar's room, leaving him alone
with his thoughts.


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JoelElfman
Joel Elfman

Wed

Feb 18
2004

14:18Z

[Cel] [qai] Eerith to Kaeir advice (admittedly not very helpful though)

Nicely written!

"M. Keaton, Archangel Press"  wrote:"You're displeased."
"Displeased!" came von Kahshaar's reply as he paced the room, "I'm furious.
You're costing me my job, maybe my life. You said your people would advise
us. Well advise already!"
"We have. We told you to stop. Remember, Karl, we advise, not instruct."
Von Kahshaar dropped into his chair with a heavy sigh. "At least tell me
why stop? Is success impossible?"
"No. Quite the opposite and that is why you should stop. Think about what
you want to accomplish. Power, even through the exercise of Will, is
Authority. The gods grant it; men use it. What you want is different-you
wish to impose your own Will over things that you have not been granted
Authority over.
"You do not want arcanum, which is granted by gods. You do not want
clerical powers, which is granted by gods. You do not want elemental power,
which is granted by the natural laws delegated by the Creator. You do not
want obeah, which is granted by the clay itself to the shaper. You want
power based only on the will and strength of your own mind.
"This violates all laws. No matter what form they practice, shapers are
tied to the physical. Even coteries, for all their flash and glory, are
strong because they have physical anchors absorbing the cost on their
behalf. Workings take a physical toll on the worker. To assume that your
'mental sciences' can be separated from the physical cost is a violation of
the natural order."
"Fine then, our workers will have to suffer physical fatigue. That's not
too unexpected."
The Eerith shook its head. "You underestimate the importance of the ties
between the will of the mind and the pain of the physical as a limiting
factor. But beyond that, look to your source of Authority. You want to
impose your will with no homage to another, greater power. In this, you
seek to be gods unto yourselves. Would you reach into another man's mind
and take his will from him because yours is stronger? That is an evil
thing. It is not you right."
Von Kahshaar pursed his lips then asked, "What about when both parties are
willing? Surely that is acceptable, to grant authority over yourself to
someone else. After all, most magi have some form of mind to mind
communication."
"They do, but they do it under the authority of a god. The gods act as a
kind of safeguard in areas where men lack sufficient knowledge to tread
safely. Consider: you speak mind to mind with no deific rules of limit or
filter. How long until someone attempts to merge two minds? Surely a
husband and wife may someday wish to share themselves completely with each
other. Easily done with no safeguards but who, then, shall separate them?
What churgeon is skilled enough to cut apart a meld of minds? And I assure
you, the mistake will be made decades before the churgeon has the skill to
even make the attempt.
"And it will spread, master to servant, lord to slave, coworker to
coworker, it will spread. Open this box outside of the gods protection and
you risk melding your entire people into a single mind. You risk erasing
individuality entirely.
"Karl, at best you will have safe parlor tricks which can be done easier
with existing magics; at worst, you will destroy your people. To take that
kind of risk is wrong."
"You exaggerate, Eerith. I think you conjure fears where none rightfully
exist."
"Listen to me, mundane." The Eerith was suddenly intense, rising to its
feet. "I pray that I do exaggerate. I pray that I am wrong. But if I am
not, then what you propose is EVIL! Trust me, fleshling, this has been done
before and it was called Alata. To impose will without authority is the
blackest of rebellions against all decency."
"Easy, friend. I'm only doing my job. The Lord wants this done; what else
am I to do?"
"Do what is right. Tell him it is evil and that you will not be party to
it," replied the Eerith with almost childlike simplicity.
Von Kahshaar shook his head. "I don't think you quite understand our world
yet."
"Perhaps. Listen Karl, there are easier ways. Gods that will grant a semb
lance of what you seek. Give your Lord a sop of small successes and wait
for him to lose interest. New is not better. Old has the value of testing
for safety and history for lesson.
"Consider Videssia, it has neither mage nor priest. It lies in chaos and
lanquishes in sorrow, wandering blindly from evil to evil. Would you be
like them?" The Eerith strode from von Kahshaar's room, leaving him alone
with his thoughts.


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