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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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JuhaVesanto
juuso

Mon

Dec 29
2003

09:05Z

[Cel] Year 1440 begins

Hi all!

This email begins year 1440. The actions are due on January
18th (that's three weeks, to make room for various holidays),
and the next year begins in the beginning of February.

---+ Events for 1440

*Aryisa [-4]:* After 17 years of relative peace, a war
again rips Aryisa. This time, the conflict is internal;
although the rest of the Razanian coast is looking on
with a scavenger's interest.

*Ka'Shari [+3]:* A small group of Wanderers make a favour to
a local leader of a band of smugglers working in the region of
Talishara. Through her, they are exposed to a small, but very
thriving and prosperous trade on dragon-parts. The beasts that
fell in the Battle of Talishara were buried in a secret location
near Talishara (after they had been cleaned of the most
valuable parts: teeth, horns, etc.). The operation, that the band of
smugglers is a small part of, has been robbing the graves and
selling them at high prices for the past few years. It is all very,
very illegal, of course.

---++ Visions, part IV

The sleeping sickness had got worse and worse over the years. In the 
last few months it had got into a stage, where Delany could fall 
suddenly asleep in the middle of a conversation, while standing. His 
parents had hired a
personal guard to watch over him so that he would not hurt himself when
he fell down on such occations. Sometimes the fall woke him, but more
frequently it did not. His parents took him to physicians, to priests of
different religious orders (Shining Kar, Lhambra, The Numbers, Sign of 
Dawn), and - secrectly - even brought a magician to see him.
But nobody could help. And his parents could not afford a Miracle, not
with their other worries.

And the strange dreams were always there. After explaining the first
few to his parents, Delany had learned to keep his mouth shut about 
them. But the dreams were always there. And Delany did not mind, for the
dreams were another world for him. An escape from his physical 
condition. A second reality, as it were.

Today Delany had fallen asleep at breakfast table. He was carried back
to his bed, a glass of water was placed beside him (for he was usually
thirsty when he woke up), and he was left alone. All the while Delany
dreamed...

A small lizard run up a rugged hill covered in a yellow mist.
As the lizard ran through it, the mist formed strange shapes and images
in its wake: of places, and animals, and creatures, and symbols. The
lizard ignored them, and the images dissipated soon.

The lizard reached the summit of the hill, where a man was sitting, and
viewing a play of lights in the distance.

"Master, the Coven is now ready", it said.

"Good", said the man and stood up. He was a giant, over 3 metres in
height, and when he walked one could see all six of his arms. The
man walked briskly down the
hill, with the lizard, and the yellow mist following him. Around him, 
the hill deformed, slowly flowing into steep stairs under his feet, and 
into a large tower about him. The man, the lizard, and the yellow mist 
continued down the stairs.

Finally, the man reached a heavy door at the foot of the stairs. Without
slowing down, the man stepped towards door, which opened silently before
him. The door opened into a huge hall at the center of which three 
figures sat (or stood, for they were covered in layers of cloth, and it 
was impossible to say what kind of creatures they were). In their 
center, an old man stood, slightly bent, and leaning heavily on his 
staff. On the floor beside the old man, various boxes had been carefully 
placed.

The giant with six arms continued to walk until he stood just a little
away from the circle formed by the three figures. He surveyed the old 
man and the objects beside him carefully.

"Is everything as agreed?" he asked.

"Yesssss...", hissed one of the hooded figures. "The eye will
show the way to ussss... The blind king will open the lockssss...
And the heart will pay the price."

Satisfied, the giant gestured with his topmost hands, and the
yellow mist condensed and wrapped itself around the giant.

"Open the gate", the giant commanded.

The three figures started a high-pitched chant. The air between them
started to flicker and grow hot. The old man shifted uncomfortably, but 
did not move otherwise. The chant continued and with a sudden flash a 
bright circle opened before the old man. Although blind, he seemed to 
notice that something was there. He sniffed the air and with purposeful 
stride stepped through the circle. The giant followed immediately after 
him, but when he was about to step through the circle, his motion was
suddenly stopped.

"What?!?" the giant said with wrath in his voice, and glanced around
him.

"WHAT ARE YOU?" a loud voice echoed from somewhere inside the circle.

The giant tried to push through but failed.

"I am Therebani, the Lord of my Realm, and I command you to let me
through!", the giant bellowed.

"YOU DO NOT BELONG HERE. BEGONE", the loud voice said. With another 
flash the gate shut. The old man was gone, through the gate, and of the 
boxes only wisps of smoke remained.

The giant grabbed one of his arms at wrist, where the gate had cleanly 
cut away one of his hands and cried in anguish. The yellow mist 
surrounded the wounded hand, and the giant turned to face one of the 
three figures.

"What is the meaning of this!!", he demanded.

"Hrrr... hrrr... hrrr...", the addressed figure seemed to laugh driely
inside the layers of cloth. "We promised to find the way. We did not
promise an entry. Hrrr... hrrr... hrrr... And it seems you have to
find someone stronger to force it. Hrrr... hrrr..."

The giant seemed poised to strike the laughing figure. Instead he 
straightened, shouted, and the dome of the hall exploded away, letting a 
furious rain in from a black-clad sky. The giant stomped away from the 
hall, leaving the three figures behind him.

In his dream, Delany saw the blind old man cautiously making his way 
down the slope of a green valley. Already the landscape below him was 
starting  to change into a mixed forest of the Onagir homelands. Delany 
smiled in his sleep - it was good to have company in his dreamland, at last.

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

Tue

Dec 30
2003

02:39Z

[Cel] Kaeirean writeup for 1439

"At the beginning of the year 1440, a major shift in Kaeirean politics occurred as a result of the events of 1439.  The old triumvirate of the senior commanders of the Kaeirean Guard, headed by Lord Basiluddin, broke up.  The failure of Basiluddin's strategy to defeat Czarist Taltheran was only made worse by the threat of Mirrish intervention after the Kaeirean blockade on Tal City made the mistake of turning back Mirrish merchants.  The loss of status, both politically and publically, by Basiluddin worked to the benefit of the pragmatic Lord Jafaarsan.  Equally republican as Basiluddin, Jafaarsan had long feared Mirrish attention, and had long campaigned amongst the Senators for a more moderate policy, inorder to ensure the survival of the Republic.

And so it came to be that as the year 1440 dawned, the Senate was reconvened for the first time after the new year, though without Lord Basiluddin being present.  For Jafaarsan had swayed the other two Guard Commanders, and Basiluddin's secretary, Sir Karl von Kashaar, head of the Information Secretariat, to agree to Basiluddin being removed from office.  In the compromise they reached, Basiluddin was, after some earnest persuasion by Lord Fitzlyri, the Admiral of the Fleet, to take a leave of absence from the Senate.  In the carefully orchestrated opera that followed, Basiluddin publically annointed Sir von Kashaar to temporarily take his seat on the Senate (so as to ensure the Guard retained their allotment of seats) whilst Basiluddin sailed to Port Tirmar to oversea the military preparations there.  

In reality though, Basiluddin had recognised that the political forces in the Republic had irretrievably shifted, and had agreed to an exile of sorts, returning to his original occupation of soldiering.  When the Tirmar campaign later came to an end, Lord Basiluddin went into retirement, becoming the Chief Instructor of military strategy at the Academy of the Guard, in Kashaartown.

Almost as significant as the exiling of Basiluddin, was the appointment of Sir Karl von Kahshaar to the Senate.  Though it was publically a temporary appointment, in reality it was a permanent one, and recognition of the importance and power the Information Secretariat had come to assume in the Republic.  Sir von Kahshaar became Lord von Kahshaar and adopted the title Secretariat-General, establishing the precedent thereafter, of the head of the Secretariat taking a seat in the Senate.

So it was that the failure of 1439 led to the shift of 1440.  The old revolutionary Triumvirate, that had given birth to the original republican conspiracy and then the Republilc, was dissolved.  Basiluddin graciously stepped off the stage, and power was devolved to the Senate.  The distinctions in the Guard became clearer, with authority and jurisdiction in the Guard divided between the Admiral of the Fleet, General of the Guard, and Secretariat-General.  Lastly, the Republic began to evolve a new policy, abandoning the zealous expansionism of the revolution and designs on Taltheran, and adopting a new pragmatic policy, focused on upholding the sole republican government in Qaiyore, and developing the Republic's foreign and commercial ties."

Maqdum Jaansan, "Origins of Modern Republicanism" (Society of Scholastics (Tirmarport: 1520).

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Iso88591Qibrahim
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Tue

Dec 30
2003

02:40Z

[Cel] Kaeirean orders - 1440

Kaeir 1440:

Title: Change to standing orders for Fleet.
Action 1.
Weight:  Single action.
Description:  The Senate orders the Fleet Commanders to end the blockade of Tal City, and move the Kaeirean Fleet back to the Kaeirean Strait.  There, the Fleet will conduct patrols of the Strait, the Kaeirean isles, carry out commerce protection duties in the area, and continuing supplying the forces in Port Tirmar.  The key question is whether the Fleet Commanders accept the change in policy and the marginalisation of Lord Basilludin by the Senate.
Key Elements:  Fleet, Senate.
Difficulty: Easy.
Factors:
+ Diminished status of Basiluddin (failed actions)
+ Untarnished status of Senate
+ Futility of Tal City blockade
+ Prospect of naval conflict with Mir
+ Support of the other two Guard Commanders in the Senate for the policy change
+ Basiluddin's leave of absence from the Senate
- Loyalty of many Fleet commanders to Basilludin
- Prospect of abandoning the "Revolution"

Possible results:

Success - Despite unhappiness with the apparent marginalisation of Basiluddin, the Fleet Commanders, of whom many had privately disagreed with Basiluddin's aggressive foreign policy, accept the new "realpolitik" approach being adopted by the Senate and comply.

Mixed - The majority of the Fleet Commanders comply with the Senate orders, but several Commanders refuse to accept it, sailing westward on a single ship to Cedonia, intent on offering their services to "the only surviving true Republican movement".

Failure!  Realising the intention of the Senate to ultimately do away with Basiluddin, the Fleet Commanders refuse to accept the Senate's orders.  They sail back to Port Kaeir, determined to unseat the "treasonous" Senate and "restore" Basiluddin.

------

Title: Delegation to Mir.
Action: 2
Weight: Single
Description:  The Senate sends another delegation to Mir, to placate Mirrish anger and try to improve ties.  The Kaeirean chief envoy delivers several symbolic and material gestures on behalf of the Senate - the lifting of the Tal City blockade, a copy of the legislation passed by the Senate entitled "Statute on the Autonomy of the Easterners' Quarter" that formalises the long-held autonomous status of the predominantly Mirrish Easterners' Quarter in Port Kaeir and invites Mir to appoint a magistrate to preside over the internal affairs of the Easterners' Quarter, and lastly, a handsome copy of the thesis by famed Kaeirean metaphysical scholar, Sir Jawziyyah, entitled "An eldritch and new history of Kaeirean folk-magicks" (one of only two copies in existence).  The chief envoy also relays the Senate's offer of greater cooperation in Midsea affairs, and that Kaeir's territorial claims on the mainland are henceforth limited to the Port Tirmar district.
Key Elements: Senate, Easterners' Quarter.
Difficulty:  Hard
Factors:
+ Lifting of the blockade
+ Easterners' Quarter Statute
+ Benefit of Mirrish-Kaeirean cooperation
+ Willingness of Kaeir to heed Mir's warnings
- Previous Kaeirean actions

Possible results????

-------

Title:  Assassination of Czar Salokin
Action: 3
Weight:  Single (SECRET)
Description:  In order to break the stalemate at Port Tirmar, the newly appointed Secretariat-General, Lord Karl von Kahshaar, orders the activation of the Secretariat cells in Tirmar, and orders these agents to assassinate Czar Salokin.  Information Secretariat agents of the Tirmar cell, using the cover of courtesans in an embassy from Commander Gamar in Tal, 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 and the implication of Salokin's generals, and only then to the preservation of Secretariat cell.

Key Elements:  Information Secretariat, Lord von Kahshaar.
Difficulty:  Hard
Key Factors:
+ False sense of security created in the Taltherani mind, by the lull in hostilities.
+ Preparation and organisation of the Secretariat cells in Tirmar
+ Popularity of Kaeir in Tirmar
- Czarist security
- Difficulty in concealment

Results????

-------

Title: Establishment of Trading Outpost at mouth of the Avaeran Rim river.
Action: 4
Weight: Single
Description:  With the approval of the Senate, a cooperative of Kaeirean Houses establishes a trading outpost at the mouth of the Avaeran Rim river, in the wild river delta region between Milakanur and Aixelsydan.  The outpost is established in a deep harbour site at the mouth of the river, and is intended to open up trade between Kaeir and the native tribes of the Avaeran delta and northern Rim range.  These tribes lay outside the sphere of both Milakanur and Aixelsydan, and present both a source of raw materials and a new market for luxury and manufactured goods from Kaeir.  In time, it is hoped that these tribes will be drawn into the Kaeirean sphere of influence, and that the settlement will develop into a proper port.
Key Elements:  Major Houses.
Difficulty:  Normal
Factors:
+ Mutual benefit of new trade (native raw materials, Kaeirean luxuries and manufactures)
+ Neighbouring tribal chieftains keen to use ties with Kaeireans to improve their positions in relation to more distant Avaeran tribes
- Native hostility/suspicion

Possible results:

Success: The trading outpost is successfully established, dubbed by the traders as "Rimriver-town", with a triumvirate of a Guard Captain, Secretariat Officer and a senior merchant, appointed by the Senate to administer settlement affairs.  The outpost triumvirate successfully enters into trade pacts with the nearby tribes.  Soon a thriving market develops at the outpost, with Avaeran tribesmen bartering pelts, spices and other raw goods for Kaeirean luxury and manufactured goods.

Moderate success.  The outpost is established, and relations opened with the neighbouring tribes.  The suspicious attitudes of the Avaeran chieftains limit the growth of barter-trade to occasional deals for the time being.

Failure.  The outpost is established, but comes under immediate threat from the neighbouring Avaeran tribes.  Unless the situation is resolved, the future of the settlement looks bleak.

-----

Title: Eastern expedition to Celpalar
Action: 5 (1 of 2 years)
Weight: Single
Description:  Unhappy with the existing maritime knowledge of Kaeir, the Senate is determined to improve on what is already known of the northern searoutes.  Utilising all of the existing knowledge of the traderoutes of the northern Midsea, and of the Celpalar traderoute, the Senate orders the Fleet to equip an expedition to chart and explore the route to Celpalark, and to survey the trading prospects along the way.  

The Expedition is to sail from Kaeir along the northern Midsea coast, through Strait of Anorurr, north along the Razanian and Kelshiri Coasts to Celpalar, then south to the unnamed archipelago, returning via Vraa'al and Mir to Kaeir.

Key Elements:  Fleet, Major Houses.
Difficulty:  Normal (searoute to Celpalar already known).
Factors:
+ Most of expedition's route is well known
+ Maritime expertise of Kaeirean merchants and sailors
- Large undertaking, with many unknown factors.

Success!  The expeditionary squadron successfully charts the northern Midsea and the route along the Kelshiri Coast, finally arriving at Celpalar.  The first part of the journey reveals many new trading prospects for Kaeirean merchants, and several strong candidate sites for trading outposts.

Mixed.  The expedition completes their navigations safely, arriving at Celpalar.  Though knowledge of the route is vastly improved, the difficulty of the first leg of the journey limits opportunities for investigating trading prospects.

Failure.  The expedition completes the navigation of the Northern Midsea, but is forced to turn back at the Straits of Anorurr by bad weather, instead sailing to Vraa'al and Mir before returning to Port Kaeir.

-----

Title:  Videssia research project
Action: 6 (1 of 2 years)
Weight: Single 
Description:  Chief of the Information Secretariat, Lord Karl von Kahshaar, orders the Secretariat to research the history of magical and mental sciences in Videssia, following up on information gained from Eerith advisors.  The purpose is to obtain a greater understanding of the history of such sciences in Videssia, the relevance of this to the Secretariat, other possible opportunities, and proof to support von Kahshaar's decision to temporarily halt the mental science project (possibly for use against Basilludin, in the Senate).  Secretariat researchers therefore begin scouring the libraries of Kaeir, and non-hostile Midsea nations.

Key Elements:  Information Secretariat, Lord von Kahshaar.
Difficulty:  Hard (obscure, arcane information).
Factors:
+ Eerith assistance
+ Previous research into "mental science"
+ Videssian trade contacts
- Extremely arcane topic

Results????


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JuhaVesanto
juuso

Fri

Jan 2
2004

10:11Z

[Cel] Kaeirean orders - 1440

i wrote:

>Kaeir 1440:
>  
>
I've put the actions on the web page, and put out the difficulities and
extras for each. Do you want to spend fudge points?

As for action 5 (sea routes) you could ask Ka'shari... in case they would
be willing to help.

For action 2 I'd need Mir response. Keaton?

juuso




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

Fri

Jan 2
2004

10:24Z

[Cel] Kaeirean orders - 1440

ok, fudge points on knocking off salokin.
 
ibrahim

Juha Vesanto  wrote:
i wrote:

>Kaeir 1440:
> 
>
I've put the actions on the web page, and put out the difficulities and
extras for each. Do you want to spend fudge points?

As for action 5 (sea routes) you could ask Ka'shari... in case they would
be willing to help.

For action 2 I'd need Mir response. Keaton?

juuso




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JuhaVesanto
juuso

Sun

Jan 11
2004

18:51Z

[Cel] Kaeirean orders - 1440

i wrote:
> ok, fudge points on knocking off salokin.

How many? I'll put full 4 if you don't tell otherwise.

juuso

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

Thu

Jan 5
2006

00:49Z

[Cel] Kaeirean orders

Kaeirean turn
   
  Kaeirean events:
   
  The recent actions by Milakanur in strengthening its forces in Jabau and in partially legalising the Millat religion causes a crisis in the Senate.  The old balance of power between merchants and Millati senators breaks down, and reaches a crisis point during a session on the Jabau Question and troop expansion.
   
  Furious at the Senate, the Lord-Inquisitor attends the next sitting of the Great Council, and in a fiery speech demands the Senate be dismissed and a new Senate elected by the Great Council that is capable of defending Kaeir's interests.
   
  A great debate ensues, which culminates in the great Millati evangeliser, Lord Olmar van Darrgrix of Crownsbane Keep denouncing Lord-Inquisitor Karl van Kahshaar for want to place the Millati in Milakanur in danger and questioning Van Kashaar's loyalty to the Republic.  In a fit of anger, the Inquisitor challenges him to a duel, and though Van Kahshaar is seriously wounded, the leader of the hardline Millati lords is mortally wounded.
   
  The leaderless and now demoralised hardline Millati lords depart the capital the next day after the Lord Einmar van Darrgrix, who like his late father, is deeply spiritual and devout, calls on them to temporarily abandon the politics of the Great Council and the Senate and focus on the preaching of the Millat, especially in Sedonian Timar.  For the first time in the Republic, two of the great Twelve Families (http://www.phoenyx.net/twiki/bin/view/Celandra/HousesOfKaeir), the Van Darrgrix of Crownsbane Keep and the Van Wansaan of New Tirmaeir, have not sat in a Great Council session.
   
  Without the hardline Millati lords, a shift in the balance of power in the Great Council occurs.  Moderate Millati lords (many of whom are significant mercantile Houses too) and merchant lords cooperate, thereby outvoting the few hardline Millati that have remained, electing a new Senate that is capable of agreeing on critical questions in Kaeirean Foreign Policy.
  
1.  Saltrim Project
   
  Following the successful survey of the previous year, the Reconstruction of the Saltrim Port and Shipyards, including the founding of the second major Arsenal in Kaeir, begins.
   
  Weight/Duration: Single weightage/Normal difficulty/2 turns.
Key Elements: Guard Engineer Corp, Ministry of Commerce, Ministry of Domestic Affairs, Arsenal of Kahshaarton, Saltrimi populace, Saltrimi Houses.
Factors:
++ Successful survey
+ old Taltherani plans that had been discovered
+ Support from populace and merchants
  Fudge points: 2
   
  2.  Guard Expansion
   
  With the new Senate elections, agreement is reached on much needed troop expansion.  Legislation is passed to raise 4 new divisions of the Guard and expand the Tirmaeiri Rangers.
   
  The Senate also approves a long-standing Guard request to alter the names of Guard units, supplementing the traditional 1st-3rd division names with officer-chosen names:
  - the 1st Division in Lokton, just outside of Port Kaeir calls itself the Green Guard
- the 2nd Division in New Tirmaeir calls itself the Czarsbane Guard
- the 3rd Division in Crownsbane Keep calls itself the Crownsbane Guard
- the Legion of the March calls itself the Basiluddin Guard, in honour of its founding commander.
   
  new divisions to be raised:
- 5th division (Blue Guard) raised in the Dominions of Tirmaeir and Saltrim.
- the 6th division (Kingsbane Guard) raised in Port Kaeir.
- the 7th division (Straits Guard) raised in Kahshaarton and the Isle of Celtelath.
- the 8th division (Draakosbane Guard) raised in the Isle of Celtehar.
   
  The Tirmaeiri Rangers, currently on active duty overseas, are to be doubled in number, with a thousand new Rangers to be recruited in Tirmaeir and trained at the Hall of Rangers.  Enlistment in the Tirmaeiri Rangers is limited to those from the dominion of Tirmaeir or those applicants who are found acceptable by Ranger officers.
   
  Considerable effort is put into the recruitment drive, promoting the high salaries of Guardsmen and Rangers and the bonuses at the end of a ten-year stint.
   
  Non-citizens are also encouraged to sign up, with an enlistee automatically gaining citizenship on signing up and their immediate family gaining citizenship at the end of their ten-year tour of duty.
   
  Weight/Duration: Single weightage/Hard difficulty/2 turns.
Key Elements: Office of the Commander of the Guard, the Senate.
Factors:
+ Lack of military action in recent years (low death toll therefore)
+ Bloodless successes of Kaeirean military in Tirmaeir, Saltrim and Rimriverton.
+ Opportunities in the military (regular Republican Guard, Colonial Guard, the Inquisition, the Fleet Marines, the Tirmaeiri Rangers).
+ Opportunities to "see the world" (well, Rimriverton and the various Kaeirean diplomatic offices).
+ Large population in the Republic (1 million) vs. the small military size (5000).
  Fudge points: 3
   
  3.  Fleet Expansion
   
  As the second part to the Kaeirean military expansion, the Senate orders the construction of two new Vans, comprising 20 new ships each.  Construction of the first Van will be in the major Kaeirean arsenal in Kahshaarton, with construction of the second Van shared between the Saltrim Arsenal and the Kahshaarton Arsenal once reconstruction in Saltrim City has sufficiently advanced.
   
  Recruitment of crews to serve in the ships will also be undertaken.  With similiar conditions to those enjoyed by Guardsmen, there shouldnt be much difficulty in attracting able seamen.
   
  Weight/Duration: Single weightage/Normal difficulty/2 turns.
Key Elements: Arsenal of Kahshaarton, Office of the Admiral of the Seas, the Senate.
Factors:
+ Successes of Fleet in the Northern Trade Convoy
+ Importance of seafaring in Kaeir
+ Saltrimi sailors good potential source with reconstruction efforts
  Fudge points: 3

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Iso88591Qibrahim
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Fri

Jan 2
2004

10:25Z

[Cel] Kaeirean orders - 1440

Bob,
 
Can/would the Ka'Shari help (they might - considering previous relationship, Ka'Shari descendents in Kahshaartown etc).
 
ibrahim

Juha Vesanto  wrote:
i wrote:

>Kaeir 1440:
> 
>
I've put the actions on the web page, and put out the difficulities and
extras for each. Do you want to spend fudge points?

As for action 5 (sea routes) you could ask Ka'shari... in case they would
be willing to help.

For action 2 I'd need Mir response. Keaton?

juuso




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ArchangelPressRe
Archangel Press, Remote Office

Tue

Jan 6
2004

19:57Z

[Cel] Kaeirean orders - 1440

> For action 2 I'd need Mir response. Keaton?

All sweetness and light.  Mir would be thrilled to be helpful to their
underpriveledged brethren.  (They showed the stick; now the carrot.)

BTW, I heard from JTH last week.  He should be home in February and back in
the game within weeks.

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