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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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AndrewJanssen
Andrew Janssen

Sat

Apr 10
2004

05:43Z

[Cel] [Actions] Cedonia 1443

Just a quick update first:

I saw my regular doctor, and he agreed that I'd probably damaged my
ulnar nerve. I've got an appointment with a neurologist on the 23rd, to
find where the damage is, and how severe it is, and what my treatment
options are. By an odd coincidence, the 23rd is the day before my
birthday. :/

On to the Actions!

Action 1: New Beginnings
Weight: Single
Description:
With the new government of the United Provinces solidly established,
the Council decides to send new ambassadors to nearby neighbors. New
ambassadors are sent to Kaeir, Mir, Taltheran, Tanimbar, Vizinia,
Zelkor, Burcancy, Parglug, Milakanur, and Aixelsydan, while consulates
are to be established in several of the Free Cities. A special embassy,
headed by a senior Priest of Lucia, is sent to contact the Eerith.
Every major ambassador is accompanied by a cleric of Lucia; if asked
directly, the embassies will acknowledge the Lucians' powers of
truthsaying, but this information is not volunteered.
Difficulty: Normal
Factors: Player societies may react as they see fit; this action is
directed more at the NP Societies out there.

Action 2: Curses!
Weight: Single
Description:
* * *
"ARRGH!" Raden Ghere roared in frustration and kicked his brass
wastebasket across his office. "I'm telling you, Ardin, there are days
I think this project must be cursed! First, the problems with ore
quality. Then the smelter collapses in an earthquake, due to shoddy
materials. Then bandits strike the ore caravans. And now, the second
smelter, built  by a completely different contractor, collapses in a
*second* earthquake. An earthquake, which I might add, caused no other
damage! It's enough to make a grown man cry."

Ardin Vellin, Prime Minister of Cedonia, said, "Say that again, Raden."

"What, enough to make a grown man cry?"

"No, about the project being cursed. I think you may be more right than
you know. Do you have the original survey report from the first
expedition we sent to the mines?"

Raden nodded. "Yes, I think I do." He went over to a large
scroll-rack/filing-cabinet and searched for a moment, before pulling
out a thick sheaf of parchements and a large scroll of paper. "Here
they are, Captain Kadren's report to the Council and Olphes' site
survey." Returning to his desk, Raden handed the report to Dr. Vellin,
then unrolled the map on his desk. "Do you think we missed something in
the original survey?"

Ardin began to examine the report carefully. "Maybe. I seem to remember
that the report said . . . here it is. 'While the mine shafts and their
contents were in excellent condition and repair, aside from some water
damage to stored equipment, the buildings aboveground had largely been
razed by fire. Based on prevailing winds and the pattern of damage, the
fires probably began in Building A-1 or A-2, then was spread by the
wind to most of the other buildings, leaving only C-13, C-14, and C-16
untouched.'"

Raden turned to the map. "Well, according to the survey map key, the
buildings labeled with 'C' were barracks, stores, and a mess hall. The
'B' group of buildings were ore sorting and processing. The 'D' group
of buildings were the mine offices. The 'A' group . . . hmm, according
to the key, the 'A' group was housing for mine clerks and management,
but Building A-2 is marked 'Unknown Purpose'." He stared at the map.
"You know, Building A-2 is the only one facing east, it and A-1 are set
some distance apart, it was one of the largest buildings in the
complex, and it's the only building with a collonade."

Ardin smiled grimly. "A temple of some sort, do you think?"

"It seems likely," replied Raden. "Wasn't there also something in the
report about markings in front of the mine shafts, something scratched
into the rock?"

"Yes, there was . . . odd symbols. Not identifiable, but Captain Kadren
did take a rubbing, and attached it to the report." Dr. Vellin frowned.
"It says here that after they found the markings, the native guides
they had hired refused to enter the mine."

Raden lifted the map off his desk and rummaged under it. "I have a
report here, somewhere, from the mine manager we sent last spring. He
wrote recently, complained that he'd been unable to hire any local
labor . . ." Raden pulled out a rather crumpled letter and glanced at
it. "He writes that the Kasovians refuse to go into the mines, saying,
quote, 'the darkness underground is the home of Demerhaze and her Night
Children, and men disturb them at their peril,' end quote. He adds that
there have been a few mysterious disappearences in the deeper shafts."

Ardin sat back. "I think that Building A-2 was a temple, set up by the
original miners, and I bet that the mines were probably blessed, also.
When the Shanari invaded and things fell apart, one of the Kasovian
mountain tribes probably decided to loot the mine complex."

Raden nodded. "They would have destroyed the temple, and marked the
mines as the dominion of their goddess. That leaves us with the problem
of figuring out which god that temple was consecrated to."

"Yes . . . Torronir, perhaps?"

"No, that doesn't feel quite right somehow. Torronir is the god of
craftsmen and artisans. I'd think that miners would pick a god closer
to the earth."

"Good point." Raden walked over to the window of his office. "Well, you
know that they say you can find just about any religion in Thalcedon,
brought here from the lands we conquered in the days of the Old Empire,
along with loot, slaves, and ethnic cooking."

Ardin laughed. "True enough. I have friends in the Comparative Religion
Department at the University; I'm sure they can tell us to whom that
temple belonged."

"As long as they can also tell us which god is cursing us," replied
Raden Ghere soberly.
* * *
Having becoming suspicious of the run of bad luck plaguing the
metallurgy project, Cedonia's leaders decide to investigate the
possibility that somewhere along the line, they offended a deity. Step
One: find out which god or gods is responsible, by consulting with the
many priesthoods in the city, and with the scholars at the University.

If there is a curse on the project, next year they will try removing
it.
Difficulty: Normal (0)
Factors: While Cedonia as a whole has poor religious diversity, the
city of Thalcedon, as the former imperial capital, has a rather more
diverse religious population. The presence of the University and its
faculty and library also provide considerable help in researching the
problem.

Action 3: Turn up the Pressure.
Weight: Double
Description: After the assassination of General Zenos, most of his army
dispersed. However, a solid core of his forces retreated in good order
to Zenos' fortress in the southwest. The forces under the Duke of
Caladyn did not immediately pursue in force, as they were still
reorganizing. Now, their reorganization is complete, and the Duke
orders them to besiege the remnant of Zenos' army.
Difficulty: Easy
Factors: The new government is now supporting the Duke's army, while
the  remnant of Zenos' army is short on supplies and leadership
Fudge Points: 1

The strategic action is suspended for this turn while the possibility
of a curse is investigated

Andrew

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