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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

Mon

May 17
2004

12:07Z

[Cel] Kaeirean turn for 1444 (reposted)

Action 1:  Fortification of the northern frontier
 
Lord Basiluddin, with the agreement of the Senate, orders the
construction of a fort to protect the northern frontier with Taltheran.
 
An old imperial fortress, overrun during the Goblin Wars and
consequentially abandoned, is chosen for the location of the keep.
Situated in the north-west corner of Tirmaeir, it sits aside the
junction of the old imperial highway that connected Tirmaeir with
Taltheran and eastern Cedonia.  Restoration of the fortress, to be
called Crownsbane Keep, would give the Republic control of the main
route through the mountainous region that sits astride northern Tirmaeir
and southern Taltheran.    An invasion force from Taltheran would have
to overcome the fort, or make a long and difficult journey through the
wilder mountains to the east or along the winding coast line.
 
Crownsbane Keep would also secure the old overland trade route to
Cedonia, and renew once abandoned opportunities for commerce and trade.
 
Weight:  Single (1 of 2 years)
Difficulty:  Normal (but time consuming)
Fudge:  2 points
Factors:
+ Accumulate engineering success of the Rebuilding of New Tirmaeir city.
+ Economic stimulus to Dominion of Tirmaeir, through employing local
Tirmaeir labour and usingTirmaeir produce for the construction.
- Threat from Taltheran
 
Outcome:
 
Great!  A smashing success.  The Keep is completed ahead of schedule and
undercost, and trade across Tirmaeir picks up from Governmental
expenditure.  During the restoration, ancient pre-imperial ruins beneath
the fort are discovered that are similiar to those discovered beneath
the streets of old Port Tirmar (now New Tirmaeir).
 
Normal.  The Keep is completed, and commerce shows signs of improvement.
 
Bad.  Difficulty is encountered in locating the old fort ruin at first,
and then surveying and supplies delays the start of construction until
mid-year.
 
Disaster!  During the construction, an unknown entity is disturbed from
its slumber beneath the ruins, and the entire project is abandoned as
people flee from the evil.
 
Action 2:  Consecration of first Millat Shanari tower in the Republic.
 
At the invitiation of Lord Basiluddin, who recently adopted the Millat
Shanari faith after encountering it during a brief trip to Port Kaeir, a
group of Millati scholars arrives in New Tirmaeir to establish a Millati
temple, known as a "Tower", the first of its kind in the Republic.  The
tower is in the typical Millati style, a tall cylindrical tower
surrounded by a complex of schools and hostels.
 
While construction progresses slowly, in time it shall come to be known
as the Great Tower of the South, a sister to the Holy Tower of Akbari,
the birthplace of the Millat Shanar religion.  Basiluddin deeds a parcel
of land in the vicinity of the fledgling university for the tower.
 
Weight:  Single (1 of 2).
Difficulty:  Normal
Factors:
+ Friendly attitude of key members of the Republican government.
+ Conversion of prominent Republican leaders (Basiluddin, Jafaarsan).
 
 
Action 3:  Restoration of the northern Tirmaeiri roads
 
The old roads of northern Tirmaeir, fallen into disrepair from neglect
and war, have hindered economic and trade.  In one of its first acts,
the Provisional Dominion Council of Tirmaeir initiates a project to
restore the network of roads, and reopen the inland highway up to the
Crownsbane Keep in the west.
 
Weight:  Single (1 of 1)
Difficulty: Normal
Factors:
+ Accumulate engineering success of the Rebuilding of New Tirmaeir city.
+ Economic stimulus to Dominion of Tirmaeir, through employing local
Tirmaeir labour and usingTirmaeir produce for the construction.
+ Enthusiasm of merchant houses for improving trading conditions.
- First major local policy decision by local government.
 
Action 4:  Panachayyah Trade
 
Commissioner Talaan, third member of the colonial triumvirate at
Rimriver-town amongst the Panchayyah, along with his Secretariat
colleague, begins a series of trade missions up the Rimriver to further
open the upper reaches of the Rimriver and gain access to the Ban
Horroth.
 
Weight:  Single (3 of 6)
Difficulty:  Hard
Fudge:  1
Factors:
+ Cooperation of intelligence service and merchants
+ Previous success in extending trade
+ Panchayyah alliance
+ Panchayyah stability
- New trade
 
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JoelElfman
Joel Elfman

Wed

May 19
2004

03:14Z

[Cel] Vizinia

Here is an interesting suggestion.  Anyone wanting to tweak it some more is fine.  I'm throwing it out now, to see folks opinions on the practicality and acceptance of this idea.

Even w/ the results of last year King Villard still believes it is best to retire, and let his children take over.

The people of Vizinia have been treated extremely well by Villard and the Burcancy and there is a lot of support w/in the land.  To avoid, a protracted dispute Villard proposes the following:

Vizinia to be established as an indiependent fiefdom of Cedonia, exact conditions to be decided (or left open).  Cedonia will join the Alliance that Villard started w/ Tanimbar, Vizinia & Mir signing all appropriate treaties.  Villard will abdicate and be named as the King/Prince of Vizinia, retiring to Vizinia to help those people.  He will swear allegiance to Cedonia, and his youngest twin will be named his heir and also swear allegiance.  His grandchild will be betrothed to a Cedonian.  Most of the taxes collected from Vizinia by the Burcancy were kept in Vizinia for rebuilding.  That should be continued.  The rest of the taxes will be split between the Burcancy & Cedonia until Villard dies or abdicates this throne and for 10 years thereafter.  After that all appropriate taxes will be left in the hands of Cedonia.  A small contingent of the Brotherhood will accompany Villard, establishing a new school of magic in Vizinia.

On a game note, about how this might play out in terms of actions.  Does this mean that Vizinia is run by Burcancy, Cedonia or both?  I am not sure, and I am willing to leave that open to talks or a GM decision.  I am willing to hand-over Villard to another player to run if it is deemed appropriate.

>From a Cedonian point of view, they get Vizinia back w/o any bloodshed.  Perhaps, it will be more independent then they would like, but nothing is perfect.

>From Villard's point of view he always treated Vizinia as an independent kingdom, so little changes.  He still feels the need to retire, and this move if accepted would strengthen the Alliance.  It draws the V'raal away from the Burcancy and keeps their focus on him.

Joel


		
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AndrewJanssen
Andrew Janssen

Wed

May 19
2004

06:22Z

[Cel] Vizinia

Before I get into my response, has anyone been having trouble getting
messages from the list? I haven't seen the message with the end-of-turn
results yet.  did check the website though, once I saw people talking
about the results.

--- Joel Elfman  wrote:
> Here is an interesting suggestion.  Anyone wanting to tweak it some
> more is fine.  I'm throwing it out now, to see folks opinions on the
> practicality and acceptance of this idea.



> Vizinia to be established as an indiependent fiefdom of Cedonia,
> exact conditions to be decided (or left open).  Cedonia will join the
> Alliance that Villard started w/ Tanimbar, Vizinia & Mir signing all
> appropriate treaties.  Villard will abdicate and be named as the
> King/Prince of Vizinia, retiring to Vizinia to help those people.  He
> will swear allegiance to Cedonia, and his youngest twin will be named
> his heir and also swear allegiance.  His grandchild will be betrothed
> to a Cedonian.  Most of the taxes collected from Vizinia by the
> Burcancy were kept in Vizinia for rebuilding.  That should be
> continued.  The rest of the taxes will be split between the Burcancy
> & Cedonia until Villard dies or abdicates this throne and for 10
> years thereafter.  After that all appropriate taxes will be left in
> the hands of Cedonia.  A small contingent of the Brotherhood will
> accompany Villard, establishing a new school of magic in Vizinia.

As far as I'm concerned, I like this idea, a lot. It settles the matter
peacefully and helps the United Provinces mend fences with their
neighbors.

> On a game note, about how this might play out in terms of actions. 
> Does this mean that Vizinia is run by Burcancy, Cedonia or both?  I
> am not sure, and I am willing to leave that open to talks or a GM
> decision.  I am willing to hand-over Villard to another player to run
> if it is deemed appropriate.

As I see it, any action specific to Vizinia *before* the handover a
decade after Villard' death should be a matter of consultation, but
that's just my gut instinct.

Andrew
 
> From a Cedonian point of view, they get Vizinia back w/o any
> bloodshed.  Perhaps, it will be more independent then they would
> like, but nothing is perfect.
> 
> From Villard's point of view he always treated Vizinia as an
> independent kingdom, so little changes.  He still feels the need to
> retire, and this move if accepted would strengthen the Alliance.  It
> draws the V'raal away from the Burcancy and keeps their focus on him.
> 
> Joel
> 
> 
> 		
> ---------------------------------
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JoelElfman
Joel Elfman

Wed

May 19
2004

11:50Z

[Cel] Vizinia

I didn't see results posted for the Burcancy, I went to the website and found it there.
 
Joel

Andrew Janssen  wrote:
Before I get into my response, has anyone been having trouble getting
messages from the list? I haven't seen the message with the end-of-turn
results yet. did check the website though, once I saw people talking
about the results.

--- Joel Elfman wrote:
> Here is an interesting suggestion. Anyone wanting to tweak it some
> more is fine. I'm throwing it out now, to see folks opinions on the
> practicality and acceptance of this idea.



> Vizinia to be established as an indiependent fiefdom of Cedonia,
> exact conditions to be decided (or left open). Cedonia will join the
> Alliance that Villard started w/ Tanimbar, Vizinia & Mir signing all
> appropriate treaties. Villard will abdicate and be named as the
> King/Prince of Vizinia, retiring to Vizinia to help those people. He
> will swear allegiance to Cedonia, and his youngest twin will be named
> his heir and also swear allegiance. His grandchild will be betrothed
> to a Cedonian. Most of the taxes collected from Vizinia by the
> Burcancy were kept in Vizinia for rebuilding. That should be
> continued. The rest of the taxes will be split between the Burcancy
> & Cedonia until Villard dies or abdicates this throne and for 10
> years thereafter. After that all appropriate taxes will be left in
> the hands of Cedonia. A small contingent of the Brotherhood will
> accompany Villard, establishing a new school of magic in Vizinia.

As far as I'm concerned, I like this idea, a lot. It settles the matter
peacefully and helps the United Provinces mend fences with their
neighbors.

> On a game note, about how this might play out in terms of actions. 
> Does this mean that Vizinia is run by Burcancy, Cedonia or both? I
> am not sure, and I am willing to leave that open to talks or a GM
> decision. I am willing to hand-over Villard to another player to run
> if it is deemed appropriate.

As I see it, any action specific to Vizinia *before* the handover a
decade after Villard' death should be a matter of consultation, but
that's just my gut instinct.

Andrew

> From a Cedonian point of view, they get Vizinia back w/o any
> bloodshed. Perhaps, it will be more independent then they would
> like, but nothing is perfect.
> 
> From Villard's point of view he always treated Vizinia as an
> independent kingdom, so little changes. He still feels the need to
> retire, and this move if accepted would strengthen the Alliance. It
> draws the V'raal away from the Burcancy and keeps their focus on him.
> 
> Joel
> 
> 
> 
> ---------------------------------
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> SBC Yahoo! - Internet access at a great low
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JuhaVesanto
juuso

Wed

May 19
2004

12:09Z

[Cel] Vizinia

Andrew Janssen wrote:

>Before I get into my response, has anyone been having trouble getting
>messages from the list? I haven't seen the message with the end-of-turn
>results yet.  did check the website though, once I saw people talking
>about the results.
>  
>
Sorry, my fault. I haven't finished all action descriptions yet, and I 
was waiting until I
do before I announce the results. But, yeah, the results are mostly 
there on the website
already.

juuso
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RulingNations
RulingNations

Thu

May 20
2004

03:22Z

[Cel] Vizinia

In a message dated 5/18/04 9:15:15 PM Mountain Daylight Time, 
hurlanhurlan@yahoo.com writes:

>  Vizinia to be established as an indiependent fiefdom of Cedonia, exact 
> conditions to be decided (or left open).  Cedonia will join the Alliance 
that 
> Villard started w/ Tanimbar, Vizinia & Mir signing all appropriate 
treaties.  

Having recently read up on Tanimbar, I think it would be an uphill battle to 
get them to cooperate in any way with Cedonia.  A forced alliance with Cedonia 
might very well cause a unilateral withdrawal.

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/
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AndrewJanssen
Andrew Janssen

Thu

May 20
2004

06:52Z

[Cel] Vizinia

--- RulingNations@aol.com wrote:
> In a message dated 5/18/04 9:15:15 PM Mountain Daylight Time, 
> hurlanhurlan@yahoo.com writes:
> 
> >  Vizinia to be established as an indiependent fiefdom of Cedonia,
> exact 
> > conditions to be decided (or left open).  Cedonia will join the
> Alliance 
> that 
> > Villard started w/ Tanimbar, Vizinia & Mir signing all appropriate 
> treaties.  
> 
> Having recently read up on Tanimbar, I think it would be an uphill
> battle to 
> get them to cooperate in any way with Cedonia.  A forced alliance
> with Cedonia 
> might very well cause a unilateral withdrawal.

On the other hand, the Cedonian attempt to conquer Tanimbar occurred
thirty years ago, and the structure & government of Cedonia have
changed radically in the intervening time.

On the other hand, negotiations would certainly be required. 

Andrew

> Jefferson
> http://www.picotech.net/~jeff_wilson63/rpg/
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.



	
		
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JoelElfman
Joel Elfman

Thu

May 20
2004

11:59Z

[Cel] Vizinia

It is all true, and many of the populace of Tanimbar might not be happy about the idea.  On the other hand it keeps Cedonia out of their country, establishes a new peace treaty and Villard in Vizinia will tie that piece of Cedonia to him, and gives him a small voice in some Cedonian politics.  And the Alliance would also.  It also brings in Big Brother, Mir.
 
Even if this plan falls through, I still like the idea of Villard retiring to Vizinia, it would then run as a more independent kingdom, and Cedonia would still have to fight for control.

Andrew Janssen  wrote:
--- RulingNations@aol.com wrote:
> In a message dated 5/18/04 9:15:15 PM Mountain Daylight Time, 
> hurlanhurlan@yahoo.com writes:
> 
> > Vizinia to be established as an indiependent fiefdom of Cedonia,
> exact 
> > conditions to be decided (or left open). Cedonia will join the
> Alliance 
> that 
> > Villard started w/ Tanimbar, Vizinia & Mir signing all appropriate 
> treaties. 
> 
> Having recently read up on Tanimbar, I think it would be an uphill
> battle to 
> get them to cooperate in any way with Cedonia. A forced alliance
> with Cedonia 
> might very well cause a unilateral withdrawal.

On the other hand, the Cedonian attempt to conquer Tanimbar occurred
thirty years ago, and the structure & government of Cedonia have
changed radically in the intervening time.

On the other hand, negotiations would certainly be required. 

Andrew

> Jefferson
> http://www.picotech.net/~jeff_wilson63/rpg/
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.





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JuhaVesanto
juuso

Fri

May 21
2004

03:10Z

[Cel] Results for 1444

Hi

Sorry for the delay, but here are the results for year 1444. Everybody 
interested in the Visions should read through Mir's actions. And I'd 
need Mir's reaction to King Villard's announcement.

---+ Actions for Cedonia

---+++ Action 1: The Metallurgy Project

*Resolution:* Diff = Hard (-1) + Dice (0-, ++ (fp=4)) = 0 Mixed results
*Results:* (0,0,0) Mixed results

*Interpretation:* After 9 years, and numerous disappointments and 
disasters, the new alloy facility is finally up and running. Dr. 
Vellin's installment is producing a steady stream of the alloy, and the 
new armors made of the material are, if not everything that was hoped 
for, at the very least a huge step in the right direction. The alloy is 
not as easy to beat into shape as traditinal iron and steel plates, so 
only special smithies can actually work them. On the other hand, the 
production rate, while now constant, remains at a rather small
level. Both are reasons why the new armour must remain a special 
equiment, for small units, or a luxury item for the highest ranking 
officers, for at least a while.

---+++ Action 2: Rebuild the Legions

*Resolution:* Diff = Normal (0) + Dice (---+) + Extras () = -2 Failure
*Results:* so far (x,x,x,x)

*Interpretation:* The rebuilding does not start well. The civil war has 
most bereft the countryside of suitably aged young men, and the Legions 
are not that popular anymore, either.

---+++ Action 3-4: Reunification

*Resolution:* Diff = Hard (-1) + Dice (0-, 0+ (fp=3)) + Extras (double: 
+1) = 0 Mixed results
*Results:* The diplomats map the situation and identify potential
allies and enemies.

*Interpretation:* Vizinia is divided in its opinions. There are factions 
who would like to join the new Republic, factions who emphasize with 
Cedonia's imperial past, but a lot of factions, also, who are very happy 
with the current situation (with the King far far to the south...). And 
of course there are those who would like to see Vizinia independent. 
Burcancy has, of course, no plans to relinquish (sp?) its hold on Vizinia.

---+ Actions for Ka'Shari

---+++ Action 1-2: Search for the Priestess

*Resolution:* Diff = Very hard (-2) + Dice (00, 0+ (fp: 3)) + Extras 
(double: +1) = 0 Mixed results
*Results:* Some information is gathered, for example the fact that the 
Eerith probably know her location, and that she is not with the Sinari 
any more. But not enough to pinpoint her location exactly.

---+++ Action 3: Increase Trade (Strategic. 2 of ??)

*Resolution:* Diff = Normal (0) + Dice (0++-) + Extras () = +1 Success
*Results:* so far (+1,x,x)

---+++ Action 4: Magical Research (Strategic: 2 of ??)

*Resolution:* Diff = Hard (-1) + Dice (+--, + (fp=1)) + Extras () = -1 
Failure
*Results:* (0,x,x,x,x,x,x,x,x,x)

---+ Actions for Mir

---+++ Action 1: Celebration

*Resolution:* Diff = Easy (+1) + Dice (00--) + Extras () = -1 Failure
*Results:* While almost all contacted countries and organization send
their representatives, the diplomatic level is not as high as was hoped
for.

---+++ Action 2: Searching Habar

*Resolution:* Diff = Normal (0) + Dice (+--0) + Extras () = -1 Failure
*Results:* Very little progress.

*Interpretation:* The name Habar draws up a blank from the archives, so 
its probably an assumed name. The Morning Land in the Dreaming suffered 
a terrible war several decades ago, and it may be that Prince Habar is 
leading one of the factions that fled the land then.

---+++ Action 3-4: Searching World Egg etc.

*Resolution:* Diff = Normal (0) + Dice (+++-) + Extras (double: +1) = +3 
Great success
*Results:* Mir gathers a lot of information.

*Interpretation:*

 From the report of Councillor Farasbatos: "... which led us to 
investigate the Legacy of Tomber. This is a collection of largely 
Authority-based legends and beliefs that Councillor Tomber gathered 
after he retired from the council and entered the Priesthood of Cedon.

The world egg is mentioned, under various names and guises, in several 
of these legends. It seems to be, in fact, a common symbol of a 
priceless treasure among the legends that originate from, or have had 
significant parts of them influenced by, the Dreaming. After noticing 
this, we concentrated our efforts on the sources in the Dreaming, on the 
Fairies of the Morning Land, in particular - so as to
capture two birds with one stone.

Rumors of the world egg are abound in the Dreaming, currently. Before 
going into them, however, we would like to remind the reader that the 
substance in the Dreaming is much more flexible than here in Celandra. 
There are areas in the Dreaming, too, which are relatively more stable 
than others. For gods and other powerful beings these areas are prime 
real estate locations, because they are, while more difficult to modify, 
also much easier to defend against the Will and Authority of other 
entities. Despite the vastness of the Dreaming, new such places of 
notoriously difficult to find.

Now, some legends place Celandra as only one such place, although the
biggest and most stable of them all. Again, some legends say that the 
'hardness' of Celandra is a consequence of nothing else but Will of the 
real god of Celandra who, in the beginning of time, shaped Celandra 
according to its wishes. Is it any wonder, then, that finding a place 
like Celandra, but unshaped, is the ultimate treasure and the ultimate 
prize in the dreams and legends of the Dreaming?

The World Egg legend, briefly summarized, says that one day Celandra 
will spawn a child, a new place like Celandra itself was in the 
beginning. Whoever gets there first, will be able to shape it to his or 
her liking.

The rumors in the Dreaming, briefly summarized, say that this spawning
has occured a short time ago, and that several entities have tried to
find and enter the Egg since then. The rumors also say that these
attempts have mostly failed. To us, this would suggest that someone
very powerful has already beated everyone else to it.

The World Egg legend says nothing about dragons. However, the rumors
in the Dreaming have two things to say about it. The first item ties the
spawning moment to the end of the Sinari war. As the reader may recall,
this is when the dragons returned to Midsea to fight each other. The 
second item suggests that dragons and dragon parts are closely linked to 
the World Egg and that they provide a symphatetic or connection-based 
(once connected, always connected) way to find or influence the World Egg."

---+ Actions for Burcancy

---+++ Action 1: The Announcement

*Resolution:* Diff = Normal (0) + Dice (+-0-) + Extras () = -1 Failure

The announcement cretes much confusion among the guests.
The V'raal definetly do not like being called anyone's "misguided
charges". The V'raal ambassador present storms away from the palace
and refuses to participate in celebrations at all.

---+++ Action 2: Villard abdicates

*Resolution:* Diff = Normal (0) + Dice (--00) + Extras () = -2 Failure

Villar's announcement is even more confusing for his countrymen,
especially with the current issue of Vizinia that Cedonia has brought
up.

---+++ Action 3: Villard's gift to Mir

*Resolution:* Diff = Normal (0) + Dice (--00) + Extras () = -2 Failure

Jason, I'd need your input on this.

---+++ Action 4: Villard's offer to the Queen

*Resolution:* Diff = Hard (-1) + Dice (---+) + Extras () = -3 Severe failure
*Results:* No.

The V'raal will not accept these outrageous terms.
King Villard is welcome to visit V'raal, but at his own peril. A blood
vow can not be settled except by blood.

---+ Actions for Kaeir

---+++ Action 1: Fortification of the northern frontier

*Resolution:* Diff = Normal (0) + Dice (+0+, + (fp=2)) + Extras () = +3 
Great success
*Results:* (+3,x)

*Interpretation:* The keep is in excellent condition, the reconstruction
work already started by the late Czar.

---+++ Action 2: Consecration of first Millat Shanari tower in the Republic.

*Resolution:* Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results
*Results:* (0,x)

*Interpretation:* The tower is built, but the new religion gains
hardly any following.

---+++ Action 3:  Restoration of the northern Tirmaeiri roads

*Resolution:* Diff = Hard (-1) + Dice (+--+) + Extras () = -1 Failure
*Results:* No real progress; all resources are dedicated to the 
fortification of the northern border.

---+++ Action 4:  Panachayyah Trade

*Resolution:* Diff = Normal (0) + Dice (++0, + (fp=1)) + Extras () = +3 
Great success
*Results:* (+1,+3,x,x)
*Interpretation:*

The Kaeirean expedition makes a first direct contact with a strange
people called Ban Horroth. They live high in the mountain valleys, and
trade in small quantities of precious metals and jewels mined from the
mountains.


juuso
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