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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

Tue

Sep 14
2004

20:50Z

[Cel] Year 1448 begins

Hi

This email starts year 1448. Here are the events for the year:

*Cormenaera [-6]:* The city is ravaged and wrecked by a huge fire.
Many important city leaders perish in the flames (either
financially or physically). Some say the fire was started by
slaves, others blame Anaduan, Damaris or even V'raal. Many
rumors are abound, but the fact remains that it will take
long years before the city is back in its former glory.

There's two weeks until action submission deadline (end of Sep), and
two weeks after that, the next year begins.

juuso

PS. Jeff, I'm sorry but I haven't had time to rethink the growth rules.
I really, really try to do it this week... Basically, your suggestion is 
good.

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JeffersonWilson
Jefferson

Wed

Oct 6
2004

01:36Z

[Cel] [Action] Exquestio 1448

Sorry this is so late (although I notice that I'm still the first one to get 
actions out).  I'm still working on the results for 1447, but now know enough 
to go ahead with 1448.  Formatted version of these actions can be found at 
http://www.picotech.net/~jeff_wilson63/rpg/Exq_1448.html

Events:

Converts join the order, increasing population by 20%.

Action 1: Aid to Coremenaera
Weight:		Single
Description:	The bakery and warehouse that became a Great Temple last year 
were burned to the ground as part of this year's fires. The Primate solicits 
contributions to build a proper temple upon the sanctified ground and aid the 
folk of Coremenaera.
Difficulty:	-1 (Hard)
Factors:	General Resources (-2), Magical Resources (+2), Scope Small (-), 
Relations with Coremenaera (0)
Fudge-Points:	0
Results:	Goods, Labor, Magic, Temple. Failure indicates that aid is not 
significant. Extra successes apply against Consent of the Church of the Sea in 
Coremenaera.

Action 2: Cult of Demerhaze
Weight:		Single (Secret)
Description:	The Cult of Demhaze secretly contacts Exquaestio and the two 
religions open relations.
Difficulty:	+2 (Routine)
Factors:	Base Relations (+2), Divine Favor (+), Complementary Beliefs (+), 
Secrecy (-), General Opinion of Demerhaze (-)
Fudge-Points:	0
Results:	Secrecy, Predjudice, Information, Organization. Half Result equals 
base relations between Exquaestio and Cult of Demerhaze.

Action 3: Better relations with Parglug Church
Weight:	Single
Description:	Exquaestio attempts to improve it's relations with Parglug's 
church by sharing information about its magic and publicizing areas of similar 
belief.
Difficulty:	+1 (Easy)
Factors:	Relations with Parglug church (0), Craft of Magic (+2), Last Year's 
Summoning (+), Similar Beliefs (0), Antagonism to Laressian Church (0).
Fudge-Points:	0
Results:	Magic, Similar Beliefs, Expansion, Willingness to change

Action 4: Organize Independent Junder
Weight:	Single
Description:	Exquaestio spends a great of time organizing the various powers 
within Junder and reconciling differences. They attempt to build a treaty 
which will be accepted by almost all of Junder.
Difficulty:	+1 Easy
Factors:	Mood for Independence (+), Economic Increase with Unity (+), 
Decreased Power of Local Lords (-), Existing Free Cities control (0)
Fudge-Points:	0
Results:	Lords, Burghers, Freeholders, Free Cities

Action 5: The Pantheon (1 of 6)
Weight:	Extra
Description:	(Creating the pantheon breaks down into six elements: Site 
Selection, Site Survey, Planning Construction, Obtaining Funds, Gathering and 
Purchasing Materials, and the Construction itself.)
Difficulty:	Hard (-1) (-1 Extra)
Factors:	Resources (-2), Crafts (+1), Knowledge of other religions (+), 
Religious Tolerance (+), Scholastics (0), Significant Prior Failures (-).
Fudge-Points:	0
Results:	Communication & Trade Routes, Local Attitudes, Available Resources, 
Foreign Interest

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/
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IbrahimDughlasGa
ibrahim

Wed

Oct 6
2004

02:08Z

[Cel] Kaeir 1448

Apologies all, the Kaeirean Republic hasn't died (but my OT has been killing
me)....

---

Action 1: Basiluddin's cooperation with Saltrim Conclave 

Basiluddin attempts to persuade the Saltrim Conclave to expand their
influence into the anarchic counties to the south of Saltrim, where no of
the factions control yet.

Weight: Double (3 of 3). 

Key Elements: Lord Basiluddin, Tal Legion, Saltrim Conclave, Lord von
Fitzlyri. 

Difficulty: Normal 

Factors: 

+ Republican feelings 
+ Supplied from completed Crownsbane Keep 
+ Military genius of Basiluddin 
+ Skilled officers in Basiluddin's personal retinue 
+ Closer Kaeirean proximity due to completed Crownsbane Keep 
+ Support from Commander of the Guard, Lord von Fitzlyri 
- Troop quality 
0 Popular support in Saltrim 

Fudgepoints: 1.


Action 2: Millat Shanari 

The Millat Shanari continues their evangelical efforts, integrating their
experiences from the previous year to adapt the Millat message to the
Kaeirean population.  Focus continues on the major urban centres of Port
Kaeir, New Tirmaeir and Crownsbane Keep.

Weight: Single (3 of 10). 
Key Elements: Millat Shanari devotees, Great Tower of New Tirmaeir. 
Difficulty: Normal 

Factors: 
+ High status converts (Basiluddin, Jafaarsan.). 
+ Prestige of the new Great Tower of the South. 
+ Compatibility with Kaeirean culture. 
+ Backing from key figures. 
+ Existing popularity amongst the Guard. 
- New religion. 

Fudge-points: 1



Action 3: Panchayyah Trade. 

The Rimrivertown Colonial Triumvirate continues its efforts to establish a
trading relationship with the Ban Horroth, focusing on items the Ban Horroth
may be interested in or items that might be able to fill a previous
unfulfilled need.

Weight: Single (4 of 4). 
Key elements: Commerce Secretariat, Rimrivertown Colonial Triumvirate. 
Difficulty: Normal 

Factors: 

+ Kaeirean diplomacy 
+ Trade route 
+ Previous Kaeirean success 
0 Ban Horroth reaction 
- Ban Horroth goods 



Questions: 

Has the Ban Horroth reaction changed? 
Do the Ban Horroth want to trade?
Can the Kaeirean trade mission get the Ban Horroth interested in the
Kaeirean products, and thereby create a new demand for them?

Fudge-points: 2



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