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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

Thu

Nov 18
2004

05:57Z

[Cel] Results for 1449

Hi

Here are the results for year 1449.

---+ Cedonia

---+++ Action 1: Emergency Redeployment

*Resolution:* Diff = Hard (-1) + Dice (+++0) + Extras () = +2 Success

*Dice (fp=2):*

    * Installation of Cedonian administrators: +
    * Preparation for next year's elections: +
    * Movement of Legio IV: +
    * Movement of Legio I: 0

*Results:* Despite misgivings among many Vizinian parties, the
Cedonian troops (and administration) is gratefully accepted in
most of Vizinia. Parties allied with Burcancy are disturbed both
by the sudden assasination (and subsequent chaotic situation in
Burcancy), and by the rumors of the Ice Demons.

*Interpretation:*

---+++ Action 2-3: Rebuild the Legions

*Resolution:* Diff = Normal (0) + Dice (++00) + Extras (double: +1) = +3 
Great success

*Dice (fp=4):*

    * Recruitment, generally: +
    * Replacement of javelins with half-pikes: +
    * Recruitment, Selarian cavalry: 0
    * Organization of reserve cadres: 0

*Results:* (+2,+2,0,+3) = +2 Success

*Interpretation:* Action finishes succesfully.

---+++ Action 4: Build Spy Network

*Resolution:* Diff = Hard (-1) + Dice (+-00) + Extras () = -1 Failure

*Dice (fp=2):*

    * Insert Agents: +
    * Develop codes & ciphers: -
    * "Special Projects": 0
    * Hire Analysts: 0

*Results:*  (Hard: +2,+1,x,x,x,x)

*Interpretation:* No real progress this year.

---+ Exquaestio

---+++ Action 1: Mission to the Burcany

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

*Dice:*

    * Ice Demon Info : -
    * Government: 0
    * Magic: +
    * Military: -

*Results:* The Burcany government is in chaos, and the most information
of the Ice Demons are wild rumors and bed-time stories.

*Interpretation:*

---+++ Action 2: Anradan Reorganization

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

*Dice:*

    * Vicars: -
    * Scholars: 0
    * Travelers: +
    * General Members: -

*Results:* The organization is partially succesfull. In principle, a new
organization is established, but the end result is a compromise: not really
satisfying to anyone (except the Travelers).

*Interpretation:*

---+++ Action 3: Relation with Church in The Burcany

*Resolution:* Diff = Easy (+1) + Dice (-++-) + Extras () = +1 Success

*Dice:*

    * Church Divisions: -
    * Church Tolerance: +
    * Aid Needed: +
    * Luck: -

*Results:* Relations opened with base Good (+1).

*Interpretation:*

---+++ Action 4: Increase Relations with Cult of Demerhaze

*Resolution:* Diff = Normal (0) + Dice (0++0) + Extras () = +2 Success

*Dice:*

    * Information: 0
    * Organization: +
    * Divine Support: +
    * Mutual Assistance: 0
:

*Results:*

*Interpretation:*

---+++ Action 5: The Pantheon (2 of 6)

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

*Dice:*

    * Purchase: -
    * Transportation: +
    * Labor: +
    * Distance From City: -

*Results:*  (Normal: +1,x,x,x,x,x)

*Interpretation:* Selecting, and obtaining a good place proves more
difficult than expected.

---+ Actions for Mir

---+++ Action 1-4: Opozoya Villard and the crown of Burcancy

*Resolution:* Diff = Normal (0) + Dice (+0++) + Extras (quadrable: +2) = 
+5 Superb success

*Dice (2 fp):*

    * Order of Succession (disputes thereof): +
    * Burcancy internal factions: 0
    * Foreign factions: +
    * Personal issues: +

*Results:* Relations with Burcany increase to Superb (for 3 years),
and will drop from there to a permanent level of Great after that.
Opozoya is crowned as king, with Glarwain & Nepoya acting as
regents until Opozoya matures (at the age of 15).

*Interpretation:* Opozoya Villard's claim to the throne is accepted
without questions. This is grately aided by the (magical) strength of the
Mirrish entourage. The sudden threat of the Ice Demons is a great
enhancer, too: people suddenly see Mir as the ultimate protector
against all foreign threats (Vraa'al or demons). Foreign countries
are also relieved: they expect Mir to block any threat from the Ice
Demons. Several Burcancy parties voice loud opinions that Mir and
Burcancy should join forces, declare war and obtilerate the Vraa'al
from the face of the Celandra (and then go do the same for Ice Demons).
Another, more moderate idea, is to unite, or at least increase the
cooperation between Mirrish and Burcancy's magical academia.

---+++ Action 5: Slowly prepare Yora'Timar

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

*Dice:*

    * Transfer of troops: -
    * Stocking the fortress: +
    * Training: -
    * Reaction of local people: +

*Results:* Transfer of troops does not go as smoothly as expected.
The commanders recruit from surrounding areas instead. They get
a lot of recruits, but have no training facilities.

*Interpretation:*
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