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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

Tue

Jan 11
2005

11:24Z

[Cel] Kaeirean turn for 1451

1. Millati evangelisation
Action:  6 of 10.
Weight: Single
Key Elements:  The Keeper, Millati supporters, Millati preachers.
Description

The Millati community continues its evangelization program in Kaeir in the
wake of its newly elected leader, the Keeper Arlhan von Kahshaar, and the
successes amongst the Crownsbane Keep population.  Now properly organised
under the disciplined leadership of Keeper Arlhan, the missionaries enjoy
sufficient financial and logistical support to function properly and more
properly focus on their duties.  The Kaeirean leadership of the Millati
community is making an impact on the local population as well, the
missionaries hope.

Difficulty: Normal.
Background factors:
+ Leadership of the Keeper.
+ High status converts
+ Kaeirean leadership of Millati community (elevated status amongst
Kaeireans)
+ Solid political and financial support from powerful Millati believers in
the government, military and commerce for preachers, organised by the
Keeper. 
+ Initial success of previous year.
+ Accumulated experience of preaching to Kaeireans.
- New, still slightly "foreign" religion

2. Securing of Rimrivertown settlement.
Action:  2 of 2.
Weight: Single.
Key Elements:  Lord-Governor Huacoatl, Colonial Guard, Kaeirean and
Panchayyah merchants.
Description 
Consolidation of the Kaeirean port of Rimrivertown is completed,
establishing its position as the terminus of the Ban Horroth traderoute and
the market for Kaeirean-Panchayyah trade.  The building of infrastructure
such as roads, docks, housing and fortifications begun last year is
finished, and a good number of trading houses have established themselves in
Rimrivertown.  

Difficulty: Normal.
Background factors:
+ Continued Rimrivertown growth after boom of previous year.
+ Continued recognized need by Kaeireans and Panchayyah to secure
Rimrivertown from rivals.
+ Panchayyah friendship (and special emphasis by Senate on harmonious
relations).
+ Leadership of Lord-Governor Huacoatl, and the authority and autonomy given
to him.
+ Benefits of Ban Horroth trade to Panchayyah and Kaeireans.
+ Improved infrastructure and support (greater spending, commerce, traffic
with Kaeir)
+ Accumulated success.
- Uncertainty amongst merchants created by Ban Horroth crisis.
- Uncertainty amongst Panchayyah created by Ban Horroth crisis.
- Slight decline in trade due to Ban Horroth trade.
- Possible reaction by neighbouring nations. 

3. Aid to Ban Horroth Party of Trade
Action:  * of 5.
Weight: 
Key Elements:  Lord-Governor Huacoatl, Information Secretariat Captain
Murhanuddin and his delegation of 11 advisors, Ban Horroth Party of Trade,
Ban Horroth Party of Religion, Ban Horroth Party of War.
Description:

Huacoatl sends his dozen advisors to the Ban Horroth Party of Trade, to
assist them against the Party of War.  The dozen provide military expertise,
training and arms to the Party of Trade clans, to assist them in both the
civil war and against Razanian threat.  With a shipment of arms enough for
100 Ban Horroth warriors made, further shipments of arms are also promised.
The Party of Trade are also given a series of exclusive trade agreements and
monopolies on certain Kaeirean products to use to bring many of the neutral
Ban Horroth clans over to their side.  Lord-Governor Huacoatl's intention is
to provide sufficient support to the Party of Trade that the Party of Trade
wins or at emerges as the dominant faction, without any actual Kaeirean
intervention, and to ensure that the Ban Horroth overall remain sufficiently
strong in the future.
Difficulty: Hard.
Background factors:
+ Existing established trade with Ban Horroth.
+ Assistance to Party of Trade small enough not to spark negative reaction
amongst Ban Horroth.
+ Commercial benefits to clans if trade with Rimrivertown not effected. 
+ Offer of expertise to help against Razanian attacks.
+ Enhanced strength and status of Party of Trade from Kaeirean aid and
weapons.
- Appearance of armed foreigners from the west at a time when foreigners
from the east are attacking.

Critical questions:
How do the Ban Horroth react to the minimal Kaeirean intervention in the
civil war?
Does the Party of Trade accept the assistance?
Does this assistance weaken the Party of Trade, or does it make the Party of
Trade look like the stronger and more attractive faction to the neutral
clans (as opposed to the Party of War who would fight all humans without any
outside aid, or trade).
How important is commerce to the Ban Horroth, and therefore how many Ban
Horroth clans are attracted to the agreements offered by the Kaeireans? 
Does the promise of Kaeirean training and assistance against the ancient Ban
Horroth enemies the Razanians have any impact on the neutral Party of
Religion?
Does the Party of Trade accept the assistance?
Is this the final attempt by an out-dated Party of War that rejects the
modern world, or a genuine Ban Horroth reaction against foreign influence?

Fudge-points:  2

Possible outcomes:

Terrible!  News of the Kaeirean delegation circulate amongst the Ban Horroth
before they can even reach the Ban Horroth capital, and are ambushed by
warriors from the Party of War.  Their bodies and weapons are paraded
through the halls of the Citadel as "evidence" of a co-ordinated conspiracy
by humans to enslave the Ban Horroth.  Popular opinion turns against contact
with the outsiders, the Party of Trade suffers defeat after defeat and
within days all trade between Rimrivertown and the Ban Horroth ceases.
Lord-Governor Huacoatl is recalled to Port Kaeir in utter disgrace, as
Rimrivertown and the Panchayyah are left wondering what the future holds for
them.

Mixed.  The Party of Trade's fortunes are bolstered by the training and arms
provided by Kaeir, and their influence extended amongst many neutral clans
thanks to the Kaeirean trade "bribes".  Little headway against the Party of
War is made though, and the conflict enters into a stalemate for the time
being.  Trade with Rimrivertown continues, though merchants complain of
sometimes sluggish demand amongst the Ban Horroth.

Success!  The Kaeirean aid to the Party of Trade greatly boosts their
fortunes, and key clans in the Party of Religion turn against the Party of
War, forcing an end to the conflict.  Trade continues unaffected with
Rimrivertown.  The Ban Horroth leadership begins planning a response to the
Razanian raiders to the east, and the Kaeirean delegation remain in the Ban
Horroth citadel to assist their preparations.




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JuhaVesanto
juuso

Thu

Jan 13
2005

23:03Z

[Cel] Kaeirean turn for 1451

Ibrahim wrote:
> 1. Millati evangelisation

Resolution: Diff = Normal (0) + Dice (00+0) + Extras () = +1 Success

Dice:

     * The Keeper: 0
     * Millati supporters: 0
     * Millati preachers: +1
     * Luck: 0

Results: (Normal: 0,0,0,+1,+1,+1,x,x,x,x)

> 2. Securing of Rimrivertown settlement.

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

Dice:

     * Lord-Governor Huacoatl: +1
     * Colonial Guard: -1
     * Kaeirean merchants: -1
     * Panchayyah merchants: 0

Results: (Normal: +2,x)

> 3. Aid to Ban Horroth Party of Trade

Resolution: Diff = Hard (-1) + Dice (+-00) + Extras (double: +1) = 0 
Mixed results

Dice:

     * Ban Horroth reaction: +1 (2 fp)
     * Effect on the Party of Trade: -1
     * Importance of commerce: 0
     * Part of War common support: 0

Results: a stalemate: Party of Trade accepts the help, but this
this reflects badly on their public image, depicting them as weak
for accepting help from humans. On the other hand, a significant
proportion of the people view the Kaeir traders with favour: they
are very much unlike the razanian raiders.

juuso


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