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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

Mar 1
2005

05:15Z

[Cel] Results for 1452

Hi

Here are the action results for 1452. I'll update the
fudge points stuff this week... err... promise...

---+ Actions for Exquaestio

---+++ Action 1: The Kingdom of Junder

*Resolution:* Diff = Normal (0) + Dice (+000) + Extras () = +1 Success

*Dice:*

    * Military: +1
    * Economics: 0
    * Administration: 0
    * Law: 0

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

*Interpretation:*

---+++ Action 2: Mobilization

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

*Dice:*

    * Videssia: +1
    * Barbarians: 0
    * Volunteers: -1
    * Militia: -1

*Results:*

*Interpretation:*


---+++ Action 3: Demonic Tanimbar

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

*Dice:*

    * southern goblins: +1
    * magic: +1
    * trade: -1
    * relations: -1

*Results:* Effects at contacting the goblins are succesfull, but the
attempts at trade are not, especially since the Tarimbar begin to
feel mighty suspicious against the Exquaestio operatives due to the
communication attempts.

*Interpretation:*


---+++ Action 4: Magical Alliances

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

*Dice:*

    * Gods: +1
    * Espiri: -1
    * Ecclesia: -1
    * Magic Diversity: -1

*Results:*

*Interpretation:*


---+++ Action 5: The Pantheon

*Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 
Severe failure

*Dice:*

    * Purchase: -1
    * Transportation: -1
    * Labor: 0
    * Distance From City: 0

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

*Interpretation:*

---+ Actions for Sedonia


---+++ Action 1: Building the Spy Network

*Resolution:* Diff = Hard (-1) + Dice (0-00) + Extras (double: +1) = -1 
Failure

*Dice:* 1 fp

    * Insert 'deep cover' agents: 0
    * Hire analysts: -1
    * Develop counter-espionage: 0
    * "Special Projects": 0

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

*Interpretation:*

---+++ Action 2: Renovation and Repair, Part 2

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

*Dice:*

    * Surveying: -1
    * Grading: +1
    * Paving: 0
    * Bridge Building: +1

*Results:*

*Interpretation:*

---+++ Action 3: Making an Imprint (movable type)

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

Note: I decided on 'Normal' difficulity, because I felt that all the
right conditions exist in Sedonia already. Still, making this a success
only means the work of basically one Guttenberg. It will be years and
years yet before this will have any significant impact on the
economy. On the other hand, the box will then be open...

*Dice:* 3 fp

    * Building a press: +1
    * Finding the right materials for ink: 0
    * Finding the right materials for type: 0
    * Finding financial backing: -1

*Results:* (Normal: 0,x,x)

*Interpretation:* A clever press device is constructed, and
first attempts at the materials are begun. However, these efforts
are costly, and the inventors are starting to run out of money.


---+ Actions for Kaeir

---+++ Action 1: Millati evangelisation

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

*Dice:*

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

*Results:* Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)

*Interpretation:*

---+++ Action 2: Securing of Rimrivertown settlement (final)

*Resolution:* Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe 
failure

*Dice:*

    * Grand Shaman attitude: -1
    * Kaeir settlers reaction: -1
    * Construction work: -1
    * Luck: 0

*Results:* Rimrivertown securing (Normal: +2,x)

*Interpretation:* Almost all that can go wrong, does. The Grand Shaman
is not at all thrilled at the prospect of a temple in the "ugly
foreign village", the Kaeir settles resent the favours given Hoacoatl;
their actions are little short of sabotage.

---+++ Action 3-4: Aid to Ban Horroth Trader Caste

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

*Dice:* fp=2

    * Priest caste: +1
    * Grand abbot: -1
    * Commercial bribes: +1
    * Luck: +1

*Results:*

*Interpretation:*

---+ Actions for Mir

---+++ Action 1-2: Union

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

*Dice:* 1 fp

    * Eerith cooperation: +1
    * Military preparations: 0
    * Parglug (& Jundar): -1
    * Luck: +1

*Results:*

*Interpretation:*

---+++ Action 3-4: War

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

*Dice:*

    * Army transport: +1
    * Supply chain: -1
    * Videssia reaction: +1
    * Ice Demon reaction: +1

*Results:* The plan works like a clock, the only difficulity being the
very difficult supply chain. It would be better to arrange the supply
chain from the Free cities, but so far this has not succeed. Videssia
refugees flock to the seaside, and the Ice Demons gracefully keep well
inland.

*Interpretation:*
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AndrewJanssen
Andrew Janssen

Tue

Mar 1
2005

05:50Z

[Cel] Results for 1452

Juha Vesanto wrote:
> Hi
> 
> Here are the action results for 1452. I'll update the
> fudge points stuff this week... err... promise...

> ---+++ Action 5: The Pantheon
> 
> *Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 
> Severe failure
> 

Boy, the dice gods *really* seem to hate this action.

> 
> ---+ Actions for Sedonia
> 
> 
> ---+++ Action 1: Building the Spy Network
> 
> *Resolution:* Diff = Hard (-1) + Dice (0-00) + Extras (double: +1) = -1 
> Failure
> 
> *Dice:* 1 fp
> 
>     * Insert 'deep cover' agents: 0
>     * Hire analysts: -1
>     * Develop counter-espionage: 0
>     * "Special Projects": 0
> 
> *Results:* Secret service (Hard: +2,+1,+2,+1,x,x)
> 
> *Interpretation:*

Yet again, Minister Ghere is stymied by the fact that all his recruits 
want to be field agents, and none of them want to do the vital but 
necessary work of analyzing collected data. In addition, two of his best 
prospects have suddenly decided to go into business for themselves, 
working on something they call a "printing press".

> ---+++ Action 2: Renovation and Repair, Part 2
> 
> *Resolution:* Diff = Normal (0) + Dice (-+0+) + Extras () = +1 Success
> 
> *Dice:*
> 
>     * Surveying: -1
>     * Grading: +1
>     * Paving: 0
>     * Bridge Building: +1
> 
> *Results:*
> 
> *Interpretation:*

(BTW, Juuso, you do realize this was a strategic action, yes?)

While there are some initial errors in surveying, they prove not to be 
serious enough to derail the work. The grading and filling of washouts 
proceeds quickly, as does the replacement of dilapidated bridges. Some 
hostility is generated with the locals, however, when the engineers try 
to reclaim paving stones from farmers' fieldstone walls.

> ---+++ Action 3: Making an Imprint (movable type)
> 
> *Resolution:* Diff = Normal (0) + Dice (+00-) + Extras () = 0 Mixed results
> 
> Note: I decided on 'Normal' difficulity, because I felt that all the
> right conditions exist in Sedonia already. Still, making this a success
> only means the work of basically one Guttenberg. It will be years and
> years yet before this will have any significant impact on the
> economy. On the other hand, the box will then be open...
> 
> *Dice:* 3 fp
> 
>     * Building a press: +1
>     * Finding the right materials for ink: 0
>     * Finding the right materials for type: 0
>     * Finding financial backing: -1
> 
> *Results:* (Normal: 0,x,x)
> 
> *Interpretation:* A clever press device is constructed, and
> first attempts at the materials are begun. However, these efforts
> are costly, and the inventors are starting to run out of money.
> 

Davor Viridis and Raden Tomasros, as might be expected from engineering 
students, quickly develop a working printing press. However, they have 
trouble finding the right alloy to use for typemetal, and they also have 
some trouble finding an ink of the correct viscosity. In addition, they 
have not had much luck in finding investors. Both young men have already 
invested most of their own funds into the project and are reluctant to 
ask their respective parents for more money. The University has not been 
terribly supportive, taking a "wait and see" approach.

However, there may be light on the horizon: an alchemy student, Lecon 
Ronirros, has joined them on the project, and may be able to help with 
the materials problem. Davor and Raden also plan to try persuading the 
Order of Lucia and the Ministry of Special Projects to invest in their 
invention.

Andrew
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JuhaVesanto
juuso

Tue

Mar 1
2005

07:13Z

[Cel] Results for 1452

Andrew Janssen wrote:

>>---+++ Action 5: The Pantheon
>>
>>*Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 
>>Severe failure
>>    
>>
>Boy, the dice gods *really* seem to hate this action.
>  
>
They do, don't they. It is always an extra action (so it is at -1), but 
I can hardly
remember any positive dice results for it at all.

>>---+++ Action 2: Renovation and Repair, Part 2
>>
>>*Resolution:* Diff = Normal (0) + Dice (-+0+) + Extras () = +1 Success
>>
>>    
>>
>(BTW, Juuso, you do realize this was a strategic action, yes?)
>  
>
Ah, of course. I'll have to change that. How many parts did it have, anyway?

juuso
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AndrewJanssen
Andrew Janssen

Tue

Mar 1
2005

14:34Z

[Cel] Results for 1452

Juha Vesanto wrote:
> Andrew Janssen wrote:
> 
> 
>>>---+++ Action 5: The Pantheon
>>>
>>>*Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 
>>>Severe failure
>>>   
>>>
>>
>>Boy, the dice gods *really* seem to hate this action.
>> 
>>
> 
> They do, don't they. It is always an extra action (so it is at -1), but 
> I can hardly
> remember any positive dice results for it at all.
> 
> 
>>>---+++ Action 2: Renovation and Repair, Part 2
>>>
>>>*Resolution:* Diff = Normal (0) + Dice (-+0+) + Extras () = +1 Success
>>>
>>>   
>>>
>>
>>(BTW, Juuso, you do realize this was a strategic action, yes?)
>> 
>>
> 
> Ah, of course. I'll have to change that. How many parts did it have, anyway?

I don't remember exactly; but it's supposed to be finished in 4 to 6 years.

Andrew

> juuso
> ----------------------------------------------------------------
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> 

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JasonHeaps
Jason Heaps

Tue

Mar 1
2005

21:50Z

[Cel] Results for 1452

So with the action did Pralug and Jundar commite troops, and were uncoperative or did they say no.  And is the Military gathered in along the Videssia coast or is it in the Jundar region?
 
Jason Heaps

Juha Vesanto  wrote:
Hi

Here are the action results for 1452. I'll update the
fudge points stuff this week... err... promise...

---+ Actions for Exquaestio

---+++ Action 1: The Kingdom of Junder

*Resolution:* Diff = Normal (0) + Dice (+000) + Extras () = +1 Success

*Dice:*

* Military: +1
* Economics: 0
* Administration: 0
* Law: 0

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

*Interpretation:*

---+++ Action 2: Mobilization

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

*Dice:*

* Videssia: +1
* Barbarians: 0
* Volunteers: -1
* Militia: -1

*Results:*

*Interpretation:*


---+++ Action 3: Demonic Tanimbar

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

*Dice:*

* southern goblins: +1
* magic: +1
* trade: -1
* relations: -1

*Results:* Effects at contacting the goblins are succesfull, but the
attempts at trade are not, especially since the Tarimbar begin to
feel mighty suspicious against the Exquaestio operatives due to the
communication attempts.

*Interpretation:*


---+++ Action 4: Magical Alliances

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

*Dice:*

* Gods: +1
* Espiri: -1
* Ecclesia: -1
* Magic Diversity: -1

*Results:*

*Interpretation:*


---+++ Action 5: The Pantheon

*Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 
Severe failure

*Dice:*

* Purchase: -1
* Transportation: -1
* Labor: 0
* Distance From City: 0

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

*Interpretation:*

---+ Actions for Sedonia


---+++ Action 1: Building the Spy Network

*Resolution:* Diff = Hard (-1) + Dice (0-00) + Extras (double: +1) = -1 
Failure

*Dice:* 1 fp

* Insert 'deep cover' agents: 0
* Hire analysts: -1
* Develop counter-espionage: 0
* "Special Projects": 0

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

*Interpretation:*

---+++ Action 2: Renovation and Repair, Part 2

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

*Dice:*

* Surveying: -1
* Grading: +1
* Paving: 0
* Bridge Building: +1

*Results:*

*Interpretation:*

---+++ Action 3: Making an Imprint (movable type)

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

Note: I decided on 'Normal' difficulity, because I felt that all the
right conditions exist in Sedonia already. Still, making this a success
only means the work of basically one Guttenberg. It will be years and
years yet before this will have any significant impact on the
economy. On the other hand, the box will then be open...

*Dice:* 3 fp

* Building a press: +1
* Finding the right materials for ink: 0
* Finding the right materials for type: 0
* Finding financial backing: -1

*Results:* (Normal: 0,x,x)

*Interpretation:* A clever press device is constructed, and
first attempts at the materials are begun. However, these efforts
are costly, and the inventors are starting to run out of money.


---+ Actions for Kaeir

---+++ Action 1: Millati evangelisation

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

*Dice:*

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

*Results:* Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)

*Interpretation:*

---+++ Action 2: Securing of Rimrivertown settlement (final)

*Resolution:* Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe 
failure

*Dice:*

* Grand Shaman attitude: -1
* Kaeir settlers reaction: -1
* Construction work: -1
* Luck: 0

*Results:* Rimrivertown securing (Normal: +2,x)

*Interpretation:* Almost all that can go wrong, does. The Grand Shaman
is not at all thrilled at the prospect of a temple in the "ugly
foreign village", the Kaeir settles resent the favours given Hoacoatl;
their actions are little short of sabotage.

---+++ Action 3-4: Aid to Ban Horroth Trader Caste

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

*Dice:* fp=2

* Priest caste: +1
* Grand abbot: -1
* Commercial bribes: +1
* Luck: +1

*Results:*

*Interpretation:*

---+ Actions for Mir

---+++ Action 1-2: Union

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

*Dice:* 1 fp

* Eerith cooperation: +1
* Military preparations: 0
* Parglug (& Jundar): -1
* Luck: +1

*Results:*

*Interpretation:*

---+++ Action 3-4: War

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

*Dice:*

* Army transport: +1
* Supply chain: -1
* Videssia reaction: +1
* Ice Demon reaction: +1

*Results:* The plan works like a clock, the only difficulity being the
very difficult supply chain. It would be better to arrange the supply
chain from the Free cities, but so far this has not succeed. Videssia
refugees flock to the seaside, and the Ice Demons gracefully keep well
inland.

*Interpretation:*
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JuhaVesanto
juuso

Wed

Mar 2
2005

04:40Z

[Cel] Results for 1452

Jason Heaps wrote:
> So with the action did Pralug and Jundar commite troops, and were uncoperative or did they say no.

Parglug does not commit any troops (this was before the Ice Demons 
attacked them, too). Jundar did promise, but failed to produce any but 
nominal troops (they have problems of their own).

> And is the Military gathered in along the Videssia coast or is it in the Jundar region?

It's on the Videssia coast. But strictly on the coast. Videssia
is grateful for the help, but they do *not* like magic users,
and take care to keep Mir & Burcancy troops separated from
the other troops, and the population.

juuso
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IbrahimDughlasGa
ibrahim

Wed

Mar 2
2005

06:19Z

[Cel] Results for 1452

In Port Kaeir, the head of the Information Secretariat, Lord Karl von 
Kahshaar, has become increasingly interested in the Ice Demons.  Recent 
discussions in the Information Secretariat have centred around the 
feasibility of enslaving a band of Ice Demons for the purpose of study, 
preferably a band with breeding females.  In the highly pragmatic 
Secretariat, questions over morality are completely ignored, as 
questions of logistics and feasibility are examined.  The head of the 
field service division recommends a small squadron of ships along with a 
mixed brigade of marines (drafted from the Fleet into the Secretariat's 
own Colonial Guard) and field officers, but cautions  von Kahshaar own 
the great danger  involved in both the travel and the actual attempt.

With no clear plan, von Kahshaar continues to meet regularly with his 
divisional heads to develop a plan that can be initiated within the 
first season of the new year.  Secrecy of course is maintained in the 
highly disciplined Information Secretariat, with not even the 
Lord-Consul or the Senate being aware of von Kahshaar's plans, and only 
the divisional heads being aware of the actual proposal.

----
Ibrahim

Juha Vesanto wrote:

>Jason Heaps wrote:
>  
>
>>So with the action did Pralug and Jundar commite troops, and were uncoperative or did they say no.
>>    
>>
>
>Parglug does not commit any troops (this was before the Ice Demons 
>attacked them, too). Jundar did promise, but failed to produce any but 
>nominal troops (they have problems of their own).
>
>  
>
>>And is the Military gathered in along the Videssia coast or is it in the Jundar region?
>>    
>>
>
>It's on the Videssia coast. But strictly on the coast. Videssia
>is grateful for the help, but they do *not* like magic users,
>and take care to keep Mir & Burcancy troops separated from
>the other troops, and the population.
>
>juuso
>----------------------------------------------------------------
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>
>
>  
>


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JeffersonWilson
Jefferson

Wed

Mar 2
2005

05:41Z

[Cel] Results for 1452

Juha Vesanto wrote:

> ---+ Actions for Exquaestio
> 
> ---+++ Action 1: The Kingdom of Junder
> 
> *Resolution:* Diff = Normal (0) + Dice (+000) + Extras () = +1 Success
> 
> *Dice:*
> 
>     * Military: +1
>     * Economics: 0
>     * Administration: 0
>     * Law: 0
> 
> *Results:* (Normal: +1,x,x)
> 
> *Interpretation:*

There is a solid plan in place and little doubt over who has the strongest 
military.  Nevertheless, the Junder Alliance is still weak, based on tentative 
agreements instead of hard law and custom.

> ---+++ Action 2: Mobilization
> 
> *Resolution:* Diff = Easy (+1) + Dice (+0--) + Extras () = 0 Mixed results
> 
> *Dice:*
> 
>     * Videssia: +1
>     * Barbarians: 0
>     * Volunteers: -1
>     * Militia: -1
> 
> *Results:*
> 
> *Interpretation:*

Eventually, the Junder Alliance manages to get everyone to buy into a mutual 
defense agreement.  The agreement comes late, but shows promise for next year. 
  A bright spot comes from Celoa, who agrees to accept the Junder troops in 
their territory.  Though all magic-using forces are to be strictly segregated, 
Celoa's agreement to accept them at all cause causes rejoicing at Exquaestio's 
highest ranks.

> ---+++ Action 3: Demonic Tanimbar
> 
> *Resolution:* Diff = Normal (0) + Dice (++--) + Extras () = 0 Mixed results
> 
> *Dice:*
> 
>     * southern goblins: +1
>     * magic: +1
>     * trade: -1
>     * relations: -1
> 
> *Results:* Effects at contacting the goblins are succesfull, but the
> attempts at trade are not, especially since the Tarimbar begin to
> feel mighty suspicious against the Exquaestio operatives due to the
> communication attempts.
> 
> *Interpretation:*

While attempts to trade and extend relations are unsuccessful, Exquaestio does 
manage to gain a great deal of information about the culture and magic of the 
ice demons (or at least about their culture when the Tanimbar goblins split off).

So, Juuso, what can you tell me?


> ---+++ Action 4: Magical Alliances
> 
> *Resolution:* Diff = Normal (0) + Dice (+---) + Extras () = -2 Failure
> 
> *Dice:*
> 
>     * Gods: +1
>     * Espiri: -1
>     * Ecclesia: -1
>     * Magic Diversity: -1
> 
> *Results:*
> 
> *Interpretation:*

If anyone has any better ideas on how to interpret this, let me know.  How 
about this:

Feroze is astonished to learn that while a few of the gods of Qaiyore are 
willing to share their supernatural authority, they have absolutely no idea 
how to do it. The best they can currently do is avoid interfering with the 
boons of another. In order to make this action a success, Feroze (hopefully 
with Miracradsa's help) is going to have to figure out how to share divine 
authority.

(This changes the information on Exquaestio's cover page.  The relationship 
with Demerhaze is downgraded from alliance to cooperative.  I'm going to keep 
the information about the Obscurus gleam being avaiable to Scouts, however. 
Demerhaze can still make suggestions even if she can't merge boons with Feroze.)

> ---+++ Action 5: The Pantheon
> 
> *Resolution:* Diff = Normal (0) + Dice (--00) + Extras (extra: -1) = -3 
> Severe failure
> 
> *Dice:*
> 
>     * Purchase: -1
>     * Transportation: -1
>     * Labor: 0
>     * Distance From City: 0
> 
> *Results:*  (Normal: +1,x,x,x,x,x)
> 
> *Interpretation:*

While the survey of areas around Cormenaera is now complete, other projects 
have drawn down the manpower needed to make use of that information.  There is 
even talk of abandoning this project in the face of other needs which 
Exquaestio must meet.

Juha Vesanto wrote:
> Andrew Janssen wrote:
> 
>>Boy, the dice gods *really* seem to hate this action.
> 
> They do, don't they. It is always an extra action (so it is at -1), but 
> I can hardly remember any positive dice results for it at all.

Only 1. 11 rolls should average 4(.2) @ +1 or better, but 1 isn't completely 
unreasonable, and I've had some good successes elsewhere.  So long as it does 
something useful with an extra action, it doesn't really matter how long it takes.

Jason Heaps wrote:

> So with the action did Parglug and Jundar commit troops, and were uncoperative or did they say no.  And is the Military gathered in along the Videssia coast or is it in the Jundar region?

Based on what we know, I would say that Pargulg didn't commit any troops, they 
were worried that the ice demons might strike their own borders, and they 
would be perfectly happy to see Videssia burnt down to bedrock.  While Junder 
did commit some troops to aid Celoa, the civil unrest in Junder prevented it 
from being used as a staging area or a major supply route.  It's not that 
Junder was uncooperative so much as Mir needed to talk to several hundred 
local governments instead of a single regional one.

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



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IbrahimDughlasGa
ibrahim

Tue

Mar 1
2005

06:09Z

[Cel] Results for 1452

Juha Vesanto wrote:

>Hi
>
>Here are the action results for 1452. I'll update the
>fudge points stuff this week... err... promise...
>
>---+ Actions for Kaeir
>
>---+++ Action 1: Millati evangelisation
>
>*Resolution:* Diff = Normal (0) + Dice (0-++) + Extras () = +1 Success
>
>*Dice:*
>
>    * The Keeper: 0
>    * Millati supporters: -1
>    * Millati preachers: +1
>    * Luck: +1
>
>*Results:* Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)
>
>*Interpretation:*
>  
>
Good news for the Millati in Kaeir, slowly reaching critical mass in the 
Republic. 

>---+++ Action 2: Securing of Rimrivertown settlement (final)
>
>*Resolution:* Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe 
>failure
>
>*Dice:*
>
>    * Grand Shaman attitude: -1
>    * Kaeir settlers reaction: -1
>    * Construction work: -1
>    * Luck: 0
>
>*Results:* Rimrivertown securing (Normal: +2,x)
>
>*Interpretation:* Almost all that can go wrong, does. The Grand Shaman
>is not at all thrilled at the prospect of a temple in the "ugly
>foreign village", the Kaeir settles resent the favours given Hoacoatl;
>their actions are little short of sabotage.  
>
Hmmm.... Sounds nasty.  Looks like Hoacoatl's shine is coming off.  Have 
to think about this one before I write it up.  A possible religious 
conflict too, being the Millat faith of the Kaeireans and the Lord of 
the Snakes cult of the Panchayyah.

>---+++ Action 3-4: Aid to Ban Horroth Trader Caste
>
>*Resolution:* Diff = Hard (-1) + Dice (+-++) + Extras (double: +1) = +1 
>Success
>
>*Dice:* fp=2
>
>    * Priest caste: +1
>    * Grand abbot: -1
>    * Commercial bribes: +1
>    * Luck: +1
>
>*Results:*
>
>*Interpretation:*
>  
>
The best news this year for the Kaeireans, a more stable situation with 
the Ban Horroth (and more favourable to Kaeir), though the difficulties 
in Rimrivertown may undermine it to a degree.

Ibrahim

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