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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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AndrewJanssen
Andrew Janssen

Sat

Apr 2
2005

23:50Z

[Cel] New Year?

So, has 1454 started yet?

Andrew

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JuhaVesanto
juuso

Sun

Apr 3
2005

04:31Z

[Cel] Year 1454 begins

Andrew Janssen wrote:
> So, has 1454 started yet?

Now it has.

---+ Events for 1453

*Tana [-6]:* The Ice Demons cross the Imbros river
with heavey casualities, but overwhelm the defenders on
the other side of the river and then cut like a cannon
bolt through a cottage. The destruction is formidable, but
it is concentrated along a direct route towards northern Tana.

*Zelkor [-4]:* The horrible monsters in the sea plague
the Gulf of Gomel, and the coastal areas of Zelkor in
particular. The unnatural storms have ended (partly thanks
to the joint efforts of Mir and Burcancy Weather Mages), but
at worst times every tenth ship -- be it small or big
-- is attacked, and only few of even the biggest ships
manages to escape from such attacks. The harbor of Zelkor
practically closes down, and the Zelkor economy takes
a terrible blow.

*Taltheran [+3]:* A peace agreement is negotiated between the
major factions of the civil war. The agreement effectively
transforms the former Kingdom into a union of city-states.
It reaffirms the privileges of the Talthrean Wizards,
formalizes the conduit of trade and travel between major
cities, greatly diminishes the powers of the King (making
him mostly a figure-head), while giving each city (or
effectively, the local Merchant Guild) almost total
freedom in arranging local matter. There is no agreement
on unified army. Each city is responsible for its own
defence, but may request aid from the others at a certain cost.
Military actions against other cities are strictly forbidden,
and incur a penalty cost, as determined by the Taltheran
Trade Council, where each of the cities, and the wizards,
have their representatives.

Action submission in 2 weeks.
Next year begins in the beginning of May.

juuso
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IbrahimDughlasGa
ibrahim

Sun

Apr 3
2005

10:05Z

[Cel] Year 1454 begins

Juha Vesanto wrote:

>Andrew Janssen wrote:
>  
>
>>So, has 1454 started yet?
>>    
>>
>
>Now it has.
>
>---+ Events for 1453
>
>*Tana [-6]:* The Ice Demons cross the Imbros river
>with heavey casualities, but overwhelm the defenders on
>the other side of the river and then cut like a cannon
>bolt through a cottage. The destruction is formidable, but
>it is concentrated along a direct route towards northern Tana.
>
>*Zelkor [-4]:* The horrible monsters in the sea plague
>the Gulf of Gomel, and the coastal areas of Zelkor in
>particular. The unnatural storms have ended (partly thanks
>to the joint efforts of Mir and Burcancy Weather Mages), but
>at worst times every tenth ship -- be it small or big
>-- is attacked, and only few of even the biggest ships
>manages to escape from such attacks. The harbor of Zelkor
>practically closes down, and the Zelkor economy takes
>a terrible blow.
>
>*Taltheran [+3]:* A peace agreement is negotiated between the
>major factions of the civil war. The agreement effectively
>transforms the former Kingdom into a union of city-states.
>It reaffirms the privileges of the Talthrean Wizards,
>formalizes the conduit of trade and travel between major
>cities, greatly diminishes the powers of the King (making
>him mostly a figure-head), while giving each city (or
>effectively, the local Merchant Guild) almost total
>freedom in arranging local matter. There is no agreement
>on unified army. Each city is responsible for its own
>defence, but may request aid from the others at a certain cost.
>Military actions against other cities are strictly forbidden,
>and incur a penalty cost, as determined by the Taltheran
>Trade Council, where each of the cities, and the wizards,
>have their representatives.
>  
>
Hmm... I am sure Kaeir will be relieved, and concerned, at greater 
stability in Taltheran.

It will complicate the position of its proxy army  in Saltrim (well, 
partly a proxy - no one really controls Basiluddin).

Though, given that the Merchant Houses in Kaeir will be demanding 
considerable political reform in Kaeir this year, many would be very 
happy to establish sound relations with the Taltheran Trade Council, 
given their mutual interest in profit.

Ibrahim



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JeffersonWilson
Jefferson

Sun

Apr 17
2005

04:16Z

[Cel] [Action] Exquaestio 1454

---++ Exquaestio Actions 1454

---+++ Events

    * Exquaestio grows by 15% (31.051% remaining).

---+++ Action 1-3: The Third Demon War

*Description:*	Though Exquaestio is neither large enough nor powerful 
enough to affect the progress of the campaign as a whole they can still 
lend their influence.

*Difficulty:*	Quad Normal (+2+0), 0 Fudge Points

*Factors:*	military, rohain magic

*Results:*	Casualties, Reputation, East, West = .

---+++ Action 4: Principality of Junder (3 of 3 1st)

*Description:*	Having reached an agreement about the new government, the 
major parties in Junder are now responsible for putting things together and 
making it work.

*Difficulty:*	Single Normal (0), 0 Fudge Points

*Factors:*	+ Threat of Ice Demons, - Factionalism, + Interdependence.

*Results:*	Executive, Legislative, Judicial, Economic = .

---+++ Action 5: Shared Authority

*Description:*	Feroze meets with Miracradsa to develop the techniques to 
share divine authority. (This isn't a strategic action because the primary 
agents are gods. They will either succeed or they won't.)

*Difficulty:*	Extra Normal (-1+0), 6 Fudge Points

*Factors:*	unknown

*Results:*	Relationships, Theory, Practice, Use = .

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html



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