Home | Forum | Unread | Sign in | Sign in | Beta? | Wiki
The Phoenyx
your roleplaying community

games > celandra > main

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.
Subscribe | Unread | Recent | Group options | Topic options | Post
IbrahimDughlasGa
ibrahim

Sat

Aug 6
2005

04:58Z

[Cel] Kaeirean actions for 1457

_Action 1.  Conference of New Tirmaeir_
Weight: Single.
Difficulty: Normal.
Elements:  the Kaeirean Inquisitor, the Green College ( as the setting).
Description:
As host and convenor of the Conference of New Tirmaeir, Kaeir has the 
most responsibilities in organising the Conference.  It is held within 
the warded walls of the University of New Tirmaeir, in the Great Hall of 
the Green College.  Kaeir holds the chairmanship of the Conference, a 
role taken on by the Inquisitor, Lord Karl van Kahshaar.

The Kaeirean concerns are fourfold (in order of priority): 

1) The Kaeirean annexation of the Saltrimi March, and the establishment 
of a Kaeirean protectorate over Saltrim City.
2) Secondly, the establishment of a protectorate over Corryn, preferably 
under temporary Kaeirean administration, until such time the Therani can 
establish their own administration.
3) An autonomous Kaeirean trade enclave in Zelkor and Thalsedon in 
exchange for Kaeirean recognition of  Sedonian annexation of Zelkor.
4) Guilds, Houses and private citizens of Taltheran are guaranteed the 
freedom to migrate or go into exile during the period of transition.

Kaeir supports the 2nd Mirrish Proposal as being the most just and most 
stable resolution of the Taltherani Question, but will accept the 3rd 
Sedonian Proposal.

For a multitude of reasons, Kaeir holds Mirrish control of Corryn will 
endanger regional stability and the disturb the permanence of the 
resolutions decided upon in the Conference of New Tirmaeir.  
Responsibility for the administration of Corryn should be given to: 1) 
Kaeir (+2 Success), 2) the Holy Tower of the South (+1 Success), 3) the 
Therani (-0 Mixed), 4) the Morvali (-1 Failure), in that order of 
preference.

Sub-parts:
- Negotiate with Mir.
- Negotiate with Sedonia.
- Negotiate with other parties.
- Divine will.

Factors for achievement of Kaeirean goals:
+ Existing Kaeirean control of Saltrimi March.
+ Strong existing Kaeirean influence in Saltrim City.
+ Proximity of Legion of the March to Saltrim City.
+ Successful negotiation of status of Pran and Tal amongst parties.
- Lack of consent on status of Corryn amongst parties.

Fudge: 4 points.

_Action 2.  Great Council of the Green Republic_
Weight: Single.
Difficulty: Normal.
Elements:  Great Council.
Description:

With the integration of the Saltrimi March into the Republic, and the 
holding of the Conference of New Tirmaeir, a special session of the 
Great Council is convened to establish the March as the Dominion of 
Saltrim.  The creation of the Dominion of Saltrim will see the inclusion 
of a number of Saltrimi Houses to the Green Book of the Republic, and 
their promotion to the ranks of the Old Houses and to seats in the Great 
Council.

The positions of Marchmagister and the Kaeirean Trade Commissioner to 
Saltrim are both dissolved, with two new high-ranking positions 
replacing them: a Pro-Consul of the Dominion of Saltrim and a 
Magister-Resident of Saltrim City.

Lastly, the Great Council votes upon the Treaty of the Conference of New 
Tirmaeir.

Factors:
+ The Treaty of the Conference of New Tirmaeir is a Kaeirean treaty 
(immensely difficult and embarrassing therefore for the Great Council to 
reject it).
+ Expansion of the Green Republic.
+ Final closure on decades of hostility with Taltheran (it won't exist 
anymore, so its all over!)

Fudge: 2 points.

_Action 3.  Offer of refuge to Taltherani Guilds (Leeching Taltherani 
talent)_
Weight: Single (possibly a multi-turn action).
Difficulty: Normal.
Elements:  Senate, Field Agency, Kaeirean Merchants, Taltherani Guilds.
Description:

The Senate authorises the activation of the first level agents of the 
Kaeirean intelligence service, the Field Agency, currently in 
Taltheran.  Together with a number of Kaeirean merchants in Taltheran, 
they make an offer of refuge to many artisans and scholars of the 
various Taltherani Guilds who may be unhappy with living under Sedonian 
or Mirrish overlordship.  Particular attention is paid to the guilds of 
Pran and Tal City.

Free passage to Kaeir and refuge may be obtained from any Kaeirean 
merchant ship (the Senate later reimbursing the ship's captain), or by 
travelling to the Kaeirean diplomatic mission in Saltrim City.  The 
Senate also promises assistance in such guildmembers establishing 
themselves in Kaeir.

The reasoning for this move is to improve and expand Kaeirean industry 
by playing up on the uncertainty and fear amongst many wealthy and 
skilled Taltherani, who would have the most to lose from a decline in 
trade and commerce caused by conflict.

Factors:
+ Relative stability and safety of Kaeirean controlled or influenced 
areas of Saltrim, compared to the prospects facing Pran and Tal.
+ Cultural, historical links and ethno-linguistic between Taltheran and 
Kaeir (migration to Kaeir being less of a shock therefore).
+ Incentives offered for relocation.
- Past conflict between Kaeir and Taltheran.
- Kaeir the host of the Conference of New Tirmaeir.

Fudge: 4 points.

_Action 4.  Negotiation with Taltherani Wizard's Guild_
Weight: Single (possibly multi-turn).
Difficulty: Hard.
Elements:  the Kaeirean Inquisitor, the Field Agency, the Green College, 
the Taltherani Wizard's Guild.
Description:

As one of most important guilds in Taltheran, the Inquisitor attempts to 
boost Kaeirean magic by negotiating with the Wizard Guildmaster and with 
individual members of the Wizard's Guild.  Kaeir offers refuge to any 
and all members of the Taltherani Wizard's Guild who wishes to migrate 
to Kaeir away from the coming conflict and Mirrish or Sedonian overlordship.

Any wizard who migrates to Kaeir will be given a position in the Green 
College, with the benefits that accompany all faculty members of the 
Green College.  They will also be allowed to establish a Kaeirean 
Wizard's Guild, and the Kaeirean Guildmagister will be granted a Chair 
in the Green College, the Guildmagister's Chair.

Factors:
+ Stability of Kaeir as opposed to the uncertainty and instability of 
Pran and Tal.
+ Incentives offered through a position in the Green College.
+ Guildmagister's Chair
- Past conflict between Kaeir and Taltheran.
- Kaeir the host of the Conference of New Tirmaeir.

Fudge:  4 points.

_5.  Preparation at Midpoint, Saltrim March_
Weight: Single.
Difficulty: Normal.
Elements:  Legion of the March, Tirmaeiri Rangers, Lord Osric 
Basiluddin, Saltrimi Conclave, Saltrimi Houses.
Description:

In preparation for securing Kaeir's new territories, the Tirmaeir 
Rangers move to the Legion of the March's military camp, Midpoint 
(half-way along the Saltrim City - Crownsbane Keep highway) to reinforce 
the Legion.

Basiluddin also increases contact with his allies in the Saltrim 
Conclave and meets with the lords of the major noble houses, stressing 
that the speedy accomplishment of the Kaeirean protectorate and the 
annexation of the March will allow all concerned to avoid the conflict 
that is approaching in the Wyr/Tal Basin.  Basiluddin makes much of the 
benefits to be gained from integration into Kaeir (especially for the 
Saltrimi noble houses), and the avoidance of Sedonian or Mirrish troops 
entering Saltrim.  Basiluddin also makes much of the autonomy the 
Conclave will return, comparing it to the autonomy of the Dominion 
Councils in the Republic.

Successful preparation in 1457 will allow for a far easier transference 
of power in 1458.

Factors:
+ Previous Kaeirean efforts at securing Saltrim and developing 
infrastructure.
+ High status of major Houses in the Kaeirean Republic (incentive for 
Saltrimi Houses).
+ Kaeir-Saltrim relations (republicanism, Basiluddin, earlier Saltrimi 
appeal to Kaeir)
+ Proximity of Kaeirean forces (the Legion and the Rangers).
-- Loss of sovereignty.

Fudge: 2 points.

_Action 6.  Northern Trade Convoy (2 of 2) --> second convoy to Razan 
(convoy hereafter considered permanent)._
Weight: Single.
Difficulty: Normal.
Elements:  a cooperative of Kaeirean merchants, Ministry of Commerce, 
Kaeirean Fleet.
Description:

The Northern Trade Convoy leaves Port Kaeir again for the second of its 
annual trade trips around the Northern Midsea and through to Razan.  
Prioritising the establishment of the Northern Trade Convoy route over 
reaching Celpalar, the merchant cooperative decides to delay sailing 
further north until later. 

Successful completion of this second convoy should establish the 
Northern Trade Convoy as an annual event, not requiring a specific 
action in the future. (GM?)

Factors:
+ Previous success and experience
+ Aixelsydanese pilots
+ Cooperation between merchants, Commerce Ministry and the Fleet.
- Permanent establishment of the Northern Trade Convoy will change 
trading patterns in the Northern Midsea.

Fudge: 4 points.




================================
Confidentiality Statement and Disclaimer 
================================
This message is intended only for the use of the individual or entity to whom it is addressed and contains information that is privileged and confidential.  If you, the reader of this message, are not the intended recipient, you should not disseminate, distribute or copy this communication.  If you have received this communication in error, please notify us immediately by return email and delete the original message.  Thank you.


----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

IbrahimDughlasGa
ibrahim

Sat

Aug 6
2005

12:01Z

[Cel] Kaeirean actions for 1457

Ibrahim wrote:

> Jason Heaps wrote:
>
>> You used a lot over the 8 Fudge Point limit.
>>  
>> Jason
>>
>> */ibrahim  
>> /* wrote:
>>
>>     _Action 1. Conference of New Tirmaeir_
>>
>
> 8 is per turn not per action?
>
> Ibrahim

Apparently it is the a per turn limit.  I misread the postings on this 
limit business, so i'll resubmit it later.

Ibrahim




================================
Confidentiality Statement and Disclaimer 
================================
This message is intended only for the use of the individual or entity to whom it is addressed and contains information that is privileged and confidential.  If you, the reader of this message, are not the intended recipient, you should not disseminate, distribute or copy this communication.  If you have received this communication in error, please notify us immediately by return email and delete the original message.  Thank you.
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

Subject (required)




 
Refresh