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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

Thu

Aug 11
2005

12:23Z

[Cel] Kaeirean actions 1457 (resubmission)

_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: 2 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!)


_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: 2 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:  2 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.



_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: 2 points.



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IbrahimDughlasGa
ibrahim

Sat

Aug 13
2005

05:00Z

[Cel] Kaeirean actions 1457 (resubmission)

Kaeirean events:

Akbari/New Tirmaeir:    The Keeper Arlhan van Kahshaar returns from his 
pilgrimage to the holy city of Akbari, having met with the Binder of the 
Commonwealth, 
and cemented ties between the Kaeirean church and the mother church.  In 
related news, Holy Towers are built in Mantol and Tanat in Bel'Adne, 
with the Millati church having a presence throughout Bel'Adne.

Tirmaeir:   The New Tirmaeir Conference stirs up feelings amongst the 
mainland Houses, many of whom trace their geneaologies back to Old Timar 
and feel uneasy about another dismemberment of a state.

Port Kaeir:   The Young House, Von Quetzal, puts up the largest number 
of merchant-ships for the Northern Convoy, surprising many older 
Houses.  The new-found wealth of Von Quetzal, and its recent spectacular 
trading successes, makes it very popular amongst the Young Houses.

Brotherhood of the Night:   The Brotherhood now has Lodges across 
northern Qaiyore, from New Tirmaeir and Saltrim to Kelshirserai and 
Akbari to Bel'Adne and Corryn.

ibrahim wrote:

>_Action 1.  Conference of New Tirmaeir_
>Weight: Single.
>Difficulty: Normal.
>Elements:  the Kaeirean Inquisitor, the Green College ( as the setting).
>
>  
>

================================
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.


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