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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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Iso88591Qibrahim
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Mon

Nov 7
2005

15:17Z

[Cel] Kaeir turn - 1460

Well, i'll get my turn in early for once.

The only big question mark is action 4.  Feel free to comment on it, as 
it is something fairly different (especially Jason n Andrew).

Ibrahim


-----

Action 1.   Saltrim Port Reconstruction (Survey)
Weight:   Single (overall duration dependent on complexity of Port 
Reconstruction)
Description:

In 1459, the Senators who hold their seats by right of their offices - 
the Commander of the Guard, the Admiral of the Seas, the Minister of 
Commerce and the Minister of Domestic Affairs challenge the established 
reconstruction policy for Saltrim.  Arguing that the policy to date has 
been highly ineffective, without forsight and a waste of public moneys, 
they successfully challenge the policy that had been introduced by the 
Senators from the Great Council.

This is the first time the civil service and the officer corp has been 
able to successfully challenge policies supported by the Great Houses, 
and indicates a subtle change in the balance of power in the Senate.

What the four Senators propose is a reconstruction project centred 
around the old Saltrimi port and shipyards, once the pride of Saltrim, 
and which had been laid waste by the last Ice Demon war and had fallen 
into neglect during the Taltherani Civil War (thereby undoing the 
earlier Taltherani restoration efforts).

Public expenditure in Saltrim is to be limited, bringing it into line 
with public expenditure practices in the other Dominions.  Public 
expenditure in excess of this is solely for the Saltrim Port Project. 

This will be the second major Old Timar facility to be restored by Kaeir 
(Crownsbane Keep having been the first).  The reconstructed shipyards 
will be called the Arsenal of Saltrim, after the fashion of the major 
Arsenal of Kahshaartown and the minor Arsenals of Port Kaeir and New 
Tirmaeir.

Key Elements:   Kaeiraen Protectorate, Ministry of Commerce, Ministry of 
Domestic Affairs, and Guard Engineer Corp.
Difficulty:           Normal (Survey only this year).
Factors:
+ 1 Support from Saltrimi Houses
+ Experience of Engineer Corp in surveys/reconstruction (Rimrivertown, 
Crownsbane Keep)
- State of Port (many years of chaos and neglect)
+ Support from Senate (Financial/Political)

Questions:
What is the state of the Saltrim Port and Shipyards?
What are the resource requirements for reconstruction?
What kind of regional reaction would the reconstruction cause?
Is there any kind of domestic reaction to the construction of a second 
major shipyard in Kaeir?

Fudge points: 2



Action 2 - Protectorate of Corryn
Weight:   Single (multiple turn duration - currently 2 of *)
Description:

With little improvement in the peaceful but uneasy political atmosphere 
of Corryn, the Keeper of Tower of Corryn, calls a a council of Corrynese 
leaders to do what should have been done at the very beginning of the 
Joint Protectorate.

Put simply, the Keeper of the Tower of Corryn puts forward a ultimatum 
of sorts to the local leaders: "business as usual or leave".  In a bold 
move, the Keeper of theTower of Corryn, with the cooperation of the 
Mirrmen (??? Jason ???), summons a council of the commercial, political, 
ethnic, and religious leaders in Corryn.

The Mandate of the Joint Protectorate of Corryn is outlined, and the 
purpose of the Joint Protectorate stressed.  The alternatives to the 
Joint Protectorate that had been considered are also stressed - 
fullblown Mirrish or Sedonian occupation and sovereignty.

The Keeper of the Tower of Corryn, states his primary interest, and that 
of the Joint Protectorate, is the regular and healthy functioning of 
Corrynese civic and commercial life, and the maintenance of law and 
order.  In particular, the Keeper hopes to see Corryn prosper as a 
gateway for trade between the Midsea and the inland regions west of Corryn.

Anyone not interested in avoiding Sedonian or Mirrish sovereignty, or 
anyone not interested in stability and trade, is welcome to leave 
Corryn.  Those who are interested though, are invited to put forward 
their grievances and work with the Joint Protectorate to resolve them 
and improve the lot of the city.

The Keeper of the Tower of Corryn is also reminded, during the latter 
stage of the council, by the Brotherhood of the Night Lodgemaster of 
Corryn that the 600 Paladins of the Holy Tower of the South are still 
barracked in a district neighbouring the Tower of Corryn compound.

Key Elements:   Keeper of the Tower of Corryn, Joint Protectorate, 
Corrynese elite.
Difficulty:           Hard (-1), the Corrynese are unhappy.
Factors:
+ 1    Effort shown by the Keeper to improve situation
+ 1    Importance placed on commerce (attractive to local merchants)
- 1    Its still occupation
+1   Joint Protectorate or outright occupation by someone else arguement
-/+   Paladins
+1   Millati commonality

Questions:
Are the Millati Kaeireans viewed any better than the Mirrmen (Jason you 
might not like the term, but this is how i've decided the Kaeireans 
refer to the Mirrish)?
Does a common religion between many Corrynese and the Kaeireans make a 
difference?
How influential/strong is the merchant faction in Corryn?
Is there a positive alternative to the Joint Protectorate that the 
Corrynese would prefer?

Fudge points: 2



Action 3 - Panchayyah campaign
Weight:   Single (one turn duration)
Description:

The Kaeirean cavalry, Tirmaeiri Rangers, with established supply lines 
from Rimrivertown, joins the Panchayyah campaign against the Stihlweese 
tribe.  The decision to aid the Panchayyah was made by the Senate, who 
sees great benefit in helping their ally, and sees a stronger Panchayyah 
as being in line with Kaeirean long-term strategic goals.

Overall command is held by the Panchayyah Grand Chief and the First 
Captain of the Rangers.  Strategy for the Rangers is decided upon by the 
First Captain, and tactical decisions on the field by Squad Captains.  

The Rangers number 1000 cavalry, divided up into ten squads.  The ten 
captains, First Captain through to Tenth Captain, each command a squad.

Supply lines from Rimrivertown are protected by several Colonial Guard 
companies from Rimrivertown.

Key Elements:   Stihlweese, Panchayyah forces, Rangers, supply lines 
from Rimrivertown.
Difficulty:           Normal (the Rangers hold the technological 
advantage, and the Panchayyah the numerical advantage).
Factors:
+ Use of elite cavalry against an enemy unused to cavalry warfare.
+ Panchayyah strength
+ Supply lines
- Foreign terrain (moderated by previous overseas experience, and time 
already spent in the Avaeran plains)

Questions:
Do the Stihlweese have any surprises up their sleeves?
Will the Panchayyah campaign provoke a reaction from neighbouring lesser 
tribes or Milakanur?
Will the campaign be finished in a year?
Have the Rangers recovered the morale lost in the Southern Debacle?



Action 4 - The Green Bondsmen
Weight:   Single (one turn duration)
Description:  (see lengthy post "The Funeral of the Kingsbane, and the 
rise of the Green Bondsman").
Essentially, the Green Lady and the Millati Church are making a compact, 
much like the agreement between the Senate and the Green Lady at the 
time of the founding of the Green College.

The magical mechanics of the agreement aren't clear, but the Millati 
church, through the Brotherhood of the Night, agrees to honour the Green 
Lady and keep her customs.  The Green Lady agrees to grant a measure of 
Authority based magic as a consequence of this, and the main instrument 
for both the previous two points is the Grandmaster, Avin Nightwalker.

Avin Nightwalker agrees to become spiritually bonded to the Green Lady, 
allowing him a far greater degree of power from and communication with 
the Green Lady than any shaman has previously ever had. 

The benefit to the Green Lady is that She will be now able to influence 
Kaeir far more effectively and directly than previously.  Previously, 
her ability to influence places like Port Kaeir were extremely hampered 
by the complexity of urban entitities, and additionally limited by the 
nature of the relationship with Her shamans (they could only communicate 
through dreams and intuition, and could only channel certain amounts of 
her power before effectively overloading).

The alteration of Avin's spirit means that he will be always 
reincarnated upon his death (the contract becoming null only at the end 
of Celandra), his spirit prevented from leaving Celandra by the Green 
Lady, and kept in Her "bosom" until a suitable rebirth is found.

Lastly, the Green Lady will provide the Brotherhood the means and method 
to using a form of binding magick, which to date they have not been able 
to perfect.

Basically, Avin will be similiar to an avatar, meaning that he has 
access to a considerable portion of the Lady's Authority, but will 
remain himself.  This is all possible because of the alteration made to 
both their spirits, that is, the bond created between the two of them 
(and all bonds being two-way).

Key Elements:   Avin Nightwalker, the Green Lady
Difficulty:           Normal or Hard?
Factors:
+ 1 Both are willing parties.
- 1 Its difficult!!

Questions:
Is it possible? I assume so....
Would there be a reaction from anyone? (spirit or human)
Could anyone interfere? (probably not....)

Fudge points: 2



Action 5 - Survey of Port Jabau
Weight:   Single (one turn duration)
Description:
A consortium of Millati merchant houses with considerable commercial and 
religious ties in Port Jabau and Akbari works with the Office of the 
Inquisitor to conduct a survey and analysis of the military capabilities 
and defences of Port Jabau.  Actual intelligence gathering and analysis 
would be carried out by the Office of the Inquisitor, but the cost of 
the exercise is covered by the consortium.

This is in preparation for a private military expedition to liberate 
Port Jabau from nominal Milakanuri overlordship, and secure the gateway 
to Northern Qaiyore that is Port Jabau.

Officers of the Field Agency of the Office of the Inquisitor disguise 
themselves as members of the these merchant houses, and join a number of 
their trade expeditions travelling to or through Port Jabau.  There they 
will carry out a thorough assessment of the military defences of the 
small desert port, as well as factoring in existing intelligence already 
gathered by the Kaeirean Mission there and by Millati sympathisers.  The 
planned outcome should be potential problems in taking and holding the port.

Key Elements:   Avin Nightwalker, the Green Lady
Difficulty:           Easy (Normal in reality - its secret!)
Factors:
+ Kaeirean Mission (existing intelligence)
+ Millati commonality (Kaeireans are viewed positively by locals, who 
are Millati, so less hesitation in talking)
+ Kaeirean traders are a very common sight
- Gathering intelligence (potential of attracting suspicion)
? Potential unknown factors on the part of the small Milakanuri garrison

Fudge points: 2



Action 6 - Tolmersa Naval Mission.
Weight:   Single (one turn duration)
Description:

The Kaeirean Naval Mission, as per the Kaeirean-Sedonian Trade Agreement 
on Rimrivertown, is officially established in Tolmersa, taking up 
residence in the existing facilities allocated to them, and building 
what facilities are lacking.

(A very easy action, I'm not even sure if it warrants an action).

Key Elements:   Office of the Admiral of the Seas, Ministry of Commerce, 
Office of the Inquisitor, Colonial Office.
Difficulty:           Easy
Factors:
+ Trade Agreement

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