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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

Thu

Feb 2
2006

19:28Z

[Cel] Sedonian Actions 1462

Because I'm a little pressed for time this week, these aren't nearly as 
fleshed-out as I might like. Still, here they are:

Odds and ends: With the end of hostilities in Zelkor, the Sedonians 
decelerate their ship-building and naval training programs drasticly. In 
effect, the final expansion will be completed by 1465 with no further 
special action.

Towards the end of 1462, the Empress Yzara slips on a flight of stairs 
in the Imperial Palace and breaks her right hip, becoming bedridden. As 
winter nears, her general health begins to deteriorate.

Action 1: Who ya gonna call?
Type: Single, Strategic
Description: The Sedonians quickly realize that the ghost/poltergeist 
situation in Zelkor needs to be dealt with in a calm and deliberate 
fashion. Before he returns to Thalsedon with, leaving behind four 
legions to ward the southern borders, General Martros receives orders 
from the Chancellor to put the city under the control of the order of 
Coron, while the rest of Zelkor is to be under martial law.

Of the 50,000 Zelkori who were unable or unwilling to evacuate the city, 
those who were farmers are allowed to return to their farms. The 
able-bodied men who were from the city, however, are drafted into labor 
battalions and set to work clearing the ruins alongside of Sedonian 
legionaries on punishment detail.

Meanwhile, the Priests of Coron investigate the ghosts. They soon 
suspect that at least one of the ghosts is something more than a normal 
spirit. However, the multitude of ghosts in the city makes 
differentiating them nearly impossible. The Coronites come up with a 
plan. They surround the Prince's Palace with one-way wards: ghosts can 
enter the palace and grounds, but cannot leave. At regular intervals, 
the priests wil perform a rite of unbinding, releasing the ghosts to the 
Dreaming. The hope is that by reducing the numbers of generic ghosts and 
poltergeists, the priests will have an easier time hunting down the more 
unusual ghosts.

Difficulty: Base of Hard (+1)--However, since this is a strategic 
action, I'm going to take 1.5x as long to resolve it, in exchange for a 
reduction in difficulty of 1 to Normal. In other words, Jason, figure 
out how many successes you think I'd need at base difficulty, then 
multiply that number by 1.5

Subparts:
    * Clear the ruins
    * Protect the workers
    * Trap the ghosts in the palace
    * Find out just what they're really dealing with.

Action 2 & 3: Over the Mountains
Type: Double
Description: Last year's discovery of Torphani soldiers in the lands 
beyond the Casovian Mountains alarms the Sedonian Government. It is 
decided to infiltrate several small parties of scouts and surveyors into 
the region. To aid them, each group receives a new spyglass from the 
lensgrinders of Roth Mythysa. The scouts are to avoid confrontation with 
Torphani soldiers or tribals, and are ordered to agree to return to 
Sedonia if unable to evade the Torphani.

The scouts cross the border high in the Casovian Mountains with orders 
to return in six months with information on Torphani troop strength, 
disposition, fortifications, roads, and settlements.

Meanwhile, the troops removed from Zelkor are moved to the western and 
southwestern borders.

Difficulty: Normal

Subparts:
    * Infiltrate the Trans-Casov and return safely.
    * Gather information on the Torphani
    * Avoid getting caught by the Torphani, tribals, or wild critters
    * Transfer legions to the border with Torphan.

Action 4: An unusual request
Type: Single, Diplomatic
Description: Before her accident, the Empress, at the request of the 
Ministry of Special Projects, sends a personal letter to Archmage 
Eubratosa, for his eyes only. It reads:

My dear Eubratosa,
I write this letter as a direct personal appeal, on behalf of my 
Ministry of Special Projects. For some time now, the Ministry has been 
suspicious of the Kaeiran merchant house of Von Kiviri, now the house of 
Van Angrix-Kiviri. We know that the Von Kiviri are involved in various 
forms of criminal activity, mainly smuggling of arms and drugs, but the 
Ministry, based on events in Thalsedon in 1459, strongly suspects that 
the Von Kiviri are under the control of the Shadowspawn.

Unfortunately, they have been unable to prove this. The Ministry agents 
who have tried to shadow the Von Kiviri leaders have always been 
'blown', in a manner suggesting some supernatural power of perception on 
the part of the targets. However, the Ministry believes a solution may 
exist.

Based on the experiences of my late uncle, the Duke of Caladyn; General 
Valen Martros; and other veterans of the Battle of Talishara who took 
part in the slaying of the dragon there, the Ministry thinks that 
dragon's blood could be used (either by ingestion, injection, or surface 
application) to render a person undetectable by magical means. The 
Ministry has asked me to ask you, therefore, for at least one quart of 
liquid dragon blood.

I realize, Eubratosa, that this is a lot to ask of you. However, the 
presence of Shadowspawn and Garrist agents at the heart of a powerful 
Kaeiran merchant house is a threat to the whole of the MidSea, and one 
which, despite our differences of opinion, we must unite to face.

If you grant our request, and the Ministry is able to confirm that the 
Shadowspawn do control House Von Kiviri, I hope that you will be able to 
assist us in removing those demons. I also trust that you will keep the 
contents of this letter closely secret--if ther is one thing the last 
few years have shown, it is that the Garr-cult excels at infiltration.

Yours sincerely,
Yzara IV Thalsedon-Caladyn, Empress of Sedonia

Difficulty: Jason's decision
Subparts: Not applicable.
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