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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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JasonHeaps
Jason Heaps

Mon

Feb 13
2006

21:13Z

[Cel] Results 1462

Tanimbar
   
   Action 1& 2: Moving back

  
  Normal (00-+) = 0

    Objectives
  Deployment back to Front 0
  Taking over Mirrish positions 0
  Intelligence gathering -
  Luck +

  The Tanimbar military is able to move back to its previous positions along the goblin front.  Unfortantly they between the moving of troops and the loss of magical gathering systems little information is gathered on the enemy this year.
     
  Action 3& 4: Marcus' Dream (there will be story behind this, has yet 
to be written)
 
  Hard -1 (++00) = +1 Success

    Objectives
  Travel to Mir +
  Getting in to see Torphan Ambassador +
  Negotiations 0
  Luck 0

   
  The ambassedor allows the Tanimbar
   
  Sedonia
   
  Action 1: Who ya gonna call?


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

   
  Normal 0+00 =+1
   
  (+1,x,x,x,x,x,x,x,x)
  
Subparts:
    * Clear the ruins 0
    * Protect the workers +
    * Trap the ghosts in the palace 0
    * Find out just what they're really dealing with. 0

Action 2 & 3: Over the Mountains
Type: Double


Normal (+--+) +1 = +1 success

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

  

Kaeir
   
  1.  Saltrim Project (2 of 2)

   
  Normal; (+---) = -2 Failure
  
  Sub actions:
   
  Hiring of further labor +
  Completion of remaining 10% of docks -
  Completion of shipbuilding section of Arsenal -
  Completion of manufacturing section of Arsenal -
  
Fudge points: 2

  the depression is felt ever were in saltrim even in its attempt to build up the docks.
  
  
2.  Guard Expansion (2 of 2)

  Hard -1 (+0++) = +2 sucess
     
  Subparts:
  - Recruitment of final 600 into Kingsbane Guard +
  - Recruitment of 800 more Rangers-
  - None citzens +
    - Luck +
  
  Fudge points: 3

   
  3.  Fleet Expansion (2 of 2)


  Norma (+00+) = +2
     
subparts
completion of 2nd van recruitment +
Saltrium 0
  Emancipation 0
  Luck +
  
Fudge points: 3

  Shanar
   
  Action 1: The Kelshiri Campaign (part 1 of 3)

Subparts:
Morale Ability (cavalry in moutains and swamp... just living day to day is  going to be a pain)-
Kelshiri Native reaction 0
Dwi Coatl worshipers reaction (negative would be gurilla tactics, neutral would be no action, postive would be open war fare) 0
Luck +
   
  Hard -1 (-00+) = -1 Failure
   
  Rhudyn
   
  Action 1-2: Coming together
Difficulty:Normal
Weight:double
Fudge Points:0

  
 
  Increase Patriotism 0
  Propagada 0
  Military 0
Magic +
   
  Normal (000+) = +1 Success


Action 3-4: Lions and tigers and Goblins ohh my part 2!!!
   
  Ships 0
  Fortifications 0
  Mountian Men -
  Mage +

Normal (00-+) = 0 Mixed Results
   
   
  NPC
  Aixelsydon vs Ice Daemons
   
  Aixelsydon 
   
  Aixelsydon has gathered portions of its military and begin to attack the goblins that have invaded the lowlands.  They are trying to push them out.
   
  Difficutly: Hard -1 (000-) = -2 Failure
   
  Aixelsydon, has been pushed back even farther and were only able to stop them in near the end of the narrow neck of land between the mountians and ocean.  The goblins now control the eastern section of the southern shores of Aicelsydon.
   

		
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AndrewJanssen
Andrew Janssen

Mon

Feb 13
2006

22:52Z

[Cel] Results 1462

>    
>   NPC
>   Aixelsydon vs Ice Daemons
>    
>   Aixelsydon 
>    
>   Aixelsydon has gathered portions of its military and begin to
> attack the goblins that have invaded the lowlands.  They are trying
> to push them out.
>    
>   Difficutly: Hard -1 (000-) = -2 Failure
>    
>   Aixelsydon, has been pushed back even farther and were only able to
> stop them in near the end of the narrow neck of land between the
> mountians and ocean.  The goblins now control the eastern section of
> the southern shores of Aicelsydon.

Just to clarify here: Are you talking about the Aixelsydan territory on
the south side of the Straits of Anorrur, north of Rhudyn? Remember,
the Goblins didn't cross the Straits.

Andrew
    
> 
> 		
> ---------------------------------
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JasonHeaps
Jason Heaps

Tue

Feb 14
2006

17:00Z

[Cel] Results 1462

yeah. Sorry I didn't make that clearer.  Thats why I said southern shores.  Its one of thoughs strangle shapped countries with a coast in the middle of it so make description hard at times.
  

Andrew Janssen  wrote:
  > 
> NPC
> Aixelsydon vs Ice Daemons
> 
> Aixelsydon 
> 
> Aixelsydon has gathered portions of its military and begin to
> attack the goblins that have invaded the lowlands. They are trying
> to push them out.
> 
> Difficutly: Hard -1 (000-) = -2 Failure
> 
> Aixelsydon, has been pushed back even farther and were only able to
> stop them in near the end of the narrow neck of land between the
> mountians and ocean. The goblins now control the eastern section of
> the southern shores of Aicelsydon.

Just to clarify here: Are you talking about the Aixelsydan territory on
the south side of the Straits of Anorrur, north of Rhudyn? Remember,
the Goblins didn't cross the Straits.

Andrew

> 
> 
> ---------------------------------
> 
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AndrewJanssen
Andrew Janssen

Tue

Feb 14
2006

19:00Z

[Cel] Results 1462

--- Jason Heaps  wrote:

> yeah. Sorry I didn't make that clearer.  Thats why I said southern
> shores.  Its one of thoughs strangle shapped countries with a coast
> in the middle of it so make description hard at times.
>   

It's a mind-twisting situation: The southern shore of Aixelsydan faces
north, and the northern shore faces south. And if Rhudyn ever pushes
the Aixelsydani north across the Straits, the northern shore of
Aixelsydan wil become its southern shore. 

@_@

Andrew
 
> Andrew Janssen  wrote:
>   > 
> > NPC
> > Aixelsydon vs Ice Daemons
> > 
> > Aixelsydon 
> > 
> > Aixelsydon has gathered portions of its military and begin to
> > attack the goblins that have invaded the lowlands. They are trying
> > to push them out.
> > 
> > Difficutly: Hard -1 (000-) = -2 Failure
> > 
> > Aixelsydon, has been pushed back even farther and were only able to
> > stop them in near the end of the narrow neck of land between the
> > mountians and ocean. The goblins now control the eastern section of
> > the southern shores of Aicelsydon.
> 
> Just to clarify here: Are you talking about the Aixelsydan territory
> on
> the south side of the Straits of Anorrur, north of Rhudyn? Remember,
> the Goblins didn't cross the Straits.
> 
> Andrew
> 
> > 
> > 
> > ---------------------------------
> > 
> > What are the most popular cars? Find out at Yahoo! Autos
> > ----------------------------------------------------------------
> > To unsubscribe, send mail to celandra-off@phoenyx.net.
> > 
> 
> ----------------------------------------------------------------
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> 
> 
> 		
> ---------------------------------
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>  What are the most popular cars? Find out at Yahoo! Autos
> ----------------------------------------------------------------
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> 

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KalevTait
Kalev Tait

Tue

Feb 14
2006

22:37Z

[Cel] Results 1462

> Action 1: The Kelshiri Campaign (part 1 of 3)
>
> Subparts:
> Morale Ability (cavalry in moutains and swamp... just living day to day
> is  going to be a pain)-
> Kelshiri Native reaction 0
> Dwi Coatl worshipers reaction (negative would be gurilla tactics, neutral
> would be no action, postive would be open war fare) 0
> Luck +
>
> Hard -1 (-00+) = -1 Failure


Sorry, can I reinterpret the results as:

Morale -
Ability (cavalry in moutains and swamp... just living day to day is  going
to be a pain) 0
Kelshiri Native reaction 0
Dwi Coatl worshipers reaction (negative would be gurilla tactics, neutral
would be no action, postive would be open war fare) +

In both of the last two turns you've replaced one of my subparts with luck.

Cheers,
-Kalev
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AndrewJanssen
Andrew Janssen

Wed

Feb 15
2006

03:24Z

[Cel] Results 1462

>    
>   Sedonia
>    
>   Action 1: Who ya gonna call?
> 
> 
> 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
> 
>    
>   Normal 0+00 =+1
>    
>   (+1,x,x,x,x,x,x,x,x)
>   
> Subparts:
>     * Clear the ruins 0
>     * Protect the workers +
>     * Trap the ghosts in the palace 0
>     * Find out just what they're really dealing with. 0

It quickly becomes clear that clearing the ruins will take longer than 
first thought. Fortunately, the ghosts largely ignore the Zelkori forced 
laborers, and the Coronite priests are able to provide protective 
amulets for the Sedonian work details. Also, the ghosts display a strong 
tendency to target the priests, rather than the workers and soldiers.

The attempt to turn the old palace into a ghost-trap is only partially 
successful: the ghosts learn to avoid it. Still, a large number are 
trapped there.

Finally, the Coronites become convinced that there must be at least one 
spirit several orders of magnitude more powerful than an ordinary ghost 
or poltergeist in the city, but they make little progress in determining 
its nature. It is obivious, however, that it is *not* a Shadowspawn or 
demon.

> Action 2 & 3: Over the Mountains
> Type: Double
> 
> 
> Normal (+--+) +1 = +1 success
> 
> 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. +

The returning scouts bring back new maps of the Trans-Casov region, but 
not as much hard intelligence. While managing to evade the Torphani, 
several parties have nasty encounters with tribals and mountain bears.

Based on the behavior reported by the scouts, it is the opinion of the 
Imperial Staff and the Ministry of Special Projects that the Torphani 
troops in the region are patrolling a frontier. One party reports having 
observed through a spyglass a clash between what appeared to be tribal 
raiders heading back north and a Torphani cavalry patrol. They 
backtracked the raiders to a burnt-out settlement of recent construction.

The Ministry's final assessment is that the recent Ice Demon invasion 
has caused movements of internal refugees in Torphan, and the Torphani 
are shifting north, away from Tavar Pass and the traditional invasion route.

The bulk of the Imperial Legions are now on the Torphani border.

> Action 4: An unusual request

Are you going to respond to this, Jason?
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JasonHeaps
Jason Heaps

Mon

Feb 27
2006

21:10Z

[Cel] Results 1462

The answear for now is yes.  But I am finishing the last of my midterms this week so will send the reponce latter.
   
  Jason Heaps

Andrew Janssen  wrote:
  > 
> Sedonia
> 
> Action 1: Who ya gonna call?
> 
> 
> 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
> 
> 
> Normal 0+00 =+1
> 
> (+1,x,x,x,x,x,x,x,x)
> 
> Subparts:
> * Clear the ruins 0
> * Protect the workers +
> * Trap the ghosts in the palace 0
> * Find out just what they're really dealing with. 0

It quickly becomes clear that clearing the ruins will take longer than 
first thought. Fortunately, the ghosts largely ignore the Zelkori forced 
laborers, and the Coronite priests are able to provide protective 
amulets for the Sedonian work details. Also, the ghosts display a strong 
tendency to target the priests, rather than the workers and soldiers.

The attempt to turn the old palace into a ghost-trap is only partially 
successful: the ghosts learn to avoid it. Still, a large number are 
trapped there.

Finally, the Coronites become convinced that there must be at least one 
spirit several orders of magnitude more powerful than an ordinary ghost 
or poltergeist in the city, but they make little progress in determining 
its nature. It is obivious, however, that it is *not* a Shadowspawn or 
demon.

> Action 2 & 3: Over the Mountains
> Type: Double
> 
> 
> Normal (+--+) +1 = +1 success
> 
> 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. +

The returning scouts bring back new maps of the Trans-Casov region, but 
not as much hard intelligence. While managing to evade the Torphani, 
several parties have nasty encounters with tribals and mountain bears.

Based on the behavior reported by the scouts, it is the opinion of the 
Imperial Staff and the Ministry of Special Projects that the Torphani 
troops in the region are patrolling a frontier. One party reports having 
observed through a spyglass a clash between what appeared to be tribal 
raiders heading back north and a Torphani cavalry patrol. They 
backtracked the raiders to a burnt-out settlement of recent construction.

The Ministry's final assessment is that the recent Ice Demon invasion 
has caused movements of internal refugees in Torphan, and the Torphani 
are shifting north, away from Tavar Pass and the traditional invasion route.

The bulk of the Imperial Legions are now on the Torphani border.

> Action 4: An unusual request

Are you going to respond to this, Jason?
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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Wed

Feb 15
2006

03:30Z

[Cel] Results 1462

The Saltrim Reconstruction Project grinds to an almost complete halt as the weakened state of the Saltrimi regional economy makes itself felt in the critical areas of material supply.
   
  Only meagre progress is made in the completion of the remaining tenth of the docks, and on the Arsenal of Saltrim.  Much of the expanded labour force is used inefficiently, shifting building material back and forward from construction sites, and clearing debris from the construction sites.
   
  --
   
  The new Senate basks in the success of its recruitment campaign.  The Guard has more than doubled its troop strength, providing the Republic with enough troops to allow the Kaeirean military to operate more than just defensively.  The Tirmaeiri Rangers, still stationed in Rimriverton, now have another thousand Rangers completing their training in northern Tirmaeir.

  The recruitment of non-citizens was particularly successful, once again demonstrating the remarkable role of the Kaeirean Guard to assimilate migrants and foreigners into Kaeirean culture.
   
  --
   
  Like the troop recruitment, the expansion of the Kaeirean Fleet is a success.  The second Van is completed, and both Vans are completely crewed.  The Green Republic therefore has doubled its military fleet (not including the merchant marine, who under State requirements carry a small compliment of arms and equipment sufficient to convert their vessels into military craft upon the reception of orders from the Senate to that effect).
   
  With a stronger land force, and a total of four vans now in the Kaeirean Fleet, the Senate of the Green Republic is now able to turn its attention to security issues slightly further afield than Kaeir.
   
  Meetings between the Senate, the Office of the Inquisitor, the Office of the Admiral of the Seas and the Office of the Commander of the Guard start to become more and more frequent, often running late into the night.  Something is afoot.
  
Jason Heaps  wrote: 
  Kaeir

1. Saltrim Project (2 of 2)


Normal; (+---) = -2 Failure

Sub actions:

Hiring of further labor +
Completion of remaining 10% of docks -
Completion of shipbuilding section of Arsenal -
Completion of manufacturing section of Arsenal -

Fudge points: 2

the depression is felt ever were in saltrim even in its attempt to build up the docks.


2. Guard Expansion (2 of 2)

Hard -1 (+0++) = +2 sucess

Subparts:
- Recruitment of final 600 into Kingsbane Guard +
- Recruitment of 800 more Rangers-
- None citzens +
- Luck +

Fudge points: 3


3. Fleet Expansion (2 of 2)


Norma (+00+) = +2

subparts
completion of 2nd van recruitment +
Saltrium 0
Emancipation 0
Luck +

Fudge points: 3

		
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