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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

Sun

Mar 12
2006

18:13Z

[Cel] [Action] Sedonia 1463, Actions 1-3

Action 1: Who ya gonna call?
Type: Single, Strategic
Description: The Sedonians continue the long, slow process of clearing
away the ghosts and the rubble of Zelkor. The cleared rubble is used to
fill in nearby marshes and wetlands. The ultimate plan is to leave only
the ruins of the prince's palace untouched, as a holding area for
ghosts. All that would be left of the original city would be the docks,
the roads, and the sewers.

Meanwhile, the priests of Coron delve into what's left of the city
archives to try and discover the nature of the spirit that keeps
managing to elude them.

Difficulty: Normal

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

Action 2: A Helping Hand
Type: Single
Description: When word reaches Thalsedon of the Ice Demon advances in
southern Aixelsydan, Emperor Arden XXI reacts quickly. He orders twenty
ships under Vice-Admiral Lord Georg gyo Inibar to reinforce the ten-ship
squadron based on Tolmersa. Admiral gyo Inibar is directed to contact
the Aixelsydan leadership and make his ships available for evacuating
Aixelsydanese women and children across the Straits of Anorurr.

If there are any Sedonian or Kaeiran merchant ships at anchor in
Tolmersa when Admiral gyo Inibar arrives, he is authorized to conscript
Sedonian ships as evacuation transports, but he may only request the
help of any Kaeiran ships.

Difficulty: Normal

Subparts:
    * Voyage to Tolmersa
    * Contact Aixelsydanese leaders
    * Conduct evacuation
    * Persuading civilians to help (there's a chance that a Kaeiran
trade convoy may be docked at Tolmersa when the Fleet arrives)

Action 3: Proxy War
Type: Single
Description: The Sedonians are concerned by the Torphani's attempt to
push their borders northward into Western Kasovia and the Kilasi and
Hansari tribal lands. On the one hand, the Sedonians had certain plans 
of their own for those regions. On the other, they are very concerned 
that the displacement of the natives may result in raids and mass 
migrations into Sedonia and the Wyr-Tal basin.

To prevent this, the Foreign Ministry, working with the Ministry of 
Special Projects, sends agents into western Kasovia and the Hansari 
lands. In Kasovia, they are to try to persuade the clans to agree to 
annexation in exchange for protection from the Torphani.

With the Hansari, the Sedonians take a different tack. They identify 
strong leaders, then funnel them arms and armor, along with military 
advisors, with the intent of organizing resistance to the Torphani's 
northern movement.

Difficulty: Hard
Subparts:
    * Persuade Kasovians to accept Sedonian protection
    * Negotiate with Hansari leaders
    * Supply weapons, armor, and training to the Hansari
    * Encourage Hansari raids against the Torphani


(Jason, I can't proceed with action 4 until I know whether or not the 
Mir agreed to provide the Sedonians with samples of dragon's blood. I 
don't need a formal write-up, just a yes or no, and if yes, the amount 
provided.)

Andrew
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