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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

Apr 3
2006

18:44Z

[Cel] Restults for 146

Would some one tell me why failures and success tend to travel in years?  Will have events in by end of week.  sorry for being kind of out of it.  School has been a killer this sememster.  luckly the end is in sight.  yeah.
   
  Sorry chad.  Hope everything goes well.
   
  And congragulations Doug
   
  Jason Heaps
   
  Sedonia
   
  Action 1: Who ya gonna call?
Type: Single, Strategic

Difficulty: Normal
   
  0 + (+-0-) = -1 Failure

Subparts:
    * Clear the ruins +
    * Protect the workers -
    * Trap the ghosts in the palace 0
    * Find out just what they're really dealing with. -
   
  (Questions.  Are you removing the walls as well?)
  The removal of the city is comeing along.  While several of the ghosts are imprissioned within the walls of the palace, several of them still manage to drive several workers crazy.  The ghosts seem to have selecting certian people who they affect with images.
   
  It is the research that turns out bad.  To much of the archives was either destoryed or removed from the city to make the search effective.  The only thing that remains are journals of various ancient statesmen, and the occasional forgotten city reconrd book, and some of the centeries old account books.  The only mention of magic, supernatural events, or religion in the records are in relations to blessing on ships, or farms.

Action 2: A Helping Hand
Type: Single

Difficulty: Normal

  0 + (+00+) = +2 Success
  
Subparts:
    * Voyage to Tolmersa +
    * Contact Aixelsydanese leaders 0
    * Conduct evacuation 0
    * 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

Difficulty: Hard
   
  -1 + (--++) = -1 Failure
  
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 +

  Both the Kasovians and the Hansari drive the sedonian delgations from their settlements.  It is not clear why but hints from Kasovians suggests they have already formed some treaty with the Torphani.  There is a small strock of luck in the fact that a group of Hansari outcasts are discovered who are more then willing to make raids agiants the "rich Torphani"
  
Action 4: How Not To Be Seen

Weight: Single

Difficulty: Hard (-1). The work of making the scarves and the bolts is 
delicate, and mistakes may have serious consequences for the workers.

  -1 (++-+) = +1 Sucess
  
Fudge Points: (4)

Subparts:
    * Scarf creation +
    * Bolt construction +
    * Personnel selection -
    * Ongoing observation + 

  Kaeir
   
  1. Saltrim Project (3 of 4)

Difficulty: Normal (majority of construction completed)

  0 + (+-0-) = -1 failure
  
Sub-parts:
- Completion of remaining 10% of docks +
- Completion of shipbuilding section of Arsenal -
- Completion of manufacturing section of Arsenal 0
  Luck -

Fudge points: 2

Action 2. Troop and Fleet Training (1 of 1)

Difficulty: Normal.

  0 + (00++) = +2 Success
  
Subparts:
  - Fleet
  - Rangers
  - Exercises
  - Luck

Action 3. Millati evangelisation

Duration: 1 of ten (replaces previous Millati evangelisation action).
Difficulty: Normal-Hard.

  -1 + (+---) = -3 Failure

Sub-parts:
- Preaching to Sedonian Timar (some Millati found on Sedonian Timar 
border with Kaeir, but not many) +
- Preaching in majority of Kaeir (moderate minority now not Millati) -
- Preaching in Dominion of Saltrim (significant minority is Millati) -
  - Luck -

Action 4. Brotherhood of the Night

Duration : continuing action (see strategic actions).
Difficulty: Hard

  -1 + (0++0) = +1 success

Sub-parts:
- Recruitment 0
- Administration/Organisation +
- Training +
- Binding magic 0

Tanimbar
   
  Action 1&2  The Attack Renews
   
  Back in place, the Tanimbar armies once again attack the goblins.
   
  Difficultly: Hard
  
  -1 + (+00-) +1  = 0 Mixed Results
  
  Objectives:
  Attacking +
  Intelligence 0
  Logistics 0
  Luck -
   
  Action 3&4 Torphan Ambassor
   
  Marcus Merari continues negotations with the Tophan Ambassor in Mir
   
  Difficulty: Normal
   
  0 + (+0--) +1 = 0 Mixed Results
  

 

		
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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Tue

Apr 4
2006

23:01Z

[Cel] Kaeirean results - 1563

  Kaeir
   
  1. Saltrim Project (3 of 4)
  Difficulty: Normal (majority of construction completed)
    0 + (+-0-) = -1 failure
  
Sub-parts:
- Completion of remaining 10% of docks +
- Completion of shipbuilding section of Arsenal -
- Completion of manufacturing section of Arsenal 0
  Luck -
  Fudge points: 2
  
Unlike the previous year, some success is achieved.  The docks are completed, and the Port of Saltrim is fully open for business.  Despite the economic recession, the Saltrimi merchant-houses are optimistic things will begin to improve.
   
  The Arsenal of Saltrim though makes no progress.  The resources and manpower needed for the completion of the docks leaves little available for work on the shipbuilding and manufacturing areas of the Arsenal, and the Engineer Corp whiles away its time reviewing construction plans for the Arsenal.
   
  
Action 2. Troop and Fleet Training (1 of 1)
  Difficulty: Normal.
    0 + (00++) = +2 Success
  
Subparts:
  - Fleet
  - Rangers
  - Exercises
  - Luck
   
  The training of the new troops, cavalry and ships is a smashing success.  The exercises on the NW Peninsula go tremendously well, and the Kaeirean General Staff are very satisfied with the performance of the new forces, and are evaluated as being operationally ready.
   
  In light of this success, and the fact that the Republic clearly has adequate military resources for domestic security and overseas operations, plans drawn up in the recent past are again turned to for consideration.
   
   
  Action 3. Millati evangelisation
  Duration: 1 of ten (replaces previous Millati evangelisation action).
Difficulty: Normal-Hard.
    -1 + (+---) = -3 Failure
  Sub-parts:
- Preaching to Sedonian Timar (some Millati found on Sedonian Timar 
border with Kaeir, but not many) +
- Preaching in majority of Kaeir (moderate minority now not Millati) -
- Preaching in Dominion of Saltrim (significant minority is Millati) -
  - Luck -
   
  The population of Kaeir has little stomach for religion currently, especially in the economically depressed dominion of Saltrim.  Though the preachers do not encounter any hostility, the average Saltrimi has more important things to worry about like money than matters of the Divine.
   
  Sedonian Timar is more successful though, and enough growth beyond the original tiny Millati population is experienced that the building of a Millati Tower is required.  The Tower is located in far eastern Sedonian Timar, about a day's ride across the border from Crownsbane Keep.
  
Action 4. Brotherhood of the Night
  Duration : continuing action (see strategic actions).
Difficulty: Hard
    -1 + (0++0) = +1 success
  Sub-parts:
- Recruitment 0
- Administration/Organisation +
- Training +
- Binding magic 0
   
  Many of Grandmaster Avan Nightwalker's critics realise why he was chosen as the founding Grandmaster - not only for his deep spirituality and magical expertise, but his leadership and organisational abilities.  
   
  A major part of his reforms of 1563 are the improvement in the organisation of Brotherhood Lodges and the strengthening of communication and ties between individual Lodges.  Specific duties and responsibilities of Lodges to other Lodges and all Nightbrothers (including a hierarchy of duties and responsibilities according to rank) are defined.  This in particular strengthens the supra-national nature of the Brotherhood, focusing the Lodges' on their spiritual duty to the broader Millati community, though accomodating a Lodge's responsibility to its home country.
   
  The quality of training also improves, as the accumulated experience of the last few years, compounded by the large pool of expertise held by the Masters and Nightbrothers, means the noviates of the Brotherhood are acquiring a high quality sorcerous education.
   
  Efforts at teaching the binding magic meet with limited success.  The Masters of the Brotherhood immediately grasp the fundamental principles of binding magic, but a number of practical obstacles are encountered which therefore slows down its widespread use.

Jason Heaps  wrote:
  Would some one tell me why failures and success tend to travel in years? Will have events in by end of week. sorry for being kind of out of it. School has been a killer this sememster. luckly the end is in sight. yeah.

Sorry chad. Hope everything goes well.

And congragulations Doug

Jason Heaps

Sedonia

Action 1: Who ya gonna call?
Type: Single, Strategic

Difficulty: Normal

0 + (+-0-) = -1 Failure

Subparts:
* Clear the ruins +
* Protect the workers -
* Trap the ghosts in the palace 0
* Find out just what they're really dealing with. -

(Questions. Are you removing the walls as well?)
The removal of the city is comeing along. While several of the ghosts are imprissioned within the walls of the palace, several of them still manage to drive several workers crazy. The ghosts seem to have selecting certian people who they affect with images.

It is the research that turns out bad. To much of the archives was either destoryed or removed from the city to make the search effective. The only thing that remains are journals of various ancient statesmen, and the occasional forgotten city reconrd book, and some of the centeries old account books. The only mention of magic, supernatural events, or religion in the records are in relations to blessing on ships, or farms.

Action 2: A Helping Hand
Type: Single

Difficulty: Normal

0 + (+00+) = +2 Success

Subparts:
* Voyage to Tolmersa +
* Contact Aixelsydanese leaders 0
* Conduct evacuation 0
* 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

Difficulty: Hard

-1 + (--++) = -1 Failure

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 +

Both the Kasovians and the Hansari drive the sedonian delgations from their settlements. It is not clear why but hints from Kasovians suggests they have already formed some treaty with the Torphani. There is a small strock of luck in the fact that a group of Hansari outcasts are discovered who are more then willing to make raids agiants the "rich Torphani"

Action 4: How Not To Be Seen

Weight: Single

Difficulty: Hard (-1). The work of making the scarves and the bolts is 
delicate, and mistakes may have serious consequences for the workers.

-1 (++-+) = +1 Sucess

Fudge Points: (4)

Subparts:
* Scarf creation +
* Bolt construction +
* Personnel selection -
* Ongoing observation + 

Kaeir

1. Saltrim Project (3 of 4)

Difficulty: Normal (majority of construction completed)

0 + (+-0-) = -1 failure

Sub-parts:
- Completion of remaining 10% of docks +
- Completion of shipbuilding section of Arsenal -
- Completion of manufacturing section of Arsenal 0
Luck -

Fudge points: 2

Action 2. Troop and Fleet Training (1 of 1)

Difficulty: Normal.

0 + (00++) = +2 Success

Subparts:
- Fleet
- Rangers
- Exercises
- Luck

Action 3. Millati evangelisation

Duration: 1 of ten (replaces previous Millati evangelisation action).
Difficulty: Normal-Hard.

-1 + (+---) = -3 Failure

Sub-parts:
- Preaching to Sedonian Timar (some Millati found on Sedonian Timar 
border with Kaeir, but not many) +
- Preaching in majority of Kaeir (moderate minority now not Millati) -
- Preaching in Dominion of Saltrim (significant minority is Millati) -
- Luck -

Action 4. Brotherhood of the Night

Duration : continuing action (see strategic actions).
Difficulty: Hard

-1 + (0++0) = +1 success

Sub-parts:
- Recruitment 0
- Administration/Organisation +
- Training +
- Binding magic 0

Tanimbar

Action 1&2 The Attack Renews

Back in place, the Tanimbar armies once again attack the goblins.

Difficultly: Hard

-1 + (+00-) +1 = 0 Mixed Results

Objectives:
Attacking +
Intelligence 0
Logistics 0
Luck -

Action 3&4 Torphan Ambassor

Marcus Merari continues negotations with the Tophan Ambassor in Mir

Difficulty: Normal

0 + (+0--) +1 = 0 Mixed Results





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AndrewJanssen
Andrew Janssen

Wed

Apr 5
2006

00:12Z

[Cel] Restults for 146

Jason Heaps wrote:
>   Sedonia
>    
>   Action 1: Who ya gonna call?
> Type: Single, Strategic
> 
> Difficulty: Normal
>    
>   0 + (+-0-) = -1 Failure
> 
> Subparts:
>     * Clear the ruins +
>     * Protect the workers -
>     * Trap the ghosts in the palace 0
>     * Find out just what they're really dealing with. -
>    
>   (Questions.  Are you removing the walls as well?)
>   The removal of the city is comeing along.  While several of the ghosts are imprissioned within the walls of the palace, several of them still manage to drive several workers crazy.  The ghosts seem to have selecting certian people who they affect with images.
>    
>   It is the research that turns out bad.  To much of the archives was either destoryed or removed from the city to make the search effective.  The only thing that remains are journals of various ancient statesmen, and the occasional forgotten city reconrd book, and some of the centeries old account books.  The only mention of magic, supernatural events, or religion in the records are in relations to blessing on ships, or farms.

[No, I'm not removing the walls, at least, not at this time.]

The researchers decide to check the collections of the city archives in 
Vizinia, the private archives of the Sedonian religious orders, the 
Yzarine Library in Thalsedon, and the public stacks of the University of 
Mirabalpur Library on the off-chance that there might be relevant 
information in one of those places.

> Action 2: A Helping Hand
> Type: Single
> 
> Difficulty: Normal
> 
>   0 + (+00+) = +2 Success
>   
> Subparts:
>     * Voyage to Tolmersa +
>     * Contact Aixelsydanese leaders 0
>     * Conduct evacuation 0
>     * Persuading civilians to help (there's a chance that a Kaeiran
> trade convoy may be docked at Tolmersa when the Fleet arrives) +

The trip out to Tolmersa provides an excellent opportunity for a 
shake-down cruise for Admiral gyo Inibar's squadron, with sunny skies 
and fair winds the whole way. When they arrive at Tolmersa, they find a 
Kaeiran trading fleet taking on food and water in preparation for a trip 
up the Razanian coast to Kelshir. Gyo Inibar is able to persuade the 
Kaeiran captains to help. They off-load the greater part of their cargo 
to Tolmersa's warehouses, and fall in with the Squadron.

The fleet's luck turns somewhat when they reach Aixelsydan. The crisis 
has the Aixelsydanese government utterly distracted, and the Admiral is 
unable to meet with anyone in authority, but is finally told by a junior 
chancellry clerk to "do what ever he thinks best," so the fleet sails 
across the Straits and joins the harried Aixelsydani navy in conducting 
the evacuation.

The situation is even more chaotic on the south side of the Straits. The 
Evacuation Fleet tries to take women and children first, but on more 
than one occasion, especially at villages close to the front lines, 
units of the Aixelsydani army try to force their way onto the evacuation 
transports, resulting in desperate fights. At other places, rich men try 
to use bribes to jump ahead of the queue

Many other ships in the Straits are participating in the evacuation 
besides the Sedonians, the Kaeirans, and the Aixelsydani. Unfortunately, 
not all of them are driven by altruism. Five weeks into the evacuation, 
the Sedonian warship /Alert/ intercepts a Kelshiri cargo ship, /Sea's 
Bounty/ that had left the main evacuation fleet and set course for the 
eastern mouth of the Straits. When the Sedonians board /Sea's Bounty/ 
they discover her to be a slaver, her cargo of evacuees drugged and 
placed in chains. Further investigation reveals that other Kelshiri 
ships taking part in the evacuation are also slavers. Exact numbers 
cannot be determined, but it is estimated that as many as 2,000 refugees 
may have been spirited off into slavery.

Meanwhile, when the evacuation ships unload their refugees on the north 
side, they return carrying Aixelsydani soldiers to reinforce the thin 
line trying to hold back the goblins.

> Action 3: Proxy War
> Type: Single
> 
> Difficulty: Hard
>    
>   -1 + (--++) = -1 Failure
>   
> 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 +
> 
>   Both the Kasovians and the Hansari drive the sedonian delgations from their settlements.  It is not clear why but hints from Kasovians suggests they have already formed some treaty with the Torphani.  There is a small strock of luck in the fact that a group of Hansari outcasts are discovered who are more then willing to make raids agiants the "rich Torphani"

The Sedonians decide to encourage the Hansari outcasts in their raiding, 
while also taking more vigorous diplomatic action with the Kasovians and 
the other Hansari.

> Action 4: How Not To Be Seen
> 
> Weight: Single
> 
> Difficulty: Hard (-1). The work of making the scarves and the bolts is 
> delicate, and mistakes may have serious consequences for the workers.
> 
>   -1 (++-+) = +1 Sucess
>   
> Fudge Points: (4)
> 
> Subparts:
>     * Scarf creation +
>     * Bolt construction +
>     * Personnel selection -
>     * Ongoing observation + 

The Sedonians are luckier than they had any right to expect with the 
scarf creation, and are able to produce 15 shielding scarves. While they 
do not hide the wearer from normal vision, they render him or her 
totally invisible to magical senses. They will be a valuble tool to aid 
the agents assigned to investigate the Von Kiviri.

Bolt production also goes very well, as the alchemists discover a few 
shortcuts that greatly speed up the production process without reducing 
quality. As an added bonus, one of the alchemists points out that only a 
slight alteration of the glyphica would be needed to make the bolts 
trigger on penetrating wood, rather than living flesh, and that it would 
actually be easier to apply the glyphica to a ballista bolt than to a 
cross-bow bolt, due to the greater size. The Imperial Navy takes an 
interest in the research.

Unfortunately, it proves difficult to find agents with the needed 
talents who can be pulled from their current duties and be reassigned to 
MERCHANT PRINCE. Still, the current set of observers have gathered 
information that will be very useful when the personnel are finally 
gathered together.

Andrew

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