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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

Fri

May 5
2006

03:30Z

[Cel] [Action] Sedonia 1464

These are for Juuso to resolve.

Action 1: Who ya gonna call?
Type: Single, Strategic
Description: Work on the clearing of Zelkor's ruins continues, with
labor detachments also assigned to restoring the docks to operation. The
Coronites continue clearing the city of lesser ghosts and poltergeists,
while trying to determine the nature and identity of the greater spirit
acting against them. Having failed to find answers in the few surviving
records in Zelkor proper, the Order of Coron begins searching the
libraries in Thalsedon and Mirabalpur for information, as well as
questioning the Zelkori laborers.

Difficulty: Normal

Progress: (+1,x,x,x,x,x,x,x,x)

Subparts:
    * Clear the ruins
    * Protect the workers
    * Clear the lesser ghosts from the city
    * Search other archives and question prisoners

Action 2: Lines in the Dirt
Type: Single
Description: After a Sedonian-supplied raiding party of Hansari
renegades is captured by the Torphani, Emperor Arden intervenes. He
orders a halt to Sedonian support of the raiders, and shakes up his
government by forcing the Chancellor (his father-in-law, Duke Harald of
Caladyn) and the Foreign Minister to resign.

The Emperor asks Dr. Vellin to form a caretaker government until next
year's elections. General Worral Yann, head of the General Staff,
resigns his commission to become the new Minister for War, while Theran
Rinn is recalled to take over the Foreign Ministry.

While this is going on, Emperor Arden does what, in his own words, he
"should have done two years ago." He sends his brother, Prince 
Barnardus, to Mirabalpur as his personal representative to meet with the 
Torphani Ambassador. Prince Barnardus is to make suitable apologies to 
try to de-escalate the situation, and to ask two questions: Where, 
exactly, will the Torphani be drawing their northern border; and will 
the Torphani army continue to guard Tavar Pass against the Ice Demons?

Depending on the Torphani Ambassador's response, the Prince is
empowered to negotiate a treaty to formally define the Sedonia-Torphan
border line.

Difficulty: Normal

Subparts:
    * Apologize
    * De-escalate
    * Ask the questions and get an answer
    * Negotiate the border.

Action 3: Operation MERCHANT PRINCE
Type: Double (+1)
Description: Even though he'd like more time for training his agents, 
with the Ice Demon advance into Aixelsydan, Minister Ion Ronir-Varros 
has run out of time. He needs to get more information on what the House 
of Von Kiviri is planning. Not without a certain trepidation, he gives 
the order to execute MERCHANT PRINCE.

The plan is to attempt to abduct and interrogate the director of Von 
Kiviri's branch office in Rimrivertown and to break in and steal his 
personal papers. Team 1 will shadow and attempt to capture the director; 
Team 2 will attempt to break into the Von Kiviri offices and recover any 
incriminating papers. Members of both teams will have dragon-blooded 
scarves--in the case of Team 2, it's hoped that the scarves will block 
any magical wards on the office.

Just in case, Team 1 is equipped with the special crossbow bolts 
(electrocuting and anti-demon)includes a cleric of the Order of 
Demerhaze trained in binding and banishing demons. If he can't be 
captured, the Director is to be killed. Regardless, he'll be terminated 
after interrogation. If everything goes more or less right, the teams 
will gather the evidence needed to move on Quetzal Von Kiviri himself.

Rimrivertown's director was selected as the target because a) ledgers 
found in the Thalsedon Von Kiviri offices point to it as a key link Von 
Kiviri's smuggling operations; and b) it's across the Straits from where 
the Ice Demons are advancing.

If worst comes to worst and everything goes pear-shaped, the teams are 
to shelter at the Sedonian consulate. If they're captured, they are 
instructed to reveal their mission only a member of the Brotherhood of 
the Night, or to the Lord Inquisitor himself.

Ronir-Varros knows that he's risking an international incident, but 
Shadowspawn infiltration of Kaeir is a worse problem.

Difficulty: Hard (-1)

Fudge Points: If I have any left, I use them here.

Subparts:
    * Travel to and enter Rimrivertown
    * Follow, capture, and interrogate the von Kiviri director
    * Break into the Von Kiviri offices and recover papers
    * Leave Rimrivertown safely with the information.

Action 4: Blockade
Type: Single, Extra (-1)
Description: With the evacuation of Southern Aixelsydan having tapered 
off to a level that Aixelsydani shipping can handle, the Tolmersa 
Squadron begins stepped-up patrols of the Straits of Anorurr. Running 
from Tolmersa to the Razanian Kingdom of Sout and back, Admiral gyo 
Inibar's ships are to prevent the Ice Demons from crossing the Straits 
in captured boats and prevent any ships from landing along the Ice 
Demon-controlled portion of the southern shore.

Difficulty: Easy (+1)

Subparts:
    * Block Ice Demons trying to leave
    * Block other parties trying to reach the Ice Demons
    * Protect merchant shipping transiting the straits
    * Weather
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Iso88591Qibrahim
=?iso-8859-1?q?i?=

Fri

May 5
2006

05:14Z

[Cel] [Action] Sedonia 1464

Lord-Inquisitor von Kahshaar looked down at the report on his desk that he'd just read.  So the Sedonians were planning some kind of intelligence operation on Kaeirean soil.  Some of the Lords of the Great Council would probably be quite upset if they discovered this, and most of the officers of the General Staff would definitely be upset.  

Though the report from officers of the Kaeirean Field Agency in Thalsedon were not clear on the nature of the operation, recent Sedonian intelligence activity relating to Kaeir made it clear to Von Kahshaar what the purpose of the operation was.  The pesky and considerably dangerous issue of Von Kiviri.  

Von Kahshaar mused on this for some time, and then laughed to himself.  Perhaps this was an opportunity to overcome the political support shown for Von Kiviri by many of the Young Houses, and deal with the threat that Quetzal von Kiviri posed to the Republic.  For the time being he would just watch, and instruct his men to act accordingly.  However, if the Sedonians were disastrous in their efforts, it would be difficult to shield them from the domestic political reaction.


Andrew Janssen  wrote:Action 3: Operation MERCHANT PRINCE
Type: Double (+1)
Description: Even though he'd like more time for training his agents, 
with the Ice Demon advance into Aixelsydan, Minister Ion Ronir-Varros 
has run out of time. He needs to get more information on what the House 
of Von Kiviri is planning. Not without a certain trepidation, he gives 
the order to execute MERCHANT PRINCE.

The plan is to attempt to abduct and interrogate the director of Von 
Kiviri's branch office in Rimrivertown and to break in and steal his 
personal papers. Team 1 will shadow and attempt to capture the director; 
Team 2 will attempt to break into the Von Kiviri offices and recover any 
incriminating papers. Members of both teams will have dragon-blooded 
scarves--in the case of Team 2, it's hoped that the scarves will block 
any magical wards on the office.

Just in case, Team 1 is equipped with the special crossbow bolts 
(electrocuting and anti-demon)includes a cleric of the Order of 
Demerhaze trained in binding and banishing demons. If he can't be 
captured, the Director is to be killed. Regardless, he'll be terminated 
after interrogation. If everything goes more or less right, the teams 
will gather the evidence needed to move on Quetzal Von Kiviri himself.

Rimrivertown's director was selected as the target because a) ledgers 
found in the Thalsedon Von Kiviri offices point to it as a key link Von 
Kiviri's smuggling operations; and b) it's across the Straits from where 
the Ice Demons are advancing.

If worst comes to worst and everything goes pear-shaped, the teams are 
to shelter at the Sedonian consulate. If they're captured, they are 
instructed to reveal their mission only a member of the Brotherhood of 
the Night, or to the Lord Inquisitor himself.

Ronir-Varros knows that he's risking an international incident, but 
Shadowspawn infiltration of Kaeir is a worse problem.

Difficulty: Hard (-1)

Fudge Points: If I have any left, I use them here.

Subparts:
    * Travel to and enter Rimrivertown
    * Follow, capture, and interrogate the von Kiviri director
    * Break into the Von Kiviri offices and recover papers
    * Leave Rimrivertown safely with the information.



		
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ChadPowell
Chad Powell

Thu

May 11
2006

04:32Z

[Cel] Rhudyn actions

I sent these to Jason a little after last turn with him saying he would 
count them for the 1463 turn.  Well that never happened so I didnt send in 
anything for this turn thinking that this would be my actions.  Please let 
me know what is up.  It would be great if I could get these in.  Thanks,
Chad

The War

Actions 1-3
Difficulty: hard
Weight 3

With two years of preparation Rhudyn makes its move into Aixelsydan.  The
army will move through the pass made in the southern range in  Aixelsydan.
The Army will split into two parts.  The Larger portion will come up behind
the Ice Demon army and push them into the  Aixelsydan forces.  The calvary
will be used mostly as a driving force.  The other part of the army will set
up a trench line to hold of the demons from the south that resupplly the
main demon forces.  After a successful fort and trench line are set up the
army will begin to send in forces to weaken the hold of the demons.  The
materials for this effort are all ready and will take a minimum amount of
time to complete.  The ships of the navy will meet with the fleet of
Milikanar and wait until the word from the communication lines come through
that the military has made contact and will move into the battle within the
day.  The navel fleet will use its new catapults developed to tear apart the
demon forces from another battle front and the transport ships will then
send the troops into the fray.  The northern army will make its way down and
will position its forces in the range to the south to hold off any evading
forces.  This is not a force that will engage in battle unless a four front
diversion is called for.  Their purpose will be to ravage any forces that
are trying to run from a long range.  They will stay concealed as much as
possible during the day but at night they will light torches for each
soldier to cause an appearance of grandeur, this will also give the
appearance of having a force almost three times larger than what it is as
every soldier normally does not have a torch for every soldier.  The plan is
to box in the ice demon army and eventually they will give up or be totally
slaughtered.

Action 4
Monster in the East
Weight: Single
Difficulty: Normal

In response to the fleeing villagers from the mountain range the forts from
the original Rhudyn movement into Tana will be used as temporary homes for
the evacuees.  The Tanan home force will be put into action to guard against
panic.  As the king does not know what he is dealing with, the real purpose
of the Tanan forces going into action other than putting on a good face for
the public and looking like something is being done they will be asked to
find out what the monster is and why he is attacking.  A group of mountain
men will be hand selected and asked to do recon in this part of the range to
help the Tanan forces.  If they are successful they will be rewarded beyond
what they could hope for.


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AndrewJanssen
Andrew Janssen

Thu

May 11
2006

04:45Z

[Cel] Rhudyn actions

I'll resolve these as soon as I can, by tomorrow night. Next turn will 
still begin on Sunday.

Andrew

chad powell wrote:
> I sent these to Jason a little after last turn with him saying he would 
> count them for the 1463 turn.  Well that never happened so I didnt send in 
> anything for this turn thinking that this would be my actions.  Please let 
> me know what is up.  It would be great if I could get these in.  Thanks,
> Chad
> 
> The War
> 
> Actions 1-3
> Difficulty: hard
> Weight 3
> 
> With two years of preparation Rhudyn makes its move into Aixelsydan.  The
> army will move through the pass made in the southern range in  Aixelsydan.
> The Army will split into two parts.  The Larger portion will come up behind
> the Ice Demon army and push them into the  Aixelsydan forces.  The calvary
> will be used mostly as a driving force.  The other part of the army will set
> up a trench line to hold of the demons from the south that resupplly the
> main demon forces.  After a successful fort and trench line are set up the
> army will begin to send in forces to weaken the hold of the demons.  The
> materials for this effort are all ready and will take a minimum amount of
> time to complete.  The ships of the navy will meet with the fleet of
> Milikanar and wait until the word from the communication lines come through
> that the military has made contact and will move into the battle within the
> day.  The navel fleet will use its new catapults developed to tear apart the
> demon forces from another battle front and the transport ships will then
> send the troops into the fray.  The northern army will make its way down and
> will position its forces in the range to the south to hold off any evading
> forces.  This is not a force that will engage in battle unless a four front
> diversion is called for.  Their purpose will be to ravage any forces that
> are trying to run from a long range.  They will stay concealed as much as
> possible during the day but at night they will light torches for each
> soldier to cause an appearance of grandeur, this will also give the
> appearance of having a force almost three times larger than what it is as
> every soldier normally does not have a torch for every soldier.  The plan is
> to box in the ice demon army and eventually they will give up or be totally
> slaughtered.
> 
> Action 4
> Monster in the East
> Weight: Single
> Difficulty: Normal
> 
> In response to the fleeing villagers from the mountain range the forts from
> the original Rhudyn movement into Tana will be used as temporary homes for
> the evacuees.  The Tanan home force will be put into action to guard against
> panic.  As the king does not know what he is dealing with, the real purpose
> of the Tanan forces going into action other than putting on a good face for
> the public and looking like something is being done they will be asked to
> find out what the monster is and why he is attacking.  A group of mountain
> men will be hand selected and asked to do recon in this part of the range to
> help the Tanan forces.  If they are successful they will be rewarded beyond
> what they could hope for.
> 
> 
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AndrewJanssen
Andrew Janssen

Fri

May 12
2006

01:51Z

[Cel] Rhudyn Results

chad powell wrote:
> I sent these to Jason a little after last turn with him saying he would 
> count them for the 1463 turn.  Well that never happened so I didnt send in 
> anything for this turn thinking that this would be my actions.  Please let 
> me know what is up.  It would be great if I could get these in.  Thanks,
> Chad
> 
> The War
> 
> Actions 1-3
> Difficulty: hard
> Weight 3
> 
> With two years of preparation Rhudyn makes its move into Aixelsydan.  The
> army will move through the pass made in the southern range in  Aixelsydan.
> The Army will split into two parts.  The Larger portion will come up behind
> the Ice Demon army and push them into the  Aixelsydan forces.  The calvary
> will be used mostly as a driving force.  The other part of the army will set
> up a trench line to hold of the demons from the south that resupplly the
> main demon forces.  After a successful fort and trench line are set up the
> army will begin to send in forces to weaken the hold of the demons.  The
> materials for this effort are all ready and will take a minimum amount of
> time to complete.  The ships of the navy will meet with the fleet of
> Milikanar and wait until the word from the communication lines come through
> that the military has made contact and will move into the battle within the
> day.  The navel fleet will use its new catapults developed to tear apart the
> demon forces from another battle front and the transport ships will then
> send the troops into the fray.  The northern army will make its way down and
> will position its forces in the range to the south to hold off any evading
> forces.  This is not a force that will engage in battle unless a four front
> diversion is called for.  Their purpose will be to ravage any forces that
> are trying to run from a long range.  They will stay concealed as much as
> possible during the day but at night they will light torches for each
> soldier to cause an appearance of grandeur, this will also give the
> appearance of having a force almost three times larger than what it is as
> every soldier normally does not have a torch for every soldier.  The plan is
> to box in the ice demon army and eventually they will give up or be totally
> slaughtered.

Ok, this is complicated--first, the trench line and supply interdiction:

Hard (-1) + Triple (+1) + Dice (1,1,-1,0) = Success (+1)
A defensive line of fortifications is established along the borders, and 
the Ice Demon supply line is cut off. Roughly 32,400 Rhudyni and Tanan 
troops are blocking the supply line.

Second, resolve the main battle (note that the size for Rhudyn is about 
three-fifths of its total forces with full mobilization, the remainder 
were used to cut the supply lines, and that the size for Aixelsydan 
represents about two-thirds of their total forces with full mobilization):

Rhudyn-Tana Force: Size 48,600, Force Good (+1) [Base of fair, +1 for 
surprise], Morale Good (+1) [warrior tradition +1]

Aixelsydan Forces: Size 76,000, Force Good (+1), Morale Fair (0) 
[defending homeland +1, lost last battle -1]

Ice Demon Forces: Size ~100,000, Force Good (+1)[will be Fair next turn 
unless supply reestablished], Morale Great (+1)[won last battle +1]

-------------------------------------------------------------

Rhudyn-Tana Battle Value: Force 1 + Morale 1 = 2
Rhudyn-Tana Dice: -1,1,0,1
Aixelsydani Battle Value: Force 1 + Morale 1 = 2
Aixelsydani Dice: -1,-1,-1,-1
Ice Demon Battle Value: Force 1 + Size 1 + Morale 2 = 4
Ice Demon Dice: 0,1,0,1

Result:

Rhudyn-Tana: ( 4 + 2 ) - ( 2 + 1 ) = 3 Ice Demon Superior Victory
Aixelsydan:  ( 4 + 2 ) - ( 2 - 4 ) = 8 Ice Demon Mythic Victory

Rhudyn-Tana Morale Check: 1 + Dice (-1,1,1,-1) = 1 Passed
Aixelsydani Morale Check: 0 + Dice (0,-1,-1,-1) = -3 Failed, Routed

Ice Demon Casualties: 5,000 to Rhudyn-Tana, 5,000 to Aixelsydan

Rhudyn-Tana Casualties: 20,000 dead or unable to return to service

Aixelsydani Casualties: 55,000 dead or unable to return to service 
(40,000 in battle; 15,000 in rout)

------------------------------------------------------------

Values for forces in the Southern Aixelsydan Theater, start of 1465:
    * Rhudyn-Tana:
       * Force: +1 Good (+1 from combat experience)
       * Size: 28,600
       * Morale: 0 Fair (-1 from losing battle)
    * Aixelsydan:
       * Force: 0 Fair (-1 from casualties)
       * Size: 21,000
       * Morale: -2 Poor (-1 from losing battle, -1 from routing)
    * Ice Demons:
       * Force: 0 Fair (-1 for cut-off supply)
       * Size: ~90,000
       * Morale: +3 Superb (+1 from winning battle)

Rhudyn-Tana had a good plan--but no plan survives contact with the 
enemy. There were far more Ice Demons than expected; coordination 
between units of the army broke down; there was inadequate preparation 
for dealing with goblin-vampires, wolf-riders, and Shadowspawn; there 
was no coordination with the Aixelsydani; and the Aixelsydani broke and 
routed.

The remnant of the Rhudyn-Tana forces retreats back to the old 
Aixelsydani fortifications known as the Timber Veil and dig in. 
Fortunately, the main Ice Demon force chooses to pursue the fleeing 
Aixelsydani army, which manages to reach Port Anorurr, the last port 
city on the southern shore in Aixelsydani hands. The Ice Demons begin a 
siege of the city with the main body. Near the end of the year, a force 
of about 50,000 detaches and begins marching south to reopen their line 
of supply.


> Action 4
> Monster in the East
> Weight: Single
> Difficulty: Normal
> 
> In response to the fleeing villagers from the mountain range the forts from
> the original Rhudyn movement into Tana will be used as temporary homes for
> the evacuees.  The Tanan home force will be put into action to guard against
> panic.  As the king does not know what he is dealing with, the real purpose
> of the Tanan forces going into action other than putting on a good face for
> the public and looking like something is being done they will be asked to
> find out what the monster is and why he is attacking.  A group of mountain
> men will be hand selected and asked to do recon in this part of the range to
> help the Tanan forces.  If they are successful they will be rewarded beyond
> what they could hope for.
> 

Normal (0) + Triple (+1) + Dice (-1,1,1,0) = +2 Complete Success

The creature in the mountains turns out to be nothing more than a giant 
cave bear with a toothache. There is some discussion about killing it, 
but cave bears are the totem animal of the local Tana clan. A shaman is 
summoned, and uses his powers and skills to soothe the animal and 
extract the tooth. No longer in pain, the bear returns to its normal range.

> ----------------------------------------------------------------
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> 

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ChadPowell
Chad Powell

Sat

May 13
2006

04:46Z

[Cel] Rhudyn Results

a quick note, you forgot about one important part.

The ships of the navy will meet with the fleet of
> > Milikanar and wait until the word from the communication lines come 
>through
> > that the military has made contact and will move into the battle within 
>the
> > day.  The navel fleet will use its new catapults developed to tear apart 
>the
> > demon forces from another battle front and the transport ships will then
> > send the troops into the fray.

but wow, king rhudyn is probably crying like a baby right now.


>From: Andrew Janssen 
>Reply-To: celandra@phoenyx.net
>To: celandra@phoenyx.net
>Subject: [Cel] Rhudyn Results
>Date: Thu, 11 May 2006 20:51:28 CDT
>
>chad powell wrote:
> > I sent these to Jason a little after last turn with him saying he would
> > count them for the 1463 turn.  Well that never happened so I didnt send 
>in
> > anything for this turn thinking that this would be my actions.  Please 
>let
> > me know what is up.  It would be great if I could get these in.  Thanks,
> > Chad
> >
> > The War
> >
> > Actions 1-3
> > Difficulty: hard
> > Weight 3
> >
> > With two years of preparation Rhudyn makes its move into Aixelsydan.  
>The
> > army will move through the pass made in the southern range in  
>Aixelsydan.
> > The Army will split into two parts.  The Larger portion will come up 
>behind
> > the Ice Demon army and push them into the  Aixelsydan forces.  The 
>calvary
> > will be used mostly as a driving force.  The other part of the army will 
>set
> > up a trench line to hold of the demons from the south that resupplly the
> > main demon forces.  After a successful fort and trench line are set up 
>the
> > army will begin to send in forces to weaken the hold of the demons.  The
> > materials for this effort are all ready and will take a minimum amount 
>of
> > time to complete.  The ships of the navy will meet with the fleet of
> > Milikanar and wait until the word from the communication lines come 
>through
> > that the military has made contact and will move into the battle within 
>the
> > day.  The navel fleet will use its new catapults developed to tear apart 
>the
> > demon forces from another battle front and the transport ships will then
> > send the troops into the fray.  The northern army will make its way down 
>and
> > will position its forces in the range to the south to hold off any 
>evading
> > forces.  This is not a force that will engage in battle unless a four 
>front
> > diversion is called for.  Their purpose will be to ravage any forces 
>that
> > are trying to run from a long range.  They will stay concealed as much 
>as
> > possible during the day but at night they will light torches for each
> > soldier to cause an appearance of grandeur, this will also give the
> > appearance of having a force almost three times larger than what it is 
>as
> > every soldier normally does not have a torch for every soldier.  The 
>plan is
> > to box in the ice demon army and eventually they will give up or be 
>totally
> > slaughtered.
>
>Ok, this is complicated--first, the trench line and supply interdiction:
>
>Hard (-1) + Triple (+1) + Dice (1,1,-1,0) = Success (+1)
>A defensive line of fortifications is established along the borders, and
>the Ice Demon supply line is cut off. Roughly 32,400 Rhudyni and Tanan
>troops are blocking the supply line.
>
>Second, resolve the main battle (note that the size for Rhudyn is about
>three-fifths of its total forces with full mobilization, the remainder
>were used to cut the supply lines, and that the size for Aixelsydan
>represents about two-thirds of their total forces with full mobilization):
>
>Rhudyn-Tana Force: Size 48,600, Force Good (+1) [Base of fair, +1 for
>surprise], Morale Good (+1) [warrior tradition +1]
>
>Aixelsydan Forces: Size 76,000, Force Good (+1), Morale Fair (0)
>[defending homeland +1, lost last battle -1]
>
>Ice Demon Forces: Size ~100,000, Force Good (+1)[will be Fair next turn
>unless supply reestablished], Morale Great (+1)[won last battle +1]
>
>-------------------------------------------------------------
>
>Rhudyn-Tana Battle Value: Force 1 + Morale 1 = 2
>Rhudyn-Tana Dice: -1,1,0,1
>Aixelsydani Battle Value: Force 1 + Morale 1 = 2
>Aixelsydani Dice: -1,-1,-1,-1
>Ice Demon Battle Value: Force 1 + Size 1 + Morale 2 = 4
>Ice Demon Dice: 0,1,0,1
>
>Result:
>
>Rhudyn-Tana: ( 4 + 2 ) - ( 2 + 1 ) = 3 Ice Demon Superior Victory
>Aixelsydan:  ( 4 + 2 ) - ( 2 - 4 ) = 8 Ice Demon Mythic Victory
>
>Rhudyn-Tana Morale Check: 1 + Dice (-1,1,1,-1) = 1 Passed
>Aixelsydani Morale Check: 0 + Dice (0,-1,-1,-1) = -3 Failed, Routed
>
>Ice Demon Casualties: 5,000 to Rhudyn-Tana, 5,000 to Aixelsydan
>
>Rhudyn-Tana Casualties: 20,000 dead or unable to return to service
>
>Aixelsydani Casualties: 55,000 dead or unable to return to service
>(40,000 in battle; 15,000 in rout)
>
>------------------------------------------------------------
>
>Values for forces in the Southern Aixelsydan Theater, start of 1465:
>     * Rhudyn-Tana:
>        * Force: +1 Good (+1 from combat experience)
>        * Size: 28,600
>        * Morale: 0 Fair (-1 from losing battle)
>     * Aixelsydan:
>        * Force: 0 Fair (-1 from casualties)
>        * Size: 21,000
>        * Morale: -2 Poor (-1 from losing battle, -1 from routing)
>     * Ice Demons:
>        * Force: 0 Fair (-1 for cut-off supply)
>        * Size: ~90,000
>        * Morale: +3 Superb (+1 from winning battle)
>
>Rhudyn-Tana had a good plan--but no plan survives contact with the
>enemy. There were far more Ice Demons than expected; coordination
>between units of the army broke down; there was inadequate preparation
>for dealing with goblin-vampires, wolf-riders, and Shadowspawn; there
>was no coordination with the Aixelsydani; and the Aixelsydani broke and
>routed.
>
>The remnant of the Rhudyn-Tana forces retreats back to the old
>Aixelsydani fortifications known as the Timber Veil and dig in.
>Fortunately, the main Ice Demon force chooses to pursue the fleeing
>Aixelsydani army, which manages to reach Port Anorurr, the last port
>city on the southern shore in Aixelsydani hands. The Ice Demons begin a
>siege of the city with the main body. Near the end of the year, a force
>of about 50,000 detaches and begins marching south to reopen their line
>of supply.
>
>
> > Action 4
> > Monster in the East
> > Weight: Single
> > Difficulty: Normal
> >
> > In response to the fleeing villagers from the mountain range the forts 
>from
> > the original Rhudyn movement into Tana will be used as temporary homes 
>for
> > the evacuees.  The Tanan home force will be put into action to guard 
>against
> > panic.  As the king does not know what he is dealing with, the real 
>purpose
> > of the Tanan forces going into action other than putting on a good face 
>for
> > the public and looking like something is being done they will be asked 
>to
> > find out what the monster is and why he is attacking.  A group of 
>mountain
> > men will be hand selected and asked to do recon in this part of the 
>range to
> > help the Tanan forces.  If they are successful they will be rewarded 
>beyond
> > what they could hope for.
> >
>
>Normal (0) + Triple (+1) + Dice (-1,1,1,0) = +2 Complete Success
>
>The creature in the mountains turns out to be nothing more than a giant
>cave bear with a toothache. There is some discussion about killing it,
>but cave bears are the totem animal of the local Tana clan. A shaman is
>summoned, and uses his powers and skills to soothe the animal and
>extract the tooth. No longer in pain, the bear returns to its normal range.
>
> > ----------------------------------------------------------------
> > To unsubscribe, send mail to celandra-off@phoenyx.net.
> >
>
>----------------------------------------------------------------
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AndrewJanssen
Andrew Janssen

Sat

May 13
2006

05:21Z

[Cel] Rhudyn Results

Actually, I sort of did forget. My bad.

My official ruling: By the time the fleet was in position, the main 
battle was already lost, and the commanding officer obeyed the military 
axiom, "Never reinforce failure." Given the magnitude of the disaster, 
the Rhudyn troop transports head for home, where the soldiers they carry 
will be desperately needed to man the northern and eastern defenses. The 
Milakanuri and Rhudyn war-fleets join the Aixelsydani and Sedonian 
navies in patrolling the Straits and running supplies and Aixelsydani 
soldiers into the besieged city of Port Anorurr.

On the plus side, the disaster motivates the Milakanuri to mobilize 
their army and begin transporting it to staging areas in northern 
Aixelsydan.

Andrew


chad powell wrote:

> a quick note, you forgot about one important part.
> 
> The ships of the navy will meet with the fleet of
> 
>>>Milikanar and wait until the word from the communication lines come 
>>
>>through
>>
>>>that the military has made contact and will move into the battle within 
>>
>>the
>>
>>>day.  The navel fleet will use its new catapults developed to tear apart 
>>
>>the
>>
>>>demon forces from another battle front and the transport ships will then
>>>send the troops into the fray.
> 
> 
> but wow, king rhudyn is probably crying like a baby right now.
> 
> 
> 
>>From: Andrew Janssen 
>>Reply-To: celandra@phoenyx.net
>>To: celandra@phoenyx.net
>>Subject: [Cel] Rhudyn Results
>>Date: Thu, 11 May 2006 20:51:28 CDT
>>
>>chad powell wrote:
>>
>>>I sent these to Jason a little after last turn with him saying he would
>>>count them for the 1463 turn.  Well that never happened so I didnt send 
>>
>>in
>>
>>>anything for this turn thinking that this would be my actions.  Please 
>>
>>let
>>
>>>me know what is up.  It would be great if I could get these in.  Thanks,
>>>Chad
>>>
>>>The War
>>>
>>>Actions 1-3
>>>Difficulty: hard
>>>Weight 3
>>>
>>>With two years of preparation Rhudyn makes its move into Aixelsydan.  
>>
>>The
>>
>>>army will move through the pass made in the southern range in  
>>
>>Aixelsydan.
>>
>>>The Army will split into two parts.  The Larger portion will come up 
>>
>>behind
>>
>>>the Ice Demon army and push them into the  Aixelsydan forces.  The 
>>
>>calvary
>>
>>>will be used mostly as a driving force.  The other part of the army will 
>>
>>set
>>
>>>up a trench line to hold of the demons from the south that resupplly the
>>>main demon forces.  After a successful fort and trench line are set up 
>>
>>the
>>
>>>army will begin to send in forces to weaken the hold of the demons.  The
>>>materials for this effort are all ready and will take a minimum amount 
>>
>>of
>>
>>>time to complete.  The ships of the navy will meet with the fleet of
>>>Milikanar and wait until the word from the communication lines come 
>>
>>through
>>
>>>that the military has made contact and will move into the battle within 
>>
>>the
>>
>>>day.  The navel fleet will use its new catapults developed to tear apart 
>>
>>the
>>
>>>demon forces from another battle front and the transport ships will then
>>>send the troops into the fray.  The northern army will make its way down 
>>
>>and
>>
>>>will position its forces in the range to the south to hold off any 
>>
>>evading
>>
>>>forces.  This is not a force that will engage in battle unless a four 
>>
>>front
>>
>>>diversion is called for.  Their purpose will be to ravage any forces 
>>
>>that
>>
>>>are trying to run from a long range.  They will stay concealed as much 
>>
>>as
>>
>>>possible during the day but at night they will light torches for each
>>>soldier to cause an appearance of grandeur, this will also give the
>>>appearance of having a force almost three times larger than what it is 
>>
>>as
>>
>>>every soldier normally does not have a torch for every soldier.  The 
>>
>>plan is
>>
>>>to box in the ice demon army and eventually they will give up or be 
>>
>>totally
>>
>>>slaughtered.
>>
>>Ok, this is complicated--first, the trench line and supply interdiction:
>>
>>Hard (-1) + Triple (+1) + Dice (1,1,-1,0) = Success (+1)
>>A defensive line of fortifications is established along the borders, and
>>the Ice Demon supply line is cut off. Roughly 32,400 Rhudyni and Tanan
>>troops are blocking the supply line.
>>
>>Second, resolve the main battle (note that the size for Rhudyn is about
>>three-fifths of its total forces with full mobilization, the remainder
>>were used to cut the supply lines, and that the size for Aixelsydan
>>represents about two-thirds of their total forces with full mobilization):
>>
>>Rhudyn-Tana Force: Size 48,600, Force Good (+1) [Base of fair, +1 for
>>surprise], Morale Good (+1) [warrior tradition +1]
>>
>>Aixelsydan Forces: Size 76,000, Force Good (+1), Morale Fair (0)
>>[defending homeland +1, lost last battle -1]
>>
>>Ice Demon Forces: Size ~100,000, Force Good (+1)[will be Fair next turn
>>unless supply reestablished], Morale Great (+1)[won last battle +1]
>>
>>-------------------------------------------------------------
>>
>>Rhudyn-Tana Battle Value: Force 1 + Morale 1 = 2
>>Rhudyn-Tana Dice: -1,1,0,1
>>Aixelsydani Battle Value: Force 1 + Morale 1 = 2
>>Aixelsydani Dice: -1,-1,-1,-1
>>Ice Demon Battle Value: Force 1 + Size 1 + Morale 2 = 4
>>Ice Demon Dice: 0,1,0,1
>>
>>Result:
>>
>>Rhudyn-Tana: ( 4 + 2 ) - ( 2 + 1 ) = 3 Ice Demon Superior Victory
>>Aixelsydan:  ( 4 + 2 ) - ( 2 - 4 ) = 8 Ice Demon Mythic Victory
>>
>>Rhudyn-Tana Morale Check: 1 + Dice (-1,1,1,-1) = 1 Passed
>>Aixelsydani Morale Check: 0 + Dice (0,-1,-1,-1) = -3 Failed, Routed
>>
>>Ice Demon Casualties: 5,000 to Rhudyn-Tana, 5,000 to Aixelsydan
>>
>>Rhudyn-Tana Casualties: 20,000 dead or unable to return to service
>>
>>Aixelsydani Casualties: 55,000 dead or unable to return to service
>>(40,000 in battle; 15,000 in rout)
>>
>>------------------------------------------------------------
>>
>>Values for forces in the Southern Aixelsydan Theater, start of 1465:
>>    * Rhudyn-Tana:
>>       * Force: +1 Good (+1 from combat experience)
>>       * Size: 28,600
>>       * Morale: 0 Fair (-1 from losing battle)
>>    * Aixelsydan:
>>       * Force: 0 Fair (-1 from casualties)
>>       * Size: 21,000
>>       * Morale: -2 Poor (-1 from losing battle, -1 from routing)
>>    * Ice Demons:
>>       * Force: 0 Fair (-1 for cut-off supply)
>>       * Size: ~90,000
>>       * Morale: +3 Superb (+1 from winning battle)
>>
>>Rhudyn-Tana had a good plan--but no plan survives contact with the
>>enemy. There were far more Ice Demons than expected; coordination
>>between units of the army broke down; there was inadequate preparation
>>for dealing with goblin-vampires, wolf-riders, and Shadowspawn; there
>>was no coordination with the Aixelsydani; and the Aixelsydani broke and
>>routed.
>>
>>The remnant of the Rhudyn-Tana forces retreats back to the old
>>Aixelsydani fortifications known as the Timber Veil and dig in.
>>Fortunately, the main Ice Demon force chooses to pursue the fleeing
>>Aixelsydani army, which manages to reach Port Anorurr, the last port
>>city on the southern shore in Aixelsydani hands. The Ice Demons begin a
>>siege of the city with the main body. Near the end of the year, a force
>>of about 50,000 detaches and begins marching south to reopen their line
>>of supply.
>>
>>
>>
>>>Action 4
>>>Monster in the East
>>>Weight: Single
>>>Difficulty: Normal
>>>
>>>In response to the fleeing villagers from the mountain range the forts 
>>
>>from
>>
>>>the original Rhudyn movement into Tana will be used as temporary homes 
>>
>>for
>>
>>>the evacuees.  The Tanan home force will be put into action to guard 
>>
>>against
>>
>>>panic.  As the king does not know what he is dealing with, the real 
>>
>>purpose
>>
>>>of the Tanan forces going into action other than putting on a good face 
>>
>>for
>>
>>>the public and looking like something is being done they will be asked 
>>
>>to
>>
>>>find out what the monster is and why he is attacking.  A group of 
>>
>>mountain
>>
>>>men will be hand selected and asked to do recon in this part of the 
>>
>>range to
>>
>>>help the Tanan forces.  If they are successful they will be rewarded 
>>
>>beyond
>>
>>>what they could hope for.
>>>
>>
>>Normal (0) + Triple (+1) + Dice (-1,1,1,0) = +2 Complete Success
>>
>>The creature in the mountains turns out to be nothing more than a giant
>>cave bear with a toothache. There is some discussion about killing it,
>>but cave bears are the totem animal of the local Tana clan. A shaman is
>>summoned, and uses his powers and skills to soothe the animal and
>>extract the tooth. No longer in pain, the bear returns to its normal range.
>>
>>
>>>----------------------------------------------------------------
>>>To unsubscribe, send mail to celandra-off@phoenyx.net.
>>>
>>
>>----------------------------------------------------------------
>>To unsubscribe, send mail to celandra-off@phoenyx.net.
> 
> 
> 
> ----------------------------------------------------------------
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JuhaVesanto
juuso

Fri

May 12
2006

04:30Z

[Cel] Actions results for Sedonia 1464

* Action resolution

Action 1: Who ya gonna call?

Subparts:
    * Clear the ruins +1
    * Protect the workers +1
    * Clear the lesser ghosts from the city 0
    * Search other archives and question prisoners +1

Result: 0 (normal) + 3 (dice)  = 3 Great success

Progress: (+1,+3,x,x,x,x,x,x,x)

Description: The Zelkor crew manages to locate some areas which
seem to be safe from most ghosts and spirits, including the most
potent ones. These seem to be mostly on the fringes of the city,
which are easiest to clear of the debris. These act as safe havens
for the workers, and provide a great lift on the morale.

Action 2: Lines in the Dirt

Subparts:
    * Apologize  1
    * De-escalate  -1
    * Ask the questions and get an answer  1
    * Negotiate the border  -1

Result: 0 (normal) + 0 (dice) = 0 Mixed result

Description: With news of the changes in government, the Ambassador
initially courtiously (sp?) accepts the apology of the Prince. But
later the tone changes, when response from the Torphani Emperor arrives.
Officially, the response states that the ruler, not the servants, is
responsible for the actions, and therefore a simple change of servants
is insufficient as a show of goodwill. The relations remain icy.
Unofficially, it seems that the incident is being used to gain
political leverage within Torphani empire.


Action 3-4: Operation MERCHANT PRINCE

Subparts:
    * Travel to and enter Rimrivertown  +1
    * Follow, capture, and interrogate the von Kiviri director  0
    * Break into the Von Kiviri offices and recover papers  +1
    * Leave Rimrivertown safely with the information. +1

Fudge Points: 2

Result: -1 (hard) + 3 (dice) + 1 (double) = 3 Great success

Description: (since I submit this result so later, whatever
happens, happens at the end of the year...) The operation is
highly succesfull, the only failure is being unable to
interrogate the captured von Kiviri director: he dies,
by suicide or by external measures, during the capture.
(I'll leave rest of the details to you.)

Action 5: Blockade

Subparts:
    * Block Ice Demons trying to leave  +1
    * Block other parties trying to reach the Ice Demons  0
    * Protect merchant shipping transiting the straits  +1
    * Weather  0

Result: 0 (normal) + 2 (dice) - 1 (extra) = +1 Success

Description: as evil tongues tend to say, blockade is
something that Sedonia has much practice in... no major
incidents.



juuso
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AndrewJanssen
Andrew Janssen

Fri

May 12
2006

05:57Z

[Cel] Actions results for Sedonia 1464

Juuso Vesanto wrote:

> * Action resolution
> 
> Action 1: Who ya gonna call?
> 
> Subparts:
>     * Clear the ruins +1
>     * Protect the workers +1
>     * Clear the lesser ghosts from the city 0
>     * Search other archives and question prisoners +1
> 
> Result: 0 (normal) + 3 (dice)  = 3 Great success
> 
> Progress: (+1,+3,x,x,x,x,x,x,x)
> 
> Description: The Zelkor crew manages to locate some areas which
> seem to be safe from most ghosts and spirits, including the most
> potent ones. These seem to be mostly on the fringes of the city,
> which are easiest to clear of the debris. These act as safe havens
> for the workers, and provide a great lift on the morale.
> 
> Action 2: Lines in the Dirt
> 
> Subparts:
>     * Apologize  1
>     * De-escalate  -1
>     * Ask the questions and get an answer  1
>     * Negotiate the border  -1
> 
> Result: 0 (normal) + 0 (dice) = 0 Mixed result
> 
> Description: With news of the changes in government, the Ambassador
> initially courtiously (sp?) accepts the apology of the Prince. But
> later the tone changes, when response from the Torphani Emperor arrives.
> Officially, the response states that the ruler, not the servants, is
> responsible for the actions, and therefore a simple change of servants
> is insufficient as a show of goodwill. The relations remain icy.
> Unofficially, it seems that the incident is being used to gain
> political leverage within Torphani empire.
>

When the Torphani Emperor's response arrives, Prince Barnardus make no 
public comment. However, he suborns one of the Torphani Ambassador's 
clerks, and discovers that the old Torphani Emperor died last year in 
questionable circumstances, and the Torphani Empire is currently being 
ruled by a regency, as the new Emperor is only five years old. The 
regents are struggling to control the Emperor and use him to advance 
their own agendas, while trying to hide what's going on from the outside 
world. The pushing of Torphan's borders northward and resettling 
displaced peasants from the south in the new lands is the policy of the 
most powerful regent, Lord Damorara. If his plan were to fail, he would 
lose face and standing, allowing one of the other regents to supplant him.

> 
> Action 3-4: Operation MERCHANT PRINCE
> 
> Subparts:
>     * Travel to and enter Rimrivertown  +1
>     * Follow, capture, and interrogate the von Kiviri director  0
>     * Break into the Von Kiviri offices and recover papers  +1
>     * Leave Rimrivertown safely with the information. +1
> 
> Fudge Points: 2
> 
> Result: -1 (hard) + 3 (dice) + 1 (double) = 3 Great success
> 
> Description: (since I submit this result so later, whatever
> happens, happens at the end of the year...) The operation is
> highly succesfull, the only failure is being unable to
> interrogate the captured von Kiviri director: he dies,
> by suicide or by external measures, during the capture.
> (I'll leave rest of the details to you.)

(I'll go into more detail later, maybe, but for now:)
The Sedonian agents infiltrate Rimrivertown over the course of the first 
three months of the year. Most come in under cover as employees of the 
Sedonian merchant houses licensed to trade in Rimrivertown, but a few 
land in the Razanian Kingdom of Sout and come overland across the Rim 
Mountains, pretending to be Sedonian merchants chased out of Aryisa for 
selling illegal weapons to Razanians. The priestess of Demerhaze 
assigned to the mission arrives in Rimrivertown with a cover story of 
researching demon-legends of the Rimriver region.

Once everyone has arrived, Team A begin surveillance of the Director, 
one Hoatzin von Kiviri, and Team B begins casing the Von Angrix-Kiviri 
offices and warehouses. It is quickly apparent that Hoatzin is up to his 
neck in intrigue. A covert B&E of one of the warehouses reveals 
shipments of weapons and drugs hidden in otherwise innocuous shipments, 
while Team A discovers that Hoatzin weekly has secret meetings in a 
taverna by the docks, accompanied by only two guards. It's not perfect, 
but on the way to the tavern is the best place to ambush him. They 
decide to take him at the end of Torruth.

On 24 Torruth, one day before the operation kicks off, an Imperial 
Postal Service ship, the IPS /Albatross/ puts in to Tolmersa to pick up 
and deliver mail. She delays her departure, claiming that her water 
barrels have become contaminated and need to be replaced. One of the 
packages she delivered was the special crossbow bolts for Team A.

On the night of the 25th, Team A makes its move on Hoatzin, while Team B 
breaks into the Von Angrix-Kiviri offices. Team B strikes it lucky: the 
dragon-blood scarves keep the wards on the offices from activating, and 
with a little creativity, the team is able to use a spare scarf to break 
the lock-spells on the Von Angrix-Kiviri files. With the files open, 
they find the motherload: invoices and manifests showing shipments of 
weapons, supplies, and sacrificial victims to Garr cultists all over 
MidSea, as well as shipments of weapons and supplies to the Ice Demons 
now invading Aixelsydan. The real prize is a list of all the 
Shadowspawns within the House: Quetzal von Kiviri's name is at the top 
of the list. They take *all* the records from the offices, set the 
building on fire, and take them to the /Albatross/, where they wait for 
Team A.

When they see the smoke from the fire, Team A makes their move. They are 
not so lucky: when they ambush Hoatzin, they discover that not only is 
he a Shadowspawn, so are his two guards. A massive battle erupts in the 
street as Hoatzin's and the guards' demons rise. The special anti-demon 
bolts take out the guards quickly, as they were much weaker Shadowspawn, 
but in the end, the Priestess of Demerhaze has to kill Hoatzin and 
banish his demon when he proves able to raise a shield that the bolts 
cannot penetrate. Team A drags off its dead and wounded and vanishes 
into the alleys before the city guards arrive. They make it back to the 
/Albatross/ and are aboard without being seen.

The /Albatross/ stays in Rimrivertown until the 27th with the teams and 
the records aboard. The various Kaeiran officials in Rimrivertown 
quickly realize that whatever happened to Hoatzin von Kiviri is above 
their paygrade and/or level of competence, and decide to ask for 
instructions. In a supreme irony, when IPS /Albatross/ leaves 
Rimrivertown on the 27th, she carries the official Kaeiran government 
dispatches asking for guidance. No one in Rimrivertown makes any 
connection between the departure of the /Albatross/ and the murder of 
Hoatzin and the destruction of the Von Angrix-Kiviri offices--they think 
it was the work of a rival merchant house.

When the information reaches Minister Ronir-Varros, he *runs* it to 
Emperor Arden. After feverish meetings behind locked doors, Ronir-Varros 
sends a message to Karl von Kashaar via a Raven of Sedon, asking for a 
meet in a secure location. He also sends a letter to the Archmage of 
Mir, calling in Mir's offer of a Warmage Coterie . . .

> Action 5: Blockade
> 
> Subparts:
>     * Block Ice Demons trying to leave  +1
>     * Block other parties trying to reach the Ice Demons  0
>     * Protect merchant shipping transiting the straits  +1
>     * Weather  0
> 
> Result: 0 (normal) + 2 (dice) - 1 (extra) = +1 Success
> 
> Description: as evil tongues tend to say, blockade is
> something that Sedonia has much practice in... no major
> incidents.
> 

The Tolmersa Squadron, now designated the Straits Fleet, is successful 
at preventing the escape of Ice Demons across the Straits and protecting 
merchant shipping. However, several times they are unable to prevent 
small ships from landing in Ice Demon-held territory. Most of those 
ships are Kelshiri-rigged, deep-water fishing vessels from the Outer 
Ocean. At least one appeared to be a trader flying the house colors of 
Van Angrix-Kiviri. All left the Straits via the eastern mouth, heading 
north up the Razanian and Kelshiri Coasts

> 
> juuso
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.
> 

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

Fri

May 12
2006

07:19Z

[Cel] Actions results for Sedonia 1464

The Lord-Inquisitor, Karl van Kahshaar (*) finished listening to the Raven of Sedon, and stood staring at it for a minute, deep in concentration.  His office was empty, the Lord-Inquisitor having dismissed his secretaries.  Beyond the engraved window ledge the raven perched on lay the sprawling vista that was Port Kaeir.
   
  "Tell your master that he confirms what I have suspected, as the status of the Van Angrix-Kiviri has been the foremost priority in my Office.  Despite my far-ranging powers granted to me by the Green Compact of the Great Houses, it would not be politically astute for me to move against the Van Angrix-Kiviri without a reason that would be politically palatable to a majority in the Great Council.
   
  It would be disastrous for the Republic if Van Angrix-Kiviri was destroyed.  But, everyone of its corrupt limbs must be amputated and incinerated, to the very last man, no matter their degree of guilt or complicity.
   
  The Brotherhood of the Night have been pursuing their own surveilance of Van Angrix-Kiviri in the cities of New Tirmaeir and Port Kaeir, I know.  I suggest your master contact the Grandmaster Avan as well.
   
  Lastly, I suggest that your good master and I meet on the Isle of Maeir off the southeast coast of the Kaeirean island of Celtehar.  This island is a centre of study for the shamans of the native cult here, and a considerably important sacred site, and the monastery of sorts that exists on the island would provide a physically and magically secure location for a meeting.  Nothing unwanted could make it alive to the monastery, nor could a scrying eye penetrate the veil that surrounds the island.
   
  I await your masters reply."
   
   
  *Note:  the use of "van" before a surname indicates membership of a Great House, whereas "von" indicates membership of a Young House or a commoner.  The difference between the two is frequently missed by foreigners, but in Kaeir the difference is legally enforced, and misuse of the prefix "van" carries significant legal sanctions.

Andrew Janssen  wrote:
  Juuso Vesanto wrote:
 
> Action 3-4: Operation MERCHANT PRINCE
> 
> Subparts:
> * Travel to and enter Rimrivertown +1
> * Follow, capture, and interrogate the von Kiviri director 0
> * Break into the Von Kiviri offices and recover papers +1
> * Leave Rimrivertown safely with the information. +1
> 
> Fudge Points: 2
> 
> Result: -1 (hard) + 3 (dice) + 1 (double) = 3 Great success
> 
> Description: (since I submit this result so later, whatever
> happens, happens at the end of the year...) The operation is
> highly succesfull, the only failure is being unable to
> interrogate the captured von Kiviri director: he dies,
> by suicide or by external measures, during the capture.
> (I'll leave rest of the details to you.)

(I'll go into more detail later, maybe, but for now:)
The Sedonian agents infiltrate Rimrivertown over the course of the first 
three months of the year. Most come in under cover as employees of the 
Sedonian merchant houses licensed to trade in Rimrivertown, but a few 
land in the Razanian Kingdom of Sout and come overland across the Rim 
Mountains, pretending to be Sedonian merchants chased out of Aryisa for 
selling illegal weapons to Razanians. The priestess of Demerhaze 
assigned to the mission arrives in Rimrivertown with a cover story of 
researching demon-legends of the Rimriver region.

Once everyone has arrived, Team A begin surveillance of the Director, 
one Hoatzin von Kiviri, and Team B begins casing the Von Angrix-Kiviri 
offices and warehouses. It is quickly apparent that Hoatzin is up to his 
neck in intrigue. A covert B&E of one of the warehouses reveals 
shipments of weapons and drugs hidden in otherwise innocuous shipments, 
while Team A discovers that Hoatzin weekly has secret meetings in a 
taverna by the docks, accompanied by only two guards. It's not perfect, 
but on the way to the tavern is the best place to ambush him. They 
decide to take him at the end of Torruth.

On 24 Torruth, one day before the operation kicks off, an Imperial 
Postal Service ship, the IPS /Albatross/ puts in to Tolmersa to pick up 
and deliver mail. She delays her departure, claiming that her water 
barrels have become contaminated and need to be replaced. One of the 
packages she delivered was the special crossbow bolts for Team A.

On the night of the 25th, Team A makes its move on Hoatzin, while Team B 
breaks into the Von Angrix-Kiviri offices. Team B strikes it lucky: the 
dragon-blood scarves keep the wards on the offices from activating, and 
with a little creativity, the team is able to use a spare scarf to break 
the lock-spells on the Von Angrix-Kiviri files. With the files open, 
they find the motherload: invoices and manifests showing shipments of 
weapons, supplies, and sacrificial victims to Garr cultists all over 
MidSea, as well as shipments of weapons and supplies to the Ice Demons 
now invading Aixelsydan. The real prize is a list of all the 
Shadowspawns within the House: Quetzal von Kiviri's name is at the top 
of the list. They take *all* the records from the offices, set the 
building on fire, and take them to the /Albatross/, where they wait for 
Team A.

When they see the smoke from the fire, Team A makes their move. They are 
not so lucky: when they ambush Hoatzin, they discover that not only is 
he a Shadowspawn, so are his two guards. A massive battle erupts in the 
street as Hoatzin's and the guards' demons rise. The special anti-demon 
bolts take out the guards quickly, as they were much weaker Shadowspawn, 
but in the end, the Priestess of Demerhaze has to kill Hoatzin and 
banish his demon when he proves able to raise a shield that the bolts 
cannot penetrate. Team A drags off its dead and wounded and vanishes 
into the alleys before the city guards arrive. They make it back to the 
/Albatross/ and are aboard without being seen.

The /Albatross/ stays in Rimrivertown until the 27th with the teams and 
the records aboard. The various Kaeiran officials in Rimrivertown 
quickly realize that whatever happened to Hoatzin von Kiviri is above 
their paygrade and/or level of competence, and decide to ask for 
instructions. In a supreme irony, when IPS /Albatross/ leaves 
Rimrivertown on the 27th, she carries the official Kaeiran government 
dispatches asking for guidance. No one in Rimrivertown makes any 
connection between the departure of the /Albatross/ and the murder of 
Hoatzin and the destruction of the Von Angrix-Kiviri offices--they think 
it was the work of a rival merchant house.

When the information reaches Minister Ronir-Varros, he *runs* it to 
Emperor Arden. After feverish meetings behind locked doors, Ronir-Varros 
sends a message to Karl von Kashaar via a Raven of Sedon, asking for a 
meet in a secure location. He also sends a letter to the Archmage of 
Mir, calling in Mir's offer of a Warmage Coterie . . .

> Action 5: Blockade
> 
> Subparts:
> * Block Ice Demons trying to leave +1
> * Block other parties trying to reach the Ice Demons 0
> * Protect merchant shipping transiting the straits +1
> * Weather 0
> 
> Result: 0 (normal) + 2 (dice) - 1 (extra) = +1 Success
> 
> Description: as evil tongues tend to say, blockade is
> something that Sedonia has much practice in... no major
> incidents.
> 

The Tolmersa Squadron, now designated the Straits Fleet, is successful 
at preventing the escape of Ice Demons across the Straits and protecting 
merchant shipping. However, several times they are unable to prevent 
small ships from landing in Ice Demon-held territory. Most of those 
ships are Kelshiri-rigged, deep-water fishing vessels from the Outer 
Ocean. At least one appeared to be a trader flying the house colors of 
Van Angrix-Kiviri. All left the Straits via the eastern mouth, heading 
north up the Razanian and Kelshiri Coasts

> 
> juuso
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