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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

Mon

May 22
2006

04:26Z

[Cel] Results coming

I'm going to try to have action results up tomorrow night, but . . . I 
need actions from Rhudyn, and I need Juuso's resolution of my actions, 
so I can properly resolve the situation with the Ice Demons.

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

Mon

May 22
2006

05:54Z

[Cel] Results coming

hi guys,
   
  Just to let you know, I'm off tomorrow for a three week holiday in Austin, to see a special someone i haven't seen for several months.
   
  I'll have limited internet access as a result, and may have difficulties in getting my turns in.  Hopefully not, but you never know...
   
  cheers,
   
  Ibrahim

Andrew Janssen  wrote:
  I'm going to try to have action results up tomorrow night, but . . . I 
need actions from Rhudyn, and I need Juuso's resolution of my actions, 
so I can properly resolve the situation with the Ice Demons.

Andrew
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AndrewJanssen
Andrew Janssen

Mon

May 22
2006

06:09Z

[Cel] Results coming

i wrote:

> hi guys,
>    
>   Just to let you know, I'm off tomorrow for a three week holiday in Austin, to see a special someone i haven't seen for several months.
>    
>   I'll have limited internet access as a result, and may have difficulties in getting my turns in.  Hopefully not, but you never know...
>    
>   cheers,
>    
>   Ibrahim
> 
> Andrew Janssen  wrote:
>   I'm going to try to have action results up tomorrow night, but . . . I 
> need actions from Rhudyn, and I need Juuso's resolution of my actions, 
> so I can properly resolve the situation with the Ice Demons.
> 
> Andrew
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.
> 
> 
> Send instant messages to your online friends http://au.messenger.yahoo.com ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.net.
> 

In that case, Ib, here's your results early. Have fun in Austin 

(why, yes, I'm a Monty Python fan)

Andrew

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

Kaeir:

Action 1. Millati envangelisation (3 of 10)

   Elements: Darrgrixi College, Millati preachers.
   Weight: 1 action.
Difficulty: Moderate.

   Factors:
+Experience of past two decades of missionary work.
+Common cultural heritage of Timar, Saltrim and Kaeir (Old Principality
of Timar).
+Established community in Sedonian Timar

   Sub-parts:
   * Preaching to Sedonian Timar (success to date)
   * Preaching in majority of Kaeir (minority now not Millati)
   * Preaching in Dominion of Saltrim (significant minority is Millati)

Results: Diff (-1) + Dice (-1,1,1,-1) = -1 Failure

The Millat's spread is slowed by the spread of the conflict between 
Arlhanist and Marlupinist from Saltrim. Surprisingly, the core of the 
dispute is not over doctrine, but over governing practices and procedures

The Marlupinist creed does spread in Sedonian Tirmar.


   Action 2. Fleet expansion (1 of 2)

   The Senate orders the construction of a further two Vans for the 
Kaeirean Fleet, with the aim of producing a single new Van by the end of 
1465, and a second Van by the end of 1466, adding a total of 40 new 
ships to the Fleet.
   Elements: Arsenals of Kahshaarton and Saltrim, and minor Arsenals of 
Port Kaeir and New Tirmaeir.

Weight: 1 action.
Difficulty: Normal.

Factors:
+Successful expansion of Fleet in previous years
+Great building capacity (two major ship-building yards, 2 minor 
ship-building yards).

   Sub-parts:
* Recruitment
* Administration/Organisation
* Training
* Binding magic

   Fudge: 2 points

Results: Diff (0) + Dice (-1,0,-1,0) + Fudge (2) = 0 Mixed Results

Construction on the first van is completed, but unexpected supply 
shortages place the completion of the second van next year in doubt. A 
group of private yards owned by House Von Angrix-Kiviri has bought up 
large amounts of lumber and cordage, driving up costs of those items 
throughout Kaeir. The supply disruption should even out by 1467.



Action 3. Military preparation (Secret action).

Under orders from the Senate, the Kaeirean General Staff begin 
preparations for the liberation of the Port Jabau.  Two Vans of the 
Kaeirean Fleet, the Kaeirean Marines and all available Kaeirean Guard 
units are to be involved.

As a cover, the official reason for the military preparations is 
Kaeirean assistance against the Ice Demons in the Straits of Annorr. 
Only the Senate, the Office of the Inquisitor and the General Staff know 
the actual purpose of preparation.

Military units to be used in the operation (6000 men):
- the Czarsbane Guard of New Tirmaeir (a thousand men)
- the Kingsbane Guard of Port Kaeir (a thousand men)
- the Green Guard of Lokton-on-Port Kaeir (a thousand men)
- the Crownsbane Guard of Crownsbane Keep (a thousand men)
- Third Van and Fourth Van (forty worships in total).
- Marines of the Third and Fourth Van (a thousand men in total).

The Grandmaster will contribute a large number of Nightbrothers to the 
operation, ideally hoping to commit a dozen Nightbrothers are also sent 
by the Grandmaster to assist each Guard unit, and a Nightbrother to each 
of the forty warships(meaning a total of 88 Nightbrothers).  The 
Kaeirean lodges of the Brotherhood of the Night should be able to supply 
the necessary number, but the Grandmaster Avan Nightwalker will look to 
the Shanari, Morvali and Bel'Adnese lodges if numbers are short. 
Liberating the Gateway to the Holy City should be sufficient enough 
force to motivate the Nightbrothers, not to mention their obedience to 
the mission of the Brotherhood and the vision of the Grandmaster.  To 
the surprise of many, the Grandmaster volunteers himself for the 
operation, and places himself in charge of magical military operations.

Merchant vessels are also drafted in if needed for transportation, under 
existing State law that require merchant-houses to contribute warships 
to any war-effort.

Elements: Kaeirean Republican Guard, Kaeirean Fleet, Kaeirean General 
Staff, Office of the Inquisitor, Brotherhood of the Night.
Weight: 1 action.
Difficulty: Hard (secretive)
Factors:
+Recent successful expansion
+Knowledge of Port Jabau (intelligence and frequent Kaeirean travel 
through Port Jabau)
+Long term planning for conquest of Port Jabau
+Participation of the Grandmaster Avan Nightwalker

Sub-parts:
* Strategising
* Logistics
* Training
* Ability to muster enough Nightbrothers from Kaeir firstly, and region 
generally, within the year.

Fudge: 2 points.

Secrecy Results: Diff (-1) + (-1,1,1,1) = +1 Success
Action Results: Diff (-1) + (-1,0,0,1) + Fudge (2) = +1 Success

The Kaeiran forces achieve strategic and tactical surprise. The Port 
Jabau garrison surrenders immediately. The only Kaeiran casualty is a 
soldier who trips and breaks his wrist disembarking from his transport.

Unfortunately, Milakanur is outraged at what they see as an incursion 
into their sphere of influence, and Aixelsydani is furious that the 
reinforcements they were hoping for were a cover for invasion. Relations 
between Kaeir and Milakanur fall to -4; relations between Kaeir and 
Aixelsydan fall to -2.

The only thing that keeps Milakanur from retaliating against Kaeir with 
an attack on Rimrivertown is their commitment to defend the Aixelsydani.


   Action 4. Magical assistance (duration uncertain).

   Alarmed at the prospect of a permanent Garrist sphere of influence on 
the shore of the Straits of Annorrur, Grandmaster Avan Nightwalker sends 
two dozen Nightbrothers (including two Master) to help overcome the 
siege of Annorrur.

   The two dozen will also use the opportunity to test the limited 
binding magic the Brotherhood has been able to develop to date, as the 
practical experience will surely prove valuable in improving the binding 
magic later.

   The two Masters are also instructed to use any opportunity to study 
captured or killed Shadowspawn so as to further understand the demonic 
variety of the binding magic.

   Elements: Brotherhood of the Night.
   Weight: 1 action.
Difficulty: Normal.

   Factors:
+Recent successful expansion
+Knowledge of binding magic (compared to others fighting the Ice Demons)
-Inexperience in wartime conditions

   Sub-parts:
* Defence of Annorrur
* Testing of binding magic

Results: Diff (0) + Dice (0,1,0,1) = +2 Success

The Night Brothers play a key role in the defense of Port Anorurr, 
killing several Shadowspawn. The binding that links a demon to its host 
proves to be almost identical to the binding magic used by the 
Nightbrothers, with the exception of certain changes which allow the 
demon to take direct control of its host's body in certain circumstances.

For more information, see the full results for 1465 when they're posted.

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ChadPowell
Chad Powell

Mon

May 22
2006

10:01Z

[Cel] Results coming

I am so sorry, I went to Ft. Worth to see my family and promised my wife no 
games for the week.  My turn is going to be 1&2 just holding lines with 
support from calvary, tar pits, fire pits, all sorts of mass trap lines and 
such all the while heavy artilary taking out the incoming masses.  Walls 
being built with pike lines all the works.  The same strategem as the war 
before.  I want to put more but I dont have time...

Action 3&4
resuplly all forces and beeef up the siege line that is holding back ice d. 
communications.

>From: Andrew Janssen 
>Reply-To: celandra@phoenyx.net
>To: celandra@phoenyx.net
>Subject: Re: [Cel] Results coming
>Date: Mon, 22 May 2006 01:09:10 CDT
>
>i wrote:
>
> > hi guys,
> >
> >   Just to let you know, I'm off tomorrow for a three week holiday in 
>Austin, to see a special someone i haven't seen for several months.
> >
> >   I'll have limited internet access as a result, and may have 
>difficulties in getting my turns in.  Hopefully not, but you never know...
> >
> >   cheers,
> >
> >   Ibrahim
> >
> > Andrew Janssen  wrote:
> >   I'm going to try to have action results up tomorrow night, but . . . I
> > need actions from Rhudyn, and I need Juuso's resolution of my actions,
> > so I can properly resolve the situation with the Ice Demons.
> >
> > Andrew
> > ----------------------------------------------------------------
> > To unsubscribe, send mail to celandra-off@phoenyx.net.
> >
> >
> > Send instant messages to your online friends 
>http://au.messenger.yahoo.com 
>----------------------------------------------------------------
> > To unsubscribe, send mail to celandra-off@phoenyx.net.
> >
>
>In that case, Ib, here's your results early. Have fun in Austin
>
>(why, yes, I'm a Monty Python fan)
>
>Andrew
>
>----------------------------------------------------------
>
>Kaeir:
>
>Action 1. Millati envangelisation (3 of 10)
>
>    Elements: Darrgrixi College, Millati preachers.
>    Weight: 1 action.
>Difficulty: Moderate.
>
>    Factors:
>+Experience of past two decades of missionary work.
>+Common cultural heritage of Timar, Saltrim and Kaeir (Old Principality
>of Timar).
>+Established community in Sedonian Timar
>
>    Sub-parts:
>    * Preaching to Sedonian Timar (success to date)
>    * Preaching in majority of Kaeir (minority now not Millati)
>    * Preaching in Dominion of Saltrim (significant minority is Millati)
>
>Results: Diff (-1) + Dice (-1,1,1,-1) = -1 Failure
>
>The Millat's spread is slowed by the spread of the conflict between
>Arlhanist and Marlupinist from Saltrim. Surprisingly, the core of the
>dispute is not over doctrine, but over governing practices and procedures
>
>The Marlupinist creed does spread in Sedonian Tirmar.
>
>
>    Action 2. Fleet expansion (1 of 2)
>
>    The Senate orders the construction of a further two Vans for the
>Kaeirean Fleet, with the aim of producing a single new Van by the end of
>1465, and a second Van by the end of 1466, adding a total of 40 new
>ships to the Fleet.
>    Elements: Arsenals of Kahshaarton and Saltrim, and minor Arsenals of
>Port Kaeir and New Tirmaeir.
>
>Weight: 1 action.
>Difficulty: Normal.
>
>Factors:
>+Successful expansion of Fleet in previous years
>+Great building capacity (two major ship-building yards, 2 minor
>ship-building yards).
>
>    Sub-parts:
>* Recruitment
>* Administration/Organisation
>* Training
>* Binding magic
>
>    Fudge: 2 points
>
>Results: Diff (0) + Dice (-1,0,-1,0) + Fudge (2) = 0 Mixed Results
>
>Construction on the first van is completed, but unexpected supply
>shortages place the completion of the second van next year in doubt. A
>group of private yards owned by House Von Angrix-Kiviri has bought up
>large amounts of lumber and cordage, driving up costs of those items
>throughout Kaeir. The supply disruption should even out by 1467.
>
>
>
>Action 3. Military preparation (Secret action).
>
>Under orders from the Senate, the Kaeirean General Staff begin
>preparations for the liberation of the Port Jabau.  Two Vans of the
>Kaeirean Fleet, the Kaeirean Marines and all available Kaeirean Guard
>units are to be involved.
>
>As a cover, the official reason for the military preparations is
>Kaeirean assistance against the Ice Demons in the Straits of Annorr.
>Only the Senate, the Office of the Inquisitor and the General Staff know
>the actual purpose of preparation.
>
>Military units to be used in the operation (6000 men):
>- the Czarsbane Guard of New Tirmaeir (a thousand men)
>- the Kingsbane Guard of Port Kaeir (a thousand men)
>- the Green Guard of Lokton-on-Port Kaeir (a thousand men)
>- the Crownsbane Guard of Crownsbane Keep (a thousand men)
>- Third Van and Fourth Van (forty worships in total).
>- Marines of the Third and Fourth Van (a thousand men in total).
>
>The Grandmaster will contribute a large number of Nightbrothers to the
>operation, ideally hoping to commit a dozen Nightbrothers are also sent
>by the Grandmaster to assist each Guard unit, and a Nightbrother to each
>of the forty warships(meaning a total of 88 Nightbrothers).  The
>Kaeirean lodges of the Brotherhood of the Night should be able to supply
>the necessary number, but the Grandmaster Avan Nightwalker will look to
>the Shanari, Morvali and Bel'Adnese lodges if numbers are short.
>Liberating the Gateway to the Holy City should be sufficient enough
>force to motivate the Nightbrothers, not to mention their obedience to
>the mission of the Brotherhood and the vision of the Grandmaster.  To
>the surprise of many, the Grandmaster volunteers himself for the
>operation, and places himself in charge of magical military operations.
>
>Merchant vessels are also drafted in if needed for transportation, under
>existing State law that require merchant-houses to contribute warships
>to any war-effort.
>
>Elements: Kaeirean Republican Guard, Kaeirean Fleet, Kaeirean General
>Staff, Office of the Inquisitor, Brotherhood of the Night.
>Weight: 1 action.
>Difficulty: Hard (secretive)
>Factors:
>+Recent successful expansion
>+Knowledge of Port Jabau (intelligence and frequent Kaeirean travel
>through Port Jabau)
>+Long term planning for conquest of Port Jabau
>+Participation of the Grandmaster Avan Nightwalker
>
>Sub-parts:
>* Strategising
>* Logistics
>* Training
>* Ability to muster enough Nightbrothers from Kaeir firstly, and region
>generally, within the year.
>
>Fudge: 2 points.
>
>Secrecy Results: Diff (-1) + (-1,1,1,1) = +1 Success
>Action Results: Diff (-1) + (-1,0,0,1) + Fudge (2) = +1 Success
>
>The Kaeiran forces achieve strategic and tactical surprise. The Port
>Jabau garrison surrenders immediately. The only Kaeiran casualty is a
>soldier who trips and breaks his wrist disembarking from his transport.
>
>Unfortunately, Milakanur is outraged at what they see as an incursion
>into their sphere of influence, and Aixelsydani is furious that the
>reinforcements they were hoping for were a cover for invasion. Relations
>between Kaeir and Milakanur fall to -4; relations between Kaeir and
>Aixelsydan fall to -2.
>
>The only thing that keeps Milakanur from retaliating against Kaeir with
>an attack on Rimrivertown is their commitment to defend the Aixelsydani.
>
>
>    Action 4. Magical assistance (duration uncertain).
>
>    Alarmed at the prospect of a permanent Garrist sphere of influence on
>the shore of the Straits of Annorrur, Grandmaster Avan Nightwalker sends
>two dozen Nightbrothers (including two Master) to help overcome the
>siege of Annorrur.
>
>    The two dozen will also use the opportunity to test the limited
>binding magic the Brotherhood has been able to develop to date, as the
>practical experience will surely prove valuable in improving the binding
>magic later.
>
>    The two Masters are also instructed to use any opportunity to study
>captured or killed Shadowspawn so as to further understand the demonic
>variety of the binding magic.
>
>    Elements: Brotherhood of the Night.
>    Weight: 1 action.
>Difficulty: Normal.
>
>    Factors:
>+Recent successful expansion
>+Knowledge of binding magic (compared to others fighting the Ice Demons)
>-Inexperience in wartime conditions
>
>    Sub-parts:
>* Defence of Annorrur
>* Testing of binding magic
>
>Results: Diff (0) + Dice (0,1,0,1) = +2 Success
>
>The Night Brothers play a key role in the defense of Port Anorurr,
>killing several Shadowspawn. The binding that links a demon to its host
>proves to be almost identical to the binding magic used by the
>Nightbrothers, with the exception of certain changes which allow the
>demon to take direct control of its host's body in certain circumstances.
>
>For more information, see the full results for 1465 when they're posted.
>
>----------------------------------------------------------------
>To unsubscribe, send mail to celandra-off@phoenyx.net.


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