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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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AaronENowack
Aaron E Nowack

Thu

Sep 9
1999

15:53

[Cel] Mir 1414 I-III RESULTS

Action I: Deal with Annaeyena

	The Eerith have agreed to help Mir fight Alatta.  The Sorcerers
promised that they would relese the Eerith if they helped.  After much
research the Sorerers have found the book that the spell was writen in.
Every spell that the Sorcerers have created has been recorded but the
more powerful once have hidden behind wards that would make evan an
Eerith neerves to pass.  After much work trying to work on an undo 
spell the Sorcerers have found one.  Archmage Eubratosa and half the 
council of Twelve with one hundred other Sorcerers have gone to the
outskurts of Myr-Kun on the Vernal Equinox (Nasir 4) and have prapared
the spell.   When the shield is down the Sorcerers will 
wait untill it is safe (meaning the free Eerith have time to explain to
the other Eerith the situation) Then they shall enter Annaeyena and see
if they can help the Eerith move the city away from Myr-Kun.

Primary Determinet: Magic
Difficulty: Huge
Actor: Archmage Eubratosa and six council members and 100 other
Sorcerers
Modifiers: + The Sorcerers put the spell up we can take it down.
+ Spell books.
+ A lot of Sorcerers
+ Treaty with the Eerith
+ The spell will done on one of the Four Holy Days. Magical ability
increases on these days.
+ Eeriths help.
+ Valerian help (ask Matthew)
- (-) The situation around Myr-Kun
(-) The spell is ancient and not completly understood
(--) Powerful artifacts were used in its creation, none of which are
available to the sorcerers. 

Result: -5 +4 +1+ (0 0 -1 -1)= -2 Complete Failure

Suggestion:  The Sorcerers swiftly realize that any attempt to destroy
the prison would be dangerous, as the ruins of Myr-Kun are occupied by
the Shanari.  The Sorceres still attempt the spell, but nothing happens 
when they finish.  Some Sorcerers say they felt a resistance from within,
trying to keep the prison up.

Action II: Again try again to reopen the gateway.

	With the brief succes of opening the gateway last year the Sorcerers
once again try to reopen the gateway to the Dreaming.  Now that they
know how to open the gate the Sorcerers begin to search for a away to
sustain the gateway.  The Library is alive with activities as Spellbooks
are undusted and read.  The silent halls of the Palace of the Sorcerery 
are also alive with activity and commosion as the excited Sorcerers talk
amonst each other.  The Sorceress are as involed in the work as any of
the other Sorcerers and they suggest many things that the men hand never
thougth of before.  They Sorcerers of Mir are working together for one
of the few times in their whole history.  The Sorcerers will try to cast
the spell on each of the four Holy Days.  If it fails on the first Day
they will try again on the next holy day.(Note if the
gateway is opened and stays open then I will use another action to find
people to help."

Primary Determinet: Magic
Difficulty: Huge (The Sorcerers are trying to find away to sutain the
gate not open it.  We already know how to do that.)
Actor: Most Sorcerers of Mir
Modifiers: + The brief opening of the Gateway last year.
+ Journal from the Archmage that opened the Door.
+ A lot of Sorcerers are working on it.
+ Casting the spell on holy days.  Magical abilities increaed.
(--) Many mages are involved in the attempt at destroying the Eerith's
prison

Result -5 +4 +2 + (-1 +1 +1 -1)= +1 Success

Suggestion:  The Sorcerers manage to find a way to open and sustasin the
gate.  However, the sustaining the gate requires the constant attentionof
Mir's most powerful mages and is slowly driving them intgo exaustion.

Action III: Search Mir for Traitors

	The Archmage is worred that their mit be a traitor amonst them.  The
Prophecy says that "One friend turns on another." The Sorcerers are
beging to search their own ranks for traitors.  The rooms of every
Sorcerer including the Sorcerers that dies on the expedition, shall be
checked both magically and physically for any evdents that one of their
own has betrayed them.  They will also send someone to Celepar to check
out the sight.  They will also begin scyring to see if they can
discovery anything.

Diffculty: Very Hard
Primary Determent: Magic, Athority
Actors: Archmage and Council of Twelve
Secrecy: Yes
Modifiers: - Not many people looking
+ Everyone is so busy they would not realy notice people snoping around.

Result: -2 +0 +0 + (+1 0 0 +1)= 0 Mixed Results

Suggestion: Nothing is found to show evidence of current traitors. 
However, the chambers of many of the Sorcerers sent on the expedition to
Ceplar show evidence of magical tampering tyo hide something, though
exactly what cannot be determined.


                                                   Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/

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