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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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DerekSolley
Derek Solley

Mon

Sep 13
1999

18:25

[cel][qai][eerith actions 1414]

admin. note:  I shall be working at the WotC Gran Prix Memphis from 09/15/99-09/21/99 and will be out of touch with e-mail during this time.  Hopefully, this will not inconvience anyone.

 
Eerith Actions 1-3 of  1414 Qaiyore (In which the Eerith struggle with their new-found independance) 
 

Action 1:

 

Send a prophet to the Sinari and treat with them regarding Myr-Kun.  The prophet (Alfos) speaks from the Eerith undercurrent and may, at times be less than cogent.  The Eerith are primarily concerned with establishing contact but will be insistent on a few points.  1) The Eerith area physically occupied in Myr-Kun (immediately under the floating city) is to be avoided by Sinari forces.  2)  The ex-soceror who assisted at the battle of the gate does not speak for the Eerith.  3)  The seeresses of Sin-Alb are "family" of the Eerith (a rather cryptic set of references that make no sense to non-Eerith).  4)  The killing in Myr-Kun should stop (offering a confusing explination about how the death energies are still feeding into the original death energy spell woven by Allata and can be channeled into his disciples to be used against them).

 

Type:                External/Diplomatic

Actors:             One Prophet (Defender)

Weight: Single

Secrecy:            None (Blatant, the Eerith want the other invitees to know that they will be attending)

Determinant:            External Politics-Sinari (no official relation history but complex religious ties-modifier unknown)

Task:                Easy (I think the Eerith can find the Sinari) +1

Modifiers:            + the Sinari are making no secret of there presence or location

                        + the Eerith and Seeresses have a history, the prophet will at least be heard

 

Action 2:

Fearing the extinction of the Onagir and the permanent loss of knowledge, a small group of Searchers will defy the general consensus of the Eerith and attempt to contact these people and learn of their culture.  Now desperate from past failures and aided by the lack of organized Videssian opposition, the Eerith drop all pretense of human form and us all arcane abilities to locate the Onagir people.  Their quest is joined by the Eerith Searcher Tributary

 

Type:                External/Diplomatic

Actors:             Four Searchers and Tributary

 Weight:            Single

Secrecy:            None 

Determinant:            External Politics  (average tolerance)/ Mythic magic also being employeed

Task:                Hard (-1)

Modifiers:            -  Very few actors for the scope of the task

                        +  This is something that the Searchers feel is something that they MUST                                         do.  The possible permanent loss of knowledge is in direct violation of                                    who and what they are.

                        +  The Searchers have spent a year determining where the Onagir aren't

                        +? The use of Eerithian magic may add as much as +5

 

 

 Action 3:

The Eerith will give sanctuary to any inhabitant of Myr-Kun crazy enough to flee the Sinari and request it.

 

Type:                External/Assistance

Actors:             Twenty Eerith of all types

Weight: Single

Secrecy:            None (the Sinari will be made aware of this condition even if nobody actually takes advantage of it)

Determinant:            Unknown (this is a passive action contingent on the other parties involved and therefore could be completely irrelevant, political, or even military)

Task:                See determinant

Modifiers:             -  The Eerith are largely ignorant of the physical needs of humanity

                        -  The Eerith may very well be viewed by the populace of Myr-Kun as worse than dying at the hands of the Sinari (and they might be right)

 

Action 4:

In accordance with the treaty of 1413, the Eerith will assist the Mir in their quest for shiny baubles.  They will begin by assimilating all knowledge that the Mir have on the artifacts in question.

 

Type:                External/Diplomatic

Actors:             One searcher and One defender (only acquiring knowledge from Mir this action)

 Weight:            Single

Secrecy:            None 

Determinant:            External Politics  (Mir -4)

Task:                Trivial (+3) (the Eerith are only getting the common information which the Mir are happy to divulge)

Modifiers:            -  The Eerith have a short attention span and do not really feel this issue is overly pressing (it is important but the Eerith are a little distracted by internal affairs)

                        +  The treaty of 1413 assures full cooperation

                        -  There is still a deep mistrust between the two sides.

 

 

 

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