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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

Wed

Oct 6
2004

02:45

[Cel] Mirish Actions

Actions 1, 2: The Gateway

Mir is to contiune it's study of the gateway to the
new realm and its guardian.  They are to contiune to
try to gather information about previous attempts to
enter the gateway into the new realm.  This year they
are to spend most of their efforts on directly on the
guardian themself.  Again they are to avoid any direct
confrontation with the guardian.  Also a research into
its assoiation with dragons is also to begin.  They
are to also study the dragon bones in direct conection
with this gateway and see if it has a bond to the
guardian.

Difficulty: Hard
Weight: Double

Action 3: The Vraa'al

Countine to look into look into all the information
Mir can gather about these Dark Elves.  A contined
search is to be made through the archives to see if
anything was missed.  A good amount of time will be
spent looking into spent on the documents of current
the society.  A group is also to be sent to Burcancy
to look at all of their records dealing with the
Vraa'al and if possible to copy them.

Difficulty: Easy
Weight: Single

Action 4: Countinue training the Warmages.  This year
is going to contiune with searching through the ranks
of sorcerers for more potentials this years training
is going to focus on preparing the warmages to begin
working more directly with the regular army.  The
lower level coutries are to contiune training but the
higher levels are to begin working on stratigise that
will effective use all of Mirs milirtary power.  This
includes infantry, calvary, artillery and mage
artillery.

Difficulty: Hard
Weight: Single


		
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