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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

Tue

Mar 14
2006

14:45

[Cel] Reply

--- i  wrote:

> Goodness, you thought up something similiar to something I had been
> thinking of for a while, though slightly different.
>    
>   Nice idea though Andrew.
>    
>   The Brotherhood of the Night mage-archery, as they are calling it,
> uses the same principles of the binding magic employed by the
> Brotherhood.  Arrows are enchanted with binding engravings (as
> opposed to tattoos), which only become active when the mage-archer
> activates it with a slight amount of his blood.  The mage-arrow then
> becomes a temporary vessel for the mage-archer's sorcery.  As an
> example, a mage-arrow could have a binding that turned the arrow into
> a vessel capable of holding a good amount of energy, which could be
> released when it hits or just before it hits its target, creating the
> desired devastating effect on the enemy.
>    
>   Typically the mage-archer would wet the mage-arrow bindings with a
> little blood, draw back his bow and "fill" the mage-arrow with the
> desired energy.  Upon firing the bow, the mage-arrow would physically
> appear to be a plain arrow.
>    
>   A benefit of mage-archery is that the only Will required of the
> mage-archer is the secondary activation (the primary activation being
> the application of a drop or two of blood) of the binding on the
> arrow, which releases the stored up energy in the form intended by
> the mage-arrow's binding.  Another benefit is that mage-archery can
> considerably increase the range of war-orientated sorcery (especially
> when longbows are used) - not quite Mir's sorcerous siegecraft, but a
> step in that direction.
>    
>   The downside of mage-archery is that it requires specialisation in
> binding magic (something usually only done by the Master of Rites or
> his apprentices in the Brotherhood) and in skill of archery.



The advantage the Sedonian system offers is that the only magically
talented persons who need to be involved in the process is the fletcher
who makes the bolt and the engraver who applies the glyphs. Anybody can
use the bolts, regardless of talent or lack thereof.

Some problems include the need for the bolts to make a solid hit, and
the high level of craftmanship needed.

Andrew
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