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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 16
1999

22:15Z

[Cel] [Actions IV, V] Mir 1414 RESULTS

Aaron I have a request.  Could you make a list of Artifacts that have
been mentioned in the game, and since their were artifacts that were
used to put up the shield if they are not on the list of Artifacts
mentioned would you add them too.  If it is not to much trouble.

OK.  The following artifacts have been mentioned so far:

the Golden Mirror (rumored to have powerful divination abilities
particuarly when used at the Oracle of Talishara, location unknown)
the Scepter of Mir (one of the most powerful artifacts,  rumored to have
been used in creating the shield around Annaeyenna and other feats, such
as summoning the Eerith and Dragons, location unknown)
Crown of Mir (powers are up to you, within reason, in the Archmage's
possesion)

The ancient sorcerers made many different artifats ranging from trivial
powers to things better left hidden.  These are the only ones that have
any plot signifigance so far.

Action IV:  Search for Information.

    The Sorcerers have heard rumors of the fact that their was a Mirish
mage with the Kaerien pirates when the Taltheran attacked.  They have
also heard rumors that a Ex-Mirish mage had joined the Shanari and had
helped them conquer Myr-Kun.  And after the search of the rooms and
discovering that someone is trying to hide something the Sorcerers are
determend to figure out what has been happening behind their back.  The
Sorcerers begin to figure out a way to get past tampering to figure out
what someone is trying to hide.  They will also try scuring to see if
they can discover the identite of these two mages.  If that does not
work they will send Sorcerers out to figure out what is going on.

Diffculty: Very Hard
Primary Determent: Magic Sophistication
Secondary Determent: Archmages Authority
Actors: Three-Fours Sorcerers
Secrecy: Yes (from these two mages)
Modifiers: + Sorcerers iritated that they have no idea what is going on.

+ A lot of Sorcerers.
- The Shanari protect one of the mages.
(-) Taltheran may not cooperate

Result: -2 +4 +0 + (+1 +1 +1 +1)= +6 Extaordinary Success

Suggestion:  The Sorcerers discover that they can feel a presence similar
to the one that interrupted the Council of Nations in many of the
chambers of the mages who went on the expedition.  Scrying reveals that
there was a Mirish mage in Kaer... a Mirish mage presumed dead after the
expedition's loss.  However, powerful warding spells protect the mage in
Myr-Kun's identity.

Action V: Start looking for artifacts. (1 of 2 years)

The Sorcerers had hoped that they could lower the shield without the
help of Artifacts.  Well they relised that they can not.  So the
Archmage sends goups of Sorcerers out to find those artifacts.  The
Journals of the Archmage tells were they are its just it is writen in
ridlees so that you have to figure out the ridle to find the artifact.
The groups will have three sorcerers per group and after the disater at
the Oracle the Sorcerers are instucted to be one the defecive side.

Diffculty: Huge
Primary Determent: Magic Sophistication
Actors: One-Fourth of the Sorcerers
Secrecy: Yes
Modifiers: + the Journals
+ This has been planed out
+ We need these Artifacts
- Ridles
- Sorcerers are to be defencive.
(-) These artifacts have been lost for centuries

Result so far:  -4 +4 +0  + (+1 +1 -1 +1) -1 +( )=

Suggestion: The Sorcerers get off to a good start...


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

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