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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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MkeAton
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Sun

May 7
2000

18:43Z

[Cel] Eerith 1418 actions

Action 1: Withdraw from Mir
The Eerith will withdraw their presence from Mirish areas except for those
gaurding the sorcerors and Reese.
Primary Determinent: Consent (+4)
Diffculty: Routine (+2)
Weight: Single
Actors: Eerith
Secrecy: None
Modifiers: None

Action 2: Gaurd (oversee) the Mirrish searchers
Establish a tangible presence amoung the mirish sorcerors searching for the
Septer.

Primary Determinent: Military force (+5)
Difficulty: Normal (+1, the mir have invited the eerith presence)
Weight: Single
Actors: Defenders
Secrecy: None
Moifiers: -1 small number of actors
-1 although this is a form of military action, it is not a straightforward
action and not something defenders typically do

Action 3 and 4: Internal consent
Primary Determent: Consent (+4)
Diffculty: Huge (-3)
Weight: Double (+1)
Actors: Valor and the Creators
Secrecy: None
Modifiers: -1 as noted last year, the eerith have learned certian secrets
about themselves which has caused some internal dissention. This action will
determine the level (if any) of schism which results from these revelations.
M. Keaton

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