Actions for 1404
Actions for Aryisa
Action Number: 1 Single
Tactical, Internal Espionage
Actor: Regent Alvar III
Action: Investigate Uprising
Primary: Influence
Difficulty: Hard
Task type: Cautious
Modifiers:
(+): Crusader support
(-): low consent in Razanian population
-: no rapport with independent Razanian kingdoms
Regent Alvar III, giving into the urgings of the Crusaders, orders an investigation into the recent uprising, with the intent to provide evidance for war against the northern Razanian states.
Result = +1 -1 +1 -1 -1 + (0 -1 +1 0) = -1 Failure.
Whether the neighbouring Razanian states had anything to do with the recent uprising is unknown. Without a decent spy network, Alvar's agents are left floundering. No evidence to support the theory has been discovered. However, Alvar's diplomatic handling of the situation hasn't meant a worsening in the relations between them.
Action Number: 2 Single
Tactical, External, Raid
Actor: various nobles
Action: Nobles perform Unsanctioned Raids
Primary: Military force
Difficulty: Hard
Task mods:
(-): No support from Regent
Task type: Risky
Reaction mods:
Description: Some nobles, particulary those who were hurt by the uprising, perform rads into the northern Razanian states. Soon after the raids begin, Regent Alvar III orders them stopped, but the raids continue throughout the year.
Result = +2 -1 -1 + (-1 +1 +1 -1) = 0 Partial Success.
The nobles burn a few Razanian settlements in the border areas and murder a score of villagers. The reprisals are seen as an open act of war by the rulers, who deny involvement with the uprisings in Aryisa. In their eyes, and much of Aryisa, the Regent's credibility has fallen. The nobles have gotten away with pursuing their own agenda. The nobles, however, do return with a parchment which details the delivery of weapons to Aryisan Razanians, but as it is unsigned, they cannot point a finger to the supplier.
Alvar's Authority is reduced to great (+2) for one year.
Action Number: 3 Single
Tactical, Internal, Intrigue
Actor: Crusaders
Action: Convene Great Council
Primary: Influence
Difficulty: Normal
Task mods:
(+): traditionally, a council is called soon after a regent comes to power.
-1 : There are some comments that if the meeting takes place there isn't a building to house that many individuals all at once in the city.
Task type: Cautious
Description:
The Crusaders attempt to call a Grand Council (a meeting of Asagmari nobles elected by their peers that has lawmaking ability) for next year. A Grand Council would stay in session for several years.
Result = +1 -0 +1 -1 + (0 +1 0 0) = +2 Great success!
The Crusaders manage to convince everyone, including the Regent, that a Grand Council would be beneficial to the nation. Representatives from each noble family have agreed to attend the meeting in the city of Aryisa next year. They've even received backing for the construction of a new building to house the meeting in the future if the Crusaders so desire it.
Action Number: 4 Single
Strategic, External, Develop/invest
Actor: Guardians
Action: Promote Trade (1/2)
Primary: Trade
Difficulty: Normal
Task mods:
(+): Aryisa is a logical stopping point for ships traveling to Cepalar
Task type: Business as usual
Description: The Guardians begin a campaign to increase trade with other nations. They will promote the city of Aryisa as a gathering place for ships traveling in between Cepalar and Midsea, as well as improving Aryisa's own small trading fleet.
Result so far= 0 + 0 +1 + (-1 0 -1 -1) + ....
The Guardians have begun to spend more time in the port of Aryisa city, trying to convince merchants that Aryisa is the logical stopping-off point between Midsea and Celpalar. Their forthright manner, while appropriate to discussions with the Crusaders, may not be suited to the task at hand. None seem too impressed with their arguments thus far…..
Actions for Bel'Adne
At the yearly gathering of the Council, Kelarnor, greatest of the Melcuranin of Tanat, rises and demands that the Raenath finds a solution to the pressures of population increase. The great rivers cannot support the people any longer. The Bel'Adne must expand. It has been hundreds of years since the coming of the First Raenath. The outside world cannot be as bad as it was back then, and the Bel'Adne have no choice but to see what lies beyond their borders and perhaps seek the help of the other Avaerans of which the First Raenath spoke.
Tolmen agrees that attempting contact with the outside world may be the only solution, but doesn't see the immidiate need. He orders that the Plaerathin, the greatest in the lore of the First Raenath, research methods by which an expedition the outside world may be aided, especially methods of travel, communication and sustainance, in cooperation with the Army.
The Plaerathin are the sages of the Melcuranin. They actively research into the writings of the First Raenath and do some research on their own. They are a small group, but the most educated of all the Bel'Adne, Melcuranin or not. The Army has a few people of its own working on desert survival, which it will send to the Plaerathin. These men are also ordered to try and learn as much as they can of the Plaerathin have to offer.
Action 1: Research into, mostly magical mostly but also physical, methods supporting a future outside expedition.
Determinant: Magic, Scholastics
Modifiers:
+1 The Army is involved in this research, including new, real life, information the Plaerathin usually ignore in their studies
-1 The First Raenath specifically avoided the topics of long range travel and communications, hoping to dissuade the Bel'Adne
from leaving their homeland.
-1 The Plaerathin are also involved in Action 4
Calculations:
Primary: Scholastics sophistication 0 (Fair)
Task: -1 (Hard)
Modifiers:
+1 The Army is involved in this research, including new, real life, information the Plaerathin usually ignore in their studies
-1 The First Raenath specifically avoided the topics of long range travel and communications, hoping to dissuade the Bel'Adne
from leaving their homeland.
-1 The Plaerathin are also involved in Action 4
+1 Great magical sophistication
Result = 0 -1 +1 -1 -1 +1 + (+1, -1, 0, +1) = 0. Partial success.
The Plaerathin have made great headway. The Army have been very helpful in providing real world examples. They are confident that in terms of communication, they can use magic to achieve a result, and the army's news of a desert-living quadruped that looks open to domestication and use as a beast of burden would surely aid the quest - some of the Shanari may be willing to sell such beasts. However, without any first hand knowledge of the desert, they can only guess at the possible sources of sustenance available. Perhaps a parley with some Shanari is called for.
Kelarnor and the other Melcuranin of Tanat are unsatisfied with Tolmen's action and decide to move on their own. The Melcuranin of Tanat, the northeastern region of the Beladne, where various rivers converge to the river Tanat, decide to start exploiting the mountains. They send an exploration expedition to the northeast mountains to see what materials of value could be found in the mountains. The expedition is 20 men strong, three of which are Melcuranin. This is done in great secrecy, so as not to incur the wrath of Tolmen or the Council.
Action 2: Send an expedition to the northeast mountains.
Determinant: Influence of Tanat Melcuranin (Good +1)
Modifiers:
+1 The Tanat Melcuranin have always eyed the mountains as a possible source of power and so have some knowledge about them.
-1 This is done in great secrecy.
-1 The Tanat Melcuranin have no experience in executing military operations such as this. Their men are unexperienced.
+1 The expedition has three Melcuranin in it, who are experienced and capable sorcerers. This should help considering they are 15% of the whole group.
Calculations:
Primary: Resources +2 (Great)
Difficulty: Hard -1.
Modifiers:
+1 The Tanat Melcuranin have always eyed the mountains as a possible source of power and so have some knowledge about them.
-1 The Tanat Melcuranin have no experience in executing military operations such as this. Their men are unexperienced.
+1 The expedition has three Melcuranin in it, who are experienced and capable sorcerers. This should help considering they are 15% of the whole group.
Risk: This is a secret internal action. If others within the realm find out of their little trip….
Result: +2 -1 +1 -1 +1 + (-1 +1 +1 -1) = +2 Great success!
After leaving the foothills behind, the going gets tough. The Kivirian mountains are treacherous, with steep valleys, loose rocks and dangerous wildlife.
The presence of the three Melcuranin bolsters the others, and the mages do more than their fair share, protecting the party from attack by large long-toothed felines.
Signs of human habitation vanish after a short while. The last villagers they come across consider themselves Tanatheyn and much to the Melcuranins' consternation have never heard of Raenath. They do, however, point the expedition further up the slopes, describing lush green forests and abundant life. One of the villagers joins the party and guides them up a crofters path into the upper reaches. He takes them to the entrance of a large cave, telling them the green valley lies on the other side.
The travellers are sceptical, but lacking any other direction, decide to press on into the cave. The first few hours are depressing, the sorcerers using their talents to make unnatural light. Then then come across a fork in the path. Taking the left fork, they eventually come to a large wooden door.
The mages manage to break through the seals. Inside, a small cavern has been converted into a study. The walls of the room are stacked with shelves, full to the brim with books and maps. On the writing desk in the centre of the room, an open manuscript details the last days of the occupant, one Raenath.
Surveying their incredible find, the Melcuranin stumble across a horde of books detailing the lands surrounding the Great Lake, and a map highlighting oases in the Calarnar Desert….
(Hmm - corny - but you get the idea)
In the face of reoccuring raids on the southern border, the Army moves most of its forces stationed along the mountains south, leaving the northern border, which has been quiet for many years, virtually undefended.
Action 3: Concentration of Army forces on the southern borders.
Determinant: Army Influence (Great +2)
Modifiers:
+1 The Army is independant in all Army matters. It is trusted implicitly by the Council and the Raenath.
Result: +2 +0 +1 + (+1 +1 -1 -1) = +3 Fabulous success!
Th army face no obstacles and overwhelming support in moving their troops to the southern borders. The people of (sometown/area) even hold a festival welcoming the military to the desert frontier.
Tolmen and most of the Council do not truly believe that expansion is the only solution to the Bel'Adne problems. They begin, using the Plaerathin and their own resources, to look into methods to produce even more food off the land, and especially the Lake (since they are all Melcuranin, they do not believe in the holiness of the Lake), which has been left mostly untouched to encourage the belief of its sanctity.
Action 4: Investigation of methods for even greater exploitation of the land and especially the Lake.
Determinant: Magic and Scholastics
Modifiers:
-1 The Plaerathin are also involved in Action 1.
Calculations:
Primary: scholastics 0 Fair.
Task: Very Hard. -2
Result: 0 -2 -1 + (+1 -1 +1 +1) = -1 Failure.
Knowledge has been exhausted. The lake already yields all the fish it can. It looks like there truly are no alternatives…..
Actions for Celpalar
With a slam the gavel pounded on the podium at one end of the long table as Alareth, the chief councilman, called the meeting to order. To either side of the podium sat two of the five Ephors while the other three sat at the far end of the table, while the long sides of the table seated the other twenty nine members of the Meltoleyn, with the Kings of Maelmar and Araneth sitting nearest the head of the table.
"We now deliberate matters of the state that its people may prosper. May the Maker guide us to choices which lead to the security and prosperity of Celpalar."
For centuries the opening statement of the First Meltol had not wavered from this formula, save for the changing of 'security' to 'freedom' in times when the island had been occupied.
"Due to the import and urgency of some matters here today, the Ephors have joined us that we might seek solutions together more quickly and avoid," in a brief pause his gaze swept to take in several of the more conservative Meltoleyn as well as the two oldest Ephors, all at the far end of the table, "the 'misunderstandings' that have caused us much delay in the past. The first item is dealing with the damage from the terrible conflagration that destroyed much of the port quarter of the city of Araneth. Glatican of the Ephors speaks for them."
This last statement preempted Rey-a-Man, King of Maelmar, who was standing to be recognized. As Glatican moved to the podium, Alareth took his seat to Rey-a-Man's left.
"Although by our law all legislation must originate from the Meltoleyn, especially emergency acts where it may act without the vote of the Tol'aland, the Ephors have taken the liberty of putting together a proposal on how to deal with this disaster. In return for your due consideration of it, and one vote apiece on a final decision in this matter, we will each waive our right to veto whatever decision this council makes. We believe it best to deal with the matter in this way...."
With those words Glatican began a detailed explanation of the time, manner, and expenditure needed to rebuild the port to its former status with some improvement over older facilities. When he was finished, Rey-a-man took his turn at the podium with a proposal of his own.
"Fellow Meltolyn and honorable Ephors, I believe that this misfortune is but a piece of a bigger problem. You have all no doubt heard the rumors of foreign nationals being responsible for the great fire at Araneth. As we now have joined the wider world and made contact with many peoples in many lands, we have exposed ourselves to dangers from abroad, both without and within through trders from othr nations who come here. We can no longer afford to have all our swords in one hand. Had we not acted quickly the port would have been completely destroyed and our trade and naval facilities would have been almost wiped out. I believe we should build another port in Maelmar, around a natural harbor not far from the capital, so that sabotage of our existing one won't be so crippling. This will also enable us to increase our trade capacity and navy, thus bringing increased prosperity and security to our island. At the same time we could slowly rebuild the damage at Araneth, while it would takelonger the end result would be two major ports."
From his seat Bar-ri, King of Araneth, declared, "Both these proposals would leave Araneth and our trade with the outside world hurting for at least two years, more if my fellow king has his way. We have the means to restore the port within the year; do it now I say!" His gloved fist slammed to the table with a 'thunk'.
"But if you have
your way," spoke Derlith the scholar from the University at Araneth, "then we'd have to cancel the expedition to north Qaiyore. It took a long time to put together and we're almost all agreed that it could very well be vital to our future survival."
Nods around the table confirmed the truth of his last statement. As debate continued, both kings realized their wills were going to be thwarted this day. Alareth finally took the podium and called for a vote.
"I believe the consensus on this issue is that we adopt the Ephors' proposal to rebuild the port over the next two years while utilizing existing facilities to their greatest extent. The rebuilt facilities will be done piecemeal and put to use as they are available, rather having to complete everything at one time. We will however survey the site in Maelmar for consideration in the distant future. All in favor?" The measure passed with a thirty to five margin. "Do any here wish to propose delaying our expedition to the continent?" None did. "Very well...."
"I would like to say," interrupted Bar-ri, "that I will be using the resources available to me to investigate the causes of this fire and find those responsible."
"Shouldn't we discuss how to go about that?" piped up one Meltol.
"As king it is my duty to protect this island. And the forces I have plus the cooperation of those reserves who function as merchants in peacetime should prove more than adequate to deal with this investigation." He looked across at his fellow king who nodded in agreement, neither wanted any in this room doubting their authority in matters of state security. Neither the Ephors or any others on the council spoke against this declaration.
"*Ahem!* Then we should turn our attention to the reports of natives on Golaren."
"Why would they show now after all the time we've...."
"Maybe our kings could be convinced to look for them rather than phantom arsonists...."
"I don't like it. There's going to be trouble if they consider that land theirs with our colon...."
"We've got to try to contact them. Think of the knowledge they have of exotic plants and...."
Slowly, the assemblage came to order and debated action on the reports from the colonies. The Ephors returned to their own duties as the discussion went on into the evening. Eventually the Meltoleyn decided to send small diplomatic expeditions into the rain forest to make contact. As they adjurned for belated dinners, the King of Maelmar pulled aside several members to further discuss the harbor in his land.
Action 1
Strategic, External (year 1 of 5)
Type: Observation/Diplomatic Actor: Ephors
Expedition to Bega and northwestern Qaiyore (esp. Annaeyana)
Weight: Single
Secrecy: Result
Primary Determinant: Resources
Task: Hard
Secondary Determinants: Scholastics, Magic, Relations, Military size
Long term expedition composed of the best and brightest of navy, scholars, wizards, wise men, merchants, and diplomats of Celpalar civilisation.
Reaction: Business as usual
Few will think of this as more than a large trading expedition. With such a high volume of traffic through limited port facilities, few will even notice the ships are gone.
"Admiral Kattor."
"Yes, sailor?"
"Some of the civilians, well, they're griping about theratios, sir."
"Tell them they'd better get used to it. It's a long way to where we're going, and we'll be there a while."
"Yes, sir."
"Is there something else?"
"Do you think we'll make it back? I've heard the legends, this place is deadly, with dragons and lightning and powerful sorcerors ten feet tall who can kill you with a look!"
"We'll make it back. I've been in the navy more than thirty years. I was second in command of that fleet which opened up a lot of our trade in Midsea. I've been anchored off the coast of Mir and lived to tell the tale. We'll get back; we just have to play it smart and watch ourselves. But we're more than capable of doing that." Then almost to himself, "By the Maker, we'll make it back if I have to pack us up all on one ship, run my shirt up the mast, and blow on it real hard."
"Yes, sir. Thank you."
Hmmph, thought the admiral as the man walked away, wouldn't have volunteered if I weren't going to come back. But I've got to have a look over the horizon, around the next bend. One time, I won't come back, but it's too important this time that I do.
The fear of the Ephors is the return of a threat like Annaeyana, a huge, magical base of operationsfor a foe to conquer Celpalar as the sorcerors of Mir once did. The main priority of the expedition is to travel to Bega to see if it can be determined why Annaeyana nearly was destroyed there, and whatever investigation is possible of the flying city itself. To forward this mission, the best of Celpalar acedemia and wizards which would go have been sent to get their insights. Nearly one third of the navy plus many merchant vessels are carrying this expedition along with a significant armed force for protection. Some of the better artisans have been sent to analyze the construction of Annaeyana from a distance and any fallen pieces that may be found. Diplomats, explorers, and merchants have been included to make contact with any kingdoms or tribes onthe coast or in the Shadowlands to seek their knowledge and, secondarily, begin relations.
Secret result.
Action 2
Strategic, Internal (year 1 of 2)
Type: Develop/Invest Actor: The Council
Rebuild the damaged areas of the port in Araneth
Weight: single
No secrecy
Primary Determinant: Wealth
Task: Normal
Secondary Determenants: Craft, Magic, Resources, Military size
The acquirement of materials and labor will be drain on the treasury
Reaction: Business as usual
"Why do we get this grunt work? Aren't there laborers they can hire for this?"
"You'd rather be drilling again? Or cooking that slop they serve us?
Besides, I heard they think the ones that did this may try again. Who better to stop them than us?"
"Still lousy work for a soldier I say. When I reupped figured I'd get duty on one of the colonies."
"Still might, if it's true and they found people there."
"Yeah, but if they send us now, somebody'll be trying to kill us."
"Emphasis on trying."
Snort "Yeah. Tribesmen against thebest soldiers around. Maybe it wouldn't be so bad at that."
Both men chuckled as they continued clearing the rubble.
The rebuilding of the port commences with the use of some of the army as security and general labor. The state's coffers are paying for the finest materials and builders to remake the port better than it was. And more secure. Less wood and more stone will be used in the buildings, and added security towers and a barracks near the facilities will try to keep it safe. The streets will be widened to prevent easy spread of fire (a major factor in the size of the last blaze) and also to increase traffic flow.
Calculations:
+1 Good Wealth
0 Normal task
Modifiers:
-1 Soldiers are unenthusiastic and lacking in some skills
+1 Building work is hard but well within the scope of a soldier
Dice rolls so far:
Year 1: (-1 +1 +1 +1) = +2
The rebuild is going very well - the reinforcements are a welcome addition and the populous is supportive - volunteers from the countryside are arriving to assist the hard-pressed military.
Action 3
Tactical, Internal
Type: Develop/Invest Actor: The Meltoleyn
Making better use of the undamaged facilities to continue trade at present levels.
Weight: Single
No secrecy
Primary Determinant: Exploitation
Task: Normal
Secondary Determinants: Trade, Relations, Wealth
Frieght must be moved more quickly into and out of the city as storage is limited and unloading time is shortened to accomodate more ships per dock.
Reaction: Business as usual
If successful, there won't be much grumbling.
"What's the hold up? My ship's been sitting in the harbor for too long."
The harbormaster looked up from the schedule in front of him. "Sorry, there's been a hold up with one of the Arysian ships. Apparently some new diplomat is demanding to see the Meltoleyn."
"What for? I've got cargo to unload and little enough time to do it even with the extra labor."
"Accusing us of plotting against them with their neighbors. Wherever they are. Not to worry, several piers are ahead of schedule, when a slot open up, you'll be in."
"But then I'll have to move my workers."
"What's walking down the way with a few men? Besides most of the work gets done by the state hires and they'll be on other piers same as this one."
Still fuming the merchant trudged away.
Cargo handlers and people to route ships to their slots on the piers are added by the Meltoleyn to the surviving parts of the port. Merchants scour the countryside looking for conveyance for their goods as storage area is scarce and costly. As each section of the port is rebuilt it will be opened to increase capacity.
Calculations:
+1 Good exploitation
0 Normal task
Modifiers:
-1 Building works interfere with the re-routing
Result: +1 +0 -1 + (+1 -1 +1 0) = +1 Success!
The Meltoleyn's handling of the disaster is exemplary - foreign merchants congratulate the Celpali on their organisation. Incredibly balance of trade is unaffected for the year, in spite of the loss of much of the quayside.
Action 4 - secret
Action 5 - secret
Action 6
Tactical, Internal
Type: Diplomacy Actor: King of Maelmar
Convince the Meltoleyn, Ephors, and people of the need of a port in Maelar
Weight: Single (Extra)
No secrecy
Primary Determinant: Influence
Task: Normal
Secondary Determinant: Consent, Authority
Reaction: Risky
Exerpt from Rey-a-man's speech to the Toland: "...And it is my fervent belief that we are not safe so long as there is only one place for our fleet to be docked. We are an island nation, our navy is our first line of defence. But as was proven to us recently, agents from other lands can easily deprive us of a base to operate our navy from. And how our trade will suffer from this blow, we do not yet know! We must--I repeat *must*--have another large port for our security and our livelihood. I therefore propose...."
The king has long considered himself not as an equal to his fellow king from Araneth. While it was true most of the army and reserves were in Maelmor, it was the navy that served as the banner for Celpalar in other nations. And the General Staff was quartered within Araneth as well, along with the military's intelligence service. There must be a new port, so he too would have a piece of the navy. And if enough of the people believed, he could simply declare it a military necessity and take the funds from the navy budget. The Ephors and Meltoleyn would have no say then; he'd just have to deal with Bar-ri in that case....
Calculations:
-1 Rey-a-man's mediocre influence
0 Normal task
Modifiers:
-2 second extra action
+1 his argument makes sense
Result = -1 +0 -2 +1 + (-1, 0, -1, -1) = -5 Mythic failure!
Rey-a-man's whining initially stir his populous, but his persistent badgering and manoeuvring irritates the Ephors and isolates him from the Meltoleyn. Then a copy of a document highlighting his plan for siphoning money from the naval budget is leaked. The Council is up in arms - there are even calls for his abdication.
His consent plummets to -2 (Poor). His Authority is -2 (Poor) for the next 5 years.
*****************
Actions for The Eerith
"That was hasty and ill considered."
"No. Homans react poorely when under pressure. If we keep them scared, they will make mistakes. We need them to make every error possible. Then we can act freely."
"We must discuss this further."
The Eerith are going to begin to get busy after the actions of the Defenders. well caught by the way Dylan
1: The 40 Free Eerith hold a conference below Annaeyana. Their discussions take the appearance of swirls and tendrils of light - a veritable storm - between the land and the underbelly of Annaeyana.
The Creators want the others to carefully consider the actions. The Sorcerors have our brothers under their power (trapped) Our first priority should be discovering how the prison is kept up and how it can be destroyed.
The Mystics agree with the Creators. They want to continue the great experiment - and need more Eerith to speed up the process. With only 40 there are not enough to do anything. The Eerith must be freed. We must do this ourselves so that we can do free ourselves should the sorcerors try again.
The Defenders want to get the Sorcerors to come to Annaeyana - and then throw them into the prison as well - then they will figure out how to escape for us... (they built it, they chould be able to open it as well) The best way to draw them here is to scare them - make them come and check the prison!
Changers are getting sick of sitting about staring at the prison. They want to get out and do things. Make things happen. The Defenders have opened up an opportunity, and the Changers will support them
The Seekers want to know whats going on in the West.
Determinant: Consent
Task: Fair
Mods: + Its already started, the Defenders have taken the initiative.
This should be a "conflict" roll. Whoever gets the best results will be able to go their way... (Mystics + Creators are for testing the prison, Defenders and Changers are all for dealing with the humans, Seekers just will help whoever helps them explore) There are 3 other actions going on. Whoever wins the above gets +1 to their action, whoever looses gets -1.)
Result:
Creators & Mystics = +4 -0 +0 + (0 -1 0 -1) = +2
Defenders & Changers = +3 -0 +1 + (-1 -1 0 -1) = +1
Seekers = +3 -0 +0 + (0 +1+1 0) = +5
The Seekers put forward a convincing argument and get +1. The Defenders & Changers and the Creators & Mystics lose and get -1.
In all the following actions there will be no direct contact between Eerith and anyone else. Any effects will be very coincidental. ie people can attribute the effects to other things - luck, chance, forces of nature, etc
2: Harass the Sorcerors. (Defenders + Changers)
Task: Hard
Det: Military Force / Magic Sophistication
Mods: + this is just scaring them, not doing any real damage
-1 due to action 1
-1 the Defenders underestimate the Sorcerors (one of their compatriots was discovered)
-2 the connection between jinxes and the prison is rather vague
+1 the sorcerors are already worried about the prison
The Eerith want to lure the Sorcerors into coming to check the Prison, then chuck them into the prison as well. Hopefully the Sorcerors will open the prison to release their compatriots - and the Eerith will escape at the same time!
The scaring is composed of playing on their superstitions, and leaving subtle hints about the weakening of the prison. Lightening from storms just happen to strike at mages in the streets, winds conspire to trip them up, little things get lost or forgotten about - basically just jinx the Sorcerors.
Result = +5 -1 +1 -1 -1 -1 +1 + (+1 -1 +1 -1) = +2. Great success!
The Sorcerors convene and begin discussion on sending a delegation to the prison in the forthcoming year. The exact make-up of the delegation is undecided but there are far too many portents pointing towards trouble in the west to ignore. The Archmage himself is considering leading the expedition.
Snippet:
"The evidence is near conclusive. They are once again free!" The robed people milled about with some consternation. Worried muttering filled the ancient halls.
"And is the course of action set?" came a worried call from the floor.
"No. But we muct act before they organise. That was the main reason our predecessors were able to control them. They provided many years of invaluable service before they became corrupted. Once again we have a chance to further our knowledge - They can teach us once again. But we will have to decide how to act very soon. I put forward our best course of action after this sporadic harrasment is to find out first hand the condition of their prison."
Again, the floor erupted into heated discussion.
A shimmering haze hid in the corner. Contented for the moment.
3: Study the prison for ways to render it useless (Mystics and Creators)
Task: Epic (Upgraded to Mythic - it must be as they've had long enough to look at the thing and made no headway so far)
Det: Magic Sophistication
Mods: -1 due to last action
This mysterious prison created by the Sorcerors has held the Eerith for many hundreed (thousands?) of years. The problem that this has presented is that the Eerith have no idea how it works! It can't be physical, as the Eerith aren't physical beings (well, most of the time), and if it were a normal magical "barrier" then the Eerith know more about magic than the Sorcerors - and so should be able to just pull it down, but it seems to be alive and reacts to any attempts of escape.
The Eerith want to find out how this damn prison works!!!
No attempts will be made to open the prison, just to find out how it works. Once they know exactly how it works, then they will open it.
Result = +5 -5 -1 + (0 0 0 -1) = -2 (Serious Failure)
Yet again the Creators and Mystics know no more than they did when they began. Even worse, their tampering created a reaction in the barrier which caused shockwaves - if the Sorcerors hadn't made up their mind that they were visiting Annaeyana, they certainly would have on experiencing those! The shockwaves also have repercussions with the Seekers' actions…..
Snippet:
The world slowly corrected itself, the land once more becoming calm and stable - the wind dying down to a spiteful breeze.
At the northern point of Annaeyana, eight beings of flowing light slowly reformed.
"That was a mistake." Swirls of light marched angrily up and down it's body.
"The reaction was more intense than expected. Perhaps there truly are remnants of sentience among the weave of energy creating that prison. This is a promising..."
"Promising? You have no knowledge of what it can do, yet you treat it as a plaything. I am wasting my time here, I will return to tell my brothers of your incompetence." The light shot up into the air.
"We have erred. The Interventionists will be unopposed now - mainly because of our tinkering, and your hasty experiments"
"I thought that was our purpose?"
"Not always."
4: Find out whats going on to the West...
Task: ??? Hard? (Downgraded to Normal )
Det: ?? really tiny (tiny -5) only a few ppl available to do this.. (Changed to Magical Sophistication….)
Mods: + just trying to get basic impressions...
- not many available to go and see
- shockwaves caused by the Creators & Mystics meddlings
The Seekers have been noticing strange happenings below Annaeyana. Unlike the Defenders and Changers who are trying to scare the crap out of the Sorcerors, the Seekers want to remain undetected. (the observer should try not to interfere with the observed - leads to bad observations)
The Seekers open all their senses and pass high into the skies towards the west. They try to get an impression of what is to the west. Safe/Dangerous. Where is it? What people are about? What do those people look like.
Just some basic impressions. Later years can be devoted to more study if the situation warrents it.
Result = 5 +0 +1 -1 -1 + (0 0 +1 -1) = +4 Extraordinary Success!
The Seekers travelled to the western coast of the continent, searching high and low for the source of the strange artifacts which manifested themselves as lights in the sky. They were astounded at what they found. At the mouth of a river, as it opened up into the Maripai Sea, a huge barrier was in place, covering what seemed to be a small town. Incredibly, the barrier seemed identical to the one containing their fellows in Annaeyana. What astounded them most of all - as they watched and studied the phenomenon, it suddenly winked out of existence.
Snippet:
"This
is unexpected."
Three Eerith circled each other in a small hollow formed by the sea of dunes all about.
"But definently to our advantage. The Isolationists will have no reason to remain at Annaeyana now, when we can all examine how the energy was moulded out here!"
"Why stop there? If these mortals can create this now, this disproves the Mytics theory that the prison was an accident. We can prove that it was the mortals intent to enprison us - and that they still have the knoweldge to do so."
One of the triumvirate's flowing lights took on an approximation of human form.
"Our old skills can possible come into play. We can learn directly from them without their knowledge."
The other two paused suddenly - "It has gone!"
"It is now imperative. We can no longer watch from a distance, we have to learn from them. It is our only choice."
"Find the others. We must put forward our case."
The Creators and Mystics get -1 to Consent for next 5 years due to their fumbling. It would have been the next 5 millennia, but the Defenders are too excited at their plans going well, and the Seekers are preoccupied with their discovery. The Seekers get +1 for their actions next year.
However, the fumbling also increases the chances of the Archmage going on the expedition to Annaeyana. (+1 to that for Mir actions next year).
Actions for Ka'Shari
During the days that followed Ka'Shari fleets entrance in midsea, leaders managed to gather the boats lost during the Anorurr Strait storms. As ships joined the fleets, damages were reported and decisions had to be made quickly.
*********
A light breeze was blowing on the ship deck. Ishena Hy'hlor was praying for her cousin's departure. Lost in the crowd of the clan, she could not hold silent tears as the talamteke'shylni began their ancestral song of the great exile. This evening, once they would have finished, they would add the words of a life now ended. Everyone, then, looked up, eyes toward the waves where small carved funerary boats lit by torches were slowly attracted by the dark horizon. Gathered between two complexly carved masts, wake's attendants softly started their last song under the sober stance of the priests.
It was over. At last...
Tomorrow would be a new day during which Ishena would join the circle to cry for justice and retaliation...
After their arrival in the midsea waters, an Evening Wind family flotilla was attacked by pirate ships. Disorganized by their recent perilous crossing, Ka'Shari lost one boat. More than ten were killed or drowned and Ka'shari now harass their leaders for revenge. Communicating through the mysterious goddess eyes hidden in the admiral ships lower decks, family leaders and the Guide agreed to a defense plan. Leaders would rally their clans and marshal Protectors in order to reorganize the fleets and prepare for battle. Now, if pirates show up, Ka'Shari will be ready to fight and take as many lives as possible. Following this interview, the Unfathomable Wave leader gave orders to his captains. Forming fast flotillas of combat ships, they had to patrol between other family fleets. In case of a new attack, ka'shari clan ships must attract the enemy toward the combat ships who would close the trap. However taking prisoners or seizing ships would be considered a high deed. Finally, if ships were to be really in danger, Talamteke'Shylni would be asked to weave dissuasive or persuasive magic to show their might.
Action 2 : Reorganize fleets in order to defend against pirates.
Actor : The Guide
Determinant : Authority, military force (?)
Secondary determinant : Magic Diversity ?
Modifiers
+1 Ka'Shari are proud peoples and they consider themselves masters of the seas. Their pride is at stakes and they are motivated for battle.
+1 Ka'Shari captains know subtle naval combat tactics learned from their lineage.
Task : Normal
Result: +3 Superb success!
The Ka'Shari reorganise their fleet. Until a time this organisation is changed, they get +1 to any military conflict at sea where they defend as a group (no bonus to attacking though).
*******
One week later, the guide convoked the council to decide fleets policy in the next months. As fleets representatives told what they had seen and lived, everybody came to the conclusion that the water they were sailing on was certainly the famous inner sea they had heard of during their travels. Many of the people attending the council were excited but elders warned them against recklessness. Ships suffered during the previous weeks and, perhaps, the time was not appropriate to allow fleets dispersion in an unknown area, especially an enclosed one. After hours of discussion, the Guide asked for silence... Everybody had spoken, and he listened to all points of views : his decision was taken. As Ka'Shari clans had probably entered one of the mightiest cradles of civilization in the world, they had to explore it and examine contact possibilities. To fulfill this task, the Guide proposed that the Night Light fleet to gather an expedition whose goal would be to map the midsea shores during the next months. Its mission would be to spot civilized areas and observe them and to discover an island that could shelter the fleets during ships repairs. In case of a contact with natives, explorers are asked for caution but not to avoid contact. Last, the exploration mission is asked to report at the autumn equinox in the bay where the ships gathered for this council. Night Light clan was eager to perform this task and its leader, Ro'Lanh, chose the best ships that were not damaged. Then he asked some of his best captains to organize the expedition. At the end of the week, the small fleet was ready and explorers bid their relatives farewell with emotion. A new world was waiting for them...
Action 1 : gather a fleet whose goal is to explore midsea shores
Actor : Night Light clan
Determinant : ???
Modifiers :
+1 The fleet sailors are chosen among the best ones as it is for their ships.
+1 The mission's instructions were well discussed and are clear for every mission member. Caution is the word : Ka'Shari don't want to lose seasoned sailors in this venture.
Task : Normal
[The fleet will follow a route toward the north, first reaching Milakanur area. Once there, after recon, they will head toward west. In case of contacts with natives, explorers will try to gather intelligence about other cultures and travel to spot them.]
Primary: Resources Poor (-2).
Result = +2 Great Success!
**********
Besides clan councils, Talamteke'Shylni did not rest. Puzzled by the new challenge offered by midsea, they secretly organized a series of meetings with the various Shemaïni available around. Feeling that the storms raging over Anorrur Straits were not natural, mages met with scholars who then dived in their archives. According to the first conclusions, it could possible that centuries ago, emissaries from the north arrived in Ka'Shari ancient homeland. Details are scarce, but Talatemke'Shylni now fear that a connection could be made with a culture inhabiting the region and the fall of their beloved city. Willing to understand the magical influences at works around the midsea, Talatemke'Shylni agreed to organize an expedition near Anorurr Strait whose goal would be to study magical forces there and to spot its origins. In order to achieve this goal, a team of mages will join two shemaïni boats which will explore Anorrur shores. Landings will be parts of the mission and experienced were chosen to protect mages. Taking into account that this mission is quite secret, any contact with natives will be avoided.
Actions 3-4 : Study magical forces in the area
Actor : Talatemke'Shylni
Determinants : Magic Sophistication (both Essence and Authority)
Task : Hard (+1) or Very Hard (+2)
Modifiers :
+1 Double action
any other ?
Result: -1 Failure.
If there is any magic affecting the area the Ka'Shari are not aware of it.
Actions for Taltheran
I. "Merchants of Taltheran, the time has come to recover our legacy!"
Thus begins the momentus speech by Feratton Bin Chaling, patriarch of one of the strongest of Taltheran Great Families, to the Merchants Council in the Spring of 1404.
After years of solidifying and expanding existing trade routes around Midsea, and months of political maneuvering in the Merchants Council, the long anticipated venture into the Hinterland has come, and the Chaling family has emerged as leaders and pointmen for the expedition. Too large an project for one Family, this will be a combined effort by a number of Great and Lesser Families. Importantly, the Wizards Guild has backed the Chalings and the venture, and will be sending a contingent of their own to aid and support ... and, of course, observe and direct. The King, also, finds this trip well suits his schemes.
The plan will be to assemble the expedition at Pran. Here, the Family traders will organize supplies under the supervision of the Chaling Trademaster. The caravan will include scores of taigan (those excellent but tempramental beasts of burden with which the Taltherani have a unique knack), along with their associated handlers, numerous camp support, and a hand-picked collection of militia from participating Families, numbering some 350 troops [Size Tiny, Force Good].
The expedition will head up the right bank of the Tal river from Pran. The goal of the expedition is somewhat open ended, with the only initial constraint being an intention to return before winter, so as to avoid bad weather later in the year. If all goes well, the return trip will follow a different route (either North or South, as seems feasible or appropriate) in order to cover maximum territory.
In spite of extensive research into old accounts, trip logs, and other documents, little is sure about what will be found. The primary goal is to find new opportunities for trade. To that end, the caravan carries, in addition to supplies, a careful selection of various wares assembled from Taltheran and around Midsea. The traders will try to establish a rapport with communities encountered and assess local needs and local products, and offer to establish trading relationships at good prices to trade in the appropriate goods. They will also seek to establish relationships which can be used to support trade, such as waystations and provisioning points for future trade excursions.
Other participants have their own agenda. Agents of the King are under direction to assess the state of ex-Taltherani territory further up the valley, and to bring back reports regarding their organization, attitudes, and resources. It is also up to them to arbitrate between the Families with regard to trade rights as relationships are established. The wizards are primarily interested in supporting trade efforts (since they expect to benefit indirectly), but also are on the lookout for magical information or artifacts. The militia (under the overall command of the Chaling Armsmaster -- an experience soldier and one of the more competant military men in the country) are intended primarily for protection. Consequently, the soldiers will generally take a back seat unless encounters turn clearly hostile. The wizards, also, are equiped with defensive and combat magics, and will additionally make their skills available for scrying and reading omens.
The Taltherani are experienced caravaners; scouts will be used to provide early warning of encounters that the Wizards miss, and camps will be well sited and well protected. As much as possible, the company will try to live off the land and trade with locals, preserving supplies. When enountering foreigners for the first time, the main body will make camp a safe (non-threatening) distance away, and a small advance group of traders with minimal guards (and a couple of wizards) will attempt to make contact and establish relations.
[Although this is a large company, I anticipate that the leaders will push for a fast pace and take advantage of long summer daylight; I figure about 20 miles a day, excluding days spent establishing relations with those encountered. This will enable the caravan to cover a lot of ground in the half-year or so they expect to be gone.]
Action 1&2: Venture into the Hinterlands
Nature: External Tactical (Exploration/Diplomatic) (DOUBLE)
Determinant: Trade (Good +1)
Difficulty: Hard (-1)
Qualifiers: + Taltheran is deeply committed to expanding trade role
+ Well prepared and organized
- Unknown territory
+ Double action
Secrecy: Not publicized outside Taltheran, but not secret.
Reaction: (Risky or Heroic? I wouldn't call this Heroic, except that the description on the submission page of the public support and reaction for Heroic maps better to my view of this action than the description for Risky, which has little upside)
Result= +1 -1 +1 +1 -1 +1 + (0 -1 -1 0) = 0 Partial Success.
The entourage sets off from Pran on the first day of Astroth with good intentions. For the first month, nothing of any consequence is seen, just small villages which are curious at the appearance of the delegation, and don't seem to mind either way whether they are considered part of Taltheran or not. The traders make notes of what they find, and the King's agents spend at least a day with each village headsman detailing taxation law. Flowers are in full bloom and the countryside is full of life.
During Thrimoth they come across the grounds of a manor house. The initial excitement wanes after it is soon realised it has been long abandoned. More villages. Towards the end of the month, they enter the town of Unnir. Contact is made with the local ruling family. The possibilities of trade are agreed to.
By the end of Veranoth, the travellers have made not much more than 200 miles, with the King's men insisting the stop at every village and interrogate the locals. The Wizards are becoming restless and the Militia have commented than since they've followed the course of the river, might they not have been better off in a boat? They then enter the town of Hadrair. Larger than Unnir, again trade discussions ensue.
Uedoth. Over 300 miles. This is when they spy, at a fork in the great river, a large city, of a size to equal Tal itself. Initial contact only elicits a name (Wyr).The Wizards are livid. Attempts by some Militia men to enter the city under the cover of darkness sees their imprisonment. The Wizards' attempts at scrying are blocked by similar magical forces.
During the second week of Uedoth a delegation from the city informs the expedition that indeed Wyr was once part of the Duchy of Taltheran. They were left isolated during the goblin wars. While happy to see their brethren, they do not acknowledge sovereignty of the Taltherani. The Wyrtherani (as they call themselves) refuse to return the imprisoned militia though admit to being intrigued at the prospects for trade. They are amazed that the expedition has travelled all that journey without coming across any bands of goblins. They refuse to allow anyone admittance while Wizards are with the group.
Turning back for home, the expedition makes its' way back to Taltheran in a boat bought from the suspicious Wyrtherani. They pass through Hadrair and Unnir once more, picking up examples of their produce and crafts, before arriving in Pran in late Kanoth, exhausted.
II. Build it, and they will come.
Since the days when the sorcerers of Mir ruled Midsea, Taltheran has focused somewhat more on land trade than sea, in spite of its excellent harbor and extensive coast. King Agrigax has concluded that, in one move, he can improve the trade prowess of the country, counter the growing intrusion of Celpalar traders into Taltheran interests,
and bolster the King's power base, by building a crown-controlled fleet of trading vessels.
To this end, shortly after the Spring departure of the Venture into the Hinterlands, Agrigax lays the first foundations for a large ship-building facility at the port city of Saltrim, south of the capital at the point where the coast turns eastward, and close to the forested hills south of the valley. More to the point for the current year, he instigates a recruiting effort for skilled shipbuilders from both within and outside Taltheran.(Taltheran does have a fair number of experienced sailing men; the necessary skills are probably available internally.)
Recent rumors of pirates prompt him to try to include some naval military expertise among the talent recruited. He also recruits laborers from the southern hills and the coast east of Saltrim, hoping to increase the crown's visibility and support in this area. (As a side effect, he hopes to pick up more intelligence to clarify the rumors of privateers acting off the coast.)
The Merchant Council is ambivalent. Many of their cleverest are elsewhere this summer, either trading or in the hinterlands, and Agrigax intentionally leaves those present in the dark regarding his intention to retain crown ownership of the end product. The Wizards Guild, properly incented, lends its support.
Action 3: Royal Shipyard Construction: Recruiting and foundations
Nature: Internal Strategic (4 years)
Determinant: Royal Authority; Wealth (Good +1)
Difficulty: Hard (-1)
Qualifiers: + Promises good jobs and increased trading prowess.
+ Support by Wizards Guild (limited magical aid available)
- Taltheran has Poor regard for Crafts and craftsmen
Secrecy: None.
Reaction: Risky (if this flops, it's an expensive waste)
Extra qualifiers
-1 extra item on the agenda to hear gossip of privateers
result so far. = +1 -1 +1 +1 -1 -1 + (1 0 1 -1) + .....
The recruiters are doing well. Shipwrights from around the kingdom are arriving in Saltrim .....
III. The nature of power...
King Agrigax recognizes that he has a diamond in the rough, in the form of the Royal Guard. He also realizes that his forces are outnumbered by the combined forces of the Great Houses. This strikes him as a situation crying out for rectification...
He consults with his military leaders and draws up a plan for expanding and improving the crown's military forces. Recruiting and training of new forces are to proceed as quickly as practical. In addition to the basics, emphasis will be on training forces for duty away from the capital, including posting in other cities or at fortifications in remote locations. Agrigax is counting on the loyalty, pride and spirit of his existing troops being conveyed to the new recruits.
Action 4: Expand the Royal Guard
Nature: Internal Strategic (2 years)
Determinant: Royal Authority; Wealth (Good +1)
Difficulty: Easy (+1) (the Guard is rightfully well respected)
Qualifiers: - The Merchant Council would like to keep the Royal Guard
in its present, diminished, state.
+ Agrigax offers good pay and benefits
Secrecy: None.
Reaction: Normal (not much exposure either way)
Result = +1 +1 -1 +1 + (+1 +1 0 0) = +4 Extraordinary success! (But it was easy, so...)
Crowds flock to the Royal Guards' compound in Tal to join up after the King's message is conveyed through the kingdom. The existing guards join in the enthusiasm. With so many clamouring to join, there are problems housing the recruits. Not enough trainers are available. The huge influx in newcomers causes a strain in the local economy - food temporarily becomes scarce in the capital and drunken bands of would-be guardsmen flood the city streets. Looting breaks out and the pressure for accommodation forces many to sleep rough.
None of this defuses their enthusiasm though. The existing Guards Captain requests for a new compound to be built on the city limits to house and train the newcomers.
Size of Guards is increased to Small. (Some had to be turned away!)
The looting, however, makes the King unpopular with the citizens of the capital. Actions directly concerning the city of Tal are -1 next year.
Actions for Videssia
Action 1: Investigation.
All Videssian society is very concerned with the rumors about the new cult in the south telling about the reborn of Agatius Fossern. The avatars of this cult have made prophecy that when the ancient evil from the ruins of the non-human civilization in the Arand valley (which was once defeated & driven by Agatius) will rise it's head again, Fossern will encounter himself to save his people again. The special Senate conference was hold by the initiative of moderates under the chairmen of Laurentius Karent - Religion suffet. They proposed to send an investigation party to the south lead by Religion suffet. The proposal was accepted by the complete majority. However, ardents insisted to send a regiment of regular soldiers with the party.
Primary: Influence - great (+2)
Task: Normal (0) - gossip isn't hard to find
Mods: -1 Karent is pretty unpopular
+1 the cult would want to "spread the word" and not hide itself
-1 presence of soldiers might put people off talking openly
Result: +2 -0 -1 +1 -1 + (+1 +1 +1 +1) = +5 Mythic Success!
Karent has excelled himself. Not only does he discover that the cult does indeed exist, but also that its' ringleader called himself Agatius Fossern and is based in the southern town of Celoa. More intriguing, however, is the evidence found that suggests the cult is a front for an attempt to overturn the republic's ruling body and make this man calling himself Agatius Fossern the king. Evidence also suggests the cult has foreign backing.
Action 2: Negotiation.
As the emissary from Damaris arrived & with a proposal of the trade alliance been gladly accepted, Maurilius Mendil - the political suffet tried to convince the Senate to send emissary to Damaris as well as to other Orasareni cities with the proposal to form a "Orasareni defending alliance " - the organization (under the hegemony of Videss, of course) which will protect the interests of Orasareni nation from the power of Taltheran as well as from other kingdoms & from piracy. This was accepted by the Senate after an hours of debates (the moderates & part of neutrals were against it, since they though that it may lead to a war with Taltheran ) this was also been accepted. The emissary will be lead by the Political suffet himself (because the importance of the task).
Primary: Relations (none - therfore Mediocre -1 )
Task: Normal (0)
Mods: -1 it'll cost others money to support the intiative
+1 accepting trade agreement with Damaris looks good
+1/-1 not all cities have piracy problems
Result: -1 -0 -1 +1 +0 + (+1 0 -1 +1) = 0 Partial success.
The Orasareni cities show some enthusiasm for this alliance idea, but Mendil is made aware of the disparate number of states on the island. Each city seems to have its' own government. Some, like Damaris, are large and influence their neighbours. Some, like Cormenaera, stand alone. Others, like Anaduan, are vast trade centres. Others, like Crisaeda, are not much more than fishing villages. Some, like Anecir, have serious problems with piracy and are eager for the alliance to take place. Others, like Belniar, are inland and have no such difficulties. The alliance with Damaris has made a few suspicious, as Damaris is seen as a predatory city. The Damaris ambassador suggests a meeting of the Free Cities should take place to discuss the alliance, perhaps hosted by Videssian? None of the cities have turned down the proposal, but need more information before agreeing.
Action 3: Raid.
As the new year begins the Videssian army is set to make a traditional raid to the east in order to crush the native tribes, to capture slaves & to add some territory to the republic & found the settlements from the defeated natives (the tradition set by Agatius Fossern in order to make sure that grows stronger every year). Traditionally, in the peaceful times in the raid takes part something like a quarter of the Professional army, the majority of these troops are regiments consisting from non-citizens who aims to achieve citizenship by serving in the army.
Primary: Military force Good (+1)
Task: Hard (-1)
Mods: -1 Native military size Big - all natives will be up in arms
+1 Native military force Poor
+1 Incentive of citizenship
-1 natives on home ground
Result= +1 -1 -1 +1 +1 -1 + (+1 0 +1 -1) = +1 Success!
Hundreds of native forest peoples are massacred. Their bodies sully the landscape with a bitter stench. The Videssian army cleans up after the bloodshed. Perhaps 100 sq. miles has been added to Videssian territory in the east of the country.
Relations with neighbouring forest peoples sinks to Miserable (-4).
Action 4: Delegation.
The northern coast of Videss is terrorized by pirates. Though Videssians hope to decrease the power of piracy by forming an alliance of Orasareni cities, however everybody understands that without a strong fleet the republic won't be able to compete with other States. Therefore Videssians are poor sailors & they have a miserable knowledge about constructing ships, but they have the desire & the money for the task. Talarikius Gavr - have the proposal accepted by the Senate to send over 5000 noble young people who will serve the base for the navy to learn from the beast sailors in the world, sea nomads - Ka'Shari. The emissary was sent to the sea nomads with the offering of solid sum of money for training them
Primary: Relations (none, therefore Mediocre -1)
Task: Very hard (-2) The Ka'Shari are always on the move and do not generally mix with outsiders.
Mods: +1 The Ka'Shari could probably do with the money at the moment
Result = -1 -2 +1 + (+1 +1 -1 +1) = 0. Partial success.
The emissary finds the Ka'Shari but no agreement has been reached as yet.
(Perhaps you should negotiate with Stephane to decide how this goes……?)
--
Jason Heaps - 04 Apr 2005