Actions in the Game Year 1405
Mir: Mir calls for a meeting of magic users from across Qaiyore.
Actions for Aixelsydan
Action: 1-3 [Year 2 of 5 Year Strategic Action]
Build up Resources by looking for gold mines in Mountains and increase exploitation of those resources by creating a series of roads throughout the provinces as well as other methods to increase their effectiveness.
Primary: Exploitation - Great
Task: Hard (-1) Since resources are Good already, and exploitation is Great, there isn't too much scope for improvement
Modifiers: -1 The flooding has wreaked havoc
-1 Mountainous terrain makes communication and roadbuilding tricky
+2 triple action
Results so far: +2 -1 -1 -1 +2 + (-1 -1 -1 0) + (0 -1 +1 0) + ..
The floods of 1405 have all but extinguished any hope of finding new wealth in the near future. Many of the labourers have returned to the coastal settlements to help their relatives and bury loved ones. A few stalwart miners have remained in the mountains, but as yet no new lodes have been discovered.
Action 4-Help the suffering victims
The Proconsul will order immidiate relief to be sent to help those who have been affected by the flooding. He will call for volunteers to work to help them rebuild their towns, homes and places of business.
Determinant: Consent (+3)
Task: Very Hard (-2) Major disaster. Abundance of rats spells epidemic.
Modifiers: +Aryisan aid in the form of grain ect. and the aid they sent.
+1 Wealth is Good
-1 The Asagmari did not totally succeed in sending the grain.
Result: +3 -2 +1 +1 -1 + (0 0 0 -1) = +1 Success!
The people rally round their sovereign and hurl themselves into making sense of the turmoil left behind by the receding waters of the Anorurr. The rumours of sorcery being the cause of the disaster are quickly forgotten, as the citizens of Aixelsydan begin to clean up the detritus. Whole towns are put to the torch, as the risk of disease is too high to leave the mounds of rotting corpses, and the dead are too many to lay to rest in the proper manner. By the end of the year the coastal settlements are cleaned of rats and the smell of death, though the rubble and lack of housing is still a worry, and mental scars caused by the deaths of so many kin will take far longer to heal.
Aryisa
"...and so I ask that this council countinue its investigation into the possibility that the northern Razanian kingdoms have aided the rebels of two years past."
Duke Iyan, one of the most influental Crusaders, sat down, having concluded his speech. He smiled as the votes came in. An overwhelming majority had agreed to his proposal.
Action 1 (Internal): Continue Investigating Uprising
Actor: The Grand Council
Difficulty: Hard
Primary Determinent: Influence (Fair)
Reaction: Cautious
Modifiers: - the trail grows cold
- lack of rapport with Razanians
+ the document recovered from last year's raids
The Grand Council begins its own investigation into the uprising.
Results: 0 -1 -1 -1 +1 -1 + (+1 +1 -1 0) = -1 Failure.
Again the Asagmari are left with no more information than they began with. The antipathy between Aryisa and the independent Razanian states makes any effort to penetrate their internal manoeuvrings virtually futile. The border between Aryisa and the northern periphery states of Narton, Tesh and Canor is for all intents and purposes closed.
Duke Iyan retired to his chambers. "Yes... many of the neutrals are being swayed to my agenda. I must concentrate on bringing them fully into my fold." He smiled once more.
Action 2 (Internal): Build Power Base. The Crusaders begin actively recruitng among neutral nobles.
Actor: Crusaders
Difficulty: Normal
Reaction: Cautious
Primary Determinent: Influence (Good)
Modifiers: + Crusaders sucess in convening Grand Council
Result: +1 +0 +1 + (0 -1 +1 0) = +2 Great Success!
The Crusaders' achievement of creating a new Grand Council has gained them many new supporters. Their point of view within the chambers of the Grand Council looks likely to be unopposed in the near future. (+1 for the Crusaders getting their way in the Grand Council for the foreseeable future).
Elsewhere...
"Despite our lack of success, I believe we should contunue with our project" The speaker was Duke Danan, who most of the Guardians looked to for leadership. When his motion was agreed to by the small group of Guardians, he also smiled.
Action 3 (External): Promote Trade (2/2). The Guardians continue to promote trade, this time concentrating on expanding Aryisa's trading fleet and improving its ports.
Actor: Guardians
Difficulty: Normal
Determinent: Trade (Fair)
Reaction: Buissness as usual
Modifiers: +Aryisa is a logical stopping point for the Cepaler-Midsea traders
Result = 0 + 0 +1 + (-1 0 -1 -1) + (+1 -1 0 -1) = -3 Terrible failure!
The persistent attempts at persuasion by the Guardians of visiting merchants has persuaded many never to return! Many are considering alternatives to stopping off at Aryisa. Some are inclined to weigh anchor at Haran, the southern Asagmari port instead, whereas others have more or less decided to avoid the Asagmari altogether and stop either in Aixelsydan or a suitable alternative on the Kelshir coast.
"So, Aixelsyban has been having severe flooding."
"Yes, your grace."
Duke Danan thought for a moment and replied, "Send aid to Aixelsyban. If nothing else it will provide a market for our excess grain."
"Yes, your grace."
Action 4(External): Send Aid to Aixelsyban
Actor: Guardians
Difficulty: Easy
Reaction: Buissness as usual
Primary Determinent: Trade?
Secondary Determinent: Ralations?
Modifiers: + No reason for Aixelsyban not to accept aid
Extra modifier: -1 due to Action 3.
Result = 0 +1 +1 -1 + (0 0 -1 0) = 0 Partial success.
While the Asagmari welcome the grain, the meddling of the Guardians in Aryisa has meant many merchants are unwilling to ship the grain to Aixelsydan. Some grain does leave, via the southern port of Haran, but not as much as would've been possible.
EXTRA: Action 5 (External): Open Relations with Aixlsyban
Actor: Regent Alvar III
Primary: Relations non existent, therefore Mediocre (-1)
Task: Easy (to open dialogue)
Modifiers: +1 sending grain
-1 Aixelsydani pre-occupied with the flood relief
-1 Extra action.
Result: -1 +1 +1 -1 + (-1 -1 0 +1) = -2 Ooops! Failure.
The Aixelsydani thank Aryisa for the grain, but are too busy to think about any parley this year.
Actions for Celpalar
"What a city, eh, Admiral? So beautiful, and such friendly people."
"Hmmm? Yes, quite wonderful. I don't think I've seen anything quite like it in Midsea."
"Such enthusiasm. Something bothering you, Kattor?"
"I just think we're getting side tracked. Yes, we're supposed to make contact and establish relations with the cultures we meet, but our main objective is still the same. The Sorcerors of Mir are still there, if they decide to attack again we need to be ready. And finding our who or what stopped that flying city of theirs could be key. Without it, the may not have conquered Celpalar so long ago."
"So what are you thinking?"
"The Hria mentioned tales of a 'soul stealer' told by the desert tribes. I'm taking an expedition south to meet up with these tribes. Maybe we can find out more and if it's related to Annaeyana, we can follow up. I'll take some diplomats and traders with me. But most I'll leave here with you, Yannir. These are a good people, permanent relations with them could be very fruitful."
"Are you certain? I think you've developed the best rapport with the leaders here. They can see the kind of man you are."
"You'll do well I'm sure," said Kattor with a wry smile. "After all, aren't you the one who got us such great trade terms with the Taltheri?"
Yannir chuckled. "You make a good point. Very well. But be careful out there in the desert, if someone out there did stop that city in its tracks..."
"Don't worry, I've been letting our soldiers into the city a few at a time unarmed for R&R, but I think it's time some of them stretched their legs. Find out if there'll be any problem with them marching through the city. If so we'll sail down the coast and launch our expedition from there. We'll need local guides too. We'll take most of our wizards and sages with us. If we find anything we may need them."
"Might want to pick up some translators too. And whatever supplies we can, keep our own stores full."
"Better get to it then."
"And to think I was expecting such a relaxed day today."
Action 1
Strategic, external (Year 2 of 5)
Type: Observation/Diplomatic Actor: Ephors
Expedition to northwest Qaiyore (esp. Annaeyana) and Bega
Weight: Double
Secrecy: Result
Primary Determinant: Resources/Relations
Task: Hard
Secondary: Hria seem friendly and cooperative, scholastics, magic, military size
Reaction: Business as usual
Admiral Kattor takes an expedition south to continue the search for the fate of Annaeyana and what happened so long ago. Meanwhile a diplomatic and trade delegation attempts to establish permanent relations with the Hria.
Calculations.
+1 Good Resources
-1 Hard Task
Modifiers:
+1 this particular set of resources is pretty exceptional
+1 Hria people are very accomodating
Dice rolls so far: (+1 -1 -1 -1) + (0 +1 -1 -1) + …
Still negative in the long term…..
* * * * * * * * *
"Lovely, just lovely."
"What's that, sir?"
"Just commenting on the new port facilities. Some of them were desperately in need of upgrade before the fire. It's a pity that's what it took, but once done we'll have a much better port."
"Yes, sir. A lot of my friends have gotten jobs helping to rebuild."
"And our trade hasn't faded a bit. And our reputation has increased. Somehow I doubt the saboteurs had this in mind."
"No, sir. Serves 'em right."
"I do believe you're right. Let's get back to the dock, the ship should be loaded by now."
"A pleasure, sir."
Action 2
Strategic, internal (year 2 of 2)
Type: Develop/Invest Actor: The Meltoleyn
Rebuilding the port at Araneth
Weight: Single
No Secrecy
Primary determinant: Wealth
Task: Normal
Secondary: Craft, magic, resources, military size. Success of last year
Reaction: Business as usual
The rebuilding is to be finished this year, the influx of labor from the countryside has helped greatly.
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
+1 influx from the countryside
Result = +1 -0 -1 +1 +1 + (-1 +1 +1 +1) + (-1 -1 0 +1) = +3 Superb success!
The newly rebuilt port at Areneth exceeds all expectations. Some say it's an improvement on the original! The novelty of the new port brings extra trade to Celpalar this year, as curious captains visit the port.
(+1 to wealth-based actions next year)
* * * * * * * * *
"I demand retribution against the Taltheri!" Bar-ri slammed both fists against the council table. Again the gavel pounded on the podium. "Please, Bar-ri, we must have order. There is only indirect evidence and heresay to prove that."
"And you intend to let them get away with it!"
"We don't know who 'they' are. Are you accusing the king? a merchant? all their merchants? their Wizard's Guild? one sailor on a trading trip?"
The Bar-ri fumed silently with no answer.
"We must know more before we can act. We must find answers."
"You would sit and do nothing. Waste even more time."
From the other side of the table Ray-a-Man surprised everyone by breaking his weeks old silence, "In a way, Bar-ri is right. There are few answers left here. We must go where the answers are."
"What are you suggesting?"
"A voyage to Taltheran, under the guise of a diplomatic mission, to follow what leads we have and find the source of this terrible act."
"Then I will go. And I will take the answers from their throats if I must," growled Bar-ri.
"That would be ill advised, this will be a mission requiring a light hand. The mere visit of a dignitary from Celpalar could arouse suspicion from those responsible."
"But a high profile visit will draw attention from the real mission," responded Rey-a-Man. "And suspicions can be allayed by making it a general tour of the Midsea, making new contacts and renewing old. Besides, the king of Taltheran has been asserting himself of late, and if the merchant families are somehow responsible he may have information. But I doubt he'd talk to anyone of lesser status than an Ephor or...a king."
"You?!" shouted Bar-ri. "You wish to go? To save your tarnished honor no doubt!"
"To serve my people," Rey-a-Man almost whispered his eyes fixed on the tabletop, "which is all I've ever tried to do."
The Meltoleyn deliberated.
"It's a plan, more than we had...."
"Rey-a-Man isn't exactly the most diplomatic of us...."
"Bar-ri out of control, the Ephors...can't leave the island, not on something this iffy."
"Have to find these people, can't let someone get away with this."
"It's a chance, would their king help us? Could be he's involved."
By a final vote of 19-11 they approved Rey-a-Man's tour of the Midsea. On the way out of the chamber Bar-ri stopped Rey-a-Man. "Don't louse this up. The Creator go with you." The two men clasped hands, one king to another.
Action 3
Tactical, external
Type: Intrigue Agent: Meltoleyn/King of Maelmor
Find who set fire to the port in Araneth
Weight: single
Secrecy: action and result
Primary Determinant: Relations? (w/ king of Taltheran) /expertise of spies/investigators
Task: hard
Secondary determinants: Trade? Some members of the delegation may be able to get information from contacts made over the years
Reaction: Secret
The King of Maelmor sets off on a 'tour' of the Midsea in a 'show of the flag' with several navy vessels. He briefly visits several trade partners and makes first contact with new nations and even stops over in kingdoms where relations are strained. At each stop feelers are put out about possible knowledge local officials or merchants may have about the fire (anyone boasting or drunk admissions) the longest stop is at Taltheran. There Rey-a-Man meets with the heads of the merchant families and the king subtly feeling them out. Meanwhile the investigators of the fire and spies, merchants, and diplomats canvas the kingdom on various trade and diplomatic 'missions'.
Primary: Resources (Fair)
Task: Very Hard (-2) Celpalar doesn't have an organised spy network and there are no clues as to where exactly they should be looking.
Mods: +1 Rey-a-man is determined to succeed after last year's disgrace
+1 Trade contacts may prove fruitful
Result is secret.
Actions for The Eerith
Action 1: explore the Mytic happenings to the West.
The chill night air was still, and the dune sea stretched to the eastern horizon. Far in the distance the small lights of a harbour town glowed to the west.
Two men sat about a campfire despondantly, while a caravan slept about them
"Trade is getting words each time. Those heathens of the desert are too superstitious."
"Hmpf" the other grunted. "They spend too long in the heat - the see things. This is no place for man or beast"
They lapsed into silence again.
The fire flickered and went out. A chill breeze struck the camp.
"Shit. Storm."
On the eastern horizon, a wall of dust swept towards them. Lightening played about the top of the storm. Relentlessly, the storm came rushing across the small camp, engulfing it in the elemental force of the desert.
* * * * * * *
The storm subsided. The two men lay still on the floor of the tent.
Slowly they rose, cautiously they stretched, and watched each other move to unheard music. A midnight dance.
One spoke, his voice flowed from his chest, overtones and harmonics filling the air. A song of many parts slowly forming the words:
"We have much to do."
Outside, six other men were forming a circle. The two from the tent joined them.
"Where do we go?"
"West."
A faint glow passed across their joined bodies.
In a line, they passed out of the camp towards the town to the west.
The horses stamped fretfully at the passing of these men who were no longer their masters. The desert lapsed into silence once more.
* * * * * * * *
Summary: the Seekers take human form and go into the town to see first hand what is going on. They want to find those responsible for the second prison that formed and dissapeared...
Task: Hard
Determinant: ? Magic Sophistication ?
Mods: + last years success...
+ Hidden among the populace - very close observation...
- They may not know what they are doing - they might stand out...
Primary: Since there isn't a magic version of Craft, yet by all accounts this should not just be based on sophistication (their wealth of knowledge and skill) but their skill at creating an illusion, which is a magical artefact, rather like pottery (the Craft determinant) is an art determinant artefact, wrt to passing off as people, which I'm not convinced is something they'd do too often even though they're possessing humans, I'm going to use the mean of Magic sophistication & diversity therefore, "Magic Craft" = Great (+2).
Result = +2 +1 +1 -1 + (-1 -1 0 -1) = 0 Partial success.
The eight Eerith, in human form, enter the settlement of Myr-Kûn unopposed. The obvious signs of sorcery all around them make them wary. The local inhabitants are a mixture of Shadowlands desert traders, herdsmen from the river valley which ends at the small town, and Mirish sorcerers.
The sight of the Balpuri spellcasters confounds the infiltrators and almost causes a panic. How the sorcerers could have travelled from Mir so far so quickly is a complete mystery. News from the Defenders put them deep in the Calarnar desert. Walking the mists would've alerted the Eerith of their presence. Yet there they are.
In their guise as desert traders, the Eerith are unable to interact directly with the sorcerers, but rather with their apprentices. Knowledge of Mir and magery would give the game away, so the Eerith make circumspect enquiries, trying to avoid detection.
It seems the Balpuri have had a settlement in the far west a long time, which is surprising news. Loose talk from the apprentices slowly allow the Eerith to piece together some clues, before they are forced to depart in order to avoid attracting unwanted attention for remaining in the settlement for too long a time.
It appears the outpost is ruled by a Grand Archmage. His exact relationship to the Archmage in Mirabalpur was not made clear. The apprentices rarely mentioned Mir, and when they did it was either to mock, or to admire. Apparently the Grand Archmage and some other spellcasters had been experimenting with ancient thaumaturgical literature, dating from the time of the Annaeyana disaster. How they could possibly have obtained the material is a riddle for the Eerith, as all such texts were presumed destroyed along with the sorcerers who had been on Annaeyana at the time of the revolt, or else still in Annaeyana.
The chilling possibility that the Sorcerers somehow had continued access to the libraries on Annaeyana dawned on the visitors...
*****
Action 2-4 Prepare an ambush for the Sorcerors.
The Catayarsh whined. It's feet splayed across the sands, tail twitched tiredly. It's cat-like head turned to glance at it's rider.
"Master, why are we stuck with these smelly beasts again? Why didn't we just scry for the Eerith, or just walk the mists?"
"Be silent. Hardship focuses the mind. Be glad for the experience."
The apprentice shrugged and muttered obsenities under his breath. Kerek ignored him while he surveyed the desert before him. This scouting mission was not going well so far. The Arch-Mage had been making them take on a round about course, turning at random moments, driven by some unknown obsession.
But the danger was real. Even though still an unknown quantity. The Eerith that had been captured for a while by the high council had provided little real information, but it had driven them here to see for themselves.
Despite the assurances of those in the know, Kerek was still unsure. He glanced back at his apprentice again, and then down at the foul smelling Catayarsh. He wrinkled his nose in disgust at this assignment, There was nothing out here. The remaining Eerith were already dealt with, and one or two of them could never hinder their plans for Qaiyore.
"Sitting here on these ugly desert cats is getting us nowhere!"
"Silence apprentice."
The boy would not survive the tests this year. Too impatient. What the hell was he looking for anayway. 'Look for evidence of magic use' was what he had been told. Now that was a great help. If he saw a drop of water, he would declare it a miracle!
The catayarsh stiffened and shined below him. Across the desert haze Kerek saw the oasis that had caught it's attention. Smiling, he led his now silent apprentice towards the water that they were in great need of. He poured the contents of his water-flask onto his painfully sunburned back. Now they could really cool down.
* * * * * * * *
"Sir, the path stops here."
"Hmm." The sergent looked down at the tracks. some of the sand was damp.
"Why would he empty his water flasks? There isn't any water for miles about. He knows that the next water stop is about 3 days travel away. This is strange."
He loked up from the sand and up at the bright blue sky. The sun burned mercilessly into his skin. The clear weather had been with them the entire trip, not a drop of rain, and the heat was taking it's toll on the men.
"Sir, I've found their mounts.."
Partially buried in the sand were a pair of catayarsh, still with saddles strapped to their backs. sand drifted fitfully acoss their bodies, slowly covering them.
"And Kerek?"
"No sir."
* * * * * * * *
Summary: The rest of the Eerith are taking the mages that are approaching and throwing them into the Prison atop Annaeyana. They are trying to take the mages only one or two at a time, and avoiding any conflicts.
Basically, try to remove all the mages before they even come into sight of Annaeyana. The Eerith are staying on alert for any possible attack by the Sorcerors, but are settin up ambushes all along the course the mages are taking.
Task: Terribly Hard (-3) - the Sorcerers are led by the Archmage.
Primary: Magic Craft again = +2
Mods: ++ Triple action (using every trick they can think about)
+ The Eerith are preparing for any eventuality. Always watching the Mages from a distance.
- Being very cautious to never actually hurt the mages, they have to be able to use their magic to get out of the prison - to open it for the Eerith.
- The mages are changing course all the time, and avoid using magic that will draw attention to them. They are trying desperately to arrive unnanounced an Annaeyana, and have a feeling that the Eerith may be up to something - They were caught too easily in Mir, and escaped too easily as well.
Result: +2 -3 +2 +1 -1 -1 + (+1 0 -1 +1) = +1 Success!
Slowly but surely, the Eerith manage to pick off the Sorcerers in ones and twos, and unload them on Annaeyana, unhurt in all but pride. As winter draws near, the majority of the expedition's spellcasters and their apprentices are locked away on the floating city. Trapped by the same forces that hold the imprisoned Eerith, and angry at being tricked, the captured Sorcerers begin to explore the city, hoping to find a means of escape.
The remains of the Mirish expedition camp within sight of the southern turn of the city's flight. The Archmage and his remaining six companions contemplate the drifting testament to their decline. By the time the sorcerers had realised what was going on, it was too late. The Eerith had kidnapped or possibly murdered dozens of their fellow spellcasters. Lacking in manpower, and shattered by the long journey, the Archmage considered his options.
That the Eerith, or at least some, were free, was now all too obvious. All their efforts to arrive undetected had been an utter waste of time. Dozens of powerful mages had been lost to the malevolent spirits. His attempt to gain aid from the forgotten disciples of death had failed. New but unappealing avenues appeared to be the only prospects.
Gathering the six, the Archmage spoke of his decisions. Any attempt to pursue the Eerith at this moment in time, in their own backyard, would compound the disaster.
Opening a path to the mists, the sorcerers left the desolation of the lifeless wilderness.
Overhead, Annaeyana continued her doomed journey.
Actions forKa'Shari
Once the joy of the gathering festival had finally waned, the Ka'Shari returned to their daily tasks. Midsea was appearing as full of promises, and next months would certainly prove themselves full of opportunities for the sea nomads.
As it has been decided among the leaders, once winds were favorable, fleets began to quit their harbor toward high sea. Gathered according subtle patterns, fleets were impressive as horizon was crowded by dozens of ships sailing at high speeds.
* Action 1 : Establish temporary colony on Celtalath Island
According to the Guide's decision, the whole Ka'Shari fleet is heading to toward Celtalath island spotted by previous year's exploration expedition. There scouts will find a place suitable for repairs. Their goal is to find a shore where wood and fresh water are plentiful. Once, it will be done, crafters will land to build a yard where damaged ships will be repaired and new ones built.
Contact will be established with natives fishermen in order to propose them mutual assistance (ships' repairs, fishing collaboration, healing, protection against raiders, and so on).
If pirates were to show up, naval tactics applied during last year would be applied. In case of good opportunity, fast ships would be detached to chase them in order to spot their hideout.
Primary Determinant : Economic Exploitation (Superb)
Secondary Determinant : Relations (Fair)
Task : Normal
Modifiers :
+/- Depending on the relations with natives
+ Ka'Shari are used to establish such outposts when needed.
Result = +3 -0 -1 +1 + (00-+) = +3 Superb success!
The Ka'Shari settlement on Celtalath is made secure. The clans are grateful to have time to repair their fleet. The locals warn the visitors that they should pay taxes to the Mayor of Kaeir, on neighbouring Celtehar, or beware of trouble....
* Action 2 : Embassy to Taltheran
Once Celtalath's colony will be established. A flotilla composed of some of the finest ships will be ordered to sail toward Tal. Boarding it, emissaries, sages, mages, artists and Protectors will have to contact Taltheran authorities.Their mission is inform Taltheran that ka'Shari had landed in Celtalath in order to repair and refresh their stocks. Willing to establish good relations with their temporary neighbors, Ka'Shari will inform them that pirates were discovered in the vicinity and offer help.
On the secondary goals of this expedition is to show that Ka'Shari are not sea vagabonds and that their civilized ways are worthy. Outside diplomatic meetings, small groups will join taltheran crowd. Performing music, telling legends, bartering, they will try to obtain populace's favor.
Primary Determinant : Relations (fair)
Secondary Determinant : Humanities sophistication
Task : Normal
Modifiers :
+ Ka'Shari come with informations that could reveal worthy for Taltheran.
(+) choosed elements that would show Ka'Shari as an impressive culture.
Result = 0 - 0 +1 +1 + (0000) = +2 Great success!
* Action 3 : Explore southern midsea
Following the same goals as last year. A small fleet will be assembled in order to explore southern midsea. Accompanied by fully warranted emissaries, this new expedition will follow a route from Celtalath to Videssia by the midsea's south shore. Once in Videssia, a meeting will be organized with republican authorities. Depending on results, a suite of emissaries will stay there whereas the fleet will go again but this time following the western shore of the large island to the north. Having heard of the strange Vra'al elves, the ka'Shari would like to meet them...
Impressed by the great city's sights on a central island, the fleet will sail to investigate it and meet any local authority. Once, all this will be done, the fleet will return to Celtalath colony...
Determinant : Resources
Task : Normal
Modifiers :
+ Same modifiers as last year
+ Joined by skilled emissaries
- wrt Videssia (hate magic users)
Result= -2 +1 +1 + (+00+) = +2 Great success!
* Action 4 : Spot and harass pirates
Afraid to establish nearby a pirate nest, the Ka'Shari leaders will decide to organize an expedition composed of ten to fifteen combat ships crewed by Protectors and veteran sailors. The fleet will be led by Gayan'Tor, Unfathomable Wave Leader's son himself.
Their goal will be to spot pirates, chase them to their hideout and possibly to destroy the ships discovered. Nonetheless, Ka'Shari will attack only if they feel superior.
Determinant : Military Force (Good)
Modifiers :
+/- Fast Ships opposed by pirate fast ships
+/- Protectors aboard. Skilled warriors, facing skilled pirate warriors.
result = +1 -2 + (0+--) = -2 Dismal failure.
The Ka'Shari spot a number of pirate vessels and follow them back to their harbour, a whole city full of brigands, thieves and rogues! Outnumbered and surprised, the Ka'Shari flee before they are spotted.
Actions for The Saraa
Action 1: Onward Christian Soldiers (Strategic 2 yrs)
Light streamed into the small mudbrick hut, through the window above the Sayyadin, where he sat against the wall, through the finely woven curtain which hung in the door.
"How many shall be sent?"
The Sayyadin slowly opened his eyes and closed them again. It would have seemed an almost reptilian action were it not for the complete serenity of the small figure sitting cross legged on the floor, his robes spread about him. The question came from one of the three Naibs casually sitting before the him.
"Ten." the Sayyadin replied, "Ten is the number if fingers on our hand. They will be our fingers, reaching to grasp the secrets of this world. Ten becomes One, signifying unity of thought and purpose. Five will go to each city. A single hand for each destination. Five is the number of diversity and growth."
The Naib who had spoken before nodded to his two companions. "It is a wise move. It will be presented to the Quorum." he said and stood.
The other two gave silent assent and stood as well. Pressing their hands together the three bowed slightly to their Sayyadin. Their Sayyadin returned the gesture and the three left the small hut.
----- * -----
The Saraa have managed to create a standard of living in the deserts. Extinction is no longer an immediate threat but still looms in the realm of possibility. So much of their fate still hangs in the balance, dependent on events far beyond their control. Drought, disease, war, any of these could tip the scales against them.
It is the suggestion of the Sayyadin and approved by each of the community Naibs that the advancements of cultures around them must be studied. The Saraan have learned all they can from the neighboring desert tribes and must broaden their vision of this world.
The move is brought to the Quorum and approved by the Saraan population with little dissent. There are cries that the scholars are needed in the communities, that they will become lost or destroyed in this new world, but the cries are a small minority.
Ten of the society's scholars are selected to leave the communities. Five will travel to Myr-kun, and five will return to Mirabalpur. They are given goods, rations, and several cattle. They are provided with wards, cants, and spells to protect them on their journey and they are sent out while the moon waxes.
When the ten reach their destinations they are to gain permission to set up residence in the citys' libraries. They will study to learn the locations of other technologically advanced centers and send back messengers with detailed maps.
Expected Results: Should gain Relations scores for the two cities. If successful will have bases in the cities & maps to more cities. If successful may have future effects on Action 2.
Myr-Kun:
Primary: Relations none therefore initially Mediocre (-1)
Task: Very Hard (-2) Myr Kun is a closed community.
Mods: +1 Proximity
+1 Saraa are an oddity which the sorcerers may want to examine
Result: -1 -2 +1 +1 + (0 +1 0 -1) = -1 Failure.
The Saraa are refused access to Myr-Kun's knowledge. No amount of persuasion can change the sorcerers' minds. However, relations (from the sorcerer's point of view) at Fair (0). The Saraa are welcome to the settlement, just not to gain knowledge.
Mir:
Primary: Relations Fair (0)
Task: Normal (0)
Mods: +1 the Sorcerers have let them access the libraries before
-1 The Sorcerers have a few things (!) on their minds at the moment
+1 They want some help
Result: 0 - 0 +1 -1 +1 + (-1 0 +1 0) = +1 Success!
The Saraa are made welcome in the grand city of Mirabalpur. The Sorcerers go out of their way to help the exotic visitors. The Archmage himself, and another leading Sorcerer named Hirav, meet with the five delegates. They ask their visitors to invite their Sayyadin to a secret assembly which is to take place in Mir next year. In return for the Saraa's attendance, they will allow the delegates access to the libraries.
Action 2 & 3: Technological Advancement (Strategic 17 yrs)
The Saraan current level of technological advancement approximates the late Neolithic age in human history. This is a level they have gained by almost completely adopting the technology of the neighboring desert tribes. They have learned all they can from the tribes and now the Saraa must apply themselves to creating a more stable future for themselves.
The Saraa hope to approximate the tech level of many of the cultures they encountered on their journey to the Shadowlands. The first step is to attempt to move well into the Bronze age. This action will hopefully be helped by the Saraa sent to study the tech of other societies and by Action 4.
Determinants: Craft, Scholastics Sophistication
Results: Improve Tech level.
Ideally will increase exploitation score and thus wealth as well
Action: Year 1 of 17
Primary: Scholastics sophistication: Superb (+3)
Task: Normal (over 17 years)
Mods: +1 access to Mir's libraries
+1 extra action
-1 Not just one technology being advanced, but a gamut!
Result so far: +3 +1 +1 -1 + (-1 0 +1 -1) + …
Action 4: Study and apply Essence magic to technology
(Ongoing action, i.e. it's not a strategic action but will happen each year to (hopefully) positively effect Action 2)
The Saraan mages will make it their primary endeavor to study and practice magics that can benefit the technological advancement of the society.
Determinant: Essence Magic Sophistication
Results: + or (GAH!) - to Action 2
Perhaps a Superb or Legendary Success might improve Essence Magic Sophistication?
Primary: Essence Magic Sophistication Mediocre (-1)
Task: Hard (-1)
Mods: +1 They're going to take their time
Result: -1 -1 +1 + (0 0 -1 +1) = -1 Failure.
No positive or negative effect on Action 2.
Actions for Taltheran
I. The Merchant Council
The great expedition of 1404 was a mixed bag, but in the endcertainly not as successful as desired. The Chaling family has consequently lost much prestige and influence. However, the general desire to push the boundaries of Taltheran's trade is still strong. The debates over the winter in the Merchant Council are strident and convoluted. Many argue for simply consolidating the contacts made during last year's explorations. Others point out the benefits of trying to establish a trade nexus further up the valley for future explorations. Debate flairs on whether to try to investigate Wyr further, or whether to build on relations with Hadrair. Still others insist the logical thing to do is to strike out another direction: they suggest trying to find out what trade opportunities exist in and beyond the desert.
(A few also point out that Taltheran's image abroad has been somewhat tarnished, with rumors from Celpalar, Videssian, and even next door to the north among the Morvali tribesmen, suggesting a fair amount of antipathy. Other than castigating a couple Minor Families who have been engaging in some reckless trading practices, however, these issues are lost -- for now -- in the maelstrom of discussion.)
In the end, there is no consensus. For many merchants, 1405 is business as usual. However, two significant efforts do emerge.
First, a plan is put together to try to make arrangements with the rulers of Hadrair for special trade concessions (by Taltheran) in exchange for making Hadrair into a significant trade base (which should benefit both parties). The reasoning is that this will inevitably lead to trade development in and around the valley in time, while providing a good base for the future expansion.
Action 1: Trade center at Hadrair (1/2)
Nature: External Strategic (Trade) (2 years)
Determinant: Trade (Good, +1)
Difficulty: Normal (0)
Qualifiers: + Strong contacts from last year
+ Trade concessions offered
-? Possible penalty if Extra Action #1 fails badly
+? Possible bonus if Extra Action #2 succeeds
-? Possible penalty if Extra Action #2 fails badly
Secrecy: None
Reaction: Risky
Result: +1 -0 +1 +1 + (+1 -1 -1 0) = +2 Great Success!
The Hadrairtherani welcome their eastern kin warmly, and the new trade center is a great success. The Hadrairtherani have been improving their agricultural production, and are excited to have a market for the excess produce arrive ready-made on their doorstep. They also welcome the influx of varied goods which the Taltherani provide. On inquiry from the Taltherani, the city elders readily agree to convert a rundown and mostly uninhabited outskirt into a marketplace and staging point for caravans and trade expeditions. Arrangements are made with various provisioners in and out of town to provide the necessary supplies and repairs for trade expeditions.
Word gets back to Taltheran of these developments by mid summer, and by fall trade is already gaining a sense of 'status quo' for the residents of Hadrair, the more prosperous of whom had already been feeling a bit of an itch to find out what had been transpiring in the world at large since the Fall of Cedonia. A few Hadrairtherani even journy to Pran at the end of the year, and are well-received.
___
[The Merchant Council -- continued]
Second, a small faction decides that the size of last year's expedition was a crucial mistake. Instead, they assemble a hand-picked, well-honed group of seasoned traders, taigan, soldiers, and support staff. The total complement of the group is around 30 people, including one mage representing the Wizards Guild.
The group's mission is to head north, and try to discover trade opportunities in and beyond the desert. They take a few sample wares, but their mission is primarily to explore and to establish positive contacts. (Part of the rationale for a smaller group is the hope that they will be less encumbered and more mobile.)
Records are consulted from the days when caravans crossed the desert, and plans are carefully laid. Allowances for desert difficulties are made in consultation with informants and foreigners familiar with the desert. Maps of oases are retrieved from archives. All trip members are hardy, experienced travelers.
Notwithstanding, no one is sure they will come back...
Action 2: Explore to the North
Nature: External Tactical * (Exploration/Diplomatic)
Determinant: Trade (Good, +1)
Difficulty: Very Hard (-2) (Nasty unknown semidesert terrain.)
Qualifiers: + Hand-picked top-notch group
+ Well prepared and organized, magical support
- Unknown territory
Secrecy: Not publicized outside Taltheran, but not secret.
Reaction: Risky
[ * Note: The duration for this action is somewhat open-ended. Barring major setbacks, the explorers hope to continue until they have something worthwhile to return with. This may result in a two, or even three, year action if results this year are neither compellingly positive nor negative.]
Result = +1 -2 +1 +1 + (0 +1 +1 0) = +3 Superb success!
This year's expedition managed to depart on schedule and with substantially more alacrity than last year's explorative caravan. They headed northwest, skirting the southern periphery of the Calarnar desert. The first leg of the expedtion passed uneventfully through Morvali territory familiar from last year's travels, and picked up the remains of an old overgrown but usable track. After three months, they reached the foothills of some small mountains, which, according to ancient maps, were called the Olozog Hills. The party continued to follow the track as it turned north and traced the line of the hills. In this area they suffered a bit from the harrassments of a tribe (or tribes) of hillmen. The hillmen tried to design their attacks to take the group off guard. However, thanks to careful scouting and good defensive arrangements the travellers suffered no incapacitating injuries. In each case, a show of force coupled with a bit of sparkle from the Wizard were sufficient to route the attackers, who melted back into the rough terrain without opportunity for parley. Further north, they encountered the remains of a fortified town, which a map suggested were all that was left of the city of Sarunor. There were no people remaining, and no signs of recent habitation. The party spent some time evaluating the site as a future trading post or waystation, however. From Sarunor, the path turned west again. After careful consideration, the party decided that the odds of success were better following the road than by continuing north into harsher desert terrain, even though their original aim had been to target the northern border of the desert, so they too went westward. Consequently, around about the turn of the year they arrive in view of the largish river-mouth settlement on the western coast [Myr-Kun].
To Be Continued next year...
___
II. The Wizards Guild
Not much is known about what the Wizard's Guild gets up to. But one thing is sure (based on unsubtle inquiries among expedition returnees, if nothing else): they aren't happy about Wyr! A magic-shielded wizard-hating city the size of Tal?! This has the Guild in a severe state of not-happy.
Unfortunately for the Guild, they take a long time trying to decide what to do about it. Seems they're a bit stuck in the status quo (which has worked for them lo these many generations), and not very good at reacting to new changes and challenges. So by the time they decide to act, it comes as an Extra action.
Unknown to anyone outside the upper power structure of the Guild, they send a trio of carefully selected, well-trained young wizards to Wyr. The three, equiped with a variety of magical talismans and aids (with emphasis on scrying and hiding), are on a mission to try to infiltrate Wyr undetected and determine the nature of, and motivation for, the magic screen encountered there last year.
The spies are under instructions to avoid active magic use as much as possible enroute, relying on their talismans to deflect any hostile scrying. Additionally, they are to abandon their distinctive robes and garb themselves (in both dress and manner) as plausible itinerants. From the Guild treasures, they are further given two potent magical items, which can be expended to transmit a brief message to corresponding items in Tal in the event that the spies are unable to return in person.
Action EXTRA #1: Investigate Wyr's Magic Screen
Nature: External Tactical (magical espionage)
Determinant: Magic Sophistication (Great, +2)
Difficulty: Hard? (-1)
Qualifiers: - Extra action
+ Last year's encounter serves as a reconaissance
Secrecy: Very Secret
Reaction: Risky (could severely damage potential Relations with Wyr; consequent backlash could reduce Guild Authority)
Result:
[Dylan's notes: If they're not using magic as much as possible, the primary determinant wouldn't be magic sophistication. Perhaps more Art sophistication, i.e. the art of subterfuge/disguise/acting. Which is Great (+2) also, as it happens. Kenny (the Tyrea GM/Eerith player) is working on some new determinants with regards to stealth/espionage, so in the near future there'll be a clearer mark we can use. Extra mod: -1 due to scry- blocking taslismans. If they are scryed-upon, the lack of result will give the game away too!]
Result = +2 -1 -1 +1 -1 + (+1 +1 +1 0) = +3 Huge success!
___
III. The King
King Agrigax was quite satisfied with his successes last year. However, he's well aware that he can't rest on his laurels.
The Royal Guard is now growing into a more substantial unit. Equally importantly, the pride and spirit of last year's core is communicating itself to the new recruits.
However, Agrigax keeps the pressure on his commanders to train hard and well, focusing this year on honing the newly expanded Guard into a potent fighting force. As was done last year, 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. This means encouraging resourcefulness and quick thinking amongst particularly the officer corps, but also the troops in general.
He also spends money and influence on making sure that the Guard has the barracks and training facilities it needs to handle its increased size. (Fortunately, unused portions of the old caravansery on the west side of Tal is serving as adequate -- if temporary -- bivouac and training grounds for the winter.)
Action 3: Expand the Royal Guard
Nature: Internal Strategic (second of two 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.
+ Very successful last year
+ Agrigax offers good pay and benefits
Secrecy: None.
Reaction: Normal (not much exposure either way)
Result = +1 +1 -1 +1 + (+1 +1 0 0) + 1 + (0 0 0 -1) = +4 Legendary success!
King Agrigax gets his expanded Royal Guard. [Military size for Royal Guard increased from Very Small to its maximum limit of Small.]
The remarkable thing is that, rather than diluting the existing high-quality core of the Guard, the recruits have instead been thoroughly integrated in both deed and spirit. In fact, the newcomers have actually increased the already high level of pride and spirit, resulting in a morale level which would be the envy of any commander anywhere.
_____
[The King -- continued]
Agrigax's other significant initiative, building a shipyard, is off to a good start, but is by no means a sure thing. Last year, he took advantage of the absence of many of the cleverer and more powerful members of the Merchant's Council to get the project under way. This year, however, he meets with much stiffer resistance from the Merchant's Council. Many major families worry (with reason) that the King is trying to increase his power at the expense of their control over trade.
This year, therefore, the King must rely more on his Influence to keep his project going. He continues to try to mask his intention to maintain Crown control over the fleet after construction. He also argues that no single family has the resources to build this facility, and that it will provide great benefits to Taltheran trade. He also highlights the benefits for Saltrim and the south-east. Finally, he plays different Merchant Families against each other with regard to supplies for the construction (and other Royal interests) in order to prevent a (potentially devastating to the project) concerted boycott.
At least he still has the support of the Wizards Guild.
Action 4: Royal Shipyard Construction: design and construction
Nature: Internal Strategic (second of four years)
Determinant: Royal Influence; Wealth (Fair, 0)
[NB: last year's determinant was Authority (Good)]
Difficulty: Hard (-1)
Qualifiers: + Promises good jobs and increased trading prowess.
+ Support by Wizards Guild (limited magical aid)
- Taltheran has Poor regard for Crafts and craftsmen
- Resistance from Merchants Council
+ Good expertise available due to last year's recruiting
Secrecy: None.
Reaction: Risky (if this flops, it's an expensive waste)
result so far…. = +1 -1 +1 +1 -1 -1 + (1 0 1 -1) -1 +1 + (-1 +1 +1 0) + ….
As King Agrigax feared, in the early part of the year a number of Major Families in the merchant's guild attempted to starve the shipyard project by embargoing various products and goods. Fortunately, Agrigax had prepared for this. He managed to tighten belts and make back-door agreements with other Families to make up much of the difference. This was at some cost in favors regarding access to ships after production starts, but in the end it was worth it. Faced with an embargo which was costing them revenue without achieving its goals, the merchants relented. Moreover, although the embargo did impede construction somewhat, the shrill protests from the affected workers and businesses in the Saltrim area benefited the King's Consent at the expense of the Merchant Council's, even as the King's Influence made itself felt. So in the end, Agrigax succeeds in keeping things moving. The initial foundations for the new dockyard are well underway, and most of the support buildings (such as lumber milling facilities, smithies, and so on) are built and contributing significantly to the ongoing construction. Additionally, good maritime talent continues to be available, and the designs are sound.
___
[The King -- continued]
Finally, Agrigax has an idea for his newly-expanded Royal Guard which evolves nicely from his continuing emphasis on "training forces for duty away from the capital, including posting in other cities or at fortifications in remote locations."
He sends a small contingent to occupy the vacant manor house discovered up the Taltheran Valley last year. This unit is under strict orders to be non-confrontational with the regional powers-that-be (if any). Their assignment is to protect Taltherani traders and citizens, and provide other assistance against lawbreakers as requested (if requested) by locals in the area. They are to assume no authority, seeking only to support the maintenance of law and order. Significant risk-taking is discouraged.
Agrigax's goal here is simply to establish an expanded Taltherani presence up the valley, and to subtly indicate to the locals that Taltheran has a king, and that he hasn't forgotten about them (and that this is a good thing). The garrison commander is under strict instructions to avoid any issue of sovereignty. "Not for me to say, sir, just following orders" would be the desired attitude. If the garrison's occupancy meets with significant resistance from law-abiding locals, they are to withdraw and not risk a confrontation. The hope, however, is that they will prove sufficiently beneficial that the locals will be glad to have them there...
Action EXTRA #2: Garrison Manor House
Nature: Tactical
Determinant: Royal Consent (Fair, 0)
Difficulty: Normal (0)
Qualifiers: - Extra action
- Second extra action
+ Trade and law enforcement benefits for locals
+ Small-scale action
+ Cautious approach
+ Assignment in line with Guard training
- Potential sovereignty issues?
Secrecy: None.
Reaction: Cautious
Result:
[Dylan's notes: Extra mods: -1 "Agrigax who?" Royal Consent meaningless. -1 "We've managed OK without soldiers. What are they after…?" Suspicion of newcomers.]
Result = 0 -0 -1 -1 +1 +1 +1 +1 -1 -1 -1 + (0 -1 +1 +1) = 0 Partial Success.
~o~
To His Royal Majesty,
King Agrigax son of Madrogax of House Milarandos,
Defender of Taltheran, Keeper of the Balance, &c.
As your Highness requested, I provide herewith details regarding the despatch of various select troops of your Majesty's Royal Guard to garrison the manor house encountered by last year's trading expedition. The Senior Guardsman in charge has reported to me that the garrison has successfully occupied the building without incident. He relates that, while they have not been welcomed by the locals, neither has their presence incited any objection. The garrison has been occupying themselves by converting part of the manor house into barracks and making it as defensible as feasible. The commanding Guardsman also reports that the troops have already had opportunity to escort Taltherani traders through the region, and that said escort went without substantial incident. [If I may venture to editorialize: I suspect (knowing the Guardsman in question) that "without substantial incident" likely indicates that the escort was not wholly without purpose.] As your Highness directed, the garrison has been instructed to make themselves available to the locals to enforce reasonable laws and to maintain order, but only on request. My officer indicated cautiously that he feels the locals are becoming accustomed to the garrison's presence, and is optimistic that such requests will come in due time. I trust that this is all to your Majesty's satisfaction. I remain
Your Humble Servant,
Aviando of Siabra
The Sword of the King
Actions for Videssia
The Videssian republic has entered the year 1405 with a feeling of anxiety. Externally everything was going quite well last year. The forest natives were crushed & driven far to the east. The alliance with Damaris proved to bring great profit, especially after it gave a possibility to unite the free cities into the defending alliance. The demand of a unique Videssian pottery is incredible which gives hopes to the traders to increase their business. However the strange unrest has begun within the masses with the rumors telling of reborn of Agatius Fossern. The government neither supported these talks nor denied. On these background the secret Senate meeting took place in order to decide how to deal with the cult.
Action 1: Examination.( try to solve the problem of the cult)
Everybody expected the debates to be extremely difficult, but they were even more difficult. After the official report of Lauronius Karent about his mission, the Grand house was nearly destroyed with a huge emotional explosion. The ardents were considering it as a revolt (since the real Agatius Fossern couldn't become a king, he was the founder of the republic & a personification of democracy & freedom, the educated videssian citizens would never believe in such Agatius Fossern. However the danger was that a non-citizens in common don't have a clear understanding of a videssian religion & mythology, so the seeds were thrown on a perfect soil). According to the Karent's report the cult is based on the small town of Celoa (something like 1500 inhabitants) on the southern border of the republic. It was founded 3 years ago on the assignated land & the inhabitants of this town are mostly the ex-natives. The self-proclaimed Agatius Fossern, according to the report was the native himself. Based on these facts the ardents demanded to send an army to Celoa to crush the rebels while they are a little & they are unable to resist the attack. Then military suffet - Talarikius Gavr rises to hold a speech:
" Noble senators - the fathers of the Videssian nation, I'm aware of the difficult situation in the republic - the internal enemy which claims to be our sacred father Agatius Fossern is in fact, a pagan native, whose aim is to overthrow our republic - the only island of freedom within the ocean of tyranny & cursed magic. You know the law of Agatius Fossern - the foe of Videssia must be destroyed & I'm, as military suffet will be the last person who will oppose it. However, I'm glad that I have an opportunity to prevent you from this action - from sending troops to crush the cult worshipers . Since it'll only cause the revolt among the non-citizens, & it will be fight to the death completely destroying all our achievements, I mean that even if we'll succeed to kill their leader he will be turned into the hero. The ideas can't be destroyed "
" So, what do you propose, our wise suffet? " the voice of one of the ardents leader was full of irony.
" Don't laugh, Prokon. I do have a solution. I propose to make all the citizens aware of the cults existence, & also to make them know that we agree to recognize their leader as Agatius Fossern & to return him his title - " Grand suffet" abandoned by him long years ago. However he'll have to pass the test, in order to make us believe that he is real. We'll post the message to the nation that the leader of that cult must enter the ancient ruins & to defeat the evil. ( task: huge). Therefore I admit that he can pass it, for such a case I'll set an ambush of my Labrigands ordered to slay him if he could survive. What do you say, fathers? "
" Will you take the responsibility of this on you, Gavr? "
" I'm used to it, Prokon"
" Very well he will enter the ruins next month ".
Primary: Influence of Gavr, the Military Suffet, Good (+1) to persuade the cult leader to enter the ruins
Task: Mega Hard (-4) the cult leader wants to be believed, but he's no fool either. He isn't just going to walk into the ruins. He may want to be king, but he doesn't want to die trying. Everyone knows people don't walk out alive.
Mods: +1 Pressure of believers
Result: +1 -4 +1 + (+1 -1 0 +1) = -1 Failure.
The cult leader panics. He knows his refusal to enter the ruins means he will no longer be thought of as Agatius Fossern reborn. Even his former believers will turn against him. With no alternatives, the cultist attempts to flee Videssia……
The Military suffet sends his men, who had been ready to ambush and kill the cultist, after him…
Primary: Craft = Good (+1) (Skill at following the cultist's trail)
Task: Hard
Mods: +1 They were expecting something like this…
Result = +1 -1 +1 + (+1 +1 +1 0) = +4 Legendary Success!
The false Agatius Fossern is caught attempting to hide in a Cormenench trade ship in the port of Videss. Arrested, he's marched to the city's main square. With the crowd cheering, baying for his blood, the cultist leader is hung, drawn and quartered.
*******
Action 2: Meeting.
As the new year approach, the emissary who was sent with the mission to the free cities has returned bringing the results. After the debates in Senate it was decided to send another emissary lead by the political suffet to propose to the free cities to gather on the conference this year in Videss to decide if they want to join " Orasareni defending alliance" which was formed by Videssian republic & Damaris. The charter of the alliance consists of following things:
1) All members of the alliance must pursue common external politics (defense against piracy & other states, declare war & so on).
2) All members must have common trade policy (declaring embargo, trade alliance & so on).
3) All members must contribute a certain sum of money, which will be stored at Videss & will be used for the alliance's needs.
4) Once in a 3 years the delegates of the members must meet in Videss to decide the policy of the alliance for the next period.
Determinant: Economy suffet's influence. Good (+1)
Task: Hard - the cities could use this union, but are distrustful of each other
Mods: +1 External defensive policies against pirates are a good idea
+1 A trade alliance would defuse the hurt caused by the trading powers of Celpalar and Taltheran.
-1 Storing money in Videss is dubious. Why not in Cormenaera? Or Anaduan? Or…..
+1 Videssian pottery demand makes Videssia look successful to the Orasareni delegates.
Result: +1 -1 +1 +1 -1 +1 + (0 -1 -1 +1) = +2 Great Success!
The Videssians get virtually all they wanted. The "Orasareni Defence Alliance" becomes a reality. Prime missions: the protection against pirates and a common foreign policy with regards to states not of the Alliance. The strongest part of the proposals, this is seen as a major success in Videssia. As more cities joined, others were forced to also sign up or be left in the cold.
Other proposals also bear fruition, though perhaps with not quite as much agreement. The "Trade Agreement" also becomes fact, though that is signed with rather less enthusiasm. The division between Defense and Trade as separate agreements was seen as a necessity by the majority of the cities. Many of the delegates privately hint that this may be broken by many.
It is agreed that the monetary contributions will, at least in the short term, be stored in Videss. However, the details of quantity, and whether larger cities should contribute more, as should more vulnerable cities requiring greater protection, remain to be ironed out in three years time.
It is agreed that the conferences should take place in Videss for the foreseeable future.
*****
Action 3: Trade promotion.
The incredible demand of the unique videssian pottery has made an excellent soil for the videssians to expand their trade. An alliance with Damaris & the possibility of joining of other cities have also given serious hopes to greatly increase the trade (the result of this action will depends on the result, the more cities will join the alliance the more bonuses the promotion will have). Under these circumstances, Kamodius Taral - the military suffet decided organize the great market (fair) which will take place every year in Videss. For the month it will bring to Videss many foreign traders, setting the commercial ties between Videssian republic & the other States.
Primary: Wealth (to put on a great fair and "show the world") Fair (0)
Task: Very Hard. Increasing trade permanently is not commonly easy.
Mods: +1 Demand for special pottery this year
+1 Success of trade agreement
-1 Videssia is not on a major trade route, but quite out of the way
Result: 0 -2 +1 +1 -1 + (0 -1 +1 0) = -1 Failure.
The enthusiasm for Videssian goods is shortlived.
*****
Action 4: Fortifications.
With the new year the harm from the pirates has become heavier. As a result of it on the Senate meeting it was decided to start to build a fortifications, surrounding the port of Videss. The special commission was formed in order to control the process (recruit people, gather resources & so on. The plan is to finish it within 3 years.
Action: Year 1 of 3 year strategic
Primary: Economy suffet authority /Wealth. Fair (0)
Task: Hard (-1) to do in 3 years
Mods: +1 Jobs mean money.
+1 Craft is Good in Videssia.
Result: 0 -1 +1 +1 + (0 0 -1 0) + …..
The first year sees some success in recruiting labour, and the construction begins, though perhaps with not quite as much alacrity as required….
Actions for Vraa'al
Actions 1 and 2 (Internal): Find a way to contact the Eerith.
Actor: The High Lord.
Primary: Scholastics - Good (+1)
Task: Very Hard ("He doesn't really know what he's looking for")
Mods: + Lots of artefacts increases chances
+ Knowledge of the Eerith
+he's got a whole year to find the thing, if it exists
+ double action
After his last meeting with the mysterious Mir Sorcerer, the High Lord is intreaged by the Eerith and the possibility that they are free. Despite his seemingly neutral stance on the situation, he decides it would be 'interesting' to find a way to meet with them. He has in his possession many ancient artifacts from Mir, many of which have uses other than that of aesthetic value. He is sure that one of them could be used to somehow summon one of the Eerith... It is not uncommon for the High Lord to spend an evening simply contemplating his vast art collection, and he'll know what he's looking for when he finds it. He also has book refering to such an artifact, and will research into these.
Result: +1 -2 +1 +1 +1 +1 + (-1 +1 0 +1) = +4 Legendary Success!
The High Lord comes across a small medallion. Inscribed on the back are some words of power. Recognising the symbol for the Eerith, and another which could mean 'carry', he scrutinises the object carefully....
Action 3 (Internal): Investigate the artifact (if found!).
Actor: The High Lord.
Difficulty: Hard.
Primary: Scholastics - Good (+1)
Reaction: Business as usual.
Modifiers: + Vraa'al have a fine understanding of artifacts
+ The High Lord is good with magic.
The High Lord will spend some time looking into how the artifact works, and reading his books. The hardest part is finding the artifact - it shouldn't prove too difficult figuring out how it works...
Result: +1 -1 +1 +1 + (0 +1 -1 0) = +2 Great Success!
Becoming more assured by the day, the time comes to summon one of the spirit beings...
Action 4 (External): Contact the Eerith.
Actor: The High Lord.
Primary: relations (none recently, therefore) Mediocre (-1).
Task: Normal
Reaction: Personal/Secret.
Modifiers: - The Vraa'al haven't had contact with the Eerith in a LONG time!
+ The High Lord knows some Eerith are free.
+ The Eerith know of the Vraa'al.
The High Lord will use the artifact to summon one of the Eerith to his personal chambers. The Eerith and the Vraa'al both served the Sorcerers of Mir long ago, and this will be their first meeting since. The purpose of the meeting is, at it's most basic level, simply for the High Lord to study the Eerith and for an exchange of knowledge. The Eerith can communicate in images and expression, something which the High Lord can understand very well.
Result: -1 +0 -1 +1 +1 + (0 +1 +1 +1) = +3 Huge success!
-- Jason Heaps - 04 Apr 2005