Actions for 1406
Actions for Aixelsydan
Actions 1-3 [Year 3 of 5 Strategic Action]
The proconsul has great dreams for his country...this must succeed! He orders those faithful few to continue to press onwards in their efforts...
Determiant: Exploitation-Grear
Task: Hard (-1)
Modifiers:
Mountanous Terrain (-1)
Flooding (0?) Hopefully things have calmed somewhat now that the flooding has receeded.
+ The Proconsul will richly reward those miners who have stayed, promising new titles of nobility to those who manage to get this project to work.
+ The Proconsul will temporarily focus a large portion of the explotation efforts on the coastal areas instead, building roads, mills and other projects there where the mountainous terrain does not have as much effect.
Results so far: +2 -1 -1 -1 +2 + (-1 -1 -1 0) + (0 -1 +1 0) + (+1 +1 +1 0) + ( ) ( )
Action 4: Picking up the peices
Determinant: Consent
Task: Hard (?) The Proconsul will have new homes built for those who had lost them before.
+The machinations for rebuilding things were already there in the strategic action.
- Those machinations had not been going very well on the mountainous end.
+While there has been failure in efforts to find new gold mines, failure gives experience...he has those who have worked at putting roads and such together in the mountains get to work in the plains instead which is much easier.
+This is an opportunity to build things better than they ever have been before! Now the towns can be planned, the roads widened, sewers installed, drains and ditches put in to make sure this doesn't happen again!
Result: +3 –1 +2 + (-1 +1 –1 –1) = +2 Complete success.
Suggestion: The coastal settlements are slowly rebuilt. People gradually move back home. Morale of the populous improves.
Actions for Aryisa
Action 1: Reinforce Northern Border
Actor: Regent Alvar III
Determinent: Military Force
Task: Normal
Reaction: Risky (Northern Razanian kingdoms could see as act of war)
Modifiers: + suspicions over revolt
+ Crusader support
The Regent, in an attempt to regain the face he has recently lost, orders the northern border of Aryisa closed. He sends the majority of the army north,which begis to construct small forts along the border.
Result:
-4 This should really have been a strategic action – these things take time (organising resources, materials, people and so on)…. However, I made this less negative than my first inclination was going to be, as Aryisan Craft is superb.
+2 –0 +1 +1 –4 + (+1 –1 +1 +1) = +2 Complete success.
Suggestion: The northern frontier is secured against any further Razanian incursions. The line of forts forms a strong barricade. Any defence in this area against the Razanians is at +1 unless circumstances change. Word of Asagmari engineering spreads throughout Qaiyore via the trade caravans, and the forts are given the name ‘The Timber Veil".
Action 2: Send diplomats to Aiexylsyban
Actor: Regent Alvar III
Determinent: Relations (none, therefore Mediocre)
Task: Easy
Reaction: Buissness as usual.
Modifiers: +Aryisan aid in flood relief
Following on last year's attempt, Alvar sends a second diplomatic mission to Aixelsyban, with orders to, if possible, establish a permanent embassy.
Result: -1 +1 +1 + (-1 –1 +1 0) = 0 Mixed results.
Suggestion: I’ll leave you and Tom to work this out….
Action 3: Undercut Guardian Power
Actor: Crusaders
Determinent: Influence
Task: Hard
Reaction: Risky
Modifiers: +recent Crusader sucesses
+recent Guardian failures
Result: +1 –1 +1 +1 + (+1 0 +1 0) = +4 Superior Success.
Suggestion: The Crusaders at +1 if they oppose anything the Guardians do, for the foreseeable future. The Crusaders have almost total control of the nation, and can virtually ignore the Regent.
Action 4: Reestablish Authority
Actor: Regent Alvar III
Determinent: Influence?
Task: Normal
Reaction: Risky
Modifiers: -- None of the nobles want to give up power
The Regent attempts to regain the respect he has lost during the past 2 years.
Result: +1 –0 –2 + (0 +1 +1 –1) = 0 Mixed results.
Suggestion: Alvar wins round most of the Guardians, but alienates more Crusaders. The Guardians approach him in a bid to end Crusader domination in the Grand Council. They suggest that perhaps Alvar should form an alliance with the Guardians and friendly Razanian or other neighbours in a bid to oust the Crusaders…..?
Actions for Cedonia
In a backwater rump empire, far, far, away...
Before the Festival of Lucia, the beautiful young Empress Yzara looked down from the Royal Castle and observed the crowd below. As she spoke the following words, the jeering turned to a fervor.
"Faithful subjects, Greetings to you from a new servant of Lucia. May Her spirit guide us in our new endeavors. As you know, we have been quiet as of late, festering in our wounds. Now that I am of age, it is time for the Cedonian Empire to rise from its slumber and reclaim what is rightfully ours. Even as I speak to you now, know that our Royal Army has reoccupied the Counties of Selaria and Vizinia, as well as the enitre Imperial County.
My people, as we progress toward the Resurgence of our Empire, we all must work hard to insure its success. Each one of you must consider hard your resources and what can be spared for your Crown. My Royal Pages will keep you abreast of the Resurgence efforts. Now, please enjoy the festivities."
1. [Double] The Royal Army expands the Empire's borders to include the former Imperial province, Selaria, and Vizinia. (They do not seem to be occupied by anyone of consequence.) Army leaders are ordered to make note of any powerful families in Selaria or Vizinia and to offer them rulership of the County in exchange for fealty. Use minimal force to quell rebellion. Once established, aid the inhabitants if possible.
ACTION: 1
Tactical, External
TYPE: Military Conquest
ACTOR: Military
SUMMARY: (re-) conquer Selaria & Vizinia
WEIGHT: Double
SECRECY: None.
PRIME DETERMINANT: Military Force: Superb (+3)
TASK: Hard
MODIFIERS: + The counties don’t seem to be controlled by anyone in particular
- Cedonians unsure what exactly is there, though
+ use of minimum force may quell resistance
REACTION: Normal
Result = +3 –1 +1 –1 +1 +1 + (1 –1 –1 1) = +4 Superior Success.
Suggested write-up: The western portion of the old Imperial Province and Selaria were severely depopulated at the time of the invasion of the Ice Demons. No significant organised authority was set up thereafter, with towns and villages mainly left to fend for themselves. The Cedonian military do not meet any resistance to speak of, though they do overhear mutterings which suggest the populous is hardly overjoyed at the return of their former rulers (the Cedonians were never known for their tolerance of ethnic minorities). The ancient cities of Selaria (Losela, Gomel, Inibar) are shades of their past glory. The rolling plains and sparse forests of western Imperial province and Selaria are quickly overrun. Vizinia is a different story. The smaller yet more densely populated county takes longer to subdue, with resistance both in the former county seat at Vizur, and the ancient inland market city of Kelsh. The Vizinians are forced to bow to the Imperial (emblem) though, as their opposition is piecemeal and disorganised. The descendants of the former ruling family in Losela may cooperate in return for their regaining power. The Vizinian aristocracy fled the new Cedonian invasion and are thought to have hidden out in Zelkor.
[Chuck – I wasn’t sure how determined the military would be – whether they would have forcibly intimidated and attacked the Vizinians or not – obviously change as much of the above as you like]
In the expansion, the armies reach the outlying areas of the surrounding former counties, and relay the following information:
Zelkor – the city is prospering and the surrounding district is tightly controlled by a well-trained military
Tanimbar – the self-styled kingdom is a peaceful, mostly agricultural nation, now made wary of Cedonian resurgence. The arrival of the Imperial military in the border reaches are met with polite but stern rebuttal
Solbania – no obvious authority in the border with the Imperial province, though signs of Torphani influence in frontier villages suggest the southern empire has also been busy, though they would also have been hit by the Ice Demons
Sebushac – as Solbania
Kazovia – as Solbania
Hansari – the plains people refuse any dialogue with the Imperial military and warn them off their territory
Kajir – no obvious authority in the borders, though signs of goblins are evident
Sarunor – as Kajir
Teltaram (Cedonese for Taltheran) – the border with Selaria is underpopulated, no obvious authority
Tirmar- as Teltaram
2. Negotiation: Yzara offers Argigax of Teltaram a Dukedom in exchange for fealty. If he accepts, let him know that the counties of Morvali, Sarunor, and Tirmar will report to him as well.
Determinant: Relations Poor (from Taltheran’s perspective) (-2)
Task: Nigh Impossible (-4)
Result: -2 –4 + (-1 0 +1 +1) = -5 Miserable failure.
Suggestion: I’ll let Peter and you resolve this one.
3. Alliance: Behind closed doors, Yzara speaks with the Order of Lucia and converts to Luciaity in exchange for the support of the Order. The Order agrees to advise and share intelligence with the Crown for aid in the conversion of the peoples of Cedonia.
Determinant: Yzara’s influence. (?) Maybe +2 Great.
Task: Normal
Result: +2 –0 + (-1 0 +1 +1) = +3 Superior Success.
Suggestion: The Order agree to share information in exchange for free reign through the Empire. Yzara now has an efficient spy network, assuming the Order are true to their word.
Actions for Celpalar
Yannir had expected another priest or diplomat of the Hria when told he had an important visitor, not a dirty Celpalan soldier in full armor no less. "Sorry to intrude, sir," said the soldier, "but the Admiral insisted this be delivered by me, to you, as soon as I could." With that he handed Yannir a sealed scroll, saluted, then turned crisply and left the room. With an unconscious appreciation of the soldier's crisp exit despite his long journey, Yannir checked the integrity of the seal. The imprint of Kattor's signet ring was unblemished. He broke it open, and gasped as he read the first sentence:
"We have found Annaeyana." Then continued: "This is it, Yannir. We are tracking and studying the city. Our wizards and scholars are excited, but also more than a little intimidated I think. We're going to follow this city (It's huge, Yannir. The Sorcerors of Mir must be bloody talented to pull this off.) in it's course for a while and try to glean whatever we can from it. Also, the nomads have told us of a strange people who live within the Shadowlands. I'm sending a delegation to try and find them and establish formal relations with an eye to gaining whatever information we can about this flying city, and why it circles so instead of following the whims of Mir. I want you to do the same. Not just with the Hria, send delegations to the others they've told us about--those mystics down the coast, the society over the mountains, and anyone else the Hria know of. Lead the one to the mystics yourself, they may be our best source of information. Establish trade, make diplomatic contacts--we may need embassies in this part of Qaiyore if we need to return--offer whatever economic, scholarly, or magical aid we can. This is why we came here, my friend. Time to earn our keep."
Action 1
Strategic, external (Year 3 of 5)
Type: Observation/diplomatic Actor: Ephors Expedition to northwest Qaiyore (Studying Annaeyana)
Weight: Single
Secrecy: Result
Primary Determinant: Resources/Relations
Task: hard
Secondary: scholastics, magic
Admiral Kattor, a group of soldiers, and most of the wizards and scholars follow the flying city through it's course attempting to better understand the forces that keep it aloft and searching for keys in the area to what had happened to it so long ago.
Result: +1 –3 + 1 + (-1 0 –1 1) = -2 Complete Failure.
Suggestion: They follow it around, but have no insight into what happened in the past, nor what keeps it up there. All they get is sand in their boots. Lots of it.
Action 2
Strategic, external (Year 3 of 5)
Type: Observation/diplomatic Actor: Ephors Expedition to northwest Qaiyore (Contact other cultures)
Weight: Single
Secrecy: Result
Primary Determinant: Resources/Relations
Task: hard
Secondary: scholastics, magic, trade
A delegation from Admiral Kattor's group seeks out the Saraa while delegations from Bega seek out other societies through out the area. Their purpose is to establish formal relations with these groups and seek whatever knowledge they have of Annaeyana and it's fate. Secondary is an exchange of other knowledge and signing of trade agreements.
Result: +1 –1 +1 + (-1 +1 0 0 ) = +1 Complete Success.
Suggestion: The delegations make contact with the local desert people and the Saraa. (Speak to Mark about these). They also eventually reach Myr-Kun, and learn that a Taltherani delegation had recently left. They are made welcome but are made to stay in public areas. The locals are suspiciously like the Mirish though. They obviously know about Annaeyana, but deny any knowledge. The Hria guide them through the mountains, and somehow reach the western settlements of the Bel’Adne.
"Now our first order of business," said Alareth,"is what we wish to do with this surplus of funds from our increased port traffic. To this end Derlith has a proposal from the University especially the Wizard's College."
The tall and surprisingly thin old scholar took the chairman's place at the podium.
"For some time now the University has wanted funds to excavate the ruins of the original University. The Meltoleyn has always been unable to support this initiative as funds were always needed elsewhere. Now that this windfall has landed in our laps, and with our borders secure and trade stable, and most recently the completion of the port project, this is the time for such a dig. "Many of the departments of the University have been studying the site and planning this for some time. And both the War and Wizard's Colleges have been most enthusiastic. During the Mir Invasion much knowledge was lost, including magical techniques and military ones. While I know in the intervening years legends have grown about powerful artifacts and incredible weapons buried in deep chambers under the place, I tend to discount them. But the knowledge of even ancient farming techniques from before the Dark Occupation would benefit all Celpalar. If nothing else, we'd rcover much of our history that has been lost. "Now is the perfect time. The workers who volunteered to help repair the port have acquired needed skill in clearing rubble and rebuilding damaged structures, and they are now available for employment in this endeavor. With proper supervision from the teachers at the University and working with our own students, the work should go swimmingly well. Wizards and apprentices would be available to prevent possible collapses, and our engineering classes could provide whatever strutural support needed for deep excavations. The elements needed have aligned perfectly at this time."
With a nod to Agust, fellow Meltol and teacher at the Wizard's College, Derlith concluded and took his chair.
"Does anyone have another suggestion for this surge in funds?" asked Alareth.
"I do," said Rey-a-Man, rising. "While on my tour of Midsea there was much that became clear to me."
"Not nearly enough," muttered Bar-ri, whom everyone ignored.
Continued Rey-a-Man, "There are many cultures on the continent. Some of them are militant, other like Mir--especially Mir, are highly skilled in magic, others have vast naval capabilities, or are developing them. We are not prepared should conflict erupt with one of them, or many in concert. My father believed in the excellence of the military. An excellence that has slipped as we have opened further into this world. He feared Mir when we dicovered it still existed. There are many more he would fear now had he seen them. There is a homeless people with a vast fleet out there. There are pirates preying on our trade. There is a nation which makes aggretion against its neighbors a yearly ritual. I say use this to money improve equipment, add to our standing navy and army, set up an intelligence network--our recent failure to locate our sabteurs has proved the need for one--, and improve our magical ability should an attack come on that front. There are rumors of civilization from the Dreaming living on an island in Midsea. Imagine what we could learn from them, perhaps something we could use should the Sorcerors of mir attack again. Our money should be devoted to protecting ourselves. Contrarely to what Derlith believes, threats are growing not decreasing with each passing day."
A lengthy debate ensued on the proper use of the recent boon to the treasury. In time, the Meltoleyn voted to recommend the excavation of the original University, send a delegation in search of the island civilization, and to take the issue of improving the military under advisement. the Tol'aland approved the dig by a vast majority.
Action 3
Strategic, internal (year 1 of 3)
Type: Develop/invest Actor: Tol'aland. Archealogical dig in ruins of the original University in Areneth
Weight: single
Secrecy: None
Primary Determinant: Wealth/resources
Task: Normal
Secondary: Scholastics, magic, experienced labor force (from port work) and knowledgeable workers (students, faculty) redily available. Funds for equipment, food, and to hire workers also readily available.
Reaction: Business as usual
Result: +1 +2 + (0 1 0 0) ( ) ( ) .... superior success so far ......
Action 4
Tactical, external
Type: Diplomatic Actor: Meltoleyn
Expedition to make contact with Vraa'al
Weight: single
secrecy: none
Primary determinant: Authority (Meltoleyn has task of setting foreign policy except military alliances)
Task: Normal ( unless the Vraa'al are hiding from outsiders)
Secondary: Trade (if we have something they like/want they'll be more likely to talk), magic (scrying), scholastics (any legends about them, knowledge of Midsea isles) reaction: Business as usual
Result: 0 –0 + 1 +1 – ( 0 –1 0 +1) = +3 The delegation arrives in Arelcar without any hitches. Obviously, the exact reception from the Vraa’al is up to Graham…..
As the meeting was about to adjurn, Agust stood to address the council. "There is one more matter I wish to address. It is a touchy request, but I wish to take a delegation of mages to Mir." A rumble of astonishment swept the room. "Please hear me out. The Sorcerors recently sent out official invitations to the magic practitioners of many societies about a meeting to address a serious threat of some sort. Unofficially, I and other high ranking wizards here have been contacted about attending. This is due to our rather obvious mistrust of Mir. I know that most here and on this island would shed no fears should something happen to those sorcerors," Muted assent came from the other Meltoleyn,"but any threat they are concerned about, let alone feel the need to enlist others in a meeting, is one we should take seriously." Silence filled the chamber and eyes opened wide as the truth of that statement and its implications set in. A quick vote was unanimous to send a delegation to Mir, with an addition that Rey-a-Man would go along with a small military compliment, but not attend the actual meeting if the sorcerors forbad it.
Action 5
Tactical, external
type: Diplomatic Actor: Meltoleyn. Delegation to Mir
Weight: single(extra)
Secrecy: none
Primary det: Authority
Task: Easy (invited, sort of)
Secondary: Magic?
Reaction: Business as usual (trips to Mir not unheard of)
Result: 0 +1 –1 +1 + (-1 0 +1 0) = +1 Complete Success. The delegation, including the military, are invited into the audience hall in Mirabalpur, where they hear what the Sorcerers have to say…… (later!)
Actions for The Eerith
ACTION: 1
The Creators are beginning to feel a bit down. They have continually failed in their attempts to open the prison and release their brothers, and are beginning to feel "stuck". To make the best of a bad situation they decide that it is time to have a good look at who their neighbours are. The creators decide that they will now reveal their "true" form, but make an attempt to fit in.
They make bodies for themselves. They apear to be human, but have a "glow" about them (not literally, but seem more "there", they draw attention to themselves) Across the entire body is a complex pattern of spirals, lines and geometric shapes tatooed to the skin - almost like writing. Each Eerith has a unique pattern. They cloth themselves in the garb of the desert people - robes and headgear - so that all that is really apparent is the eyes (which are a golden colour) and the tattoos circling them. 2 are sent among the desert tribes, 2 to the Saraan, 2 to the Celepar explorers and 2 to Myr-Kun. They will be very soft spoken, and will always try to go along with the local customs. They will attempt to open relations with the peoples. They story that they will give is that they are from a city in the desert. They will not volunteer any information about themselves, and will not reveal the fact that they are from Annaeyana - or openly use any magics. They will, however, say that "We are Eerith" No personal names will be given - they will say that it is a custom of their not to give their names.
Tactical, External
TYPE: Diplomacy.
ACTOR: Creators.
SUMMARY: Meet and Greet the fleshers.
WEIGHT: Single.
SECRECY: None.
PRIME DETERMINANT: Avg Tolerance (Fair +0)?
TASK: Normal
MODIFIERS: + Some groups actively looking for us, or came a long way to get to Annaeyana (Celepari, Sarra)
- Annaeyana is a place of fear for the locals. May be prejudiced(local tribes)
REACTION: Could get nasty if it brings bad relations.
Result: 0 +1 –1 + (-1 –1 +1 –1) = -2 Complete failure.
Suggestion: The Celpalar & Saraan interpretations can be negotiated with those players. As Mark is working on the desert tribes, he may have input for that also. As for the Sorcerers of Myr Kun, well maybe they see through the Eerith disguises and aren’t too amused….
ACTION: 2
The Mystics are very curious. The Vraa'al High Lord was able to call an Eerith out of the Prison by himself. He does not appear particularly powerful magically (by comparison to them) and has grabbed their interest. All nine of the Mystics (8 original, + 1 out of prison) go to the Vraa'al. They take on a similar appearance to the Creators (tatooed men in robes) but their eyes are a deep blue-silver colour. They will try to learn as much about the history of the Vraa'al and that of the surrounding lands that they have missed over the many years of their isolation.
Tactical, External
TYPE: Diplomacy
ACTOR: Mystics
SUMMARY: Open relation to the Vraa'al
WEIGHT: Single.
SECRECY: None.
PRIME DETERMINANT: Avg Tolerance (Fair +0)?
TASK: Normal
MODIFIERS: + The High Lord started this, he'll want to continue the relations.
REACTION: Normal
Result = 0 +1 + (-1 0 +1 0) = +1 Complete Success. Graham can give you more on the Vraa’al. As far as nearby societies (western Free Cities), use your imagination!
ACTION: 3 + 4
The rest of the Eerith have decided that the Mir deserve to be watched very closely. They are going to play a little trick - they will hide in various delegates to the "meeting". They watch for those approaching Mir by the various paths (land and sea) and seek out those with the most magical skill. The eerith will "hide" themselves in the flesh of these delegates. (if they enter the "mind/soul" they take over the host, this time they are not doing anything to reveal themselves. All the "hosts" will know is a few strange dreams.) While the Eerith are hidden inside these, they can watch and listen to what is going on at all these meetings. If the Mir try to search out for the Eerith, the most that they should discover is that the delegates appear to be "powerful" magicians (not unexpected). Even in a worst case scenario (big failure) the Mir may even discover a few Eerith, but then how are they going to attack them without killing the delegates? That would really piss off a few societies - Mir Sorcerors killing their delegates for no obvious reason!! If all goes according to plan (success) the Mir will think that there are no observors, and so speak their mind. If things go REALLY well (great success +) the Eerith will be able to learn a lot from the "hosts" and will be able to slowly impart a "good feeling" in the Hosts towards the Eerith. (bonus to relations?, negative to Mir?)
Tactical, External
TYPE: Spying
ACTOR: Changers, Defenders, Seekers
SUMMARY: Check up on this "meeting" of the Mir.
WEIGHT: Double
SECRECY: None.
PRIME DETERMINANT: Magical Craft (+2)
TASK: Normal
MODIFIERS: + they know how to keep out of sight very well.
+ there are a lot of mages there, so will be v.hard to discover and they are all strange to the Mir.
- probably expected
+ Double action
+ there are a lot of eerith going (24) so can infiltrate many Mages.
REACTION: Normal
Result: +2 +3 + (0 -1 0 -1) = +3 Superior Success.
The Eerith manage to hide in the bodies of the Vraa’al delegates without seemingly being detected, and are thus able to attend the meeting in Mirabalpur. (Full details soon!)
Actions for Ka'Shari
Action 1 - Convince celtalath natives to join Ka'Shari ranks
During the year following their arrival on celtalath, Ka'Shari multiply contacts with natives fishermen. Sharing many common values, the two peoples are prone to cooperate and the poor fishermen find in Ka'Shari helpful allies. As months pass, Ka'Shari offer them to join their fleets in order to improve their fishing efforts, talatemke'shylni visit locale townships and villages to heal the sick. Once trust is well established, community leaders are invited to meet the Guide. This last's one goal is to offer protection to the natives and open Ka'Shari ranks to them. Speaking about their possible common future, he explains them that celtalathi will be freed of pirates, that they could sail on midsea with their new brothers, discover new countries, trade with foreigners and bring back riches to their families, and so on.
Determinant : Influence
task : very hard
modifiers :
+ Fishermen need protection
+ Ka'shari are daily present among fishermen and offer help
+ The two peoples shae common ways of life
+Natives are afraid of pirates
Result = Relations (-1) –2 +2 + (-1 –1 +1 +1) = -1 Complete Failure.
Suggestion: The people of celtalath consider the Ka’Shari proposal seriously, but in the end the overwhelming feeling is that the Ka’Shari way of life, the ceaseless wandering, does not suit them.
Action 2 - Develop Celtalath colony
The ships repairs in Celtalath needed building ashore. Now that that these repairs are accomplished, Ka'Shari wish to maintain this presence as a possible halt during their next travels. Sheltered by the harbor, it is a real floating city that is developing here, whereas the shores transform into an anthill where crafters cut wood, erect houses, small fortifications. Depending on the first action results, locales could provide help. In case of any danger, natives are inivited to join Ka'Shari for shelter.
Determinant : Exploitation
Task : Hard
Modifiers :
(+) natives help
+ well chosen location for an outpost.
Result (I like the description by the way) = +3 –1 +1 + (+1 –1 –1 –1) = +1 Complete Success.
Suggestion: The Ka’Shari "anthill" colony is constructed, allowing them to have a base of operations for the time being. (What’s it called?)
Action 3 - Evaluate pirate's threat
Once their outpost's construction is well advanced, scouts ships are gathered in order to spot pirates and count them. In the case of any attack, defensive tactics as planned earlier would be deployed (attracting chasing ships toward rear war ships). This action is planned in order to deploy a further effort with taltherani to get rid of these pirates.
Determinant : ?
Task : hard
Modifiers
+ previous gathered intelligence
+ cautious maneuvers.
Result: Scholastics (how well the navy is trained in tactics) (0) –1 +2 + (-1 0 –1 +1) = 0 Mixed results.
Suggestion. There seem to be two different groups of freebooters. One based in Kaeir, another more stealthy operation from somewhere further east. The Kaeirian privateers are a sloppy bunch, though they are well able to look after themselves and Kaeir gives them a safe home. Ka’Shari vessels that got too close to Kaeir were chased away by a multitude of ships. The main threat from these seems to be their numbers and the fact that they have a strong base and even support from the Mayor of Kaeir. (Where do you think he gets his money from?) From a distance, Kaeir looks like the archetypal den of iniquity. On the other hand, the eastern corsairs manage to evade the Ka’Shari attempts at discovering more about them and seem to vanish in mysterious sea hazes.
Action 4 (strategic) - Design faster and maneuverable ships.
A small group of ship builders developed the idea of a new ship design highly suitable for midsea navigation. Whereas Ka'Shari d-used to sail high sea, midsea is much more quiet and should allow fast sailing. The goal of this ship building team is to experiment a new design : double hulls ! If this ideas was to provide good results, ka'shari ships could literally fly over water and surpass any other boat ! Convinced by these sea architects visions, the guide allowed them to experiment during one year and offered them workers and resources in order to fullfill their plan.
Determinant
Task : hard
modifiers :
+ Ka'Shari are born, live and die on ships
Result: There are rules with regards to innovations of this sort detailed at the FIH site:
http://www.hut.fi/~vesanto/ihfudge/innovations.html therefore, the determinant is Scholastic sophistication (+1), the task is incredibly hard (-3). Craft is fair (no effect), Ka’Shari don’t have a technological base specified, so I’ll ignore that. Scholastics diversity is fair (no effect).
= +1 –3 +1 + (-1 –1 0 0) = -3 Severe Failure.
Suggestion: The Ka’Shari shipbuilders grow despondent. Although they haven’t lost faith completely, all their trials end in failure. Perhaps they need to think more on this, and have a new strategy. The Ka’Shari leaders, who put faith and money into the venture, are now sceptical, and some consider the shipbuilders a laughing stock ( –2 to any actions that continue with this inspiration.) [Stef- have a look at the page I mentioned above to give you more info on formulating these type of actions.]
Action 5 - Send emissaries to Mirabalpur
One of the most prestigious talamtemke'shylni, Yeron'Tan, will lead an embassy as an answer to mirish sorcerors' invitation. Accompanied by four wise adepts, and protected by fifteen shemai warriors, they can't wait to learn what this letter is about.
Task : easy.
Result: Resources (-2) +1 + (+1 0 +1 0) = +1 Complete Success.
Full description sent separately only to attending societies.
Actions for Mir
Prlude to the Gathering
Part One:
It was late evening. At the back of the barn, the catayarsh growled angrily. Kiyesser ignored the tethered beast and continued to sweep the earthen floor.
"Why we had to buy a catayarsh, I don't know! I'm sure those Taltheri made a pretty penny out of it. What does he think we're going to do with the damn thing?!" Muttering to himself, Kiyesser wiped the sweat off his brow.
A faint glint caught his eye.
Laying down his broom, he marked the spot with the end of the handle and ambled to the tallow candle which sat on a small bracket by the entrance. Picking it up carefully, so as not to spill and risk a fire, he walked back to the broom and stooped down. Feeling the ground, his fingers closed around a small ring-shaped object. Holding it up to the candle, he smiled and read the inscription on the silver coin.
"By authority of the Archmage" he mouthed, suddenly startled. "A Mirish coin. Here, in Celpalar."
Returning the candle to the wall and extinguishing it hurriedly, Kiyesser ran from the barn in the direction of the main compound, the sound of his footfalls expressing the urgency.
Back in the barn, the catayarsh hissed and spat at the stranger who appeared from the shadows. The cloaked figure absent-mindedly patted the huge feline on the head and took out a small medallion. Mumbling an enchantment, he walked from the barn into the warm tropical night, away from the lights of the settlement, towards the rocky outcrop far to the south, near the harbour. The catayarsh eyed the robed outlander, watching him walk deeper into the darkness.
Shouts from the compound shattered the silence.
*****
Part Two:
Tarfn reached the obelisk hidden amongst the rocks near the harbour. Lights from fishing boats twinkled a hundred yards to the east. To the north, the compound had lit up the night, the catayarsh's howls piercing the darkness.
No doubt they were searching the barn, Tarfn mused.
Shuffling his robe, he stood before the mystic monument. With a gesture, the Sorcerer held a small glowing globe of light in his left hand. He stooped, re-arranging himself, and swallowed.
Immediately he grimaced as the heiroglyphic inscriptions begun to appear before his eyes. Touching the first cylindrical shape with his right forefinger, Tarfn begun to mutter as he worked. First one symbol, then the next, the sorcerer worked his way through the petrified enchantment, touching them in the correct order to activate the spell. A cool sea breeze lifted his hair, revealing the deep blue eyes of someone with Shanari ancestry.
"What the...?"
The Sorcerer paused, then repeated that part of the sequence. A spell appeared on the obelisk, it's orange glow transforming the strange monolith's surface, causing it to liquefy, ripples forming in the centre to spread outwards on the molten stone. Tarfn watched the events unfold, unperturbed. His guess had been correct.
In the background, silence reclaimed the night. The Sorcerer pondered on how the catayarsh might have been muzzled. A vision of a large bottle-stopper in the mouth of a stunned feline caused him to chuckle. He directed his attention back to the obelisk.
And gasped.
Stepping back, his robe flapping in the flow of salty air, Tarfn stared at the orange spell warily. His blue eyes opened in astonishment as he saw the symbol which emerged slowly on the surface of the stone. Hurriedly the Sorcerer waved his hands in the air in a spiral motion, his globe of light thrown upwards to hover a few inches above his head, extinguishing the spell, ending the ripples, returning the surface of the obelisk back to its' normal state.
Biting his lower lip, Tarfn grabbed the light globe and thrust it into his pocket. Glancing back at the rock to confirm the spell had indeed been dissolved, the Sorcerer made his way towards the harbour, his robe swishing wildly. Retrieving the medallion from his other pocket, Tarfn strode towards the fishing boats. Uttering a travelling conjuration, the air around the Sorcerer began to shimmer. Without breaking his stride, Tarfn held the medallion out before him. The air in front of the Sorcerer blurred, forming into a reddish haze. Stepping into the mist, murmuring anxiously, Tarfn disappeared from view.
A single word, a curse, lingered in the darkness, it's presence a testimony to the Sorcerer's concern.
*****
Part Three (Mirabalpur):
Tarfn found the Archmage. He was sitting alone under a peach tree, in the small ornamental garden outside the Hall of Assembly. The visiting dignitaries from all over Qaiyore were already inside.
"Everyone’s waiting for you." Tarfn stood over his superior, laying a hand on the other’s shoulder in reassurance.
The Archmage shrugged, black robes hiding his powerful normally imposing frame, then glanced at his second.
"They have no idea." He frowned, shaking his head. "None at all."
Tarfn firmed his grip on the other’s shoulder, pleading. "You’re the only one who can make them listen; make them understand." He had never seen his master so disconsolate before, in the three hundred years they’d worked together. "We fought together against the goblins and expelled them to the far south. We can beat this."
"We also lost the dragons. Our great power is over. Those days are gone." He looked up. "I don’t suppose you may have been mistaken….?"
Tarfn knew he didn’t need to reply. The signs had been confirmed after his return from Celpalar. It was just a matter of time.
The Archmage sighed, standing slowly, and smiled ruefully. "Let us hope they don’t just understand. They must agree." He looked at the Hall of Assembly. "Or we all die."
Tarfn watched his master walk purposefully into the Hall. He looked up at the sun and made a silent prayer to the goddess of luck, then followed the Archmage into the gathering.
The Gathering
Attendees:
Mir: The Council of the Twelve (minus the two (thought killed) imprisoned in Annaeyana)
Celpalar: Wizards & King of Maelmor with military retinue
Taltheran: Wizards’ Guild envoys
Tanimbar: Royal Necromancer
East Torphan: The Brotherhood of the East
Anaduan: Thaumaturge
Cormenaera: Enchanter
Torphan Empire: Imperial Sorcerers
Zelkor: Court Wizard
Vraa’al: High Lord and companions
Saraan: Haydn-Na
Milakanur: Overpriest of Elanbur
Ka'Shari: Talatemke'Shylni
"Welcome." The Archmage’s greeting echoed round the vast chamber. He paused to survey the delegates.
The visiting dignitaries had seated themselves in seperated groups; the Brotherhood keeping as much distance as possible from their adversaries from the Torphan Empire; the Celpali separated from the Taltheran envoys and watching the Overpriest warily; the two Free Cities emissaries seated as far apart from each other as possible, both throwing curious glances at the Vraa’al and Saraa, who were each watching the other; the Tanimbari and Zelkori ambassadors chatting together quietly in a far corner, observing everyone.
The Archmage took in the seated delegates, the tall ornate ceiling of the Hall, the front stage where the other members of the Council of the Twelve were waiting expectantly, where his closest friend and ally Tarfn, the Second of the Council, looked on the proceedings with a concerned expression.
"The Council thanks all of you for answering our petition and attending this gathering. We are sure you understand that we would not have called this meeting unless this were the gravest of circumstances." He paused, seeing if the delegates were listening to his words. The Tanimbari and Zelkori had stopped talking and were staring directly at the stage, and the others had stopped their surreptitious spying and were listening intently. He nodded to himself, pleased.
"These are evil times. The Cedonians have re-appeared as a power and have occupied much of the west once more. The Videssians have massacred the Onagir people of the southern forests countless times. The Asagmari and the Razanians of Aryisa are at each others’ throats. Pirates from Kaeir and the Tana ravage the coasts." The Archmage paused, apprehensive at his next move. He knew most of the emissaries would recognise the instant he began a conjuration. Nevertheless, it had to be done.
The room was thrown into uproar. Most of the delegates cast eldritch shields of protection. The Torphani sorcerers flung their hands in the air, preparing range magical attacks. The Archmage watched the chaos solemnly, as he ended his weaving, plunging the room into absolute darkness.
"We are no longer in Mirabalpur. Your magic will not operate here." He pointed a finger in the direction of the glowball which hung from the ceiling, lighting the room once more. He raised his eyebrows, his eyes quickly registering the Celpali military with their swords unsheathed.
Tarfn quickly wove a nullification, temporarily imprisoning the soldiers.
One of the Torphani sorcerers glowered at the action and yelled angrily. "What have you done to us? Where are we?"
The Archmage gestured for his second to release the captives, who fell the floor unconcious. The Celpali wizards stared at their fallen colleagues, unable to aid them. Ray-a-man, the Maelmor King, glanced around the room in dread.
"We did not wish to cause any injury. The soldiers are unhurt and will wake up soon. We have brought you here to ensure none of you are able to harm one another." He drew a circle with his arm, encompassing their surroundings. "We are in The Dreaming, or rather a pocket of reality which we created for this purpose. None may enter, none may leave, without our agreement. The entire Hall of Assembly has been shifted here temporarily." He nodded, indicating to a short overweight Council member, who cast a spell in the air, forming a large globe of mist. Within the mist, the history of the continent of Qaiyore began to unfold.
"Our great land of Qaiyore has had a unsettled past. We of the Council admit that some of Mir’s former activities may have contributed to the uncertainty." He continued, ignoring the mutterings from the Celpali. "However, everything the Council has done has always been for the good of this world. We dominated the continent not to gain power, but to bring peace to our lands."
The short Councillor weaved a new spell, altering the image in the globe. A black mass flowed from the upper reaches, covering the surface of the globe in darkness.
"Then the Avaerandians came from the north, invading the rainforests. We learnt they planned to invade Celpalar. We could not allow this to happen."
A Celpali delegate stood up and spoke, enraged. "Why is it we know nothing of this? How can we believe you?"
The Archmage smiled. "If you are to believe, then believe what I tell you now." He gestured at the globe, which shifted to show a face, a face twisted by malice.
"This was Alatta, the sorcerer who ruled Avaerand."
Rey-a-man goggled at the vision, the face of a man wracked by malevolence.
"His goal was to conquer Qaiyore and turn it over to the denizens of the underworld. A nightmarish vision of evil and hatred. He had his demonic assistants, the Eerith, travel the world, spreading his lies."
The Vraa’al High Lord shifted in his seat.
"We defeated the demonic sorcerers of Avaerand and banished them to the furthest reaches of the Dreaming. We created the fortress of Annaeyana to protect Qaiyore and hunt down the remnants of the Eerith. We discovered many had fled to Celpalar. It was the Eerith that destroyed the Celpali cities, not us."
The Celpali delegates looked at each other in disbelief. A Taltherani wizard raised a hand. "In our records it states that the weapons which destroyed Celpalar came from Annaeyana."
The Archmage nodded. "That’s how the Eerith made it look. They are cunning creatures, made from the darkness in every soul, the evil that surrounds us." He paused, briefly. "It is likely the creatures are in this very room, spying on our gathering."
Some of the wizards looked around, worriedly, while others muttered under their breaths, cursing their lack of magic ability.
"There is no need to worry. The weave that prevents you all to conjure also thwarts those fiends from manifesting themselves. Only our own magic functions in this reality."
The Saraa delegate stood, hushing the others. None except the Mirish sorcerers had ever seen a Saraa before the meeting. "Why is the truth or otherwise of these tales of our concern? The past has gone by. It is the future that should concern our time." He takes his seat once more.
The delegates looked towards the stage, where the Archmage acknowledged the statement with a small nod. "Indeed, it is for the future that this gathering has been called. We imprisoned the Eerith in Annaeyana and left it drifting in the western desert. We thought they were confined there to die." He stared straight at the Vraa’al High Lord. "We now know the Eerith have escaped."
Tarfn watched the delegates as they heard his leader’s pronouncement. Most had expressions of shock and disbelief. The Saraa and Vraa’al did not stir.
The Archmage continued. "We believe they were behind the recent destruction at Areneth." He looked towards the Celpali, who returned his gaze, then turned to watch the Taltherani reaction. "They were behind the recent floods that devastated Aixelsydan. They manipulate the Cedonians and Videssians. The pirates of Kaeir are their tools. They murdered nearly thirty of our fellow sorcerers, including two Council members." He paused. "Some of you may already have had contact with the creatures. Most of you probably will after this meeting. Let me remind you, they are creatures of lies. They will try to persuade you that all that we tell you is untrue. Believe them at your peril." He indicated Tarfn, who stood and spoke to the assembly.
"Three months ago I journeyed to Celpalar, to one of the forgotten monuments." Tarfn saw some of the delegates nod in understanding.
"You all know the legends of the eastern continent of Elyria, the fabled land of the toad people. Well, Elyria exists. Ask our Celpali friends over there, if you don’t believe me." He gestured towards the island delegation, a couple of whom nodded in response to questioning glances. "You may know the monuments were used in times past to walk the mists when the destination was unknown to the travellers."
The Brotherhood delegates glanced at each other.
"The monument was being prepared for use, from Elyria." He returned the curious stares. "It was the initiator that forced us to call this gathrering. Alatta has returned and is preparing to invade Qaiyore from Elyria."
The Hall erupted once more. The Archmage asked his Second to sit.
The Zelkori emissary raised his voice over the commotion. "Are you certain? Can he be stopped?"
The Archmage gathered his thoughts. "Unfortunately there can be no other explanation. Alatta is in Elyria and is using the monoliths. He has prepared one to bring him here. We cannot block it. We cannot use it to journey to Elyria and strike him there."
"So stop him the same way you did last time!" The Zelkori yelled, anxiously.
The Archmage waited for the hubbub to die down. "We no longer have the ability. That is why we asked you all here. We need your help. It is likely Alatta will contact the Eerith, if he hasn’t already, and use them to prepare for his arrival. We must combine our resources to remove the Eerith danger and strike at Alatta in Elyria, before he is able to use the monolith. Since we cannot use the monolith ourselves, we must come up with an alternative."
He stared at each delegate in turn, taking his time.
"You must return to your people and warn them. Tell them we must make haste. We have maybe five years to attack before Alatta is able to reach us. During that time the Eerith menace must be neutralised."
He indicated the other Council members. "You will be taken from this place back to your cities immediately by one of our Councillors. I cannot stress further the gravity of the situation. All communication between us must be in complete secrecy. We cannot allow the general populous to learn of the danger." He weaved a small spell, wakening the slumbering Celpali soldiers.
"We, of the Council, propose that peace must be maintained between all the peoples of Mir at all cost, if we are to be able to face the evil of Alatta. All belligerent moves by any Qaiyorean society on any other will be viewed as a direct attack on the Council. Spread the word to your rulers, and to their neighbouring rulers. We will not stand by and watch the destruction of our land. Do not take this warning lightly."
The Councillors stood, each walking to a position alongside a different delegation, with the exception of the Archmage, who motioned for the Zelkori and Tanimbari to join him.
"It is time for this gathering to end."
The Archmage weaved a final spell, destroying the temporary pocket and transporting his charges back to their respective cities, before returning the Hall to Mirabalpur. He sat himself down under the peach tree and breathed deeply, wondering what they had put in motion.
Actions for The Saraa
Action 1: Onward Christian Soldiers (strategic: 2 of 2)
Send contingents to Miralbulpar & Myr-Kun to study tech. Also get maps to other major cities. Those maps should be coming in...
Result: 0 - 0 +1 -1 +1 + (-1 0 +1 0) + (+1 –1 –1 –1) = -1 Complete Failure.
The returning messenger is attacked and killed by bandits during the long journey home. The Saraan greive at another loss of one of their more respected scholars. All Saraan abroad are called home.
Action 2 & 3: Improve Tech Base (strategic: 2 of 4? 17?)
As agreed, we’re still going for 17 years, but upped the stakes.
Result so far: +3 +1 +1 -1 + (-1 0 +1 -1) + (0 –1 +1 0) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
Action 4: The Magickal Assembly Line
Try and apply Magickal solutions to tech problems.
Result: -1 -1 +1 + (+1 0 0 0) = 0 Mixed results.
Suggestion: No particular effect to action 2/3.
Action 5: Send Delegate to Mir (extra action)
"It is with regret that the Sayyadinna declines to attend the requested meeting with his illustrious person, the Archmage. The place of the Sayyadinna is with his people. The Sayyadinna sends in his place his most respected scholar, and trusted adviser, Hayda-Na. Be assured that Hayda-Na acts in accordance with the Sayyadinna's every wish and shares every confidence with the Sayyadinna. Hayda-Na has authority to speak and act for the Sayyadinna in all occasions. Once again the Sayyadinna expresses his most sincere apology for his inability to personally attend."
Determinant: Resources (0)
Task: Easy (+1)
Result: +1 + (0 0 –1 +1) = +1 Complete Success.
Suggestion: The delegation arrive in Mirabalpur without any hitches. Full description to follow….
Actions for Taltheran
I. The Merchant Council
The Merchant's Council is happy about the success of the trade center at Hadrair, and looks forward to using this new base for further expansion. However, questions hang in the air regarding the expedition sent north-west around the desert. Are the explorers alive? They did not return before winter: are they pursuing success, or have they failed? With this in mind, none feel strongly about launching any exploration this year. However, last year's concerns about issues abroad receive a lot of discussion, and the consensus of the Merchant Council is that Taltheran's image abroad is in need of a polish. Accordingly, members of the Council agree to make special efforts to renew and build on existing trade relationships, and seek out new ones. "It's lean times for now if we're to build for the future," remarks one grizzled old patriarch, echoing the general sentiment. Much discussion ensues about which Families are strong in what geographic areas, and which goods and wares are needed/surplus around and beyond Midsea. Slowly, but with increasing momentum, the various Families dispense (albeit temporarily) with traditional wariness and indirection, and share concrete trade and economic information. In the end, the Council starts the spring with a solid plan for consolidating and improving Taltheran's image and trading prowess over the next couple years or so. Members are committed to austerity, and representatives from different Families set out for various destinations to ensure Taltheran's good name is redeemed. Margins are to be narrowed, deals generously made, and good will extended.
Action 1: Improve trade relations
Nature: External Strategic (Trade) (first of THREE years)
Determinant: Trade (Good, +1)
Difficulty: Hard (-1)
Qualifiers: + Although tough traders, the Taltherani are generally regarded as fair dealers
+ The Merchant's Council is ready to cut deals
- There's been a lot of negative sentiment and uncertainty floating around
Secrecy: None
Reaction: Risky (bad failure could harm relations & trade)
Result so far = 1 –1 +1 +1 –1 + (-1 –1 +1 0 ) ( ) ( )
Although the the members pursue various avenues enthusiastically, a lack of specific focus results in mixed results. The merchant council resolves to be more organized in its approach next year.
*
Meanwhile, the fate of the expedition to the north is still to be decided. When we last saw them, they were approaching the city of Myr-Kun (though they do not yet know the city's identity) following a very successful trek across the continent. In essence, their goal has changed little from the mission they started with last year: head north, and try to discover trade opportunities. They take a few sample wares, but their mission is primarily to explore and to establish positive contacts. The duration of the trip continues to be open-ended. Barring major setbacks, the explorers hope to continue until they have something worthwhile to return with. This may result in a three, or even more, year action if results this year are neither compellingly positive nor negative.
Action 2: Explore to the North
Nature: External Tactical [open ended] (Exploration/Diplomatic)
Determinant: Trade (Good, +1)
Difficulty: Very Hard (-2)
Qualifiers: + Hand-picked top-notch group
+ Well prepared and organized, magical support
- Unknown territory
+ Well-coordinated, with high morale, due to superb success last year
Secrecy: Not publicized outside Taltheran, but not secret.
Reaction: Risky
Result: +1 –2 +1 +1 –1 +1 + (+1 0 –1 –1) = 0 Mixed results this year.
The explorers are welcomed into Myr Kun. They are told to keep to the public areas and are enthusiastic as to trade opportunities. Myr Kun already trades with societies on the Maripai Sea (of which the locals are loathe to divulge) but none from Midsea. The Taltherani spend much time evaluating and buying samples of various goods and artifacts for transport back to Taltheran, but they are unable to make many specific contacts other with Myr Kun middlemen. Nonetheless, they perceive abundant trade possibilities. The explorers note curious similarities between the locals and the customs of Mir and the widespread use of sorcery is evident throughout the settlement, though the reasons and sources are well hidden.
During their stay, they spy a strange ship entering the harbour but, restrained in the public area, can only watch as a curious dark-skinned people unload their wares before departing.
The expedition is asked to leave three months after their arrival, the locals citing political problems. On the night after they leave the settlement, the Taltherani watch an eerie fireworks display from the direction of Myr Kun.
After that, burdened by their wares but excited about the trade opportunities discovered, they head home. Unfortunately, their return home is not as expeditious as they might have hoped. After a quick start, a mysterious, debilitating illness afflicts the taigan,resulting in a delay lasting much of the late summer/early fall. Fortunately, this delay occurs not far from the ruined city of Sarunar, allowing the party to explore this area in a bit more detail, and make preparations for establishing an supply base here. Then, when the trip resumes, early unseasonable rains turn the route into a muddy mess. Plagued by poor roads and harrassed by the Olozog Hillmen, they return to Sarunar to recoup. Ultimately, their triumphant return to Taltheran will not be achieved until well into late spring of 1407.
*
II. The Wizards Guild
Well, you wouldn't know it unless you were a member, but behind those unrevealing walls the Wizards Guild is in a right tizzy! The expedition sent last year to investigate Wyr's magic screen resulted in the deaths of two mages and the unthinkable magic-burnout of the third. [Kenny has generously adapted the results from last year's action into a story which will be forthcoming soon. It diverges somewhat from the description posted previously.] The wizards are beside themselves. However, after much angry, vituperative discussion, the wizards calm down a bit and realize they need more information before acting. Moreover, the rest of Taltheran has showed no further interest in Wyr, so the Guild feels they have time to act deliberately. Therefore, they spend this year researching the phenomenon encountered in Wyr. They want to determine the source, power, motivations of these "angels" which defend the city against magic.
Complicating the questions surrounding the Wyr issue is the fate of Anethar, the sole survivor of the expedition. His presence creates a dilemma for the Silver Table, the preeminent wizards of the Guild. With his magic burned out of him, he is no longer fit to be a Guild member. However, he is too deep into Guild secrets to be simply cast aside, and too public within the Guild to be otherwise disposed of. For the time being, he is sent to aid the research effort; his fate remains to be determined.
Action 3: Research Wyr's Magic Guardians
Nature: Internal Tactical
Determinant: Magic Sophistication[?] (Great, +2)
Difficulty: Hard? (-1)
Qualifiers: + Last year's action provides much information
+ Very motivated, lots of time & resources
Secrecy: Very Secret
Reaction: Normal
Result: +2 -3 +1 +1 + (0 +1 0 +1) = +3 Superior success.
Anethar drove the research effort. Pushing himself unrelentingly, he inspired his companions. In the end, the answers only led to more questions. The 'angels' are clearly creatures of the dreaming, summoned by some strange confluence of intense magical activity and momentus magic-hostile events. Their purpose -- indeed, their only motivation -- seems to be the suppression of magic in the 'hard world'. Fortunately, they are constrained in this reality, stuck where they've been summoned. Unfortunately, within their scope their power to combat magic appears almost unlimited. More research is required to determine whether they can be combatted, and if so, how.
*
III. The King
King Agrigax now has a more appropriately sized Royal Guard. They are housed in expanded and renovated barracks, with nice new training facilities and parade grounds. Given the success of his recruiting efforts, and the strong esprit d'corps which has been retained -- even enhanced -- Agrigax feels confident his Guard is ready for forseeable challenges. However, Agrigax's other significant initiative, building a shipyard, is continuing apace. It hit some rough spots when the Merchant's Council attempted to subvert the effort, but Agrigax was prepared, and worked through the challenge. Moreover, the project got a significant boost when, part way through 1405, a delegation of Ka'Shari visited Taltheran, landing first in Saltrim (the shipyard site). The Ka'Shari took time to visit the construction works, and offered many excellent suggestions, most of which are being adopted. This year, the King is not so worried about keeping the project going, having survived the challenges of 1405. However, he continues to try to mask his intention to maintain Crown control over the fleet after construction, and he still spends a fair amount of energy in the Merchant's Council keeping everything moving fluidly. And, of course, he still has the support of the Wizards Guild.
Action 4: Royal Shipyard Construction: design and construction
Nature: Internal Strategic (third of FOUR years)
Determinant: Royal Influence; Wealth (Fair, 0)
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 Merchant Council
+ After two years, project has its own momentum
+ Excellent advice from Ka'Shari
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) + 1 +1 + (0 0 0 –1) + ()
Still going well. The Ka’Shari suggestions have increased efficiency.
___
Finally, the King is grateful for the good relations established with the Ka'Shari. To keep these moving, early in the year he sends a return delegation to visit the Ka'Shari fleet and follow up on last year's offer of assistance by Taltheran. Taking in to account the various interactions the Ka'Shari had while in Taltheran, Agrigax selects a seasoned diplomat who got on well with the Ka'Shari during their visit. This ambassador is accompanied by a number of representatives of Great Families. Agrigax sends various additional gifts, especially Taltheran wine, olives, dried grapes and other early-season or preserved produce. The embassy's goals are to consolidate good relations with the Ka'Shari and to organize any assistance or cooperative ventures which may be appropriate.
[Due to my recent vacation, Stephane and I have not completed our discussion of the Ka'Shari visit to Taltheran in 1405, and to a certain extent I'm presuming a bit in this description. We may need to adjust this somewhat later -- relations may be more or less advanced than I've depicted them (though we've at least determined that they are positive). But I did not want to delay my action submission further, being already late.]
Action EXTRA #1: Embassy to the Ka'Shari
Nature: External Tactical (diplomacy)
Determinant: Ka'Shari Relations (Good? +1)
Difficulty: easy
Qualifiers: + Last year's visit by the Ka'Shari went well
+ The Ka'Shari have need of aid which Taltheran can provide?
- Extra action
Secrecy: None.
Reaction: Normal
Result: =1 +1 +1 + (+1 0 +1 0) = +5 Extraordinary success.
Actions for The Tana
Action Number? : 1
Strategic, Internal, Develop/invest
Actor: Queen and Council
Action: Increase the size of the Navy in preparation.
Weight: Single
Secrecy:
Secret No?
Primary: Military size
Difficulty: Normal
Task mods: Tana are used to building navies. They have plenty of resources from which to work and plenty of hands to do the work. This will be a two year job. (1 of 2).
Task type: Business as usual
Reaction mods:
Result so far = +1 –0 +1 +1 + (-1 –1 0 –1) ( )
Not going so well thus far. One more year of effort….
Action Number? : 2 & 3
Strategic, IInternal, Develop/invest
Actor: Queen and Council
Action: Expand the borders by establishing outer
Dragon Towers? .
Weight: Double
Secrecy:
Secret Action?
Primary: Magic
Difficulty: Normal
Task mods:
Task type: Business as usual
Reaction mods:
Description: Another standard operation for the Tana, but it must be done in secrecy to prevent arrousing suspiscion by neighboring groups. Dragon Towers include Scrye Gems, and a small number of forces to back the towers presence.
Result so far: Magic (? Great +2) –0 +1 (Double action) + (1 0 –1 –1) + …….
Going well so far. You didn’t mention over how many years this strategic action was?
Action Number? : 4 Secret action and result
Actions for Videssia
The previous 1405 year has left trace in the Videssian chronicles as the blessed year prosperity & success. The unnatural cult of Agatius Fossern was perfectly neutralized by Talarikius Gavr (Military suffet) without even a small drop of blood (except the leader's of course). As a result of it, his authority within the nation has greatly increased (Note: propose to give him bonus to authority for this year). All people applauded him then he appeared on the streets of Videss surrounded by mighty Labrigands wearing their huge Labru with unbelievable ease & skill. Videssians began to enjoy their power & to think about increasing videssian expanse in the east.
Action 1 - Ultimatum to the native tribes.
On this background Gavr decided to bring his concealed plan to life. Almost 5 years he was dreaming about bringing Glory to Videssia by conquering all the eastern part of the country - home of the forest natives. Although, all three parties, especially the moderates were impressed with the way Talarikius Gavr has crushed the cult, the debates in Senate proved to be very hard. Even though, he gained a total support from the ardents, others - part of neutrals in a passive & moderates in an active way opposed to it. However military suffet was gifted with a great skill of conviction & the people were ready to follow him. The plan is to conquer all land between the two great rivers Arand & Imbros ,(see the Qaiyore map, Imbros is the first great river to the east) The proposal was accepted since Videssian republic was in a dire need of the free land. The persistent raids of the natives on the border settlements also influenced the Senate to take the Gavr's side. Therefore, the moderates insisted that videssians should send an embassy to the natives informing that their lands from now belongs to the Republic, offering a status of non-citizen to everybody who will help videssians to clear the forest & build new settlements, otherwise they all will be destroyed by the power of the Videssian republican army & the survivors will be brought to Videss as slaves & sold on the "Arena of the thousand steps".
Determinant: Authority (+2 ) +1 extra this year
Task: Normal
Mods:0
Result = +2 +1 –0 + (+1 0 –1 –1) = +2 Complete Success.
Gavr gets his way, but strangely hardly any natives arrive and become non-citizens. (At most 3,000).
Action 2 - The eastern crusade (depends on the results of the Action 1).
More than 4/5 of the Videssian Republican army was ordered to take part in the campaign, except the border troops in the south. The military suffet, Talarikius Gavr (who else!) was named the Warlord of this army which consists of more than 30000 soldiers:5000 phalanx members (all citizens), 20000 (mostly non-citizens), 3000 skirmishers (non-citizens), 2000 archers (mercenaries). A greatest army, since Larkon's attempt to retake Orasaren from Mir, has left Videss & headed toward the eastern forests. In the evening, after the long march, the commanders & the units leaders have gathered in the Warlord's tent in order to think about the tactics & to make up a deposition for the future campaign. A large part of high officers & leaders insisted that all the work should be done by Ranalonians & phalanx has nothing to do in the forest. However the phalanx's commander - Onarius Gavr (suffets son) proposed a brilliant idea. According to his plan: Ranalonians should surround the area, burn the forest, narrow the circle, to drive the panicking natives straight into the phalanx wall which will be placed outside the forest on the clear ground. The unbreakable phalanx should easily finish the primitive natives with their long sarisses. This plan was greatly accepted by both the high officers & Talarikius Gavr.
Primary: Military force good (+)
Task : Hard (-)
Mods: Native military size big (all natives will be up in arms) (-)
Natives will fight to the death! (-)
Natives military force poor (+)
Natives on the home ground (-)
Videssian army size big (+)
Incentive of citizenship (+)
Native tribes are distrustful to each other, so it will be difficult to organize a united resistance in a short time (+)
Natives will panic due to the burning (+)
Some natives may take on a Videssian side (+) (depends on the results of the action 1)
Phalanx will fight on the open field (+)
Special mod: Philosophical orientation - conquest (+) (Note: not sure about this, taken from a FIH rules created by Juuso).
Result: +1 –1 +3 + (+1 +1 0 –1) = +4 Superior Success.
The Videssian forces enter the eastern forests, well prepared to intercept and vanquish any native resistance. But the forests are strangely quiet. The Videssian armies journey east then north, up the coast separating Orasaren from the mainland, to reach the River Imbros unimpeded. Empty burnt-out villages and scorched crops greet the invaders. Gavr is pleased at the easiness of the task, but also wary. Who burnt the villages and destroyed their food? Where could all of the forest peoples have gone…..?
Action 3 - Fortifications (strategic: year 2 of 3 )
Having a partial success in recruiting the labor, gathering the needed resources & preparing the old port fortification for rebuilding. Kamodius Taral plans to begin the real work this year. Also he has send order to the finest videssian masters of the siege weapons to create something really unique, in order to turn Videss into a mighty bastion of freedom. Since last year there was noticed no special enthusiasm of the people to volunteer for this very hard & not highly paid work, the Senate has passed a resolution that all citizens & non-citizens who were discovered to be members of the destroyed cult of false Agatius Fossern could redeem themselves by building fortifications & navy for 5 years.
Result so far: 0 -1 +1 +1 + (0 0 -1 0) + (+1 +1 0 +1) + ( )
The fortification of the capital is well underway.
Action 4 - Building a navy (1 of 5 years)
Kamodius Taral has also begun a preparation for the great work - building a grand navy. Under the guide of the sea nomads engineers, Taral hopes to accomplish all the necessary pre-work, such as gathering resources, recruiting labor (mainly ex-cultists) & so on.
Determinant: Craft Good (+1)
Task: Normal
Mods: +1 Ka’Shari help
-1 Lack of shipwrighting expertise
-1 ex-cultists low on morale
Result so far = 1 –0 –1 + ( -1 0 –1 +1) ( ) ( ) ( ) ( )
Actions for Vraa'al
After the unexpected meeting of the Ka'Shari sea-peoples, Ahlgren the High Lord and the Council have a meeting to decide on how to proceed now that the Vraa'al are no longer completely isolated. (The High Lord mentions nothing of his meeting with the Eerith...) After a long meeting, the general conclusion is to break out of isolation and to encourage relations with other societies and civilisations. Very few are against this, but even these grudgingly agree.
It is decided to initiate relations with their closest neighbours - the Free Cities of the Isle of Orasaren. This much larger land mass is less than twenty miles away from the Isle of Arelcar, and although there have been brief encounters in the past, there are no established relations as such. The Council and the High Lord put this to the people and are met with praise and approval, and so plans are made and the preparations are put underway...
ACTION: 1
Tactical, Internal.
TYPE: Develop/Invest.
ACTOR: High Lord/Council.
SUMMARY: Prepare to set sail!
WEIGHT: Single.
SECRECY: None.
PRIME DETERMINANT: Resourses +1
TASK: Normal
MODIFIERS: + recent meeting with the Ka'Shari has got the people excited.
+ the High Lord Ahlgren and the Council are backing it all the way.
+ the Vraa'al are already 'sea worthy' they just need to plan this out.
- they have been isolated for a long time...
REACTION: Business as usual - this is just the preparation, they won't be doing anything too risky just yet.
The aim of this action is to spend time assessing, planning and preparing for the trip. They will make sure they have the provisions and equipment as well as the man-power etc. not only to make the journey across to the Isle of Orasaren without any problem, but also to make the initiation of relations as smooth as possible. (NB. The High Lord himself will not be making the trip. He will pick out those who are to go on the trip.)
Result: +1 +2 + (-1 0 –1 –1) = 0 Mixed results.
Suggestion: The practical side of things goes well, but the Vraa’al find to find out anything of significance wrt how to contact the Free Cities people, and are thus in a quandary as to how to go about initiating contact.
ACTION: 2,3,4.
Tactical, External (Free Cities)
TYPE: Diplomacy.
ACTOR: Ahlgren's Chosen Ones.
SUMMARY: Make the journey, and initiate relations.
WEIGHT: Triple!
SECRECY: None.
PRIME DETERMINANT: Relations ??
TASK: Hard
MODIFIERS: + Time spend planning in previous action.
+ + Triple action!
+ There are obvious benefits for the Free Cities.
- The Vraa'al aren't human (may be viewed with suspicion).
REACTION: Risky - the Vraa'al could simply remain isolated, and although there is much to gain, it COULD blow up in their face...
Result: -1 –1 +3 + (-1 0 0 –1) = -1 Complete Failure.
Suggestion: The Vraa’al near the city of Damaris, to the southeast of Arelcar. Instead of a welcome, a flotilla of warships intercepts the visitors and attempts to blow them out of the water! The delegation retreats to the safety of Arelcar, disgruntled and bewildered.
With thousands of Vraa'al cheering them off, the small fleet of ships filled with the Vraa'al Diplomats as well as gifts and other needed provisions sets sail for the Isle of Orasaren. The Vraa'al will make towards the nearest coastal city and from there will establish relations... Depending on how things go, either the entire fleet will return to Arelcar, or only some will return and the rest will stay behind. Either way, the High Lord will be informed as to how it has gone before he sets sail for Mir to attend the meeting...
EXTRA ACTION: 5
Ahlgren, the High Lord (along with his most trusted advisors) sets sail for the Isle of Celamyr to attend the meeting...
Result: Resources (+1) + Task (+1 Easy) + (1 0 1 –1) = +3 Superior success.
Suggestion: The Vraa’al travel to the meeting without any hitches. Full result coming soon…..
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Jason Heaps - 05 Apr 2005