Actions for 1407
Actions for Aixelsydan
1-3. Strategic Move: Turn 4 of 5
The Proconsul decides to expand his efforts to increase the effectiveness of his country, and calls for all citizens across the nation to find new and better ways to increase productivity, and find new resources, and new and better ways to use them. He issues patents on the ideas so that new ways of exploiting those resources can help the originator as well as the exploiter.
Determinants: Hard [Already at +2]
Terrain: Not just Mountainous...
Modifiers: + People get a piece of the pie if they contribute
+ The nation just recently worked together as a whole to relieve the disasters that afflicted it, so patriotism (hopefully) will abound...
Results so far: +2 -1 -1 -1 +2 +1 + (-1 -1 -1 0) + (0 -1 +1 0) + (+1 +1 +1 0) + ( -1 +0 +0 -1) ( )
One more year to go.
4)Find an Admiral
The Fleet is without an admiral. The Proconsul will search the land and the fleet, holding competions among the various flotillas to determinine who is most fit to command the Navy.
Determinant: Resources
Task: Normal
Mods: +1 Competion helps
+1 Post is prestigious
Result: +1 + 0 +2 + (+1 -1 0 -1) = +2 Complete success!
Suggestion: Aixelsydan now has an admiral to lead her fleet, with a name of ….. (!)
Actions for The Amo'trall
Action 1: The Bear chief sends out clan scouts to the east towards unknown forest tribe ( Onagir) and see if they are friendly, hopefully they will be, but with the massacures....who knows. The scouts will bring a little ivory, and a few furs as a token offering.
Primary: Relations (none, therefore Mediocre)
Task: Hard (linguistic difficulties)
Mods: +1 token offerings
+1 Double action
Result: -1 -1 +1 +1 + (0 +1 +1 0) = +2 Complete success!
Suggestion: The Onagir begin dialogue, albeit with difficulty, with the Amo'trall. They realise they have a common enemy in the Videssians. Some of the Amo'trall become fluent in Aona, the language of the southern Onagir peoples.
(Relations at Fair for the time being).
Action 2: The Mammoth Chief will send out clan scouts due north to an unknown "Tribe" ( Torgath? Empire). The scouts have heard bad things of them...so they will stay out of sight and just watch things
Primary: This is a spying mission, so I'm gonna plump for Resources (espionage) - based on their background, I'm gonna say +1 Good.
Task: Huge (-3) Torphan is very secretive and protective of it's borders
Mods: +1 double action
Result: +1 -3 +1 + (+1 -1 0 +1) = 0 Mixed results.
Suggestion: The scouts approach the border area undetected but cannot penetrate the well-patrolled line to elicit any further information, other than that the Torphani protect their border well.
Actions for Aryisa
Action 1: Secure Alliance With Guardians (internal/tactical)
Actor: Regent Alvar III
Prime Determinent: Influence (Good)
Difficulty: Normal
Modifiers: + The Crusaders are a common threat
The Regent attempts to solidify his new alliance with the Guardians.
Result: +1 -0 +1 + (-1 +1 0 0) = +2 Complete success!
Suggestion: The Guardians and the Regent make a pact against the Crusaders. Aryisan society holds its' breath, waiting for the Crusader reaction.
Action 2: Establish Relations with Aiexylsyban
Actor: Regent Alvar III
Prime Determinent: Relations (none, therefore Mediocre)
Difficulty: Easy
Modifiers: none
Undaunted by past failures, Regent Alvar III sends another envoy to Aixelsyban to establish relations.
Result: -1 +1 + (-1 +1 +1 0) = +1 Complete success!
Suggestion: The Aixelsydani welcome the Aryisan delegates. (Maybe write-up the meeting with Tom?)
Action 3+4: Cause War with Northern Razanian Kingdoms
Actor: Crusaders
Prime Determinent: Influence (Good)
Difficulty: Hard
Modifiers:++ Crusader near total control of nation
+ many neutral nobles also want war with Razanians
+ double action
Duke Iyan, leader of the Crusader faction, attempts to manipulate events to force the Regant to declare war on the northern Razanian states of Narton, Tesh, and Cantor.
Result: +1 -1 +2 +1 +1 + (0 0 -1 0) = +3 Superior success!
Battle Result:
Aryisa has Force=Great, Size=Fair
Razanians have Force=Fair, Size=Fair. Defending on home ground (+1)
Aryisa Roll: +2 + (+1 0 +1 -1) = +3
Razanian Roll: 0 +1 + (-1 0 +1 +1) = +2
Result: Win lose ratio 1:2. Around 1,000 Aryisan and 2,000 Razanian casualties.
Writeup: Pouring out from the fortresses known as the Timber Veil, the Aryisan armies move north into Tesh. Raiding parties sack small villages in Narton and Cantor. The Razanians lose critical months, each of the three kingdoms unable to set aside their petty differences in the face of the common threat. Finally, the combined forces of Narton, Tesh, and Cantor meet the Aryisans in the village of Falan, an insignifigant settlement on the Tesh-Cantor border. The Cantorans defend the village proper, while Tesh takes the left flank and Narton the right. However, soon after the battle begins, the Teshian army breaks its engagement with Duke Iyan's personal retinue and retreats north, into the heartland of Tesh. Seizing the oppurtunity, Duke Iyan smashes into the flank of the Cantoran army and routes it. Seeing that the battle is lost, the Nartonans manage to make an orderly retreat to the east, but their backs are now to the ocean. Fresh from its swift victory, the Aryisans blitz north, capturing the city of Cantor and taking its King prisoner. The few remaining Cantoran forces are pushed north, into the Mountains of the Rim. Southern Tesh and most of Cantor are now under Aryisan occupation. The Nartonans protect a few costal regions, and the northern Cantor is under threat of liberation by the Cantoran refugees. Narton managed to escape relatively unharmed, but much of this year's harvest is lost, pillaged or burnt by Aryisan raiders.
Actions for Ban Horroth
It had been debated for many years in the courts of the Ban Horroth. Should it be made so the race leave the rocky citadel to explore the outside world or should they remain, silent, brooding, lusting for existance. Ten years had the motion been debated, sometimes peacefully sometimes with blood. The three castes got together in the eleventh year of this debate for another discusion concerning the iminant future. THis year was different, an upcoming member of the religious caste stepped forward announcing news from the gods themselves. He claimed to have had divine message and gave a three day long speech. By the end of the speech it was clear what must be done, the king sent out ten of the most talented, strong and intelligent of the race. He sent them out to the points of one of the ban horroths religious symbols (the Ped'nar) the scouts went on their way spreading out into the open world. Their mission was to discover civilisations and to investigate as many different aspects of the cultures they find. The King told them to come back with information on religion, trade and the military. They were give a year to find out as much as they could then to return. All that they must do was to be done quietly and silently without the new cultures seeing them.
Action 1-4 (Quadruple action!!): Investigate neighbouring cultures
Task: Caramba!(-3) They want to remain hidden from view.
Secrecy: None - (I don't think it matters that the other players know you're doing this)
Actor: Scouts
Primary Determinant: Resources (skill of the scouts) I'll say it's Good (+1).
Mods: -1 Lack of knowledge
Result: +1 +3 -3 -1 + (+1 +1 0 -1) = +1 Complete success!
Suggestion: The Ban Horroth scouts return to the citadel with reports of the strange neighbouring peoples - the mysterious desert dwellers with their odd-looking mounts which look like huge cats; the odd people of the southern foothills who seem to have been inundated in recent times; the feuding peoples of the eastern forests......
Actions for Celpalar
"Well, Kattor, I wish you well. I don't know what to think of those wizards. They seem very much like the bunch at Mir. But different somehow. Do you think they'll be very forthcoming?"
"They are our best hope, Yannir. They have the best knowledge of magic in the region. And I'll bet they know more about that city flying around in circles in the desert than anyone, possibly excepting the Saraa. Maybe I can communicate the urgency we feel on this subject. Or make them a deal."
"If they weren't so smug..."
"Maybe with great magic comes great ego. In any case, bettering relations with them can only aid us. Allies of power we can use."
"You sound like you know something I don't."
"A ship came in from Celpalar, with a message. We may have to deal with Mir sooner rather than later, or worse...."
Action 1
Strategic, external (Year 4 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
The wizards and wise men of the expedition continue to study Annaeyana as thoroughly as possible, following it on it's circuit and attempting to breach the city itself.
*
Result so far: Is a secret!
*
Action 2
Strategic, external (Year 4 of 5)
Type: Observation/diplomatic Actor: Ephors
Expedition to northwest Qaiyore (Improve relations with Myr-Kun)
Weight: Single
Secrecy: Result
Primary Determinant: Resources/Relations
Task: hard
Secondary: scholastics, magic, trade
Admiral Kattor personally adds his presence to the negotiations with the wizards. The goals of this dialogue are in increasing trust and trade, strengthening overall relations. Especially to seek Myr-Kun expertise in magic and on the flying city if the wizards seem willing to share.
Extra mod: +1 Admiral's presence.
*
Result so far: Is a secret!
*
"How goes it, Pinnol?"
The young scholar looked up from the scrolls on his desk. His eyes widened. "Meltol! I am honored by your presence!"
"Please, Pinnol," responded Derlith,"I was your teacher long before I took my seat on the council. And for once, a decree lets me be a scholar more than part time again. So dispence with the 'honored' stuff. Besides, you never did suck up very well. Fortunately, your work more than made up for it!"
Pinnol chuckled. "Of course. Well, work on the dig proceeds apace. Only a fraction of the material has been translated. Enough to tantalise. There are hints to some of the old magic, ancient history, possibly even the old islands."
"Yes, I've heard about the map of the old Averean kingdom and states. Any luck orienting it to our navigational charts."
"Not yet. I have some, mmmmmm, special help."
"Yes, I know. Your friend Kornar has been greasing palms through out the city trying to locate old maps, sea journals, and the like. He's created enough of a stir that his competitors are putting out feelers about what's going on and could their gold get them in. And Horan's been tapping every old salt on the docks about the eastern seas. That sea dog even came to see me about going through the Meltoleyn's archives. I'd hate to think of the damage he'd do to those old scrolls in his haste!"
Pinnol smiled at the thought. "You know Horan?"
"I think everyone does. Most of the Meltoleyn, both kings, all the Ephors."
"Well, they've both been a big help to me."
"I know. And I'm here to help as well. So like I've asked the others involved in this dig, 'What can I do for you?'"
Action 3
Strategic, internal (year 2 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 so far : +1 +2 + (0 1 0 0) + (-1 +1 -1 -1 ) + ( )
Still going OK……
"So the sorcerors claimed we will be invaded?" asked Glatican.
"Yes. They were quite strident about the danger. they urged cooperation of all against this threat. Starting with an effort against these Eerith," replied Rey-a-Man.
"And do you believe there is a threat?"
"Our wizards have confirmed, something is up with the monuments, but they know not what. Either way, we are in danger."
"Either way?"
Bar-ri spoke up, "Either we are facing invasion from Elyria and danger from the Eerith or the sorcerors of Mir seek to band the peoples of Qaiyore against us as an opening compaign in a new conquest."
"You are both agreed on this?"
The kings nodded.
Glatican deliberated. "Very well. The defence of Celpalar is your task. What are your plans.'
"First, to see what we face. Who believes the sorcerors and are with them. Then, to strengthen our forces and our magic."
Rey-a-Man spoke up. "Our traders tell us a Taltheri expedition found a city protected from magic. An anti-magic force would most useful, no matter who attacks. We should send an expedition at once."
"Very well," said Glatican. "We shall follow your lead. Our future is in your hands. And on a personal note, it's good to see the two of you working together."
Action 4
Tactical, external
Type: diplomatic Actor: Kings
Make contact/alliance with Wyr
weight: single
Secrecy: none
Primary determinant: Diplomatic?
Task: Normal
Secondary: Expedition will be frank with Wyrtherani, all customs will be respected, wizards will not probe or attempt to enter city
Reaction: Business as usual
Rey-a-Man makes yet another voyage to Midsea to contact the Wyrtherani. His mission is simple and straightforward: initiate ties and trade, and seek alliance or aid in facing invasion whether from Alatta or Mir, especially the anti-magic force in place around Wyr.
Primary: relations with wyr - none therefore Mediocre
Mods: +1 Ray-a-man is seasoned diplomat (even if he has had some problems recently)
+1 knowledge of Wyr's customs re magic lessens chances of offending locals
Result: -1 +0 +1 +1 + (-1 -1 -1 -1) = -3 Severe failure! [Sorry, dreadful roll.]
Suggestion: I don't know much about Wyr - perhaps the story Peter just sent (just going to read it now) may elucidate. I guess you could always blame the Taltherani ....
Actions for Parplug
Actions One and Two
external, Tactical
Type: Develop/Trade "Create trade route with Celpalar "
Actor: Laslo Fire Eyes
Double Action
Secrecy: None
Prime Determinant: Trade (Great)
Secondary Dets: relations with other countries(fair)
Modifiers:
+Double Action
Task=Normal
Result: +2 -0 +1 +1 + (-1 -1 0 0) = +2 Complete success!
Suggestion: The Celpali welcome a friend in southern Midsea after the anti-non-Orasareni stance currently taking hold in the Free Cities and Videssia. The port of [you need a name] is ideal as a Celpali base for the south, and Parplug ships can visit Areneth with minimal red tape. Relations (in general) with Celpalar at +1 (Good). [Or suchlike - work out the details with The Pink Phantom.]
Action Three
external, Strategic (1 of 5)
Type: development/craft "many people of the world have different ways of making ship we should hire forgien ship wrights to increase our craft in ship making
Actor: admiral Krog
Single action
Secrecy: None
Prime Determinant: craft ships (superb)
Secondary Determinant: relations other lands fair
Modifiers:
Task: Although there are different technologies in existence as far as shipbuilding is concerned in the Midsea area, Parplug actually has the greatest skill in the area already, therefore the difficulty for this is Epic (-4). Over 5 years, this can be reduced to Huge (-3). [FYI: In order to get a permanent determinant increase out of this the result has to be +5 or more, though a temporary increase is possible with a +1].
Result so far: +3 -3 +0 + (1 0 -1 1) + ( ) + ( ) + ( ) + ( )
Going OK so far...
Action Four
internal/external, strategic (1 of 5)
Type military
Actor clan leaders "Many of our young warriors are getting soft. we need to start limited raiding of Videssia" The idea with the raiding is to increase the rating of the fleet which I believe to be a strategic action.
Single action
Secrecy internal great
Prime Determinants military force (great)
Secondary Dets ship craft (suberb)
Mods
Task: Since you're concentrating on naval force, which the Parplug were historically adept at, I'd say this was very hard, so let's go for normal over five years. Again, remember to get permanent effects this has to be +5 or more as the result. Although you want to increase force, we're also talking training here, so scholastics sophistication is the primary determinant, with +1 mods for the other two. So,
Result so far = 0 -0 +1+1 + (-1 0 -1 -1) + ( ) + ( ) + ( ) + ( )
Not so good at the moment, but could improve... (The raids on western Videssian coastal settlements don't go too well, as the Orasareni Defence Alliance is beginning to work together....)
Actions for The Saraa
Actions 1 & 2: Improve tech, as before
Result so far: +3 +1 +1 -1 + (-1 0 +1 -1) + (0 -1 +1 0) (+1 -1 -1 +1 ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
14 years to go!!
Action 3: Work on making good tech juju, as before
Result: -1 -1 +1 + (0 -1 +1 0) = -1 Complete failure. The 'magickal assembly' is proving pretty ineffective.
ACTION: 4
TYPE: internal tactical
ACTOR: Quorum
SUMMARY: "Several of our most respected scholars were lost to the True Death last year. The Sayyadinna recalled all delegates abroad and extended no contact this year and that is as it should be. The outside world is a fearsomely dangerous place. It is wrong to subject our most holy members to the threat of True Death. We must sever contact with the outside world and focus inward, on our survival."-- a speaker at the Quorum
The Saraan must decide whether to become completely insular or to return to study of the world around them.
WEIGHT: 1
DETERMINANT: Interaction... I've discovered there's no Interaction value in the Fudgified rules. Should I just set a value (Mediocre)? Or do you want to handle it another way? Basically, I want to roll against Interaction. If the roll fails the Saraa become insular and discourage all contact with foreign nations. If it succeed they decide to continue sending delegates Outside.
TASK: Normal
MODIFIERS: +The Saraan feel it is their duty to seek after knowledge
+Outside interaction has had dramatic results on action 1 & 2
REACTION: A failure will reduce the Interaction value to Poor or worse. Success could mean no change or positive change.
Result: OK, how about basing it in the Influence of the proposers - let's assume Naibs - therefore Fair.
So, 0 -0 +1 +1 + (+1 +1 -1 +1) = +4 Superior success!
Suggestion: The isolationist stance is now forever discarded. The Saraa, as a society, has realised it can no longer exist on its' own. [Maybe a +2 next year for any actions regarding anti-isolationist activities]. The Sayyadin gathers his people and proposes a new age of discovery.
Actions for Taltheran
Action 1: Improve trade relations
Nature: External Strategic (Trade) (second 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 ) + ( 0 +1 0 0) + ( )
One more year to go…
This is in effect a continuation of previous years' exploration (which made contact with Myr-Kun). When the expedition returns mid-year, news of contact and trade opportunities are greeted enthusiastically. Preparations are immediately started for making a permanent trade outpost at the ruined city of Sarunar, with a large expedition to depart in early fall. The plan is to establish a waypoint in Sarunar in early 1408, with a subset of the expedition to continue on to Myr-Kun bearing goods for trade. Goods will be selected based on the observations and need-determination done by the explorers last year -- that is, the wares will be chosen specifically to appeal to deficiencies, or particular interests and styles, encountered in the Myr-Kun area. Sarunar was once a large city, and as such, is situated in a reasonably habitable area. The forced delay in the Sarunar area last year enabled the exploreres to learn much of the area, and the expedition will be prepared accordingly. The aim is to establish a self-supporting community which can generate surplus supplies (food, fodder, basic equipment) to support trade caravans in the future. Experts is a variety of relevant fields will be included, and high-ranking emissaries of the King will be empowered to make treaties and establish embassies where appropriate.
Action 2: Explore to the North-West/Develop Trade
Nature: External Strategic [open ended] (Trade)
Determinant: Trade (Good, +1)
Difficulty: Medium (0)
Qualifiers: + Recconaissance in hand
+ No prior occupants in Sarunar, reasonably hospitable reception in Myr-Kun last year
Secrecy: Not publicized outside Taltheran, but not secret.
Reaction: Risky
Result: I'm gonna say a reasonable amount of time for this action is 5 years, including setting up Sarunor and reasonable relations with Myr-Kun.
Result so far: +1 -0 +1 +1 + (0 0 -1 +1) + ( ) + ( ) + ( ) + ( )
II. The Wizards Guild
The Guild is occupied internally with various matters. The investigation of Wyr's guardians gave little to act on. However, a bitter young ex-mage named Anethar labors on in the bowels of the Guild Library, striving to find answers to his many questions.
III. The King
The first ships are finally starting to take shape!
Action 4: Royal Shipyard Construction: design and construction
Nature: Internal Strategic (fourth 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 three years, project has its own momentum
+ Excellent advice from Ka'Shari
Secrecy: None.
Reaction: Risky (if this flops, it's an expensive waste)
Final Result: +1 -1 +1 +1 -1 -1 + (1 0 1 -1) -1 +1 + (-1 +1 +1 0) + 1 +1 + (0 0 0 -1) + (-1 -1 +1 0) = +2 Complete success!
The brand new shipyard at Saltrim is complete. Taltheran now has a new centre for shipbuilding. (Very nice)
Actions for The Tana
Action Number: 1
Strategic, over 3 years, 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) + ( +1 +0 +1 +0 ) + ( )
Going well. (one more year to go)
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) + (-1 +1 +1 -1) + ( )
Going well so far… (one more year to go)
Actions for Videssia
Action 1 : The sunset of Onagir.
After conquering the northeastern woodlands. The attention of Talarikius Gavr The Nikator is turned toward achieving the remnants of the Onagir lands which lays to the north & to the southeast. Gavr has the information (from ex-Onagir non-citizens) that the eastern Onagir have fled to the north understanding that they are unable to resist Videssians & probably planing to organize a new resistance on the new place. The disappointed army lusts for blood & booty. Talarikius Gavr with a disposition accepted by the Senate takes 2/3 of the Republican army, crosses the Imbros River & strikes to the north leaving the natives no choice but to flee or to be slaughtered. He sends young & swift Onarius Gavr, the phalanx commander with a remaining 1/3 southeast ordering him to catch the foresters not prepared. Both armies are ordered by the special resolution of Senate not to take captives, since all the good Onagir have already joined Videssian Republic during 1406 campaign.
Primary: Military force good (+)
Task : Hard (-)
Mods:
-1 Videssian army split
+1 Onagir in flight and not prepared
+1 Onagir poor military force
Result: +1 -1 -1 +2 (+1 -1 0 -1) = 0 Mixed results.
Suggestion: Talarikius Gavr's forces strike the clans hiding out to the north of the Imbros. Those near the river are slaughtered, thousands of lives wiped out by the swords of the bloodthirsty Videssians. The clans further north manage to escape into the mountains south of the Tana realm. To the south, Onarius Gavr's troops sweep into the forests, but fail to find any signs of habitation, though signs of the Fossern compel them to withdraw without further investigation.
Action 2: Fortifications (strategic: year 3 of 3 )
The constructions of the future mighty walls & bastions of Videss were going pretty successful last year as well as creating the unique videssian siege weapons. This year, the aim is to finish all works, turning Videss into the strongest fortress of the southern Midsea. This will probably help to improve the external status of Videssia…
Result: 0 -1 +1 +1 + (0 0 -1 0) + (+1 +1 0 +1) + (+1 -1 +1 0 ) = +4 Superior
Success!
Suggestion: the defences prove formidable, gaining the city a +2 in defensive capability with regards to the wall and the siege weaponry (which is built-into the structure). Videssian engineering gains the republic some admiration from some of the Free Cities, increasing relations in general to Good (+1) for the next five years or so...
Action 3 : Building a navy (strategic : year 2 of 5)
Having a miserable success in pre-work preparations Kamodius Taral has tried to analyze the reasons which lead to such consequences. After Videssia have conquered the eastern woodlands much wood have been cleared by videssians in order to cultivate the area, there is no problem with wood anymore. This year Taral plans to recruit more specialists & consulting with Ka'Shari, to building first ships.
Result so far = 1 -0 -1 + ( -1 0 -1 +1) ( -1 0 0 +1) ( ) ( ) ( )
Not going too well - Taral seems to be having difficulties in recruitment...
Action 4 : The Western Embassy.
Videssian Senate has became very concerned with a geopolitical situation in Midsea. Taltheran probably tries to extend its expanse & Cedonia sends a clear message to everyone that it is planning for a revenge & dreams about reuniting its former provinces. Under this circumstances Senate has decided to send an Embassy of Senate which will embodiment of the Orasareni Defense Alliance, to the western Midsea states namely: Parglug, East Torphan, Tanimbar & Zelkor. The main goal is to establish an embassies in these countries as well as the relations between the nations. The embassy also will propose to each one of these States to think of something like " Anti-Cedonian coalition " which will protect the interests of the ex-cedonian provinces from it's aggression. Since the nations may share a common interests this can make a sense.
Primary: Relations (none therefore Mediocre)
Task: Easy (everyone distrusts Cedonia)
Mods: -1 not targeted at one particular nation
-1 Parplug raids on Videssia
Result: -1 +1 -1 + (+1 +1 -1 +1) = +0 Mixed Success
Suggestion: Dialogue with these nations is opened. Tanimbar and Zelkor are openly receptive and relations with these now at Fair (0), for the time being They are genuinely interested in an anti-Cedonian alliance, but as they border Cedonia, do not want to make it public. East Torphan is wary of upsetting its' Parplug neighbour, and is more concerned about the Torphani threat, so nothing much happens there. The Parplug refuse to acknowledge the envoy sent to them, who is then promptly ordered to return to Videssia as word spreads of the Parplug raids on Videssian coastal settlements.
Actions for Vraa'al
Ahlgren the High Lord of the vraa'al is NOT impressed! After hundreds of years in isolation, he doesn't send out a diplomatic fleet to his nearest neighbour simply to be fired upon by savages! The Council and the High Lord spend days in the large meeting chambers discussing the present state of affairs. Until a decision is reached...
ACTION: 1,2,3.
Tactical, External.
ACTOR: The Chosen Ones of Ahlgren's fleet.
SUMMARY: Show 'em who's boss...
WEIGHT: Triple!
SECRECY: None.
PRIME DETERMINENT: Military Force (Legendary +4)
TASK: Hard
MODIFIERS: ++ Triple Action
+ The Vraa'al have been attacked and it's perfectly honourable to fight back.
+ The High Lord is annoyed by the uncivility of his neighbours, and views this as teaching them a lesson.
- If conflict does occur then it's not gonna be good for future relations!
REACTION: Heroic - the honour of the Vraa'al is at stake!
Result: I'm going to treat this as a battle, so...
Largest military unit: no significant difference
Mods:
Vraa'al: +2 Triple action
-1 Hard action
Damaris: +1 Home ground
Rolls:
Vraa'al : 4 -1 +2 + (+1 -1 0 0) = +5
Damaris: 2 +1 + (-1 0 -1 +1) = +2
Win: lose ratio thus 1:6 ouch!!!!
Casualties: The Vraa'al lose 100 sailors; the Damarites lose around 600! The Damarite fleet has been savagely reduced in size and morale.
Suggestion: The Vraa'al are victorious, wiping the Damarite ships from the waters and leaving the city's harbour in disarray. (Damaris at -2 to trade and military actions for the next 5 years, at least). The Vraa'al actions spread far and wide. The Orasareni Defence Alliance, of which Damaris was a powerful member, may be forced to act, bringing Videssia, Anaduan & Cormenaera, to name three, into conflict with the Arelcar islanders, though Anaduan, for example, is secretly pleased at their hated neighbours' misfortune. Be warned though, the Mirish Archmage warned against this sort of action, also...
The decision is made to send out a number of ships to the Free Cities again, with diplomacy in mind. HOWEVER: should an attack occur, the Vraa'al will be more than ready and will attempt board the enemy ships and slaughtering most of the occupants and then getting answers from the captains etc. The vraa'al WILL happily pursue peaceful means of diplomacy if this is initiated, but will not think twice about attacking. This action may seem rash, but it only seems rash in human terms - the vraa'al are not human, and although they've been isolated for such a long time, they are inherently 'evil' and certainly know how to kill!
ACTION: 4
Tactical, External
ACTOR: Scouts.
SUMMARY: Send scouts further out...
WEIGHT: Single.
SECRECY: Results
PRIME DETERMINENT: Exploration.
TASK: Normal.
MODIFIERS: + The Vraa'al ships are sleek and fast.
+ They are highly intellegent and organised
REACTION: Normal.
Small groups of scouting ships are sent from the Island. Some are to simply to patrol and scout the waters nearby, wheras others are sent much further north. The aim is simply to gather information about the goings on both in the waters and on the nearby lands.
Result: Secret result requested.
The rest of the Contenent
Bel'Adne: rejoicing as the border raids from the Shanari nomads have finally ceased. Perhaps the desert dwellers have learnt to fear the Bel'Adne sword.
Cedonia: the Empress strengthens her hold on the new territories. Selaria and the western Imperial county are subdued. Small pockets of resistance remain in Vizinia.
Free Cities: The Orasareni Defence Alliance decides not to retaliate against the Vraa'al attack on Damaris. The city of Damaris itself is slowly rebuilding its' harbour. Anaduan & Cormenaera use the hiatus to expand their power over other cities at the Damarites' expense.
Hria: The visitors from Celpalar continue to be made welcome in the capital. Strange lights are reported in the south, coming from the
Shadowlands; perhaps the Celpali will share their information.
The Ka'Shari: strengthen their relations with Taltheran, and continue to expand their new settlement on Celtalath.
Milakanur: reports of stirrings in the desert worry the Despot.
Mir: the Sorcerers send a missive to Videssia - stop your warmongering or else!
The Morvali - reports from Taltherani merchants tell of a gathering of the clans in Corryn.
Razanians - an emergency meeting of the Century Council takes place to discuss Aryisa's occupation of lands beyond the Timber Veil.
The Shanari - the number of followers of the Alb-Shanari faith grow.
Tanimbar - there is news that the Queen is expecting a child. Worries over Cedonian aggression have abated as the Cedonians are pre-occupied with the Vizinian struggle.
Zelkor : relations with Tanimbar grow stronger as the two nations prepare for a Cedonian attack. The Videssian overtures are met with cautious optimism.
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Jason Heaps - 05 Apr 2005