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Actions for 1410

Actions for Aixelsydan

Action [1-4] The Proconsul decides that the kingdom must expand.

All attempts to do that peacefully within his domain have met with disaster...literally. Thus, mobilizing the forces under his command, he sends them to the "uncivilized" shore upon the south to begin taking, securing and conquering territory to the south.

Primary Determinant: Resources (+1) Task: Normal (0) Mod: +3 (Quadruple action)

*

Result: +1 +3 + (-1 0 +1 +1) = +5 Extraordinary success!

Suggestion: The Orasareni locals are hardly overjoyed at being 'conquered' by Aixelsydani armies, but as farming colonists escaping the urban settlements of Orasaren and Rhudyn they are officially not part of the Free Cities and are unable to call on their kin for aid. The Aixelsydani quickly put down any resistance and secure the territory. A small number of farmers flee back to their home cities which include Cormenaera and Anaduan, while a number of others flee to the Aryisan port of Haran and seek shelter from the Guardian faction there.

Actions for Amo'Trall

Action 1 - 4 ( +3 Mod )

The Bear Chief will do this during the first part of the year...Winter

Attack Videsia: with the whole tribe generally nomadic during winter....the tribe will head north to push up against Videssian border....and the Bear Chief will launch series of attacks and strikes against villages and food centers ( That way the Videssians will have no food for spring and summer)due to the Videssian actions against the Onagir. The strikes hopefully will cause the "captured' Onagir to rebel against thier captors and will lead to greater chaos inside of the Videssian Empire

Determinant: [I'm not treating the raids as battles, so the primary determinant is a mixture of Scholastics (military skill -3 ) and Resources (people - undetermined, thus 0) therefore -1] Task: Normal (0) Mods: +3 (Quadruple action) +1 Videssians otherwise occupied (see Videssian actions)

Result: -1 +4 + (+1 -1 -1 -1) = +1 Complete Success!

Suggestion: The southern settlements of Videssia, abandoned by many of their defenders, are easy prey to the Amo'trall and Onagir raiders. Fields are burnt and stores of food pillaged. Many Onagir serfs are freed and return to their southern forests. Famine kills more people than the assaults. Hundreds die of hunger.

Actions for Aryisa

Action 1: "find them and eliminate them" Strategic (3 of 3 years)

The occupation forces in Canor and Tesh continue to solidify their hold on the occupied territory. They hunt down and attempt to destroy the remaining Razanian armies present.

Primary Determinent: Military Force Difficulty: Hard Modifiers: ++ Aryisans are fresh from victory, Razanians are probably Demoralized +1 Aryisans fresh from victory -1 Razanians have mobilised their secondary forces

*

Result: +2 -1 +0 + (-1 +1 0 +1) + (+1 0 -1 -1) + (0 +1 +1 -1) = +2 Complete success!

Suggestion: The Asagmari obliterate all Razanian resistance in the occupied territories of Tesh and Canor. Canor is completely under Aryisan control. The King of Tesh holds on to the northwestern corner of his realm.

*

Action 2: Improve the port of Aryisa Strategic (1 of 2 years)

Duke Iyan orders that a renovation of the port of Aryisa begin. He plans to substantialy increase the number of docks and warehouses. The move is clearly intended to increase the amount of trade going through the city.

Primary Determinent: Crafts Difficulty: Normal Modifiers: +just expanding alreadt existing facilities, not trying to build a whole new port

*

Result so far: +3 +1 + (0 -1 -1 -1) + ( )

*

Action 3: The Guardians Duke Danan, leader of the Guardians, attempts to determine who still supports him and who does not. He also attempts to insure that those supporters who still remain will not be tempted to defect.

Primary Determinent: Influence Difficulty: Normal Modifiers: none

*

Result: 0 -0 + (-1 0 0 +1) = 0 Mixed results.

Suggestion: Danan succeeds in determining who his supporters are. Unfortunately, his success confirms his fears that the Crusaders have complete control of the country.

*

Action 4: The Expedition Strategic open ended (2 of ? years)

The expedition leaves Taltheran early in the year. It visits the Island of Celtalath (that's wherethe Ka'Sharo are, right?). Showing Asagmari prejudices, it bypasses Cedonia and Mir to go to Zelkor, Tanimbar, and East Torphan.

Primary Determinent: Trade Difficulty: Normal Mods: - There are pirates in Midsea

*

Result this year: -1 -1 + (0 0 -1 +1) = -2 Complete Failure.

Suggestion: The expedition is attacked by Kaerian pirates en route to Celtalath. The majority of the flotilla is either sunk or captured. The flagship, carrying Duke Iyan's second son (acting as emissary) is forced to flee, badly damaged. Pursued by pirates the ship sails west, floundering as it reaches the waters off Talishara. The Kaerian pirates turn back as the Asagmari vessel is boarded and detained by Cedonian military. The Duke's son is incarcerated in Talishara, as news of the valuable captive is sent south to the capital.

Actions for Parglug

Action 1 & 2 External, Strategic (4 of 5)

Type: development/craft

"Many people of the world have different ways of making ships; we should hire forgien ship wrights to increase our craft in ship making"

Actor: Adneril Krog Weight: double Secrecy: None Prime Determinant: craft ships (superb) Secondary Determinant: relations other lands fair Modifiers: Double Action Extra mod from Videssian actions: -2

*

Result so far: +3 -3 +0 + (1 0 -1 1) + (0 0 +1 0) -2 + (+1 +1 +1 0 ) -2 + (+1 -1 0 +1) + ( )

*

Action 3 & 4 External

Type economic: Trade/wealth

Actor: clan leaders

Weight: double Secrecy: None Prime Determinant: trade (great) Secondary Determinant: relations other lands fair Modifiers: Double Action Extra mod: -2 from Videssian actions

*

Result: +2 +1 -2 + (-1 +1 0 -1) = 0 Mixed results.

Suggestion: Parglug trade is undamaged by the recent belligerent activities but the Videssian attack offsets any possible gains.

Actions for Shanari

Action 1: The Jabuasi, nervous about Hisinvol's military success and dictatorial tendencies, appeal to the Despot of Milakanur for protection of their lands and livestock.

Political, External TYPE: Military Alliance ACTOR: Jabuasi Sanouki SUMMARY: Ask the Despot for protection. WEIGHT: Single SECRECY: None PRIME DETERMINANT: Influence: Good (+1) TASK: Normal MODIFIERS: + the Jabuasi are ethnically similar to the Milakanuri. + the Despot may see an opportunity to extend his powers - Hisinvol and his followers have given Bel'Adne a punishing and the Despot may not be anxious to attract the warlord's attention.

*

Result: +1 +1 + (-1 -1 +1 0) = +1 Complete Success!

Suggestion: The Despot agrees to a Milakanuri military presence in the Jabuasi lands. In return, the Jabuasi cede the land around the old Cedonian ruined outpost of Jabau, which the Despot fills with a garrison, intending to command his forces in the old Imperial province of Jabuar from there. The Despot stops short of demanding fealty, but his expansionist aims are apparent to Shamir's son, the new Sanouki.

*

Action 2: Hisinvol engages Bel'Adne defense forces, his warriors conducting hit-and-run strikes on any Bel'Adne forces in the area, harrassing supply lines and destroying bridges and infrastructure.

Military, External TYPE: Military Campaign ACTOR: Hisinvol SUMMARY: The Sinari fight the Bel'Adne WEIGHT: Single SECRECY: None PRIME DETERMINANT: Military: Fair (0) TASK: Hard MODIFIERS: + Hisinvol uses his troops strength, its mobility, to damage the Bel'Adne forces + the northern Bel'Adne refuse to send aid - the Sinari are wild and undisciplined force

*

Result: 0 +1 + (-1 -1 +1 0) = 0 Mixed results.

Suggestion: The Bel'Adne forces from the city of Lachel are ambushed on their ponderous riparian journey towards the occupied city. Suffering dreadful losses, the Bel'Adne retreat to the north bank of the Lachel river, one hundred miles west of Kharouk I'Sin. Entrenching themselves, the manage to repel subsequent Sinari attacks, forcing the Sinari to return to their new city unable to extend their occupation west towards the inland sea.

The city of Lachel is desolate, citizens fleeing from the imagined Shanari threat to the relative safety of Tanat. A shortage of accommodation and provisions forces the Melcuranin of Tanat to declare martial law. News of the near defeat of the Lachellian military causes concern. Calls for retaliation from the Lachellian refugees are answered by equally strong Tanatian voices discussing the possibility of negotiation. The Melcuranin, aware that the Bel'Adne years of isolation have paid a toll on military effectiveness, begins to consider the options. Should Lachel be abandoned to the Shanari savages in return for peace?

*

Action 3: Hisinvol consolidates his hold on Kharouk i'Sin. The local governors and aldermen are brought before him and given a choice, rule in his name or die. All those that agree are forced to convert to the Sin-Albian faith. Loyal Sanouki are given primary governing powers, but the main structure of Bel'Adne government will be mostly left in place.

Political, Internal TYPE: Political Consolidation ACTOR: Hisinvol SUMMARY: Assert their control over the captured city. WEIGHT: Single SECRECY: None PRIME DETERMINANT: Authority: Superb (+3) TASK: Hard MODIFIERS: + the Shanari have the real threat of force on their side + the seeresses are sincere about conversion, and will welcome all into the fold - the Shanari hold the city through military conquest - the Shanari are not considered at all civilised by the Bel'Adne.

*

Result: +3 + (0 0 -1 0) = +2 Complete Success!

Suggestion: Both disgusted at the waste of resources apparent in the river valley civilisation, yet amazed at the wealth of animal and plantlife compared to his desert home, Hisinvol allows his new followers to continue their daily lives with minimum interference from Shanari conventions.

Actions for Taltheran

I. Merchants' Council

Action 1: Develop Trade Route to the North-West ....continues Nature: External Strategic (Trade) (FOURTH of five years) Determinant: Trade (Good, +1) Difficulty: Normal (0) Qualifiers: + Recconaissance in hand + No prior occupants in Sarunar, reasonably hospitable reception in Myr-Kun in 1406 Secrecy: None. Reactions: + + Major boost to Trade ( ) Minor boost to Trade, with potential for future


Damage to Trade reputation and/or infrastructure/ loss of opportunities in north-west

*

Result so far: +1 -0 +1 +1 + (0 0 -1 +1) + (+1 -1 0 +1) + (0 -1 +1 0) + ( ) +1 + (-1 +1 0 -1 )

Going well overall.

Action 2: Develop contacts with other cultures from Myr-Kun Nature: External Tactical (Trade) (supportive of Action 1) Determinant: Trade (Good, +1) Difficulty: Easy (+1) Qualifiers: - Myr-Kun obstructionism Secrecy: None. Reactions: + + Significant boost to Action 1 ( ) Marginal boost to Action 1


Penalty to Action 1 [This is a repeat from 1409. Last time, it netted me contact with the Hria. This year, I don't know if there's anything else available, but we'll see. At least it supports Action 1, if nothing else.]

Result: +1 +1 -1 + (0 0 +1 -1)= +1 Success

Suggestion: +1 to Action 1

___

II. The King [I really ought to have responded to Cedonia in 1409 to iron out where we stand. Failing that, I should do something for 1410. But no time. So thing'll just have to stay as arranged, since I didn't get to try to massage the agreement...]

Action 3: Get Infrastructure Organized in Tirmarin Nature: Internal(!) Tactical/Strategic (may require more time) Determinant: Royal Authority? Consent? Difficulty: Hard (-1) Qualifiers: - Tirmarin has been chaotic + Taltheran is popular in Tirmarin +/- Cooperation of Tirmarin landowners/gentry (Action 4) Secrecy: None. Reactions: + + Tirmarin rapidly becomes orderly and productive ( ) A reasonable start is made


Petty squabbling and outright fighting erupt

Result:[I'll go with Authority] -1 +1 -1 +1 +1 + (-1 -1 0 +1)= 0 Mixed Results

Suggestion: The major cities of Tirmarin are organized, but more work is needed in the country.

___

II. Tirmarin Nobles Although Tirmarin in general has suffered greatly the last few generations, there have been unscrupulous nobles and landowners who have taken advantage of the chaos for their own gain. These now see their power threatened by Taltheran rule. They generally have neither ability nor inclination to undo Taltheran's ascendance, but they want to protect their interests. Their chances are poor, but if they fail they believe they lose only a little time before their inevitable disenfranchisement anyway.

Action 4: Power grab Nature: Internal Tactical Determinant: Influence (Mediocre) Difficulty: Hard (-1) Qualifiers: + Taltheran is not well established in Tirmarin, may need local allies to help administer and organize - The folks interested in grabbing power have Poor Consent - Taltheran Royal Guard a significant presence Secrecy: None. Reactions: + + Unscrupulous Tirmarins gain key government positions ( ) Penalty to Agragax's organizing in Tirmarin


Unscrupulous Tirmarins shoot themselves in foot

Result:-1 -1 +1 -1 -1 + (+1 +1 -1 +1)= -1 Failure

Suggestion: In their attempted grab at power, the unscrupulous landlords reveal themselves, and are swiftly apprehended by the Royal Guard.

___

III. 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.

___

EXTRA: The King

Action 5 (extra): Create a plan for attacking Kaeir pirates Nature: Internal Tactical Determinant: Royal Guard Force (Great) Difficulty: Normal (0) Qualifiers: ++ Great reconnaissance from prior years + Ka'Shari assistance & sea-expertise - Extra action Secrecy: Private to King & military leaders. Reactions: + + Great plan; good bonus to attack ( ) Mediocre plan; might help attack


No plan determined; need more info?

Result: 0 +2 +2 +1 -1 + (+1 0 -1 0)= +4 Superior Success

Suggestion: Using the reconnaissance gathered, the Royal Guard discovers a way to get past Kaeir's naval defenses. +2 to any future attack.

Actions for Tana

Action 1: Secret

Action 2: Raids, Partial Invasion

Under cloak of night and Dragon's Breath, move land raiding force close to Videssian supplies (farms, mines, pastures). Using the results of Action 1, spare the areas sympathetique to the Tana cause. Strike areas sympathetic to the Videssians. Gather and build popular army from villages and areas afraid and subject to Videssian tyranny. Tactical: External Actor: Organized Refugees and Dissadents recently taken in by the Tana with military support. Action: After spreading through and infiltrating gathering as much support as possible, raid videssian supply areas and encourage Tana favored areas to voluntarily withhold supplies and join with the Tana in an ever increasing popular army fighting Videssian oppression. Press inward into Videssia land. When the Videssian miltary responds, crush it with numbers, magic, and geurreilla tactics. Much of the Home Defense would be involved as this would be lands potetial for Tana use. Weight: Single Secrecy: In the beginning, the effects would become known perhaps too late to stop the swell. Primary: Military Force, Subterfuge, Infiltration Difficulty: Normal to Hard. (Raiding is normal, but holding is not. However, influenced people could offset a great deal of the difficulty in turning again the Videssians. Primary: Military Force, magic. Task: Business as Usual. Mods: See Action 1.

*

Mods: +1 from Videssian actions +1 from Action 1 +1 from Action 3 +1 from Action 4

Result: +1 -1 +4 + (-1 -1 0 +1) = +3 Superior success!

Suggestion: The Tana-led raids, assisted by renegade Onagir, cut a swathe through weakened Videssian defences (see Videssian actions). The exposed region north of the Imbros quickly comes under Tana control.

*

Action 3: Sea-Raids.

Using cover of night and the obscuring Dragon's Breath, begin the attcks on Videssia. At fortified ports stay out of range of the seige engines, draw out what's left of the ragged navy and destroy it. land troops away from the fortified ports to attack from the land and destroy fortifiaction and especially the engines of war. Use potentially influenced people (from action 1) to create internal problems allowing conquest of much of the northern regions.

Tactical: External Actor: Tana Military and Navy. Action: See Above. Weight: Single Secrecy: In beginning stages yes, but not for very long. Of course that's the way all Tana raids begin. Primary: Military Naval Force Difficulty: Business as usual Primary: Military force Task: Normal Mods: Navy is newly built and strong. Videssia Navy recently destroyed. Potential affests from Actions 1 and 2. Videssia Military strung out while land forces comprised mostly of refugees, dissadents and Videssian expatriots. Potential internal assistance. Fortified Ports (hence drawing the navy out and not attacking immediately or directly).

*

Mod: -1 Videssian forts +1 Videssian actions

Result: +1 -1 + (+1 +1 +1 -1) = +2 Complete success!

Suggestion: The Videssian defences, weakened by the departure of much of the fleet and weaponry, are easy prey for the Tana raiders aided by eldritch craft. While the fortifications at Videss are able to withstand the assaults, many other coastal settlements are plundered by the raiders. The surviving Videssian navy left to attack Parglug, leaving the ports wide open. Blocking the capital, the Tana navy prevents any news of the invasion reaching the Videssian army in Parglug until it's far too late.

*

Action 4: Secret

Actions for Videssia

Action 1-4 The Revenge (half-secret action) means that unless the Parglug actions are send, it shouldn't be published on the list but send directly to me.

The treacherous & unprovoked raid of the contemptible Parglug has awaken a huge wave of a just wrath among the Videssian society. The voices which demanded war grew stronger every day. In the beginning of summer 1410 the Senate has announced that Republic is in danger & declared a war on pagan & disgraceful Parglug vermin. The traditional oath of Talarikius Gavr which means, that he wouldn't return without victory, caused a huge explode of enthusiasm within the masses. In addition to usual non-citizen volunteers, noble youths shown a great desire & wish to serve their country, enlisting to the special regiments, additional to the Republican army. Talarikius Gavrs plan of the campaign is simple. Two massive swift strikes which would destroy an dreaming enemy. By the order of the military suffet of Videssia the following two armies were formed: The Southern & the Northern The Southern army: Videssian Republican army over 35000 warriors including (phalanx, ranaloans, skirmishers, support regiments) with additional siege weapons; The ¼ of forces of city-states of Jundar. which will join the videssian contingent as it progresses to the west. The warlord of the southern army is Talarikius Gavr. The Northern army: ¼ of the forces of all city-states of Orasaren (except Cormenaera which is busy with the operation of Kaeir, the contingent of Videssian specialists with the siege weapons was send to Cormenaera in order to take part in the operation) The commander of this army was named a famous Roharen warlord general Loronial Toront, who gained his reputation in the constant wars with pirates as well as in the city-states conflicts. Two leaders met in Videss in order to form a clear disposition for the campaign. The following decisions were taken: The Southern army will march to the east & join forces with the city-states of Jundar. By this time, the ODA fleet will disembarcate the Northern army in Jundar near the Parglug border. It will march to the south to join with the Southern army. From there the combined great army will go straight to Parmouth planing to lay a siege on it. If Parglug dare to face ODA might on the open field they should be crushed & the progress to the capital should not be slowed. The ODA fleet will close Parmouth from the sea. It is strongly forbidden to the army to cause any harm to the peaceful Parglug citizens, since the Orasaren nations came here to free the Parglug nation from the tyranny of the insane leaders.

Action (1-4) +3 Determinants: Military force - Great (on the open field & during siege- Superb); Task - normal Mods: + + The high moral of the army & population who lusts to protect Videssian honor + The support & help of the Jundar people & Fallanar on the march + ODA military size extremely big + Although excellent sailors, Parglug aren't good warriors on the ground in melee + They aren't expecting such a massive invasion + Some people unhappy with the current Parglug ruling agency will probably support the Orasareni. + ODA fleet support + Parglug military size small. - Parglug on the home ground - Everybody will be raised in arms - The dissimilar content of the ODA army may cause difficulties in cooperation.

*

So. I'm assuming the Parglug are hardly going to stand around watching the Videssians reach Parmouth. With regards to the Jundar area, although Orasareni settlers, the settlements are not part of the ODA thus would be unlikely to take part. The Fallanar are also not exactly on friendly terms with the Videssians so I can't see how they could be going along either. Anyhoo, this is what we've got.

Videssia has Force=Good, Size=Mediocre Free Cities have Force=Fair, Size=Fair. Total ODA: Force(average)=Good, Size(total)=Fair Based on the IH Rules military page, Parglug have Force=Good, Size=Fair. Defending on home ground (+1) ODA get +1 for Talarikius Gavr & +1 for specific military skills [All other mods balance out pretty much]

ODA Roll: +1 +2 + (-1 0 +1 -1) = +2 Parglug Roll: +1 +1 + (-1 +1 -1 +1) = +2

Result: The devastated Videssian army are routed at the Battle of Karakadas. The remnants of the defeated force manage to escape into the Jundar forests, only to return to a Videssia ravaged by civil strife, raiding bandits and a full-scale invasion of the north. With only the remains of a once powerful army and virtually no surviving fleet, the Videssians must consider the option to make peace rather than lose their hard-fought freedom forever. The failure of the raid may have repurcussions for the ODA.....

-- Jason Heaps - 24 May 2005

Topic revision: r1 - 24 May 2005 - 20:21:56 - Jason Heaps
 
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