1413

Parglug 1413 RESULTS Aaron Nowack? - Posted: Sat, 28 Aug 1999 17:27:11 GMT

Action 1 & 2 external, military Type: Blockade the southern part of the southern sea especially Videssia and the videssian army Actor: Adneril Krog double action Secrecy: None Prime Determinant: Navy Superb (+1) Secondary Determinant: ship superb Modifiers: Double Action +1 on ship for 5 years due to research ontop of an already superb navy and superb ship

is there a change that leaders returning from the videssian conference could get caught? [possibly, depends on the result]

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

Suggestion: The blockade tightens and nothing gets in or out of Videssia by sea. The few reports from the area tell of the plague-ravaged, starving Videssians dying by the thousands, almost as in retribution for the destruction of the Onagir and the ravaging of the Amo'trall.

Action 3 & 4 stratigic military (1 of 6) Type: Using the wisdom of the clan leaders and the recent blockade action and the new ships to create a better navy increase navy one rank Actor: clan leaders double Action Secrecy: None Prime Determinant: navy superb Secondary Determinant: ships superb ++1 Modifiers: double action

Results So Far: +3 +1 +(-1 -1 0 -1) +1 + () + () + () + () +()

Suggestion: The project begins...

Aaron Nowack "Never let reality get in the way of a good hypothesis." http://www.geocities.com/TimesSquare/Dungeon/5930/


Mir

[Cel] Aaron Nowack? - Posted: Sat, 28 Aug 1999 17:27:52 GMT

Action 4:

Negotiate the Treaty of Anneayena detailing the conditions of the release of the Eerith by the Mir.

Type: External/Diplomatic

Actors: Same as action 1: One Searcher (primary actor), Two Defenders (muscle in case of trouble)

Weight: Single

Secrecy: None

Determinant: External Politics-Mir (Miserable –4)

Task: Normal (it will probably be harder for the players to negotiate this than the races, the tentative offer currently under discussion has no real downside for the Eerith) (0)

Modifiers: + The Eerith want release and the Mir require no outstanding concesions from them (other than don't kill us and fight that guy you were going to fight anyway)

+ The Mir are currently vulnerable politically as a result of their previous actions and the Mir initiated this discussion

+ The Mir also want the treaty

+ The mixture of Searcher and Defenders should balance each other and prevent extreme reactions and extreme naivete.

- The Eerith are overly paranoid that this may be a trap and will be prone to over-reaction.

+ The previous actions by Eerith and Mir have been leading up to this point (Council of Nations, et al)

+ Both sides are desperate for this to resolve

Results: -4 +5 + (0 +1 -1 -1)= 0 Mixed Results

Suggestion: A treaty is agreeded to, but elements on both sides are discontented about thepeace with their ancient enemies.


East Torphan/Burcany Aaron Nowack? - Posted: Sat, 28 Aug 1999 17:28:10 GMT

External/Tactical Type: Reaffirm and secure trade routes with Taltharan and the free cities of Orasaren. Actor: Merchants Weight: Single Secrecy: Nil Task: Normal (-): Parglug blockade hinders trade around Orasaren.

Results: 0 -1 + (-1 0 0 -1)= -3 Severe Failure

Suggestion: No trade routes are established. Trade at -1 until routes can be reaffirmed.

External/Tactical Type: Send the Ophier to Mir on a state visit sanctioned by the Crown to broker a treaty (written document) to the effect that Burcany will join the crusade against Alatta with total commitment in exchange for public sanctioning of the Kingdom of Burcany and its autonomy and claim to all the lands in East Torphan. Actor: The Ophier (Elected Head of the Brotherhood in Burcany) Weight: Double Secrecy: Between Mir and Burcany unless accepted Task: Hard (But success should frustrate or obfuscate Torphan's claim to East Torphan/Burcany. Mir appears very influential at this time.)

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

Suggestion: Work this out between players.

Internal/Tactical Type: Produce a royal heir. The hope is for a healthy boy, we'll see what

happens. Actor: King Villard and Queen Felicia Weight: Single Secrecy: Nil Task: Normal

Results: 0 + (+1 +1 +1 +1)= +4 Superior Sucess

Suggestion: The Queen gives birth to healthy twin boys [names?]

Aaron Nowack "Never let reality get in the way of a good hypothesis." http://www.geocities.com/TimesSquare/Dungeon/5930/


Taltheran

Taltheran 1413 RESULTS Aaron Nowack? - Posted: Sat, 28 Aug 1999 17:32:31 GMT

[backfill:]

In 1411 and 1412, the Taltheran Merchants' Council continued to improve and extend the new trade route to the north west via Sarunor. Sarunor is now a bustling town, and substantial trade was flowing via this route from the Hria, the Hisorian Empire, and (most recently) from the Saraan (with whom the Taltherani have established Good Realations and a solid trading relationship). Or at least, the trade route was bustling until recent events rendered Myr-Kun less suitable as a trade nexus. :-/

Meanwhile, the King has been kept busy restoring order in the newly acquired lands of north Tirmir. Things seem to be settling down now, though.

The Wizards' Guild has also been kept busy, trying to get to the root of various magical machinations occuring throughout Qaiyore...

[1413:]

I. Merchants' Council

After a number of years of suffering from their depradations, the time has finally come to deal a blow against the arrogant pirates of Kaeir. The King has mustered the eager support of the Merchants' Council, who will contribute provisions, ships, sailors, soldiers, and logistical support.

Action 1: Support action 2-3

Nature: Tactical Determinant: Influence (Good +1) Merchant Family House Forces (Force Fair, Size Mediocre) Difficulty: Normal Qualifiers: + Motivated! The pirates have been a long-time, costly, problem Secrecy: Maximum (in-game). Reactions: +++ Substantial bonus to Action 2-3 ( ) Nominal bonus


Oops! No bonus or penalty

Results: +1 +1 + (-1 +1 +1 -1) +2 Complete Success

Suggestion: +1 to Action 2-3 ___

II. The King

Things in Tirmar are finally somewhat settled, and the King can now turn his attention to an old, thorny problem: the Kaeiren pirates.

In previous turns, he received substantial useful intelligence about their weaknesses; now it's time to put that information to use. He quietly enlists the aid of all major players (see actions 1 and 4), and also the Ka'Shari [if they're still around? Taltheran had very good relations before they went NPS], who are excellent maritime warriors.

The primary goal is to substantially impair Kaeir's maritime and warmaking abilities. A secondary goal would be to depose the leadership.

In brief, the strategy will entail attacking during the Kaeiren midsummer festival -- the only time other than during severe winter weather when almost all the fleet is in harbor. The first strike will be small contingents of the Royal Guard, with mages along to provide stealth & secrecy. These squads will sabotage the great mechanism which protects the harbormouth from unwelcome ships, and additionally attempt to disable such projectile weapons as may be established to protect from sea attack.

Following the sabotage, a strong maritime force will enter the (hopefully unprotected) harbor by sea, and will use magefire to attack the Kaeiren ships at anchor.

A third force, of Royal Guard, will meanwhile have landed some distance away and will march to attack the landward side of the city, attempting to time their arrival for after the alarm has been raised in the harbor, with the expectation that the conbination of festival and unexpected sea attack will leave the landgate lightly defended.

Actions 2-3: Attack the Kaeiren Pirates!

Nature: External Tactical Determinant: Royal Authority (Good +1) Royal Guard (Force Great, Size Small) Difficulty: Hard (-1) Qualifiers: -- Kaeir is well defended + Kaeir is complacent, having been uncontested for years ++ Ka-Shari aid +2 Strategic plan (from turn 10, Action 5) + Double action + Support from Merchants' Council (Action 1) + Support from Wizards' Guild (Action 4) Secrecy: Maximum (in-game) until done. Reactions: +++ Kaeir capitulates (bonus to Taltheran prestige) ( ) Kaeir power impaired


Attack fails ___

Results: +1 +6 + (-1 +1 0 0)=+7 Legendary Success!!!!!

Suggestion: Wow! In a daring move, using the route revealed previously, the Royal Guard lands in Kaeir uncontested. The navy then moves in and burns the pirate ships, which were still docked. The pirates, caught completely off guard, are unable to even put up a fight. The only Taltherani casulties come at the hands of a mage who was staying in the mayor's palace. A Mirish mage...

III. The Wizards' Guild

The King has gathered the support of the Wizards' Guild in the assault on Kaeir. The Guild will support various tactical actions, and will also provide magical weaponry.

Action 4: Support action 2-3

Nature: Tactical External Determinant: Magic Sophistication (Great +2) Difficulty: Normal Qualifiers: - Other matters may distract to the Guild's attention Secrecy: Maximum (in-game). Reactions: +++ Substantial bonus to Action 2-3 ( ) Nominal bonus


Oops! No bonus or penalty ___

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

Suggestion: +1 to Action 2-3.

Aaron Nowack "Never let reality get in the way of a good hypothesis." http://www.geocities.com/TimesSquare/Dungeon/5930/


Shanari

Shanari 1413 RESULTS Aaron Nowack? - Posted: Sat, 28 Aug 1999 17:34:02 GMT

Hisinvol gazed across the sands at the city of Myr-Kun. The city burned, as the populace panicked at the very presence of his army. The time had come. Sin-Alb had marked the city, and now it was the Sinari's. He raised his hand, and the hordes of catayarsh mounted warriors moved forward.

Action 1 through 3: The Sinari invade Myr-Kun Type: Military, External Actor: Sinari Warriors Weight: Triple Secrecy: None Prime Determinant: Force (Good +1) Task: Normal (?) Modifiers: + the Sinari have been guided here by Sin-Alb + the inhabitants are demoralized and disorganized by riots

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

Suggestion: As the Shanari approach the city, a tremendos explosion rocks the area. As the smoke clears, several beings of golden light descend from the floating city. These beings, surely servants of the mighty Sin-Alb, proceed to lay waste to large sections of the city. Following this, the Shanari advance, and only a small company of guardsmen stand between the Shanari and the open city gates. However, a robed mage emerges from the city and calls magefire down on the guardsmen, leaving now forces to oppose the conquest of the city. The mage intoduces himself as a former Mirish mage, who was sent a vision from Sin-Alb. He says he has taken the name Hashikh (meaning Chosen One or One Who Chooses in the Shanari tounge), and offers his services to Hisinvol.

As he looked across his lands, Hanouk sighed. His cousin had set him as the Sanouk of these new lands captured from the Bel'Adne. Already the Bel'Adne administrators sought to cut him off from power, and the Shanari still here enjoyed the soft pleasures of these weak people. Combat alone would make them strong, Hanouk thought. It was time to provoke the enemy.

Action 4: Shanari raids in Bel'Adne Type: Military, External Actor: Shanari Warriors Weight: Single Secrecy: None Prime Determinant: Force (Good +1) Task: Normal Modifiers: + the Shanari have been doing this for generations + the warriors are bored and restless, this gives them a purpose - many warriors in the army are converted Bel'Adne, and the tactics are ruthless

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

Suggestion: The raids are a success. They keep the Bel'Adne off balance, allowing the pro-Shanari rebellion to survive another year.

Aaron Nowack "Never let reality get in the way of a good hypothesis." http://www.geocities.com/TimesSquare/Dungeon/5930/


-- Ibrahim Underwood - 27 Oct 2006

Topic revision: r1 - 27 Oct 2006 - 02:32:00 - Ibrahim Underwood
 
This site is powered by the TWiki collaboration platformCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding TWiki? Send feedback