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