Actions/Results for 1414
Year 1414 OPEN!!!
Aaron Nowack? - Posted: Mon, 06 Sep 1999 16:27:58 GMT
After what is possibly the longest year in Qaiyoren (and maybe even
Celandran) history (a whopping 3 months I believe) Year 1414 is now
officially open.
The Events (Drumroll please):
Bel'Adne: (+) The rebellion finally begins to die down.
Free Cities: (-) Many merchants go bankrupt due to the continued
blockade. -1 to Wealth PERMANENTLY.
Kaeir: The remaining pirates scatter to the four winds.
Tanimbar: (-) A border incident causes relations with Cedonia to be at -1
this turn.
Videssia: Begins to fragment under the pressures of blockade and plague.
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
[Action I, II, III] Mir 1414
Jtsl - Posted: Mon, 06 Sep 1999 20:24:21 GMT
Action I: Deal with Annaeyena
The Eerith have agreed to help Mir fight Alatta. The Sorcerers
promised that they would relese the Eerith if they helped. After much
research the Sorerers have found the book that the spell was writen in.
Every spell that the Sorcerers have created has been recorded but the
more powerful once have hidden behind wards that would make evan an
Eerith neerves to pass. After much work trying to work on an undo
spell the Sorcerers have found one. Archmage Eubratosa and half the
council of Twelve with one hundred other Sorcerers have gone to the
outskurts of Myr-Kun on the Vernal Equinox (Nasir 4) and have prapared
the spell. When the shield is down the Sorcerers will
wait untill it is safe (meaning the free Eerith have time to explain to
the other Eerith the situation) Then they shall enter Annaeyena and see
if they can help the Eerith move the city away from Myr-Kun.
Primary Determinet: Magic
Difficulty: Huge
Actor: Archmage Eubratosa and six council members and 100 other
Sorcerers
Modifiers: + The Sorcerers put the spell up we can take it down.
+ Spell books.
+ A lot of Sorcerers
+ Treaty with the Eerith
+ The spell will done on one of the Four Holy Days. Magical ability
increases on these days.
+ Eeriths help.
+ Valerian help (ask Matthew)
- The situation around Myr-Kun
Action II: Again try again to reopen the gateway.
With the brief succes of opening the gateway last year the Sorcerers
once again try to reopen the gateway to the Dreaming. Now that they
know how to open the gate the Sorcerers begin to search for a away to
sustain the gateway. The Library is alive with activities as Spellbooks
are undusted and read. The silent halls of the Palace of the Sorcerery
are also alive with activity and commosion as the excited Sorcerers talk
amonst each other. The Sorceress are as involed in the work as any of
the other Sorcerers and they suggest many things that the men hand never
thougth of before. They Sorcerers of Mir are working together for one
of the few times in their whole history. The Sorcerers will try to cast
the spell on each of the four Holy Days. If it fails on the first Day
they will try again on the next holy day.(Note if the
gateway is opened and stays open then I will use another action to find
people to help."
Primary Determinet: Magic
Difficulty: Huge (The Sorcerers are trying to find away to sutain the
gate not open it. We already know how to do that.)
Actor: Most Sorcerers of Mir
Modifiers: + The brief opening of the Gateway last year.
+ Journal from the Archmage that opened the Door.
+ A lot of Sorcerers are working on it.
+ Casting the spell on holy days. Magical abilities increaed.
Action III: Search Mir for Traitors
The Archmage is worred that their mit be a traitor amonst them. The
Prophecy says that "One friend turns on another." The Sorcerers are
beging to search their own ranks for traitors. The rooms of every
Sorcerer including the Sorcerers that dies on the expedition, shall be
checked both magically and physically for any evdents that one of their
own has betrayed them. They will also send someone to Celepar to check
out the sight. They will also begin scyring to see if they can
discovery anything.
Diffculty: Very Hard
Primary Determent: Magic, Athority
Actors: Archmage and Council of Twelve
Secrecy: Yes
Modifiers: - Not many people looking
+ Everyone is so busy they would not realy notice people snoping around.
Archmage of Mir
Jason Todd Heaps
Razanians 1414 Actions
Louis Pasztor? - Posted: Wed, 08 Sep 1999 19:38:44 GMT
Actions for Game Year 1414
Society Name: Razanians
Action I. - Create Rebellion in Aryisa
While the Aryisa military are busy fighting the Razanian Kingdoms in the
front, it is time to start a all out rebellion throughout Aryisa. The
Razanian Front were preparing for this moment since 1408. They have smuggle
enough weapons to start up uprisings in key areas, block off supplies sent
to the Aryisa armies in the front, disrupt communications, create unrest in
the city of Aryisa (Razan) and Haran, and etc... All of the Razanians in
Aryisa are ask to help and they will be no honor lost if they escape from
Aryisa to join the Razanians Armies.
Action I. - Tactical, External
Actor: Razanian Front
Objective: Create Rebellion in Aryisa
Type: Rebellion
Secrecy: Some Secrecy while Mobilizing, but it is clear this would happen
eventually.
Difficulty: Hard (Asagmari control, but a large number of Razanian serfs)
Prime Determinants: Razanian Front Consent/Influence: Good/Great
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(-1) Tight Aryisan borders
(-1) Possible reprisals against the Razanian serfs
(+1) Has support of Century Council
(+1) Aryisa Military occupied in other areas
(+1) Razanians hatred for the Asagmari
Reaction: Risky
*
Action II. - Taking Canor and Tesh back
The Century Council decides that is time to go to the Offensive. The
Northern Kingdoms and Canor/Tesh surviving military prepare a large military
force at the Taranta southern borders to prepare to take back Canor and Tesh
from Aryisa. This will be the first united Razanian Military since the
Draconians. They will take whatever means to drive the Asagmari off Canor
and Tesh.
Action II. - Strategy (Aslong as it takes), External
Actors: Northern Kingdoms and surviving Canor and Tesh Military
Objective: Take back Canor and Tesh with whatever means
Type: Conquer
Secrecy: None
Difficulty: Hard
Prime Determinant: Military force: Good (Great on Razanian Soil)
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(+1) Combined Military Force
(+1) Great on Razanian Soil
(+1) Razanians Hatred for the Asagmari
(+1) Local help from the Conquered Razanians Serfs in Canor and Tesh
(+1) ( If Action I succeeds)
(-1) Razanians Independence (technicly having hard time working together)
(-1) Aryisa superior army
Reaction: Heroic
*
Action III. - Fight Aryisan Military off Karan and Narton
While the Northern Kingdoms Military strike from the North, Karan and Narton
Forces with Minot Reinforcements fights off the already hurt Aryisan Army
off Karan and Narton.
Action III. - Strategy (Aslong as it takes), External
Actor: Karan, Narton and Minot Military
Type: Defence/Offence (Not sure wat type i should base this action upon)
Secrecy: None
Difficulty: Hard
Prime Determinant: Military Force: Good (Great on Razanian Soil)
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(+1) Lead by the Karan Military (Karans military ways)
(+1) Aryisan Army in Karan and Narton suffered heavy loss' in previous
engagement(s)
(+1) (If Action I succeeds)
(+1) Secondary Concript Army mobilized if not already
(-1) Razanian Independence (technicly having hard time working together)
(+1) Great on Razanian Soil
Reaction: Heroic
*
Action IV. - Fortify Borders
As a attempt to defend themselves from the Aryisans raids upon their
Kingdoms, Sayn, Non and Sargor fortify borders by establishing forts with
military help of Sout.
Action IV. - Tactical, External
Actors: Sayn, Non and Sargor
Objective: Fortify Borders
Type: Defence
Difficulty: Hard
Secrecy: None
Prime Determinant: Military Force: Good (Great on Razanian Soil)
Modifiers:
(+1) Primary Philosophical Orientation: Survival
(+1) Sout's military help
(+1) Great on Razanian Soil
Reaction: Cautious
I won't be surprise if i might ended going a bit overboard or screwed up
somewhere, but i am quite willing to learn and fix my mistakes.
-LordLMP
Razanians 1414 RESULTS
Aaron Nowack? - Posted: Thu, 09 Sep 1999 10:54:58 GMT
[Gulp! Time to get out my weighted dice :)]
Since these actions are so intertwined, I'll resolve them all, but write
one large suggestion.
Actions for Game Year 1414
Society Name: Razanians
Action I. - Create Rebellion in Aryisa
While the Aryisa military are busy fighting the Razanian Kingdoms in the
front, it is time to start a all out rebellion throughout Aryisa. The
Razanian Front were preparing for this moment since 1408. They have
smuggle
enough weapons to start up uprisings in key areas, block off supplies
sent
to the Aryisa armies in the front, disrupt communications, create unrest
in
the city of Aryisa (Razan) and Haran, and etc... All of the Razanians in
Aryisa are ask to help and they will be no honor lost if they escape from
Aryisa to join the Razanians Armies.
Action I. - Tactical, External
Actor: Razanian Front
Objective: Create Rebellion in Aryisa
Type: Rebellion
Secrecy: Some Secrecy while Mobilizing, but it is clear this would happen
eventually.
Difficulty: [Very] Hard (Asagmari control, but a large number of Razanian
serfs)
Prime Determinants: Razanian Front Consent/Influence: Good/Great
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(-1) Tight Aryisan borders
(-1) Possible reprisals against the Razanian serfs
(+1) Has support of Century Council
(+1) Aryisa Military occupied in other areas
(+1) Razanians hatred for the Asagmari
(-): Previous revolts have been costly failures
Reaction: Risky
Result: -2 +1 +2 + (0 +1 0 0)= +2 Success
Battle results
Rebels: Force Poor (-3), Size Great (+2)
Aryisa: Force Great (+2), Size Fair (0)
+ for fighting on home ground
-- for spread out forces
Rebels: -3 + (-1 +1 +1 -1)= -3
Aryisa: +2 -2 -1 + (0 0 +1 +1)= +1
*
Action II. - Taking Canor and Tesh back
The Century Council decides that is time to go to the Offensive. The
Northern Kingdoms and Canor/Tesh surviving military prepare a large
military
force at the Taranta southern borders to prepare to take back Canor and
Tesh
from Aryisa. This will be the first united Razanian Military since the
Draconians. They will take whatever means to drive the Asagmari off Canor
and Tesh.
Action II. - Strategy (Aslong as it takes), External
Actors: Northern Kingdoms and surviving Canor and Tesh Military
Objective: Take back Canor and Tesh with whatever means
Type: Conquer
Secrecy: None
Difficulty: Hard
Prime Determinant: Military force: Good (Great on Razanian Soil)
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(+1) Combined Military Force
(+1) Great on Razanian Soil
(+1) Razanians Hatred for the Asagmari
(+1) Local help from the Conquered Razanians Serfs in Canor and Tesh
(+1) ( If Action I succeeds)
(-1) Razanians Independence (technicly having hard time working together)
(-1) Aryisa superior army
Reaction: Heroic
Razanians: Force Fair, Size Fair
+ fighting on home ground
+ united
- resources divided on many fronts
Aryisa: Force Great, Size Fair
-- split forces
+ fighting from defensie positions
Razanians: 0 +1 + (0 0 0 -1)= 0
Aryisa: +2 -1 + (0 0 -1 +1)= +1
*
Action III. - Fight Aryisan Military off Karan and Narton
While the Northern Kingdoms Military strike from the North, Karan and
Narton
Forces with Minot Reinforcements fights off the already hurt Aryisan Army
off Karan and Narton.
Action III. - Strategy (Aslong as it takes), External
Actor: Karan, Narton and Minot Military
Type: Defence/Offence (Not sure wat type i should base this action upon)
Secrecy: None
Difficulty: Hard
Prime Determinant: Military Force: Good (Great on Razanian Soil)
Modifiers:
(+1) Secondary Philosophical Orientation: War
(+1) Aryisan offensive
(+1) Lead by the Karan Military (Karans military ways)
(+1) Aryisan Army in Karan and Narton suffered heavy loss' in previous
engagement(s)
(+1) (If Action I succeeds)
(+1) Secondary Concript Army mobilized if not already
(-1) Razanian Independence (technicly having hard time working together)
(+1) Great on Razanian Soil
Reaction: Heroic
Razanians: Force Fair, Size Fair
+ Fighting in home territory
+ united
- resources divided on many fronts
Aryisa: Force Great Size Fair
-- split forces
Razanians: 0 +1 + (-1 +1 +1 +1)= +3
Aryisa: +2 -2 + (-1 -1 0 +1)= -1
*
Action IV. - Fortify Borders
As a attempt to defend themselves from the Aryisans raids upon their
Kingdoms, Sayn, Non and Sargor fortify borders by establishing forts with
military help of Sout.
Action IV. - Tactical, External
Actors: Sayn, Non and Sargor
Objective: Fortify Borders
Type: Defence
Difficulty: Hard
Secrecy: None
Prime Determinant: Military Force: Good (Great on Razanian Soil)
Modifiers:
(+1) Primary Philosophical Orientation: Survival
(+1) Sout's military help
(+1) Great on Razanian Soil
Reaction: Cautious
Result: +0 +3 + (-1 0 +1 +1)= +4 Superb Success
Great Big Grand Suggestion: In the year 1414, the Razanian coast erupts
into all out war. In Aryisa, a massive uprising takes place, which is
brutally put down by the Aryisans as nobles who had withheld their
support join the fight in this hour of crisis. From the north, the
Razanians invade Tesh and Canor. Their attack is a failure, and the
Razanians are pushed back to the Taranta River by an offensive from the
Aryisan northern army. In Karan, the largest forces meet in battle, and
in a tremendous conflict, the Aryisans lose their first pitched battle
this war, and retreat back to Aryisa.
In the south, the southern kingdoms fortify themselves to withstand a
siege. However, as the southern Aryisan armies head north to reinforce
those fronts, the southern states take the oppurtunity to break the
sieges. After a few days of fierce fighting, the Aryisans are forced to
retreat north.
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
[Actions IV, V] Mir 1414
Jtsl - Posted: Sat, 11 Sep 1999 20:53:02 GMT
Aaron I have a request. Could you make a list of Artifacts that have
been mentioned in the game, and since their were artifacts that were
used to put up the shield if they are not on the list of Artifacts
mentioned would you add them too. If it is not to much trouble.
Action IV: Search for Information.
The Sorcerers have heard rumors of the fact that their was a Mirish
mage with the Kaerien pirates when the Taltheran attacked. They have
also heard rumors that a Ex-Mirish mage had joined the Shanari and had
helped them conquer Myr-Kun. And after the search of the rooms and
discovering that someone is trying to hide something the Sorcerers are
determend to figure out what has been happening behind their back. The
Sorcerers begin to figure out a way to get past tampering to figure out
what someone is trying to hide. They will also try scuring to see if
they can discover the identite of these two mages. If that does not
work they will send Sorcerers out to figure out what is going on.
Diffculty: Very Hard
Primary Determent: Magic Sophistication
Secondary Determent: Archmages Authority
Actors: Three-Fours Sorcerers
Secrecy: Yes (from these two mages)
Modifiers: + Sorcerers iritated that they have no idea what is going on.
+ A lot of Sorcerers.
- The Shanari protect one of the mages.
Action V: Start looking for artifacts. (1 of 2 years)
The Sorcerers had hoped that they could lower the shield without the
help of Artifacts. Well they relised that they can not. So the
Archmage sends goups of Sorcerers out to find those artifacts. The
Journals of the Archmage tells were they are its just it is writen in
ridlees so that you have to figure out the ridle to find the artifact.
The groups will have three sorcerers per group and after the disater at
the Oracle the Sorcerers are instucted to be one the defecive side.
Diffculty: Huge
Primary Determent: Magic Sophistication
Actors: One-Fourth of the Sorcerers
Secrecy: Yes
Modifiers: + the Journals
+ This has been planed out
+ We need these Artifacts
- Ridles
- Sorcerers are to be defencive.
Archmage of Mir
Jason Todd Heaps
Razanians 1414 RESULTS
Louis Pasztor? - Posted: Sun, 12 Sep 1999 17:08:31 GMT
>
[Gulp! Time to get out my weighted dice :)]
>
Since these actions are so intertwined, I'll resolve them all, but >write
>
one large suggestion.
Okay, I will do so, but doubt i would be able to make a large one thought. I
only mainly have plans and ideas for the Razanians and not very good in
putting them in writing cause it pretty much equals 10-20 pages long you can
say.

ANyway, here we go:
Despite the Razanian Front Uprisings got put down, they were successful in
seriously disrupting communications and cutting off supplies for the Aryisan
Armies. Also, with most of the Razanian Serfs revolting in Aryisa, the
Aryisans will not be able to rely upon them as a workforce in general. The
despite the failures of the Northern Kingdoms this in taking back Tesh and
Canor and loosing some Taranta territory, The Eastern Kingdoms were able to
drive the Aryisan Army off Narton and Karan back to Aryisa. The Southern
Kingdoms were able to stop the siege and secure their borders from any more
future raids from Aryisa. Also, gives them the chance to prepare themselves
to take Old Haran in the near future. Its all out war thats for sure, but
can the Asagmari prevent the newly united Razanian Kingdoms lead by the
Century Council from driving them back into exile?
I like your suggestion, so i just went a bit into details here.
-LordLMP
Shanari 1414
Mad Hatter? - Posted: Sun, 12 Sep 1999 22:18:12 GMT
Action 1: Raze Myr-Kun
Hisinvol gives the order that the city is to be destroyed. All inhabitants
who will convert are spared, the rest put to the sword. The converted people
are set to tearing the city to the ground and salting the fields around
Myr-Kun.
Type: Military, External
Actor: Sinari Warriors
Weight: Single
Secrecy: None
Prime Determinant: Force (Good +1)
Task: Normal
Modifiers: + the Sinari have captured the city
+ the city was partially destroyed by 'angels'
+ riots and a long siege have weakened the inhabitants
+ Annaeyana still hangs overhead
Action 2: Debate of the Elders
The seeresses debate the merits of choosing Sin-Alb or Dex-Alb. The prophet
Alfos is present, as is the former Mirian sorcerer who aided the attack. The
seeresses want their testimony, but will make the final decision themselves.
They lean toward Sin-Alb, but may be convinced to change their focus.
Type: Political, Internal
Actor: the Alb-Shanari seeresses
Weight: Single
Secrecy: None
Prime Determinant: Influence (Great +2)
Task: Normal
Modifiers: + the seeresses have always called their god Sin-Alb
Action 3: Assault on Bel'Adne
Hanouk chooses to seize the initiative and strike at Bel'Adne now that the
rebellion is dying down. He gathers his forces and strikes toward Lachel.
Type: Military, External
Actor: Sinari Warriors
Weight: Single
Secrecy: None
Prime Determinant: Force (Good +1)
Task: Normal
Modifiers: + the Sinari are itching for a fight
- the forces have large numbers of converted Bel'Adne
- Bel'Adne proper is no longer distracted by internal rebellion
Action 4: Guidance from Above
Hisinvol asks the seeresses where next to direct his army. They seek
guidance from the city above.
Type: Religious, External
Actor: Seeresses
Weight: Single
Secrecy: None
Prime Determinant: ???
Task: Normal
Modifiers: + Anneayana floats above
+ the divine beings have been directly influencing the events in Myr-Kun
-- Brennan
"We're all mad here. I'm mad, you're mad..."
- The Cheshire Cat "Alice's Adventures in Wonderland"
[cel][qai][eerith actions 1414]
Derek Solley? - Posted: Mon, 13 Sep 1999 13:25:45 GMT
admin. note: I shall be working at the
Wot C? Gran Prix Memphis from 09/15/99-09/21/99 and will be out of touch with e-mail during this time. Hopefully, this will not inconvience anyone.
Eerith Actions 1-3 of 1414 Qaiyore (In which the Eerith struggle with their new-found independance)
Action 1:
Send a prophet to the Sinari and treat with them regarding Myr-Kun. The prophet (Alfos) speaks from the Eerith undercurrent and may, at times be less than cogent. The Eerith are primarily concerned with establishing contact but will be insistent on a few points. 1) The Eerith area physically occupied in Myr-Kun (immediately under the floating city) is to be avoided by Sinari forces. 2) The ex-soceror who assisted at the battle of the gate does not speak for the Eerith. 3) The seeresses of Sin-Alb are "family" of the Eerith (a rather cryptic set of references that make no sense to non-Eerith). 4) The killing in Myr-Kun should stop (offering a confusing explination about how the death energies are still feeding into the original death energy spell woven by Allata and can be channeled into his disciples to be used against them).
Type: External/Diplomatic
Actors: One Prophet (Defender)
Weight: Single
Secrecy: None (Blatant, the Eerith want the other invitees to know that they will be attending)
Determinant: External Politics-Sinari (no official relation history but complex religious ties-modifier unknown)
Task: Easy (I think the Eerith can find the Sinari) +1
Modifiers: + the Sinari are making no secret of there presence or location
+ the Eerith and Seeresses have a history, the prophet will at least be heard
Action 2:
Fearing the extinction of the Onagir and the permanent loss of knowledge, a small group of Searchers will defy the general consensus of the Eerith and attempt to contact these people and learn of their culture. Now desperate from past failures and aided by the lack of organized Videssian opposition, the Eerith drop all pretense of human form and us all arcane abilities to locate the Onagir people. Their quest is joined by the Eerith Searcher Tributary
Type: External/Diplomatic
Actors: Four Searchers and Tributary
Weight: Single
Secrecy: None
Determinant: External Politics (average tolerance)/ Mythic magic also being employeed
Task: Hard (-1)
Modifiers: - Very few actors for the scope of the task
+ This is something that the Searchers feel is something that they MUST do. The possible permanent loss of knowledge is in direct violation of who and what they are.
+ The Searchers have spent a year determining where the Onagir aren't
+? The use of Eerithian magic may add as much as +5
Action 3:
The Eerith will give sanctuary to any inhabitant of Myr-Kun crazy enough to flee the Sinari and request it.
Type: External/Assistance
Actors: Twenty Eerith of all types
Weight: Single
Secrecy: None (the Sinari will be made aware of this condition even if nobody actually takes advantage of it)
Determinant: Unknown (this is a passive action contingent on the other parties involved and therefore could be completely irrelevant, political, or even military)
Task: See determinant
Modifiers: - The Eerith are largely ignorant of the physical needs of humanity
- The Eerith may very well be viewed by the populace of Myr-Kun as worse than dying at the hands of the Sinari (and they might be right)
Action 4:
In accordance with the treaty of 1413, the Eerith will assist the Mir in their quest for shiny baubles. They will begin by assimilating all knowledge that the Mir have on the artifacts in question.
Type: External/Diplomatic
Actors: One searcher and One defender (only acquiring knowledge from Mir this action)
Weight: Single
Secrecy: None
Determinant: External Politics (Mir -4)
Task: Trivial (+3) (the Eerith are only getting the common information which the Mir are happy to divulge)
Modifiers: - The Eerith have a short attention span and do not really feel this issue is overly pressing (it is important but the Eerith are a little distracted by internal affairs)
+ The treaty of 1413 assures full cooperation
- There is still a deep mistrust between the two sides.
Shanari 1414 RESULTS
Aaron Nowack? - Posted: Thu, 16 Sep 1999 17:15:26 GMT
Action 1: Raze Myr-Kun
Hisinvol gives the order that the city is to be destroyed. All
inhabitants
who will convert are spared, the rest put to the sword. The converted
people
are set to tearing the city to the ground and salting the fields around
Myr-Kun.
Type: Military, External
Actor: Sinari Warriors
Weight: Single
Secrecy: None
Prime Determinant: Force (Good +1)
Task: Normal
Modifiers: + the Sinari have captured the city
+ the city was partially destroyed by 'angels'
+ riots and a long siege have weakened the inhabitants
+ Annaeyana still hangs overhead
Result: 0 +1 +4 + (0 -1 -1 +1)= +4 Superior Success
Suggestion: By the end of the year, the coty of Myr-Kun is in ruins. It
will be many years before any can dwell there again.
Action 2: Debate of the Elders
The seeresses debate the merits of choosing Sin-Alb or Dex-Alb. The
prophet
Alfos is present, as is the former Mirian sorcerer who aided the attack.
The
seeresses want their testimony, but will make the final decision
themselves.
They lean toward Sin-Alb, but may be convinced to change their focus.
Type: Political, Internal
Actor: the Alb-Shanari seeresses
Weight: Single
Secrecy: None
Prime Determinant: Influence (Great +2)
Task: Normal
Modifiers: + the seeresses have always called their god Sin-Alb
Result: +2 +1 + (0 0 0 +1)= +4 Superior Success
Suggestion: [Up to you really, I don't know how to interpret this]
Action 3: Assault on Bel'Adne
Hanouk chooses to seize the initiative and strike at Bel'Adne now that
the
rebellion is dying down. He gathers his forces and strikes toward Lachel.
Type: Military, External
Actor: Sinari Warriors
Weight: Single
Secrecy: None
Prime Determinant: Force (Good +1)
Task: Normal
Modifiers: + the Sinari are itching for a fight
- the forces have large numbers of converted Bel'Adne
- Bel'Adne proper is no longer distracted by internal rebellion
Shanari Force Good, Size Fair
- Majority of warriors in Myr-Kun
Bel'Adne
Force Fair? , Size Fair
- - weakened by rebellion
Shanari: +1 -1 + ( 0 -1 -1 -1)= -3
Bel'Adne: 0 -2 + (0 0 0 -1)= -3
Suggestion: Bloody fighting occurs, but no territory is gained or lost.
Action 4: Guidance from Above
Hisinvol asks the seeresses where next to direct his army. They seek
guidance from the city above.
Type: Religious, External
Actor: Seeresses
Weight: Single
Secrecy: None
Prime Determinant: ???
Task: Normal
Modifiers: + Anneayana floats above
+ the divine beings have been directly influencing the events in Myr-Kun
Result: +2 + (+1 0 +1 +1)= +5 Extraordinary Success
Suggestion: The seeresses are told that a sign will soon come, and when
the sign is seen, the Shanari shall sweep south and convert the peoples
of Midsea to the worship of Sin-Alb.
-- Brennan
"We're all mad here. I'm mad, you're mad..."
- The Cheshire Cat "Alice's Adventures in Wonderland"
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
[Actions IV, V] Mir 1414 RESULTS
Aaron Nowack? - Posted: Thu, 16 Sep 1999 17:15:41 GMT
Aaron I have a request. Could you make a list of Artifacts that have
been mentioned in the game, and since their were artifacts that were
used to put up the shield if they are not on the list of Artifacts
mentioned would you add them too. If it is not to much trouble.
OK. The following artifacts have been mentioned so far:
the Golden Mirror (rumored to have powerful divination abilities
particuarly when used at the Oracle of Talishara, location unknown)
the Scepter of Mir (one of the most powerful artifacts, rumored to have
been used in creating the shield around Annaeyenna and other feats, such
as summoning the Eerith and Dragons, location unknown)
Crown of Mir (powers are up to you, within reason, in the Archmage's
possesion)
The ancient sorcerers made many different artifats ranging from trivial
powers to things better left hidden. These are the only ones that have
any plot signifigance so far.
Action IV: Search for Information.
The Sorcerers have heard rumors of the fact that their was a Mirish
mage with the Kaerien pirates when the Taltheran attacked. They have
also heard rumors that a Ex-Mirish mage had joined the Shanari and had
helped them conquer Myr-Kun. And after the search of the rooms and
discovering that someone is trying to hide something the Sorcerers are
determend to figure out what has been happening behind their back. The
Sorcerers begin to figure out a way to get past tampering to figure out
what someone is trying to hide. They will also try scuring to see if
they can discover the identite of these two mages. If that does not
work they will send Sorcerers out to figure out what is going on.
Diffculty: Very Hard
Primary Determent: Magic Sophistication
Secondary Determent: Archmages Authority
Actors: Three-Fours Sorcerers
Secrecy: Yes (from these two mages)
Modifiers: + Sorcerers iritated that they have no idea what is going on.
+ A lot of Sorcerers.
- The Shanari protect one of the mages.
(-) Taltheran may not cooperate
Result: -2 +4 +0 + (+1 +1 +1 +1)= +6 Extaordinary Success
Suggestion: The Sorcerers discover that they can feel a presence similar
to the one that interrupted the Council of Nations in many of the
chambers of the mages who went on the expedition. Scrying reveals that
there was a Mirish mage in Kaer... a Mirish mage presumed dead after the
expedition's loss. However, powerful warding spells protect the mage in
Myr-Kun's identity.
Action V: Start looking for artifacts. (1 of 2 years)
The Sorcerers had hoped that they could lower the shield without the
help of Artifacts. Well they relised that they can not. So the
Archmage sends goups of Sorcerers out to find those artifacts. The
Journals of the Archmage tells were they are its just it is writen in
ridlees so that you have to figure out the ridle to find the artifact.
The groups will have three sorcerers per group and after the disater at
the Oracle the Sorcerers are instucted to be one the defecive side.
Diffculty: Huge
Primary Determent: Magic Sophistication
Actors: One-Fourth of the Sorcerers
Secrecy: Yes
Modifiers: + the Journals
+ This has been planed out
+ We need these Artifacts
- Ridles
- Sorcerers are to be defencive.
(-) These artifacts have been lost for centuries
Result so far: -4 +4 +0 + (+1 +1 -1 +1) -1 +( )=
Suggestion: The Sorcerers get off to a good start...
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
Aixelsydan 1414 RESULTS
Aaron Nowack? - Posted: Thu, 16 Sep 1999 17:16:09 GMT
Action 1-3: Strategic 1 of 5
Now that Aixelsydan controls both sides of the straight, and has
fortified it's borders, the Proconsul sees the potential for trade as
the ships that move in and out of the strait can be both protected from
piracy (and thus encouraging more trade) and taxed at the same time.
Thus, the Proconsul orders the use of long chains to search the bottom
of the sea beds for the shallowest areas, and for the construction of
artifical defensive barriers to be created inside of the straights,
creating, bit by bit a maze that only the Aixelsydani will know how to
navigate. This will be done a little at a time, with the fleet
patrolling to make sure nearby ships do not spy on the
construction...ships passing through for now will simply be left
unmolested, as long as they do not spy on the Aixelsydani activity.
This will be kept as secret as reasonably possible.
Determinants: Hard [-4 ?]
Resources: Good: +1 and/or Craft which is also Good: +1
Magic can be used to help locate the best spots to build the
sophsitication of their magic is also Good (+1)
The maze will be designed to be artificial reefs, and thus coral, when
possible will be magically encouraged to grow there.
Modifiers:
- They are trying to keep the whole thing secret
+ The Aixelsydani have THE most powerful navy in the area, and control
both sides of the straights.
+ This is GREATLY in the interests of the Aixelsydani people, who
depend a great deal on the trade that goes through the straits, and is
thus far more likely to get the support of the local lords.
+ Combining actions (+2?)
+ They are using a combination of Aixelsydan's superior engineer's and
their limited, but intelligent Water Mages to work on the project.
+ They have been nagivating this area of the ocean for CENTURIES, and
know it like know other people in the world.
+ The Aixelsdani want to expand their wealth and trade quickly, but not
so quickly it breaks them, this is an excellent compromise, not risking
immidiate war, but simply improving thier own holdings (which are
already at Exploitation: Great for their land based holdings.
+ It should be easier to keep secret because it's doubtful that anyone
has ever tried anything like this before, or would even guess that they
are indeed trying to accomplish such a great task.
Result so far: -4 +1 +5 + (0 0 0 -1) +2 + () + () + () + ()
Suggestion: The project begins...
Action 4: Improve relations with the Ban Horroth
Reaching out to the Ban Horroth who reached out to them before, The
Proconsul desires to return the favor, in the interests of securing the
border, and permanently improving relations with their neighboors to
the immidiate north.
Difficulty: Easy [?]
Determinant: Relations [Fair]
Modifiers:
+The Ban Horroth approached the Aixelsdani before, and as such the
Aixelsdani are only continuing the relationship and attempting
something it appears that they already wanted.
+Both nations have much to gain by improved relations-The Ban Horroth
of manufactured goods, and the Aixelsdani of the vast natural resources
the Ban Horroth can provide.
+There is a great deal of instability in the region with the war
between the Razanians and the Aryisans at the moment, and as such-it is
in the interests of both powers in the region to stabilize relations
between themselves lest they somehow become involved in the conflict.
(-) The Ban Horroth are hard to find
Result: +1 +2 + (+1 -1 0 +1) +4 Superior Success
Suggestion: Relations at +1.
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
[cel][qai][eerith RESULTS 1414]
Aaron Nowack? - Posted: Thu, 16 Sep 1999 17:16:39 GMT
admin. note: I shall be working at the
Wot C? Gran Prix Memphis from
09/15/99-09/21/99 and will be out of touch with e-mail during this time.
Hopefully, this will not inconvience anyone.
Eerith Actions 1-3 of 1414 Qaiyore (In which the Eerith struggle with
their new-found independance)
Action 1:
Send a prophet to the Sinari and treat with them regarding Myr-Kun. The
prophet (Alfos) speaks from the Eerith undercurrent and may, at times be
less than cogent. The Eerith are primarily concerned with establishing
contact but will be insistent on a few points. 1) The Eerith area
physically occupied in Myr-Kun (immediately under the floating city) is
to be avoided by Sinari forces. 2) The ex-soceror who assisted at the
battle of the gate does not speak for the Eerith. 3) The seeresses of
Sin-Alb are "family" of the Eerith (a rather cryptic set of references
that make no sense to non-Eerith). 4) The killing in Myr-Kun should
stop (offering a confusing explination about how the death energies are
still feeding into the original death energy spell woven by Allata and
can be channeled into his disciples to be used against them).
Type: External/Diplomatic
Actors: One Prophet (Defender)
Weight: Single
Secrecy: None (Blatant, the Eerith want the other invitees to
know that they will be attending)
Determinant: External Politics-Sinari (no official relation
history but complex religious ties-modifier unknown)
Task: Easy (I think the Eerith can find the Sinari) +1
Modifiers: + the Sinari are making no secret of there presence
or location
+ the Eerith and Seeresses have a history, the
prophet will at least be heard
Result: +1 +2 + (-1 0 0 -1)= +1 Success
Suggestion: Work out between players.
Action 2:
Fearing the extinction of the Onagir and the permanent loss of knowledge,
a small group of Searchers will defy the general consensus of the Eerith
and attempt to contact these people and learn of their culture. Now
desperate from past failures and aided by the lack of organized Videssian
opposition, the Eerith drop all pretense of human form and us all arcane
abilities to locate the Onagir people. Their quest is joined by the
Eerith Searcher Tributary
Type: External/Diplomatic
Actors: Four Searchers and Tributary
Weight: Single
Secrecy: None
Determinant: External Politics (average tolerance)/ Mythic
magic also being employeed
Task: Hard (-1)
Modifiers: - Very few actors for the scope of the task
+ This is something that the Searchers feel is
something that they MUST do. The
possible permanent loss of knowledge is in direct violation of
who and what they are.
+ The Searchers have spent a year determining
where the Onagir aren't
+? The use of Eerithian magic may add as much as
+5
Result:-1 +4 + (-1 +1 0 +1)= +5 Extraordinary Success
Suggestion: The Searchers find and locate many of the few remaining
bands of Onagir. Contact is succesfully made. [You may detail if you
wish.]
Action 3:
The Eerith will give sanctuary to any inhabitant of Myr-Kun crazy enough
to flee the Sinari and request it.
Type: External/Assistance
Actors: Twenty Eerith of all types
Weight: Single
Secrecy: None (the Sinari will be made aware of this condition
even if nobody actually takes advantage of it)
Determinant: Unknown (this is a passive action contingent on
the other parties involved and therefore could be completely irrelevant,
political, or even military)
Task: See determinant
Modifiers: - The Eerith are largely ignorant of the physical
needs of humanity
- The Eerith may very well be viewed by the
populace of Myr-Kun as worse than dying at the hands of the Sinari (and
they might be right)
Result: -2 + ( +1 +1 0 0)= 0 Mixed Results
Suggestion: A very few survivors are granted shelter.
Action 4:
In accordance with the treaty of 1413, the Eerith will assist the Mir in
their quest for shiny baubles. They will begin by assimilating all
knowledge that the Mir have on the artifacts in question.
Type: External/Diplomatic
Actors: One searcher and One defender (only acquiring
knowledge from Mir this action)
Weight: Single
Secrecy: None
Determinant: External Politics (Mir -4)
Task: Trivial (+3) [+4] (the Eerith are only getting the
common information which the Mir are happy to divulge)
Modifiers: - The Eerith have a short attention span and do
not really feel this issue is overly pressing (it is important but the
Eerith are a little distracted by internal affairs)
+ The treaty of 1413 assures full cooperation
- There is still a deep mistrust between the two
sides.
Result: -4 +4 -1 + (+1 0 +1 0)= +1 Success
Suggestion: The Eerith have absorbed Mir's knowledge of the artifacts.
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
Milakanur 1414 Actions I-IV
Sam Gorton? - Posted: Fri, 17 Sep 1999 09:44:26 GMT
The central event in Milakanur this year is the (natural) death of the
Per-Aa Ra'ees, and the assumption of power of his eldest son Sharifu.
The Per-Aa is the ruler of Milakanur, known as the Despot by the Shanari.
Action I: Burial of the Per-Aa Ra'ees
A fallen Per-Aa is buried with his vizier, wife, concubines, and
guards, in a hidden location. Valuable objects are also sacrificed to
strengthen his Ka. His body must be preserved by the Master
Necrologist, and it must remain undisturbed until he can be
reincarnated.
Primary determinant: Authority of the late Per-Aa
Difficulty: Hard (gotta keep those tomb raiders out)
Actor: The Vizier as well as the Per-As's wife (they set up their
own deaths and preservations as powerful spirits in service
to the Per-Aa).
Reaction: Business As Usual/Secret
Modifiers:
++ The Per-Aa has had two decades to create his hidden tomb (a past
strategic action)
+ People fear the wrath of the Per-Aa's spirit; in twenty or thirty
years, the tomb may be safe to break into.
- There's a lot of wealth in the tomb
Action II: Assumption of Power
The new Per-Aa Sharifu must assume the reins of power, and pick his
Vizier. With the Shanari on the move, the Aixelsydan conquering to
their south, and the Jabuari a protectorate, the Master Scourge Labon
is in no mood to display any sign of weakness to outsiders.
Primary determinant: Military force (?)
Difficult: Normal
Reaction: Business as Usual
Modifiers:
+ Tradition is very strong in Milakanur, and he is the heir apparent
- Possibility of an "heir-of-spirit" trying to claim the throne
- The Per-Aa died unexpectedly, and his son may not have a cabinet prepared
Action III: Scout the Shanari
The military will send some units to look for signs of Shanari tribes
in the deserts north of Milakanur and Jabaur. If they are moving to
the north, then perhaps the deserts are empty, or perhaps there are
Shanari tribes left that do not follow Hsinivol.
The scouts are ordered to look, not to fight, but will defend themselves
enthusiastically if attacked.
Primary determinant: Military force (good)
Actor: The Master Scourge
Reaction: Risky (The Shanari migration is causing a lot of gossip and
concern among a generally isolationist people.)
Modifiers:
- The desert's a big place
+ The Milakanuri and Jabuari know where the oases are located.
- The military loves to get into fights
+ Jabuar is doing fine so far, so disaffected Shanari may be tempted...
+ The Shanari's attention is focused to the northwest
Action IV: Establish embassies with trading partners
The new Per-Aa is young and curious about the outside world, and is
concerned by the rumors that have filtered into Milakanur. There's
some concern in Milakanur about the slowdown in the slave trade
between the Free Cities and Milakanur. He would like to establish
reciprocal embassies with some of the Free Cities and with Taltheran.
The ambassadors from Milakanur will be members of the noble houses;
foreign embassies in Milakanur will be established in the port city of
Elanbur, -not- the capital of Atlabar.
Primary determinant: The new Per-Aa's authority
Actor: The Per-Aa
Reaction: Risky (Contact? With outsiders?)
Modifiers:
- The Milakanuri embassies aren't in the capital
- Most Milakanur aren't interested in the outside world
+ The Milakanuri would like to increase their imports of certain goods
(slaves, mostly)
+ The Free Cities must be desperate to increase their trading opportunities
? The recent sack of Kaeir
? Rumors of plague
Torphan Actions 1414
Edward F? - Posted: Tue, 21 Sep 1999 22:49:59 GMT
Action 1: Establish relations with Mir and
Eerith.
The Emporer Edaeth has been informed of the
threat of Alatta and desires to help Mir fight
Alatta. So the Emporer him self will travel with
a full escort of his eliet guards (which consits
of one hundred men.) He will also bring fifty
mages to help protect him. He will travel to Mir
to establish relations and discuss Alatta. The
Emporer wished to visit the Eerith but the
Imperial Sorcerers told him it would be to
dangerous. So he will instead send the Hederer
(Head Imperial Sorcerer). To go and establish
relations with the Eerith.
Primary Determinent: External polatics
Difficulty: Normal
Weight: Singal
Secrecy: Yes (If people discovered that the
Emporer had left the Empire he could havetrouble)
Actor: Emperor Edaeth, and the Hederer.
Modifiers: + Emporer intrested in the
outsideworld.
+ Alatta threat
- Long way
Action 2 & 3: Establish Limited trade.
As the Emporer travels through Parglug he will
stop at the capital and try to open a limited
trade route with Parglug and then he when speaks
with the Archmage and try open trade routes
withthem.
Primary Determinent: Trade
Difficulty: Hard
Weight: Double
Secrecy: No
Modifiers: + Parglug might be intrested.
+ Mir seems to opening her ports for trade.
Action 4: Deal with the Ice Deamons. (1 of
5years)
The Ice Deamons have been troubling Torphan for
too long and the Emporer has the military begin
to drive them back south. The Emperor orders the
Imperial Sorcerers to help the Army fight the Ice
Deamons.
Primary Determinent: Military
Difficulty: Hard
Weight: Singal
Secrecy: no
Modifiers: + Magic
- Emporer's out of the country
E.Torphan/Burcany Actions 1414 (1&2)
Phl Phaeton? - Posted: Wed, 22 Sep 1999 01:56:02 GMT
Action 1
Description: After his successful negotiations with Mir, the head of the
Brotherhood in Burcany is sent to Parmouth in an attempt to broker political
good will with the Parglug. The goal is to ensure peace between the two
countries, and as such gain safe passage through the blockade zone for trade
with Orasaren.
Type: External, Tactical:Diplomatic
Actor: The Ophier
Weight: Single
Secrecy: On the Action not Result.
Task: Normal
Modifiers:
+ the Ophier has successfully negotiated in Mir
+ (?) The Ophier arrives by ship in Parmouth
+ Burcany seriously wishes good relations with Parglug, and will consider
sharing some of the profits in the free cities trade while the blockade/war
with Videssia continues.
Action 2 (1 of 2 years)
Description: According to the treaty made between Mir and Burcany in 1413,
Burcany must assist in combating Alatta. At the request of the Archmage of
Mir, the Brotherhood in Burcany is sending 300 mages, adept in the craft, to
Celamyr to assist the Mirish mages in finding artifacts.
Type: External/Strategic:Discovery
Actor: Burcan Mages
Weight: Single
Secrecy: Yes (The walls have ears)
Task: Hard
Modifiers:
+ the mages sent are masters in their art.
+ the mages are supportive of the endeavor because it was the Archmage and
the Ophier who finalized the treaty, and they feel the action may support the
Brotherhood's position in Burcany's political life.
+ The Burcan mages may learn something new from working with their Mirish
counterparts.
- Too many cooks may spoil the broth?
Phil
[Qai] [Story] The Meeting of Nations Part Four
Jtsl - Posted: Thu, 23 Sep 1999 16:23:34 GMT
The Meeting of Nations, Part Four.
Mirabalpur
The Archmage's inner circle was meeting again. But instead of being
in their usall hard chairs they sat in soft chairs that could put you to
sleep. But that was the exact reason. Because the day before the
Sorcerers of Mir had done something that had not been done in a couple
thousand years. They opened the gateway to the Dreaming, and they were
all exasted.
"We finall opened the gateway to the Dreaming. Something that has
not been done since of reign of some stuffy old mage." Dioya said in a
drunken slur. Eubratosa just shoke his head. Riacrada was to tired to
care, and Nioratosa was, well googing over his newborn son, Jopltosa.
All of the sudden Dioya fell asleep.
"Maybe now we can discuss some issues." Riacrada said.
"Yes now that Dioya can't talk." Eubratosa commented givening the
old man next to him a side long look.
"You have heard of the Sorcerer that stagered around the streets of
the city yelling, 'We opened the Dreamings gateway.' We all know that
if the other nations find out about this then we will be in big
trouble." Riacrada said.
"I know, but what can we do?" Eubratosa says. He was rumbing the
scare under his eyebrow.
"We do nothing." Nioratosa said
"Why do you say that?" Riacrada asked.
"Because their have been rumors about us reopening the gateway since
it closed, and if we we don't do anything then the nations mit beleave
that it is just another rumor. So if we try to stop it from spreding
then the nations mit beleave it. Not to mention if we tried to detain
the merchants in the city they other nations would be furios." Nioratosa
looked at his father. "Father hold your grandson that should get rid
of your headace."
"I think I will try your remedy." Eubratosa smiles, and picking up
his grandson. All of the sudden Dioya speaks.
"Get away from me you anoing boy." They all look at Dioya and see
him fighting with a pillow. It is to much, they all start laughing.
Asadu walked into the library carring his eighteen month old son.
He looked around and found who he was looking for. He walked over to
the Eerith seated at a desk covered with books. The Eerith looked up as
he aproched.
"Hello Eerith." Asadu said as he walked up to the desk and sat down.
"Hello Asadu. Could I hold Thaench?" Eerith asked.
"Yes." Asadu hands the baby over only to gladly. "He cried all
night. It was all the noise last night." Asadu pauses, "Did you hear
what had happened?"
"I have heard nothing but I could fell it when the gateway opened."
The Eeriths face was unreadable.
"Oh." Asadu said for lack of anything better to say. "I have some
more news me and my wife have desided to name you Thaench's Godfather."
"What is a godfather." The Eerith asked.
"It is someone who is speical to the family and so they are named as
the Godfather or Godmother of one of the familes children. It is a
great honor." Asadu explained.
The Eerith smiled as a tear of flame ran down his face.
The Archmage sat holding his grandson. The sun was setting over the
great city of Mirabalpur. Nioratosa sat next to him as they watched the
sun set.
"Father I have a question?" Nioratosa asked.
"Just one. I wish I was so wise." Eubratosa said. Nioratosa
chukled.
"Father was it not Tarfn who told us that Alatta was the threat."
Nioratosa asked.
"Yes. Why?" Eubratosa roked the baby in his arm.
"I think we been had." Nioratosa said bluntly.
"Oh. How." Eubratosa turned his full attention to his son.
"We thought that the Sorcerers on the expedition were dead but yet
we found one that lived. We also find that the same present that
inturpted the Meeting of Nations in the chambers of those that went on
the expedition." Nioratosa said.
"You do have a point. So what do you think has been happening?"
Eubratosa stoped roking the baby.
"I think that Alatta was never the threat, and that some of the
Sorcerers betrayed Mir and told us that Alatta was attacking us and so
thus creating a cloak of lies that covered our sight." Nioratosa
explained. "And I think that the Eerith are a major key."
"So do you think if we relese the Eerith then we will be doing what
they want?" Eubratosa questioned.
"No, otherwise they would not have tried to stop us from opening the
prison." Nioratosa answeared. Eubratosa sat up staight.
"What do you mean?"
"Well many of the Sorcerers agree that something from inside the
prison tried to keep the prison up." Nioratosa said.
"Yes I forgot about that." Eubratosa amited. "But what about the
fact that the Eerith want to be free."
"We don't know that. We just know that the Eerith that are free
want them to be free." Nioratosa responce.
"Another good point." Eubratosa hands his grandson over to
Nioratosa. "But if Alatta is not a threat then who is?"
"I don't know." Nioratosa ammited. They are both silent for a while
both lost in thoughts of the unknown threat that hung over head.
Nioratosa looked at his father and said, "I think that the Shanari are
another main key element."
"And who do you think this mage is who is helping the Shanari?"
Eubratosa said looking at the city below him.
"Tarfn."
Ruins of Myr-Kun
The Sorcerers looked at the Ruins of Myr-Kun below them. The fires
of the Shanari was the only light.
"Who ever this mage is has very powerful spells protecting him. I
actole got a look at him but I can not rember his face. Not to mention
rembering his name, but he definetly was a Sorcerer of Mir." The one in
black robes says.
"I was able to find less information." The one in red said.
"Well at least you two did not get cout by those blasted Shanari.
They thought to have some fun before they killed me." The soft voiced
one in whites vioce was as hard as steal. Then her teeth flash white in
the half darkness. "Those Shanari will not be bothering any more
women."
"Was that nessisary." The one in black asked.
"It was the only way to get my point across." The white robed one
said.
"What is done is done." The one in red inturupted. "We must return
and tell the Archmage the little that we have discovered." The others
agreed and a minute later all that was left was the wind blowing sand
from were they stood.
Midsea
Many ships set sail from Mirabalpur. Each was headed for a diffrent
cornor of the continent. Each carred three Sorcerers that were insearch
of an Artifact. The Eeriths hope for Freedom layed on the Shouldres of
these Sorcerers.
A dark cloud loomed before Mir
Archmage of Mir
Jason Todd Heaps
Milakanur 1414 RESULTS I-IV
Aaron Nowack? - Posted: Mon, 04 Oct 1999 09:50:58 GMT
The central event in Milakanur this year is the (natural) death of the
Per-Aa Ra'ees, and the assumption of power of his eldest son Sharifu.
The Per-Aa is the ruler of Milakanur, known as the Despot by the Shanari.
Action I: Burial of the Per-Aa Ra'ees
A fallen Per-Aa is buried with his vizier, wife, concubines, and
guards, in a hidden location. Valuable objects are also sacrificed to
strengthen his Ka. His body must be preserved by the Master
Necrologist, and it must remain undisturbed until he can be
reincarnated.
Primary determinant: Authority of the late Per-Aa
Difficulty: Hard (gotta keep those tomb raiders out)
Actor: The Vizier as well as the Per-As's wife (they set up their
own deaths and preservations as powerful spirits in service
to the Per-Aa).
Reaction: Business As Usual/Secret
Modifiers:
++ The Per-Aa has had two decades to create his hidden tomb (a past
strategic action)
+ People fear the wrath of the Per-Aa's spirit; in twenty or thirty
years, the tomb may be safe to break into.
- There's a lot of wealth in the tomb
Result:-2 +2 +2 + (-1 -1 +1 -1)= 0 Mixed Results
Suggestion: The Per-Aa is succesfully entombed. and no tomb robbers steal
the treasure... at least not that new Per-Aa knows.
Action II: Assumption of Power
The new Per-Aa Sharifu must assume the reins of power, and pick his
Vizier. With the Shanari on the move, the Aixelsydan conquering to
their south, and the Jabuari a protectorate, the Master Scourge Labon
is in no mood to display any sign of weakness to outsiders.
Primary determinant: Military force (?)
Difficult: Normal
Reaction: Business as Usual
Modifiers:
+ Tradition is very strong in Milakanur, and he is the heir apparent
- Possibility of an "heir-of-spirit" trying to claim the throne
- The Per-Aa died unexpectedly, and his son may not have a cabinet
prepared
Result:0 +2 -1 + (-1 -1 0 0)= -1 Failure
Suggestion: A heir-of-spirit arrises to challenge Sharifu...
Action III: Scout the Shanari
The military will send some units to look for signs of Shanari tribes
in the deserts north of Milakanur and Jabaur. If they are moving to
the north, then perhaps the deserts are empty, or perhaps there are
Shanari tribes left that do not follow Hsinivol.
The scouts are ordered to look, not to fight, but will defend themselves
enthusiastically if attacked.
Primary determinant: Military force (good)
Actor: The Master Scourge
Reaction: Risky (The Shanari migration is causing a lot of gossip and
concern among a generally isolationist people.)
Modifiers:
- The desert's a big place
+ The Milakanuri and Jabuari know where the oases are located.
- The military loves to get into fights
+ Jabuar is doing fine so far, so disaffected Shanari may be tempted...
+ The Shanari's attention is focused to the northwest
Result: +1 +1 + (0 -1 -1 0)= 0 Mixed Results
Suggestion: The scouts locate the tribes that don't support Hisinvol,
but no sign of the Sinari is found.
Action IV: Establish embassies with trading partners
The new Per-Aa is young and curious about the outside world, and is
concerned by the rumors that have filtered into Milakanur. There's
some concern in Milakanur about the slowdown in the slave trade
between the Free Cities and Milakanur. He would like to establish
reciprocal embassies with some of the Free Cities and with Taltheran.
The ambassadors from Milakanur will be members of the noble houses;
foreign embassies in Milakanur will be established in the port city of
Elanbur, -not- the capital of Atlabar.
Primary determinant: The new Per-Aa's authority
Actor: The Per-Aa
Reaction: Risky (Contact? With outsiders?)
Modifiers:
- The Milakanuri embassies aren't in the capital
- Most Milakanur aren't interested in the outside world
+ The Milakanuri would like to increase their imports of certain goods
(slaves, mostly)
+ The Free Cities must be desperate to increase their trading
opportunities
? The recent sack of Kaeir
? Rumors of plague
Result: -2 +0 + (+1 +1 +1 0)= +1 Success
Suggestion: Embassies are established.
--
Sam Gorton
sgorton@sandstorm.STRIPTHIS.net
Sandstorm Enterprises, Inc.
http://www.sandstorm.net
voice: 617-426-5056 fax: 508-696-8989
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
Milakanur 1414 RESULTS I-IV
Sam Gorton? - Posted: Mon, 04 Oct 1999 14:20:07 GMT
>
>
Action II: Assumption of Power
>
>
The new Per-Aa Sharifu must assume the reins of power, and pick his
>
Vizier. With the Shanari on the move, the Aixelsydan conquering to
>
their south, and the Jabuari a protectorate, the Master Scourge Labon
>
is in no mood to display any sign of weakness to outsiders.
>
>
Primary determinant: Military force (?)
>
Difficult: Normal
>
Reaction: Business as Usual
>
>
Modifiers:
>
+ Tradition is very strong in Milakanur, and he is the heir apparent
>
- Possibility of an "heir-of-spirit" trying to claim the throne
>
- The Per-Aa died unexpectedly, and his son may not have a cabinet
>
prepared
>
>
Result:0 +2 -1 + (-1 -1 0 0)= -1 Failure
>
Suggestion: A heir-of-spirit arrises to challenge Sharifu...
It's always something.
How about this:
Khaatir of House Duman announces himself as the reincarnation of the
Per-Aa Mansur, who held the throne three hundred years before the
fall of Milakanur to Mir. He states that Milakanur cannot afford
an untried and unAwakened youth in the throne, and proclaims himself
the heir-of-spirit to the throne of Milakanur.
There is much consternation, and the civil war that ended almost a
hundred years ago is frequently discussed in the marketplaces and
in private homes. Sharifu is not crowned Per-Aa this year.
Tradition seems to indicate that the Master Necrologist must resolve
their claims, since resolving these disputes falls to the Necrologists.
However, this dispute has not arisen in over two thousand years...
--
Sam Gorton
sgorton@sandstorm.STRIPTHIS.net
Sandstorm Enterprises, Inc.
http://www.sandstorm.net
voice: 617-426-5056 fax: 508-696-8989
[Qai] RE: [Cel] Milakanur 1414 RESULTS I-IV
Peter Bonney? - Posted: Mon, 11 Oct 1999 23:19:33 GMT
: Action IV: Establish embassies with trading partners
:
: The new Per-Aa is young and curious about the outside world, and is
: concerned by the rumors that have filtered into Milakanur. There's
: some concern in Milakanur about the slowdown in the slave trade
: between the Free Cities and Milakanur. He would like to establish
: reciprocal embassies with some of the Free Cities and with
: Taltheran.
:
: The ambassadors from Milakanur will be members of the noble houses;
: foreign embassies in Milakanur will be established in the
: port city of Elanbur, -not- the capital of Atlabar.
:
: Primary determinant: The new Per-Aa's authority
: Actor: The Per-Aa
: Reaction: Risky (Contact? With outsiders?)
:
: Modifiers:
: - The Milakanuri embassies aren't in the capital
: - Most Milakanur aren't interested in the outside world
: + The Milakanuri would like to increase their imports of
: certain goods (slaves, mostly)
: + The Free Cities must be desperate to increase their trading
: opportunities
: ? The recent sack of Kaeir
: ? Rumors of plague
:
: Result: -2 +0 + (+1 +1 +1 0)= +1 Success
:
: Suggestion: Embassies are established.
Taltheran warmly welcomes the Milankurian overtures. The government,
and particularly the Merchants' Council, are delighted to have an
opportunity to expand relations with a historically insular society.
A comfortable building near the palace & Merchants' Council building
is made available for housing the Milankurian embassy.
As is customary, a prominent member of the Merchants' Council
leadership is tapped by King Agrigax to be ambassador to Milankur.
Accordingly, some weeks later Ambassador Morganx travels, with all due
pomp and circumstance, to establish a reciprocal embassy in Elanbur.
Accompanying him, in addition to the usual functionaries, are a
delegation of merchants, including a couple Master Merchants. The
merchant delegation's goal are twofold:
o to improve their understanding of Milankur's culture and
priorities (in order to ensure appropriate behavior and interaction,
and avoid offense); and
o to assess and discuss Milankur's trade needs and offerings, in
order that trade may be expanded and improved between Milankur and the
rest of Midsea and beyond.
E.Torphan/Burcany Results 1414 (1&2)
Aaron Nowack? - Posted: Tue, 12 Oct 1999 17:25:13 GMT
Action 1
Description: After his successful negotiations with Mir, the head of the
Brotherhood in Burcany is sent to Parmouth in an attempt to broker
political
good will with the Parglug. The goal is to ensure peace between the two
countries, and as such gain safe passage through the blockade zone for
trade
with Orasaren.
Type: External, Tactical:Diplomatic
Actor: The Ophier
Weight: Single
Secrecy: On the Action not Result.
Task: Normal
Modifiers:
+ the Ophier has successfully negotiated in Mir
+ (?) [no effect] The Ophier arrives by ship in Parmouth
+ Burcany seriously wishes good relations with Parglug, and will consider
sharing some of the profits in the free cities trade while the
blockade/war
with Videssia continues.
Result: 0 +2 + (+1 -1 +1 +1)= +4 Extraordinary Success
Suggestion: [Work out with Parglug.]
Action 2 (1 of 2 years)
Description: According to the treaty made between Mir and Burcany in
1413,
Burcany must assist in combating Alatta. At the request of the Archmage
of
Mir, the Brotherhood in Burcany is sending 300 mages, adept in the craft,
to
Celamyr to assist the Mirish mages in finding artifacts.
Type: External/Strategic:Discovery
Actor: Burcan Mages
Weight: Single
Secrecy: Yes (The walls have ears)
Task: Hard
Modifiers:
+ the mages sent are masters in their art.
+ the mages are supportive of the endeavor because it was the Archmage
and
the Ophier who finalized the treaty, and they feel the action may support
the
Brotherhood's position in Burcany's political life.
+ The Burcan mages may learn something new from working with their Mirish
counterparts.
- Too many cooks may spoil the broth?
Result: -1 +2 + (+1 -1 0 +1)= +2 Complete Success
Suggestion: + to Mir action.
Phil
[Qai] [resend] Re: [Cel] Milakanur 1414 RESULTS I-IV
Peter Bonney? - Posted: Tue, 12 Oct 1999 17:42:00 GMT
[Don't know if this got through the first time; I've changed my email
address (though the old one still works for incoming), so I had to
resubscribe in order to send to the list. Apologies for any
duplicates. -- Peter]
: Action IV: Establish embassies with trading partners
:
: The new Per-Aa is young and curious about the outside world, and is
: concerned by the rumors that have filtered into Milakanur. There's
: some concern in Milakanur about the slowdown in the slave trade
: between the Free Cities and Milakanur. He would like to establish
: reciprocal embassies with some of the Free Cities and with
: Taltheran.
:
: The ambassadors from Milakanur will be members of the noble houses;
: foreign embassies in Milakanur will be established in the
: port city of Elanbur, -not- the capital of Atlabar.
:
: Primary determinant: The new Per-Aa's authority
: Actor: The Per-Aa
: Reaction: Risky (Contact? With outsiders?)
:
: Modifiers:
: - The Milakanuri embassies aren't in the capital
: - Most Milakanur aren't interested in the outside world
: + The Milakanuri would like to increase their imports of
: certain goods (slaves, mostly)
: + The Free Cities must be desperate to increase their trading
: opportunities
: ? The recent sack of Kaeir
: ? Rumors of plague
:
: Result: -2 +0 + (+1 +1 +1 0)= +1 Success
:
: Suggestion: Embassies are established.
Taltheran warmly welcomes the Milankurian overtures. The government,
and particularly the Merchants' Council, are delighted to have an
opportunity to expand relations with a historically insular society.
A comfortable building near the palace & Merchants' Council building
is made available for housing the Milankurian embassy.
As is customary, a prominent member of the Merchants' Council
leadership is tapped by King Agrigax to be ambassador to Milankur.
Accordingly, some weeks later Ambassador Morganx travels, with all due
pomp and circumstance, to establish a reciprocal embassy in Elanbur.
Accompanying him, in addition to the usual functionaries, are a
delegation of merchants, including a couple Master Merchants. The
merchant delegation's goal are twofold:
o to improve their understanding of Milankur's culture and
priorities (in order to ensure appropriate behavior and interaction,
and avoid offense); and
o to assess and discuss Milankur's trade needs and offerings, in
order that trade may be expanded and improved between Milankur and the
rest of Midsea and beyond.
[Qai] [Story] Re: East Torphan/Burcany 1413
Peter Bonney? - Posted: Fri, 15 Oct 1999 14:51:27 GMT
: External/Tactical
: Type: Reaffirm and secure trade routes with Taltheran 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.
[posted with the approval of Phil Phaeton (E. Torphan/Burcany)]
Esht Gronvan, Minister of Trade for Burcany, shifted his lean frame
awkwardly in the Mirish chair. Not for the first time, he reflected
on how uncomfortable elegance could be. But he felt it important to
present an appearance of sophistication, even if the reality was quite
the contrary. Of course, "Minister of Trade" was presumption even in
itself. Minister in a government whose very existence was tenuous,
responsible for trade which barely existed. Well, he was here to
address that latter, anyway. Now, if only those jungle-cursed
Taltherani would stop playing these infuriating games.
There was a brief knock at the door, and his deputy entered the room.
"They've moved the audience again," Porban reported. Beneath his dark
hair, the young man's face betrayed his frustration, an echo of his
superior's.
"Vesht take them!" expostulated Gronvan. "What ever happened to the
Taltherani reputation for consideration and fair dealing? First our
overtures get no answer, then we get an obtuse message indicating we
need to meet them on neutral ground -- as if we were adversaries! --
and now that we're here they don't seem to want to meet us!"
Porban nodded. "Now they want us to rendevous in a place down on the
waterfront. Doesn't sound like a good area, either, from what little
I've learned about the city. What happened to meeting us in a formal
chamber in the palace?"
Gronvan shook his head. "They insult us. Perhaps they think to drive
a better bargain thus. I'll have none of it, though. If they don't
treat us with some respect... well, there are other nations around
Midsea which would be quite happy to market East Torphan's resources,
even if they don't have access to all the markets we'd like to reach."
He reflected a moment. "Well, we're here; we might as well talk to
them. So, when do we meet them?"
__
"You're late," the shadowy figure at the table grunted.
"Well, you've hardly picked an easy-to-find spot," retorted Gronvan.
"Now, where is Master Merchant Cendan? We don't want to spend longer
in this Vesht-forsaken corner of the city than we have to."
"He's not here," the man at the table stated. He was dimly visible
now, as their eyes adjusted to the darkness of the bar, a large figure
with dusky skin and heavy features. "A Master Merchant has much more
pressing matters at hand than the likes of you."
"What!" Gronvan sputtered. "Sir, we are a governmental trade
delegation. We do honor to your employer by visiting him. I demand
the respect due us!"
The man behind the table was unmoved. "Nonetheless, it is I you must
deal with, if at all. My master has delegated me full authority in
this matter."
"This is preposterous!" Porban protested.
"As you will," the man answered evenly. "But if you want the benefit
of Taltherani trade, you'll take advantage of the opportunity afforded
you, and be grateful of the chance."
This was going from bad to worse, Gronvan reflected. And then another
thought struck him. "But you're not even Taltherani!" he said.
The man paused at this, but then quickly replied, "You don't think
that Taltherani do all their overseas arrangements themselves, do you?
They must hire locals, who know they lay of the land, as it were."
"But I thought the Taltherani prided themselves on their knowledge of
the cultures they did business with. And besides... you're not
Mirish, either, are you?"
"It matters not," the other said sharply. "Now, here are the terms to
which you must agree if you are to do business with the Master
Merchant."
Gronvan and Porban listened, increasingly appalled, has the man
outlined a series of strict restrictions and harsh pricing guidelines.
Before he had even finished, Gronvan had made his choice. Taltheran
would not be trading with East Torphan.
__
It was early the following year, as Gronvan prepared for yet another
council meeting about worries of Cedonian expansion, when he received
word that he had visitors. "They say they are a trade delegation from
Taltheran, headed by Master Merchants Obrigal and Kiorim," his aid
stated.
Gronvan was astonished. They dared! "Send them away!" he almost
shouted. "I'll not have any further dealings with those disrespectful
forest slugs!"
The aid shrank back from his outburst, and Gronvan calmed down a bit.
"No, I'll not receive them," Gronvan said in a more deliberate tone.
"Tell them Taltheran has had its chance at East Torphan trade, and
such insult as we received will not be easily forgotten."
The aid bowed and left with a palpable sense of relief at her escape.
Gronvan, although spare in frame, was a tall and imposing figure, with
a deep voice which made bones rattle when he was angered.
Gronvan seethed the rest of the day. Returning with failure from his
attempt to make a trading partnerhip with Taltheran last year had been
both personally humiliating and also a severe blow to Burcany's
fledgling economy. The treatment he had received still rankled.
The next morning, Porban was waiting as Gronvan left his morning
repast. "Gronvan, about that Taltherani delegation," he began.
"I don't even want to think about them," Gronvan cut him off. He felt
refreshed this morning, and wanted to leave yesterday's foul mood
behind.
"Let us rather think of the alternatives we've been discussing," he
continued. "Now, there's word that Milankur is taking a renewed
interest in trade, and there's always the Videssians, Vesht take
them."
"But sir,", Porban interrupted, as his short legs struggled to keep up
with the Minister's long stride through the palace corridors, "sir, I
think there might be something about the Taltheranis, I think we need
to at least listen to them."
Gronvan stopped so abruptly that Porban overshot and had to take a
couple steps back to address his superior. "What could the Taltherani
possibly have to say that would answer for their behavior last year?"
Gronvan demanded.
Just as abruptly, Gronvan was striding off again, and Porban scrambled
to catch up as he explained. "But that's just it, sir. They say that
never happened. Or at least, that it wasn't them. They say Master
Merchant Cendan was in Mir, but he left MIr two moons before we
arrived. And they say that no message from Burcany ever arrived in
Taltheran in the first place -- the Merchant's Council would have
known, they say."
He had Gronvan's attention now. The Minister replied, "But what proof
have they? Easy enough to say it didn't happen, but we know it did!
We were there! Pah!"
Porban looked a little disconcerted. "True, they can't prove it
didn't happen. But they insist they had nothing to do with it. Sir,
I think you should at least listen to them. They are completely the
opposite of what we encountered in Mir."
Gronvan reflected. He had a lot of respect for his subordinate's
judgement. "Well, if you're so sure, perhaps there's no harm in at
least granting them an audience," he said. "See to it."
Porban bowed and departed. As Gronvan continued on down the hall,
though, another thought occured to him. If the Taltherani were truly
not behind last year's debacle... who was?
[Qai] Taltheran Actions 1414
Peter Bonney? - Posted: Fri, 15 Oct 1999 14:51:41 GMT
Taltheran
Actions, year 1414
___
I. Merchants' Council
There is a great deal of upheaval and re-alignment taking place in
(among other places!) the south of Midsea. The Merchants' Council
decides to launch an initiative to consolidate and expand trade in
that area, particularly in light of Videssia's recent setbacks.
To that end, the Council will send high-ranking merchant delegations
to Burcany, Parplug, and the Free Cities.
The delegations to the first two of these nations are tasked partly
with investigating what products and goods those countries are in need
or have excess of, and creating markets accordingly. However, the
main goal is to discuss ways of opening up a trade conduit (or
conduits) to the hinterland: Torphan, the Amo'trall, and any other
civilaztions existing out there... Taltheran perceives a wealth of
opportunity here, and proposes to lend the expertise of some of their
best merchants to develop trading routes. Taltheran can use existing
contacts and trading routes to other countries around Midsea and
beyond to ensure markets for southern products, and conversely can
provide goods which may locally be in short supply.
This should be a win-win, as these developing economies can use the
Council's existing networks and expertise to quickly grow their trade,
while at the same time the Council benefits from expanded markets for
existing products, and new sources of goods.
Delegations to the Free Cities are given a more subtle task: attempt
to wean the Free Cities from Videssian hegemony. Videssia more or
less forced its will, via economic and military means, on its
neighbors. As Videssia's influence becomes less emphatic, Taltheran
will attempt to counter Videssia's heavy-handed tactics with
attractive trade terms and non-confining agreements.
Action 1: Improve trade in South-Midsea and beyond
Nature: Strategic (1 of 2)
Determinant: Relations (varied)
Difficulty: Normal
Qualifiers: + Taltheran's reputation for fair dealing
- Videssian anti-Taltheran propaganda
+ Trade vacuum due to Videssian embargo
Secrecy: Diplomatic.
Reactions: +++ Improved trade relations with some countries
( ) Bonus for continued efforts
Offense given; trade/relations damaged?
___
Meanwhile, there are disturbing reports and rumors from the Northwest.
Devastation in Myr-Kun, desert bandits on the move, Annaeyana varying
from its eternal rhythms, and more. The Merchants' Council is
accustomed to exagerrated reports from distant lands, and there are
always strange rumors drifting down out of the desert about one thing
or another. So the Council does not presume disaster.
None-the-less, trade from Myr-Kun
has ground to a virtual
standstill, so there clearly are problems which warrant investigation.
Since trade caravans are becoming reluctant to head into such
uncertainty, the Council delegates a quick-moving military force to go
to Sarunor and report on conditions there.
The force is to travel light, presuming that resupply will still be
feasible at Sarunor. Once there, the majority of the force is to
reinforce the garrison at Sarunor -- never know, there might be
something to those stories of desert savages on the warpath -- while
some messengers return to Taltheran by late summer with news and
others continue on, if practical, to check out what's happening in
Myr-Kun.
Action 2: Investigate rumors on NW Trade Route
Nature: External Tactical
Determinant: [Dunno, depends on what they find. If no hostilities,
then perhaps Trade (Good +1). Otherwise, Merchant
Families' Militia (Force Fair, Size (in this case)
Small)]
Difficulty: Harder than the council thinks?

Qualifiers: + Sarunor is fortified to resist banditry; might have
been bypassed
- Council under-estimates danger
+ Good relations with the Saraa might provide good
intelligence
Secrecy: Diplomatic.
Reactions: +++ Merchant Council gets decent idea of what's up
( ) Expedition survives, but intelligence murky
No news is bad news...
___
II. The King
King Agrigax's popularity is at an all-time high following the
resounding success of last year's attack on the Kaeiren Pirates.
[Aaron: temporary boost to Consent/Influence?] These privateers have
menaced not just Taltheran shipping, but all trading nations around
Midsea. Their absence should provide a significant boost to all
aquatic trade.
As the pirates scatter following the victory, Agrigax bends his
efforts to consolidating his hold on the Kaeiren Islands. These two
strategically placed islands still have a significant population of
native folk, who have always made their living from the sea, albeit in
a more benign way than the pirates. Little of the pirates' wealth
trickled down to these traditional fisherfolk, who tended instead to
be exploited by the arrogant privateers.
Agrigax looks now to win local loyalty by filling the power vacuum
with good leadership. As a symbol of his commitment to and regard for
the islands, he names his son, and heir, Abari, as 'Prince of Kaeir',
and installs him as ruler of the islands. He also forms a special
council formed of leaders among the Kaeiren commoners, who are given
authority to meet annually at the traditional midsummer festival and
provide advice and guidance to the Prince. Agrigax also details some
of his savvy councelors, who have recently been involved with
molifying and integrating Northern Tirmar into Taltheran, to aid the
prince.
Finally, he orders a substantial portion of the Taltheran navy to be
headquartered in Kaeir.
Actions 3: Consolidate sovereignty over Kaeiren Islands
Nature: External/Internal Tactical
Determinant: Royal Influence? (Fair)
Difficulty: Hard (-1)
Qualifiers: + Kaeir just liberated from abusive leadership
+ Just accomplished this sort of thing in N. Tirmar
+ Goal is peaceful coexistence
- Abari is inexperienced
Secrecy: None.
Reactions: +++ Kaeir welcomes Taltheran sovereignty
( ) Kaeir accepts Taltheran hegemony
Agrigax and/or Abari piss off the Kaeirens
[Note: if all goes well, a strategic action will follow to rebuild war
damage and make Kaeir a hub of trade. In due course, the Prince may
become a Key Element.]
___
III. The Wizards' Guild
The dust rises lazily from the streets of Tal, as the afternoon summer
sun pushes most folk behind cool walls. In the avenue in front of the
ornate Guildhall of the Wizards' Guild, however, robed figures
continue to come and go on various errands, apprentices not at liberty
to rest when their masters disregard the time of day.
Through the dark gaping mouth of the entrance, passed rarely and
reluctantly by any not of the Guild, the figures come and go at
irregular intervals. Returning apprentices pass quickly through the
various wards intended to deflect the uninitiated, and then move
deeper into the dimly lit recesses of the ancient building.
Some move briskly to wizardly working or living quarters, these
frequently positioned in the upper, more sunlit, portions of the
edifice. A few retire relievedly to the dank solitude of the
Apprentice Hall. Others traipse deeper, down into the bowels of the
building, to deliver materials to laboratories or papers to various
offices. From there they are sent off on yet other errands, perhaps
to fetch a needed scroll from the upper reaches of the Guild Archive,
buried deep within the hill underlying the city. Occasionally, an
apprentice delves further into the library, reputed to be one of the
oldest collections of arcane material in Qaiyore.
A visitor to the most remote reaches of the library on this particular
day might have been surprised to hear a raspy but clearly victorious
cry from deep within a rarely visited section of the Archives. Closer
investigation would have led to a slight, gaunt man, whose haggard
face only on close inspection reveals its youthfulness. Clutching a
partially-decayed scroll, the man re-reads the information thereon,
his features awkwardly fumbling for the long-unfamiliar semblance of a
smile.
A curator of the library, or a long-standing member of the Guild's
ruling council, would be able to identify the man, albeit reluctantly.
His tenuous existence has been all but forgotten by most members of
the Guild, as has been intended. For his very continuance is a source
of great consternation, both because of his contradictory status and
the implicit threat he represents.
The man's name is Anethar. He is the only Wizard ever known to have
completely lost his magic.
On his return as the sole survivor of the doomed reconnaissance
expedition to Wyr in 1405, the Council was completely baffled as to
what to do with him. Without magic, he clearly could not remain a
Wizard. And yet, he
had been one -- indeed, had been one of the
youngest and most promising -- and thus knew more of the Guild than
could be allowed by anyone not bound to the Guild. The debate was
intense. They couldn't turn him out, and he was too visible within
the Guild to, er, disappear. There was no precedent. What to do?
So when the Council realized that the young man had immersed himself
in the Archive, obsessed with finding a way to revenge himself on the
creatures who had destroyed his brother and their friend, barely
surfacing from his studies long enough to keep body and soul together,
it was with a sense of profound relief that they tabled the debate.
And as the years passed, his location, if not his name, dropped from
conversation. And eventually, his continued existance was more or
less forgotten.
However, he himself did not forget. The years have not been kind, but
in the end they have yielded what he sought. Perhaps there is a way
to challenge the powers in Wyr. And perhaps he still has a role to
play...
But first, he must get the attention of the powers of the Guild, and
convince them that there is value in letting him return from
obscurity.
Action 4: Anethar tries to get some respect
Nature: Tactical Internal
Determinant: Anethar's Influence? He can't be ignored, but he scares
the Council. Call it even...
Difficulty: Hard
Qualifiers: + If anyone actually listens, he's got potent info
+ The Guild wants to address the 'Wyr problem'
Secrecy: Guild internal.
Reactions: +++ He gets support for developing his plans
( ) He gets grudging acceptance
Depends: real bad could mean death...
___
Meanwhile, in a carefully shielded laboratory supposedly being used
for testing the efficacy and content of potions sampled from trade
goods passing through Taltheran from remote countries, a fateful
decision is made.
Two men, wizards of high but second-tier rank in the Guild, have
finally come to the conclusion that changes must take place. The
insistance by the Guild leadership that the Mirish statements and
"fancy light-show" regarding the mythical Eerith and the even more
mythical Alatta are merely slight-of-hand of extraordinary
effectiveness is appearing more and more like closed-minded
foolishness.
Convinced that the fate of civilation itself is at stake, and given
that efforts over an extended period to change the minds of the
leadership have failed, Senior Master Guild Wizard Aber'ii and Adept
Master Guild Wizard Yobeni commit themselves to finding a way to
change the leadership itself...
Action 5 (EXTRA): Guild leadership change attempt
Nature: Strategic Internal (1 of ?)
Determinant: Possible new key element(s) (at least within the Guild)?
Assume Influence Good (+1)
Difficulty: Very Hard
Qualifiers: ++ Powerful evidence for truth of Mirish assertions
- Guild is extremely tradition-bound
- Extra action
Secrecy: Very.
Reactions:
[I'd like to do this a bit different from normal, and keep the
strategic action going until either (1) on a given turn the net result
is a 'Complete failure' (meaning the plot is exposed) (likely); or (2)
on a given turn the net result achieves 'Extraordinary Success'
(meaning the leadership changes) (unlikely). It could also
potentially get suspended for a turn if the Guild becomes completely
preoccupied with something. Does this sound reasonable?]
E. Torphan/Burcany 1414 Actions 3&4
Phl Phaeton? - Posted: Sat, 16 Oct 1999 19:39:54 GMT
Action 3 (1 of 4 years)
Description: To bring the capital of Burcany into the 15th century the
Parliament of Lords has passed a measure to improve the sewer system and
roadways of Fauve Monde. Dirt roads within the city will be cobbled, and the
existing sewer system extended and upgraded.
Type: Internal, Strategic (Development)
Actors: Parliament of Lords, Burcan Engineers
Weight: Single
Secrecy: Nil
Task: Normal
Modifiers:
+ The improvements are greeted with enthusiasm by the city's residents.
+ Successful negotiations with Parglug earlier in the year allay fears of the
cost. There is a growing optimism due to improved trade relations.
- The magistrate of Yoole (a free city-state within E. Torphan before being
conquered by Burcany) is disgusted by this selfish use of tax money by the
Crown. This action throws fuel on the fire of Yoolian discontent.
Action 4
Description: Send delegation to Tanimbar to ensure peace between the two
countries and show support in their struggle against Cedonian expansion.
Type: External, Tactical (Diplomatic)
Actor: Delegation, King's Herald
Weight: Single
Secrecy: Yes
Task: Normal
Modifiers:
+ Tanimbar could probably use Burcan support.
- Burcany is committed to fighting Alatta, may have an enemy in Videssia, and
is always suspect of the Torphan Empire. She may be implying support or
resources to Tanimbar that she doesn't have.
[Qai] RE: [Cel] Milakanur 1414 RESULTS I-IV
Sam Gorton? - Posted: Mon, 18 Oct 1999 12:50:05 GMT
>
>
>
Taltheran warmly welcomes the Milankurian overtures. The government,
>
and particularly the Merchants' Council, are delighted to have an
>
opportunity to expand relations with a historically insular society.
>
A comfortable building near the palace & Merchants' Council building
>
is made available for housing the Milankurian embassy.
A short time line, the Milakanur delegation arrives. Almost
every individual involved seems greatly relieved to be "off
that damned boat".
The Ambassador seems unusually young (at least as far as the Taltherans
are concerned), perhaps in his late 20's. He wears relatively
decorated robes, as a contrast to the spartan attire of the rest of
the delegation. His beard and hair are short, and well-groomed.
He introduces himself as Suilimar of the Major House Zafeer.
He is accompanied by thirty-one military-looking types, also with
short black hair and beards, wearing the standard Milakanuri hide armor
underneath light brown robes. They are armed with light tulwars,
impressive composite bows, and wicked-looking barbed arrows.
Twenty-five of the troops are wearing a shoulder badge identifiable as the
seal of House Zafeer above a horizontal colored bar. The other six are
wearing five horizontal gold-colored bars on their shoulders. None are
extremely talkative.
Accompanying the Ambassador is a shaven-headed and beardless man in
plain black robes, introduced as "my cousin, Ramar, a Necrologist,
also of House Zafeer".
There are also about thirty other staff members, a mix of support staff
and slaves.
It's clear that the Milakanuri don't have that much of a clue about
activities in the rest of Midsea, although they are aware of (and
concerned by) rumors of renewed Cedonian expansionism.
>
As is customary, a prominent member of the Merchants' Council
>
leadership is tapped by King Agrigax to be ambassador to Milankur.
>
Accordingly, some weeks later Ambassador Morganx travels, with all due
>
pomp and circumstance, to establish a reciprocal embassy in Elanbur.
Sankari, the younger brother of the Per-Aa of Milakanur is on hand at
the docks to personally welcome Ambassador Morganx to Milakanur.
The embassy in Elanbur is quite spacious, very solidly built, and
approximately a thousand years old. "Perhaps more, perhaps less",
the welcoming party says with a shrug. It has not been used for
about a century, and has (very) recently been given a solid cleaning.
The furnishings are a bit... simple, but seem functional enough.
The top (third) floor of the embassy offers a view of the harbor,
and where some docks used to be, an uncertain amount of time ago.
>
Accompanying him, in addition to the usual functionaries, are a
>
delegation of merchants, including a couple Master Merchants. The
>
merchant delegation's goal are twofold:
>
>
o to improve their understanding of Milankur's culture and
>
priorities (in order to ensure appropriate behavior and interaction,
>
and avoid offense); and
Sankari hastens to assure the Taltherans that after extended contact
with the Cedonians (politely rolling his eyes), the Milakanuri are
practically invulnerable to offense by foreigners.
A short rule of guidelines is forthcoming, however, after some
minor prompting:
1) Don't insult the Per-Aa or his line
2) Don't try to convert the Milakanuri to foreign religions
3) Don't challenge a member of the military, they will be glad
to accept.
>
o to assess and discuss Milankur's trade needs and offerings, in
>
order that trade may be expanded and improved between Milankur and the
>
rest of Midsea and beyond.
Milakanuri is a source of many small curiousities and artworks, some
of fantastic workmanship and value. Some of the nomadic tribes in Elanbur's
souk (marketplace) offer similar items, but describe them as
relics found in the desert from aeons past.
Raw materials (except wood) seem to be fairly plentiful, although
high-quality manufactured items (and those capable of making them)
are in demand.
Milakanur is essentially self-supporting agriculturally, although some
items could be exported as exotic delicacies, and there is some demand
for trained agriculturists.
Elanbur itself could use a fair amount of work; the harbor needs to
some dredging, the docks should be rebuilt, and the defenses should
be shored up for land and sea. It's on some major trade routes; it
could become a hub itself.
--
Sam Gorton
sgorton@sandstorm.STRIPTHIS.net
Sandstorm Enterprises, Inc.
http://www.sandstorm.net
voice: 617-426-5056 fax: 508-696-8989
Cedonian Actions, 1414
Andrew Janssen? - Posted: Tue, 19 Oct 1999 19:40:05 GMT
(Sorry about the extreme delay, but I got unsubscribed without realizing it. If
need be, these actions could work for 1415 as well as for 1414.)
The New Cedonian Empire has spent the past eight years consolidating their
holdings in Vizinia and Tirmar, handing out new titles in the retaken lands to
younger sons of Cedonian and Selarian nobles. The Empress Yzara made two of her
distant cousins the new Dukes of Vizinia and Tirmar. Now, though, the Cedonians
turn their eyes on the next portion of the Empire to be returned to the fold .
. . the Imperial City of Zelkor.
ACTION I: Destabilization pt. I
Empress Yzara's secret agents have slowly infiltrated Zelkor over the last
eight years. Now, they go into action. One group begins taking steps to
destabilize the economy of Zelkor by flooding the city with counterfeit
currency. Other agents try to destabilize the politics of Zelkor with rumor,
slander, and the occasional murder. The ultimate goal is to provoke an incident
that will give the Cedonians an excuse to move in and take over Zelkor, "in the
interests of local safety and stability."
Determinant: Wealth?
Mods: + good penetration of Zelkor
+ manufacturing an incident should be easy considering the hostility
between the two nations.
ACTION 2&3: Destabilization pt. II
In support of action 1, Yzara deploys two Imperial Legions to the
Vizinia-Zelkor border with instructions to try and lure the Zelkori border
guards into Cedonian lands, creating an excuse for war. At the same time, the
Cedonian navy begins conducting "exercises" off the Zelkori coast, said
exercises consisting of the harassment of Zelkori traders, but nothing overt
enough to be an international incident.
Determinant: Military Force, Size
Mods: + double action
ACTION 4(strategic): Power Play
The death of the old Emperor, Yzara's father, was always considered suspicious
by his half-brother, Duke Yarrow of Caladyn, who was also the former First
Imperial Minister. The Duke commands a large following among the nobility, all
of whom are displeased by the growing power of the Order of Lucia over the
Empress. The Duke initiates a probe of the Order, trying to determine as much
about them and their goals as he can.
Determinants:
Key Element: Yarrow, Duke of Caladyn
Consent: Fair
Authority: Good
Influence: Great
Mods: - The order is very secretive
+ The Duke has considerable resources.
(this action is for the moment, open ended)
=
"Our Lady of Blessed Acceleration, don't fail me now!"
--Elwood Blues
Parglug 1414 RESULTS
Aaron Nowack? - Posted: Mon, 25 Oct 1999 23:19:33 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
Result: +4 +2 + (-1 0 +1 0)= +6 Extraordinary Success
Suggestion: The blockade tightens. Rumors of civil war in Videssia and
financial ruin in the Free Cities spread throughout Midsea.
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
Result so far: +4 +2 + (-1 +1 +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/
Torphan 1414 RESULTS
Aaron Nowack? - Posted: Mon, 25 Oct 1999 23:19:54 GMT
Action 1: Establish relations with Mir and
Eerith.
The Emporer Edaeth has been informed of the
threat of Alatta and desires to help Mir fight
Alatta. So the Emporer him self will travel with
a full escort of his eliet guards (which consits
of one hundred men.) He will also bring fifty
mages to help protect him. He will travel to Mir
to establish relations and discuss Alatta. The
Emporer wished to visit the Eerith but the
Imperial Sorcerers told him it would be to
dangerous. So he will instead send the Hederer
(Head Imperial Sorcerer). To go and establish
relations with the Eerith.
Primary Determinent: External polatics
Difficulty: Normal
Weight: Singal
Secrecy: Yes (If people discovered that the
Emporer had left the Empire he could havetrouble)
Actor: Emperor Edaeth, and the Hederer.
Modifiers: + Emporer intrested in the
outsideworld.
+ Alatta threat
- Long way
Result: 0 -1 + 1 + (-1 0 0 +1)= 0 Mixed Results
Suggestion: Work out between players, perhaps Mir/East Torphan treaty
causes difficulties.
Action 2 & 3: Establish Limited trade.
As the Emporer travels through Parglug he will
stop at the capital and try to open a limited
trade route with Parglug and then he when speaks
with the Archmage and try open trade routes
withthem.
Primary Determinent: Trade
Difficulty: Hard
Weight: Double
Secrecy: No
Modifiers: + Parglug might be intrested.
+ Mir seems to opening her ports for trade.
Result: -1 +2 + (0 -1 +1 0)= +1 Success
Suggestion: Limited trade is established.
Action 4: Deal with the Ice Deamons. (1 of
5years)
The Ice Deamons have been troubling Torphan for
too long and the Emporer has the military begin
to drive them back south. The Emperor orders the
Imperial Sorcerers to help the Army fight the Ice
Deamons.
Primary Determinent: Military
Difficulty: Hard
Weight: Singal
Secrecy: no
Modifiers: + Magic
- Emporer's out of the country
Results so far: -1 +1 + (0 +1 +1 +1) + () + () + () + ()
Suggestion: The Torphani forces slaughter thousands of goblins in the
southern forests as their forces continue to march south, toward the
Telar Pass and the goblin homelands.
Word of the crusade spreads throughout Qaiyore, even reaching the
war-torn Razanian Coast...
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
Cedonia 1414 RESULTS
Aaron Nowack? - Posted: Mon, 25 Oct 1999 23:20:18 GMT
(Sorry about the extreme delay, but I got unsubscribed without realizing
it. If
need be, these actions could work for 1415 as well as for 1414.)
The New Cedonian Empire has spent the past eight years consolidating
their
holdings in Vizinia and Tirmar, handing out new titles in the retaken
lands to
younger sons of Cedonian and Selarian nobles. The Empress Yzara made two
of her
distant cousins the new Dukes of Vizinia and Tirmar. Now, though, the
Cedonians
turn their eyes on the next portion of the Empire to be returned to the
fold .
>
. . the Imperial City of Zelkor.
ACTION I: Destabilization pt. I
Empress Yzara's secret agents have slowly infiltrated Zelkor over the
last
eight years. Now, they go into action. One group begins taking steps to
destabilize the economy of Zelkor by flooding the city with counterfeit
currency. Other agents try to destabilize the politics of Zelkor with
rumor,
slander, and the occasional murder. The ultimate goal is to provoke an
incident
that will give the Cedonians an excuse to move in and take over Zelkor,
"in the
interests of local safety and stability."
Determinant: Wealth?
Mods: + good penetration of Zelkor
+ manufacturing an incident should be easy considering the
hostility
between the two nations.
Result: +1 +2 + (0 +1 -1 +1)= +4 Superior Success
Suggestion: With the flood of fake currency, inflation skyrockets in
Zelkor. Within months, many of the traders of Zelkor go bankrupt, and
riots occur in the streets as an angry populace reacts to the rumors that
the inflation was purposely caused by the government.
ACTION 2&3: Destabilization pt. II
In support of action 1, Yzara deploys two Imperial Legions to the
Vizinia-Zelkor border with instructions to try and lure the Zelkori
border
guards into Cedonian lands, creating an excuse for war. At the same time,
the
Cedonian navy begins conducting "exercises" off the Zelkori coast, said
exercises consisting of the harassment of Zelkori traders, but nothing
overt
enough to be an international incident.
Determinant: Military Force, Size
Mods: + double action
Result: +2 +1 + (-1 0 -1 -1)= 0 Mixed Results
Suggestion: The "exercises" contribute to the chaos in Zelkor...
ACTION 4(strategic): Power Play
The death of the old Emperor, Yzara's father, was always considered
suspicious
by his half-brother, Duke Yarrow of Caladyn, who was also the former
First
Imperial Minister. The Duke commands a large following among the
nobility, all
of whom are displeased by the growing power of the Order of Lucia over
the
Empress. The Duke initiates a probe of the Order, trying to determine as
much
about them and their goals as he can.
Determinants:
Key Element: Yarrow, Duke of Caladyn
Consent: Fair
Authority: Good
Influence: Great
Mods: - The order is very secretive
+ The Duke has considerable resources.
(this action is for the moment, open ended)
Result so far: +2 +0 + (+1 +1 +1 +1) +? +6 so far
Suggestion: The Duke infiltrates the Order. Now he just needs to use his
agents succesfully...
Aaron Nowack
"Never let reality get in the way of a good hypothesis."
http://www.geocities.com/TimesSquare/Dungeon/5930/
Taltheran RESULTS 1414
Aaron Nowack? - Posted: Mon, 25 Oct 1999 23:21:36 GMT
Taltheran
Actions, year 1414
___
I. Merchants' Council
There is a great deal of upheaval and re-alignment taking place in
(among other places!) the south of Midsea. The Merchants' Council
decides to launch an initiative to consolidate and expand trade in
that area, particularly in light of Videssia's recent setbacks.
To that end, the Council will send high-ranking merchant delegations
to Burcany, Parplug, and the Free Cities.
The delegations to the first two of these nations are tasked partly
with investigating what products and goods those countries are in need
or have excess of, and creating markets accordingly. However, the
main goal is to discuss ways of opening up a trade conduit (or
conduits) to the hinterland: Torphan, the Amo'trall, and any other
civilaztions existing out there... Taltheran perceives a wealth of
opportunity here, and proposes to lend the expertise of some of their
best merchants to develop trading routes. Taltheran can use existing
contacts and trading routes to other countries around Midsea and
beyond to ensure markets for southern products, and conversely can
provide goods which may locally be in short supply.
This should be a win-win, as these developing economies can use the
Council's existing networks and expertise to quickly grow their trade,
while at the same time the Council benefits from expanded markets for
existing products, and new sources of goods.
Delegations to the Free Cities are given a more subtle task: attempt
to wean the Free Cities from Videssian hegemony. Videssia more or
less forced its will, via economic and military means, on its
neighbors. As Videssia's influence becomes less emphatic, Taltheran
will attempt to counter Videssia's heavy-handed tactics with
attractive trade terms and non-confining agreements.
Action 1: Improve trade in South-Midsea and beyond
Nature: Strategic (1 of 2)
Determinant: Relations (varied)
Difficulty: Normal
Qualifiers: + Taltheran's reputation for fair dealing
- Videssian anti-Taltheran propaganda
+ Trade vacuum due to Videssian embargo
Secrecy: Diplomatic.
Reactions: +++ Improved trade relations with some countries
( ) Bonus for continued efforts
Offense given; trade/relations damaged?
Results so far: 0 +1 + (0 -1 +1 0) + ()
Suggestion: The effort begins.
___
Meanwhile, there are disturbing reports and rumors from the Northwest.
Devastation in Myr-Kun, desert bandits on the move, Annaeyana varying
from its eternal rhythms, and more. The Merchants' Council is
accustomed to exagerrated reports from distant lands, and there are
always strange rumors drifting down out of the desert about one thing
or another. So the Council does not presume disaster.
None-the-less, trade from Myr-Kun
has ground to a virtual
standstill, so there clearly are problems which warrant investigation.
Since trade caravans are becoming reluctant to head into such
uncertainty, the Council delegates a quick-moving military force to go
to Sarunor and report on conditions there.
The force is to travel light, presuming that resupply will still be
feasible at Sarunor. Once there, the majority of the force is to
reinforce the garrison at Sarunor -- never know, there might be
something to those stories of desert savages on the warpath -- while
some messengers return to Taltheran by late summer with news and
others continue on, if practical, to check out what's happening in
Myr-Kun.
Action 2: Investigate rumors on NW Trade Route
Nature: External Tactical
Determinant: [Dunno, depends on what they find. If no hostilities,
then perhaps Trade (Good +1). Otherwise, Merchant
Families' Militia (Force Fair, Size (in this case)
Small)]
Difficulty: Harder than the council thinks?

[Oh verily so, Very
Hard (-2)]
Qualifiers: + Sarunor is fortified to resist banditry; might have
been bypassed
- Council under-estimates danger
+ Good relations with the Saraa might provide good
intelligence
Secrecy: Diplomatic.
Reactions: +++ Merchant Council gets decent idea of what's up
( ) Expedition survives, but intelligence murky
No news is bad news...
Result: -2 +0 +1 + (-1 0 -1 0)= -3 Severe Failure
Suggestion: The last reports from the expedition are from before it
reaches Sarunor. No news really
is bad news...
___
II. The King
King Agrigax's popularity is at an all-time high following the
resounding success of last year's attack on the Kaeiren Pirates.
Aaron: temporary boost to Consent/Influence? [Sounds fine] These
privateers have
menaced not just Taltheran shipping, but all trading nations around
Midsea. Their absence should provide a significant boost to all
aquatic trade.
As the pirates scatter following the victory, Agrigax bends his
efforts to consolidating his hold on the Kaeiren Islands. These two
strategically placed islands still have a significant population of
native folk, who have always made their living from the sea, albeit in
a more benign way than the pirates. Little of the pirates' wealth
trickled down to these traditional fisherfolk, who tended instead to
be exploited by the arrogant privateers.
Agrigax looks now to win local loyalty by filling the power vacuum
with good leadership. As a symbol of his commitment to and regard for
the islands, he names his son, and heir, Abari, as 'Prince of Kaeir',
and installs him as ruler of the islands. He also forms a special
council formed of leaders among the Kaeiren commoners, who are given
authority to meet annually at the traditional midsummer festival and
provide advice and guidance to the Prince. Agrigax also details some
of his savvy councelors, who have recently been involved with
molifying and integrating Northern Tirmar into Taltheran, to aid the
prince.
Finally, he orders a substantial portion of the Taltheran navy to be
headquartered in Kaeir.
Actions 3: Consolidate sovereignty over Kaeiren Islands
Nature: External/Internal Tactical
Determinant: Royal Influence? (Fair)
Difficulty: Hard (-1)
Qualifiers: + Kaeir just liberated from abusive leadership
+ Just accomplished this sort of thing in N. Tirmar
+ Goal is peaceful coexistence
- Abari is inexperienced
Secrecy: None.
Reactions: +++ Kaeir welcomes Taltheran sovereignty
( ) Kaeir accepts Taltheran hegemony
Agrigax and/or Abari piss off the Kaeirens
[Note: if all goes well, a strategic action will follow to rebuild war
damage and make Kaeir a hub of trade. In due course, the Prince may
become a Key Element.]
Result: 0 -1 +2 + (+1 0 +1 0)= +3 Superior Success
Sugestion: The common people of Kaeir welcome the arrival of law and
order. Abari proves to be at least as competent as his father,
foreteling a good future for the royal dynasty.
___
III. The Wizards' Guild
The dust rises lazily from the streets of Tal, as the afternoon summer
sun pushes most folk behind cool walls. In the avenue in front of the
ornate Guildhall of the Wizards' Guild, however, robed figures
continue to come and go on various errands, apprentices not at liberty
to rest when their masters disregard the time of day.
Through the dark gaping mouth of the entrance, passed rarely and
reluctantly by any not of the Guild, the figures come and go at
irregular intervals. Returning apprentices pass quickly through the
various wards intended to deflect the uninitiated, and then move
deeper into the dimly lit recesses of the ancient building.
Some move briskly to wizardly working or living quarters, these
frequently positioned in the upper, more sunlit, portions of the
edifice. A few retire relievedly to the dank solitude of the
Apprentice Hall. Others traipse deeper, down into the bowels of the
building, to deliver materials to laboratories or papers to various
offices. From there they are sent off on yet other errands, perhaps
to fetch a needed scroll from the upper reaches of the Guild Archive,
buried deep within the hill underlying the city. Occasionally, an
apprentice delves further into the library, reputed to be one of the
oldest collections of arcane material in Qaiyore.
A visitor to the most remote reaches of the library on this particular
day might have been surprised to hear a raspy but clearly victorious
cry from deep within a rarely visited section of the Archives. Closer
investigation would have led to a slight, gaunt man, whose haggard
face only on close inspection reveals its youthfulness. Clutching a
partially-decayed scroll, the man re-reads the information thereon,
his features awkwardly fumbling for the long-unfamiliar semblance of a
smile.
A curator of the library, or a long-standing member of the Guild's
ruling council, would be able to identify the man, albeit reluctantly.
His tenuous existence has been all but forgotten by most members of
the Guild, as has been intended. For his very continuance is a source
of great consternation, both because of his contradictory status and
the implicit threat he represents.
The man's name is Anethar. He is the only Wizard ever known to have
completely lost his magic.
On his return as the sole survivor of the doomed reconnaissance
expedition to Wyr in 1405, the Council was completely baffled as to
what to do with him. Without magic, he clearly could not remain a
Wizard. And yet, he
had been one -- indeed, had been one of the
youngest and most promising -- and thus knew more of the Guild than
could be allowed by anyone not bound to the Guild. The debate was
intense. They couldn't turn him out, and he was too visible within
the Guild to, er, disappear. There was no precedent. What to do?
So when the Council realized that the young man had immersed himself
in the Archive, obsessed with finding a way to revenge himself on the
creatures who had destroyed his brother and their friend, barely
surfacing from his studies long enough to keep body and soul together,
it was with a sense of profound relief that they tabled the debate.
And as the years passed, his location, if not his name, dropped from
conversation. And eventually, his continued existance was more or
less forgotten.
However, he himself did not forget. The years have not been kind, but
in the end they have yielded what he sought. Perhaps there is a way
to challenge the powers in Wyr. And perhaps he still has a role to
play...
But first, he must get the attention of the powers of the Guild, and
convince them that there is value in letting him return from
obscurity.
Action 4: Anethar tries to get some respect
Nature: Tactical Internal
Determinant: Anethar's Influence? He can't be ignored, but he scares
the Counci