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. smile 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? wink 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? wink [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