1419 Begins Jtsl - Posted: Sun, 07 May 2000 19:15:53 GMT

Year 1419 begins

Event for 1419 The Eerith: + (I have no idea.) Free Cities: - Huricane causes damages in the western free cities The Morvali: + great harvist year Parglug: Disaster. A hurricane hits the the capital city destoying most of it. Sinari: Half of the Sianri army starts marching down the Tal River. The other half stays in the ruins of Wyr. The Tora: Many of the ribes are united under one ruler. Zelkor: + The zelkor few rebels gain the support of the populace. The Rebels of Zelkor become Key Element in Zelkor.

We have some new players Taminbar , East Torphan , The Tana , and the Tora . Welcome.

Jason Todd Heaps


[Actions I,II,III,IV] Tana 1419 Shaded Spirit? - Posted: Tue, 09 May 2000 13:55:33 GMT

Action I

The people of Tana have grown afraid of the plague sweeping across their neighbor Videssia. The Council meets and decides that this threat cannot be ignored and actions must be taken to ensure the safety of the people. Their first order is to establish a strong military presence at the border of Videssia and burn any area along the border that are contaminated.

Primary Determinent- Military Difficulty- Hard(-1) Actors- Border Guards Secrecy- None Modifiers- Good military size and force

Action II

The Council of Elders knows that it cannot stop at simply keeping the plague at bay with violence, but must also discover how this thing works. The Council has turned this aspect over to the Bloodwrights for consideration. The Bloodwrights in turn will setup research posts along the border to research this plague and hopefully discover a cure.

Primary Determinent- Sohpistication of Magic( Great) Difficulty- Very Hard (-3) Actors- Bloodwrights Secrecy- Results of research Modifiers- Great Sophistication+ survival

Action III

It has become painfully obvious to the Council of Elders that a navy is required for the security of the Tana. Unfotunately advanced technologies have eluded them in this field. The Council has commisioned their scholars to begin researching naval techinques in ship building and navaigation.

Primary Determinent- Scholastic Sophistication(Fair) Difficulty- Moderate (0) Actors- The Elder Council and its scholars Secrecy- None Modifiers- None

Action IV

The members of the Naturewright group have decided to explore the mountain region along the border of Tana. They hope to use their magic and connection with the spirits to uncover minerals and paths for the betterment of the Tana.

Primary Deteriment- Magic Sophistication (Great) Difficult- Hard (-2) Actors- Naturewright Secrecy- Results Modifiers- Philosphy of Conquest active


[Actions I,II,III,IV] Tana 1419 Hurlan - Posted: Tue, 09 May 2000 23:19:53 GMT

Good Queen She? Albermare,

Greetings to you and the Eldar Council, my Queen and I wish to extend the greetings of the people of the Burcancy (East Torphan) to you. We hope you and your children are well.

It is our thought to also begin to expand our fleets upon the water and we would be interested in exchanging notes and research that might speed up both our projects.

We would also offer to exchange magical knowledge with you if you so wish. Our magicians have an excellent reputation and their might be areas of mutual benefit, if you wish to consider our proposal. We are happy to take any amount of time you wish to consider our offers. It may come to pass that we are unable to take advantage of these ideas right away but my gracious queen insists that we place this offer before you so that you might consider it and plan for it at your leisure.

Although the reputation of your people is daunting, we also know how fiercely and loyally a lioness will guard her cubs. If you or any of your people wish, the doors and wharves of our country are open to you.

We would be delighted by the visit of the Tana.

Yours truly,

King Villard and Queen Felicia


[Actions I,II,III,IV] Tana 1419 Shaded Spirit? - Posted: Wed, 10 May 2000 08:56:00 GMT

Noble King Villard and Queen Felicia

The Council of Elders extends it's gratitude to you and the people of Burcancy for this invitation. The Tana are delighted that you wish such a relationship, and hopes to begin a mutually beneficial relationship. Also, the Council of Elders applaud you looking past the rumors and extending a hand to the Tana. We hope that more nations will be as courageous and helpful as the Burcancy.

The Council will be delighted to begin a free exchange of naval knowledge with the Burcancy. We hope that our scholars can trade notes freely and regularly in this bold endeavor by our two nations. This will surely produce a great deal of knowledge and technology for both our nations to draw from.

This is a fond wish of the Tana and we hope that you wish for the same.

The Quan Council though regrets to inform the Burcancy that members of the Naturewright are not available at this time to be sent to your nation. They are engaged in matters of exploration in the mountainous regions and their rescources are strained. When they return and the plague to our southern borders has been dealt with, the Quan Council would like begin joint-research of magic with your people. The Quan Council has suggested an exchange program of teaching with some of our teachers coming to your schools to give lectures, and some of yours coming here for the same purpose. This idea is still being toyed with but it seems to hold some promise.

The Tana thank you again for your generous offer and hope that this invitation will stand for a long time. The Tana extend a similar invitation for the Burcancy to come and visit the small communities of the Tana freely.

Sincerely, Queen She? Albermare


1418 Mirsih Decloration of War Jtsl - Posted: Wed, 10 May 2000 19:18:18 GMT

Declaration of War

Upon this the 20 day of the month of Hanoth 1418 years since the rise of the Cedonian Empire. We, the Guardian of Mir, Archmage of the Brotherhood of Sorcery, High Priest of the High Goddess Miracradsa, Patriarch of the Royal House of Celamyrsa, and of the remnet of the ruined city of Myr-Kun rededicate our selves to the war against the Evil One and his forces wherever and whomever they might be. To this end we announce ourselves against the people of the northern desert known as the Sinari, who allow themselves to be falsely led by the dark Seereses of the Unspeakable One. It is our most fervent wish to lead them out of the darkness into the light . If they shall not turn from this misguided path they pursue, then with sorrow we shall turn the hand of knowledge and the civilization of the Mid-Sea upon them unit their threat is no more and we shall end the assistance they give to the Darkness.

We, the people of Mir, and Myr-Kun, declare that these misguided souls have denied and destoryed civilization to follow a false and evil god. Their misguided aim is nothing more then the destruction of the lands and people we hold dear. This we must and will oppose. We who have fought for knowledge and the growth of the world for far too long. We will not allow barbarianism and the dark ages on this content again. The shadow of darkness cast by the floating land of the Evil One and his minions must be banished by the shining might of our nations. The Sinari pay heed to a false god,They misguidly wish to restore the nights of terror when religious cults ruled the people in tyranny and suppression. This shall not come to pass.

They wish to keep the people from discovering who and what they are. This we must and will oppose. The people of Mir who have prided them self of being the most free of all people in all of civilization. We will not fall back into the dark ages, nor will we allow this to happen anywhere else in the world. We will not give up freedoms that took centuries to create. We will not give up all that we fought for and learned to be plunged back to the into the plague of barbarianism.

We, the Brother of Sorcery, declare that Seeresses of Sin-Alb wishes nothing more then to suppress all magic save for that which they practice. We who have supported the growth of magic and learning can not countenance this. We who since the mist of the Avearan age have learned and recorded all magic that we can, we will not let this light of knowledge be diminished in any way. The loss of magic, knowledge and the arts that these barbarians represent must be prevented. Our magic has been dedicated for peace and life, if it must be turned to show our will so be it. The nimbus of our lands shall show it's face to the darkness. We shall save those we can, for the others we will write of the errors of their way in our history books and stain them with sorrow for what we had to do.

We, the Worshipers of the high Goddess Miracradsa, and the Creator, declare the followers who worship the barbaric god called Sin-Alb, Heathen. Long have we striven to lend all of the people of the world towards the light of the true gods, but were there is light the Darkness fights harder. The Sinari grown like weeds under the baleful eye of this Darkness. All other choices have been taken from us and we see no other course to save the flower of our lands but to uproot these people and place those roots before the true gods for judgment. We have seen the portents and know the Sinari intent to march south and destroy the religions and civilizations of the Mid-Sea nations. They must be opposed. We have read the future and seen their dreams to conquer and burn. All who do not convert to Sin-Alb shall be killed. This shall and will not pass They desire to destroy all religions of the true gods and in there place raise up a false god, who brings nothing but sorrow and pain. This time shall not come. For we will see the gods and peoples of the Mid-Sea unite to prevent this plague. And now we call all forth to fulfill that destiny.

We, the Royal House of Celmyrsa, restate our opposition. These barbarians will allow no other ruler to reign under their tyranny and this we can not allow. We oppose them not for ourselves, but for our people and for the future of all our generations. We who led our people out of the dark ages, will not let that time come again. We who left our people to learn, to grow, will not let the lamp we have lit to grow dim again. Once more we will lend the strength of our arms, our wisdom and our heart to shelter and protect our people and the civilized world. We call upon all the Royal Houses of Qaiyoure to declare war against the heathens of the northern desert and the Evil One.

Blessed Be. May You Walk in Light.

Signed this day by these.

Eubraotsa Celamyrsa, First of Mir, Ruler of the city Mirabalpur, Protector of Nation of Mir, Guardian of the Isle of Celamyr, High Priest of the High Goddess Miracradsa, Patriarch of the Royal House of Celamyrsa, Archmage of the Brotherhood of Sorcery.

Riacradsa Celatsa, Second of Mir, Ruler of city Miraripur, Priestess of the High Goddess Miracradsa, Matriarch of the Noble Family of Celatsa, First of the Council of Sorcery

Dioya Lorgat, Third of Mir, Priest of the High Goddess Miracradsa, Patriarch of the Mystical House of Lorgat, Second of the Council of Sorcery,

Niraotosa Celamyrsa, fourth of Mir, Priest of the High Goddess Miracradsa, Of the Royal House of Celamyrsa, Third of the Council of Sorcery.

Martiacky Throgon, First of Myr-Kun, Ruler of the ruined city Myr-Kun, Priest of the High Goddess Miracradsa, Archmage of the Brotherhood of Myr-Kun


Damaris 1418 actions Kalev Tait? - Posted: Thu, 11 May 2000 04:04:36 GMT

The folowing actions are semi ordered. The first few actions results may become modifiers for latter actions.

Action 1: Witches are bad (right?) For the past few years, its been pretty obvious to most people that any display of magical talent, and in fact any comunion with demons (regardless of wether they call themselves gods) is bad. However, the Crystal Barons have just come out with some new findings on how to recognise a witch, and have made these publicly available. The question that remains is wether or not the public accepts these findings.

Primary Determinetnt: Crystal Baron Consent (Fair Difficulty: ?? Weight: Single Secrecy: None Modifiers: +1 Witches are bad (right?) -1 Anyone who spends a great deal of time purusing the findings will discover that they are most likely a witch (in other words, they're prety general) -1 A fair portion of the population does still worship a god

Action 2: Arrest the Witches! The Crystal Barons have given the Town Guard extra resources to go on a witch hunt. The town guard is carying this out and aresting anyone suspected of having any conection with the arcane (and forcing them to work in the Crystal Baron mines). Primary Determinent: Town Guard Authority (Good) Difficulty: ?? Weight: Single Secrecy: None Modifiers: the results of Action 1 will likely affect this action -1 people don't like to be thrown in to the mines +1 a fair portion of the population really does worship gods... (oops, I mean demons)

Action 3: What are those Crystal Barons up to, anyways? A young upstart Scholar sugests to the Council of Scholars that the Crystal Barons are bribing the Town Guard to blatently aresst the population. Can this really be benificial to Damaris? Of course, the Crystal Barons think so... but ultimatley the Council is the ruling party and needs to make a decision on this. (I'm doing this action from the point of view of the Crystal Barons, becuase the young upstart Scholar has no stats) Primary Determinent: Crystal Baron Influence (Great) Difficulty: ?? Secrecy: None Modifiers: If eaither Action 1 or 2 ended in an extream, they will likely afect this Action +1 If you want to call the Crystal Baron's giving the Town Guard lots of money to go on a (much needed) witch hunt 'bribery' then the next thing you know, you'll probably want to call the lavish parties the Crystal Barons throw for me and my freinds 'bribery' also.

Action 4: Don't us Gods get a say? A bunch of pamphlets have been found lying around sugesting that the Crystal Barons are up to no good, and that the normal everyday people shouldn't take this sitting down. Whats more, it goes on to sugest that Gods really aren't that bad afterall. (Consider this action trying to lower the consent/authority of the town guard, crystal barons and council of scholars, and rising the consent/authority of the underground) Primary Determinent: Underground Consent (Good) Difficulty: ?? Secrecy: None Modifiers: All of the above actions could affect this action, especially 1 and 3 (though 2 would also if it failed really badly) +1 A fair portion of the population already worships gods -1 A fair portion of the population dosn't worship gods (demons) -1 Theres nothing we can really do anyways


Cedonian Actions, 1418 Andrew Janssen? - Posted: Thu, 08 Jun 2000 19:25:58 GMT

(I'm sending this to both the list and Jason, just to be on the safe side.)

Action 1: On to War With reports of Shanari outriders being sighted near the Taltherani border, the Cedonian High Command decides to act. The legions remaining on the northern border of Cedonia are ordered to dig in, in case the ravening horde of the Shanari turns south. The combined Mirish-Cedonian Army is strongly advised to reinforce the Taltherani defensive positions along the Tal River near the Taltherani border with the Morvali tribelands. Privately, the Duke of Caladyn is ordered to support the Taltherani, with or without the Mirish forces. The Cedonians are obligated to defend Taltheran by the terms of the treaty which partitioned Tirmar between the Empire and the Kingdom.

The High Command also passes along operational recommendations to the combined army. They advise fighting from a strong defensive position, using the Cedonian cavalry to secure the flanks and supply lines, with the Mir providing magical support: "Ideally, battle should be joined in a place where the Shanari can attack only from one direction, and allows for the enfilading of their force"(CHC Operational Directive 1418.5). Primary Determinant: Military Size & Force Mods: + Cedonians are damned good at war. +- The Mirish may not provide full support + The battle will most likely occur on ground chosen by the Cedonia-Mir Army, maximizing their advantages.

Action 2: Put on Hold Empress Yzara is extremely disappointed by the performance of the army tasked with invading Tanimbar. Major reinforcement is not possible at the moment, however, due to the Shanari, the western frontier, and the Empire's internal security needs. Yzara therefore orders the southern legions to dig in and hold against all attacks, maintaining the current status quo. Meanwhile, the High Command is ordered to give the legions involved in Tanimbar the highest priority for weapons, supplies, and replacements, while conducting a study as to which legions may be safely released from present duties to reinforce the invasion. Primary Determinant: Military Force, Size + Cedonians are back on home ground. + They can take advantage of pre-existing defensive positions - The legions were badly bloodied last year, some morale trouble.

Action 3: Secure Zelkor. News of a burgeoning resistance movement in Zelkor soon reaches the ears of the Empress. In response, she replaces the military government of the city with a civilian (albeit Cedonian) one. She restores to Zelkor its old status as an "Imperial City" which gives the citizens some hefty tax breaks and full status as Cedonian citizens. Finally, over the objections of her advisors, she makes a personal visit to the city, counting on her youth, beauty, and charisma to win over the populace. Primary Determinant: Yzara's Consent and Influence Mods: + Yzara is an extremely charismatic young woman + The Cedonians have done great things for the Zelkori economy since they took over. Suggestions for resolution: ++ The Zelkori fall beneath Yzara's feet. She is deluged with marriage proposals + The rebels become marginalized and ignored in Zelkor. 0 Things stay the same - The rebels gain power in Zelkor -- The rebels attempt to assassinate Yzara.

Action IV: R & D (strategic) The Cedonian army and navy have used essentially the same technolgies and tactics since Bucerad threw off the Mirish yoke and founded the Empire. Swords, shields, spears, and bows have served the army well over the centuries, as have the many siege engines in the arsenal, but C edonian military planners have determined that if they are to restore the empire, some radically new advance in weaponry is needed. The Cedonians, being poor in magic, concentrate their efforts to develop new weapons in the field of what they call 'natural science.' To this end, a research center is established in northern Vizinia. One group is to examine the possibility of recreating an ancient weapon, known in historical chronicles as "Avaeran Fire", while a second group is to examine the military applications of fireworks, devices whose use in the past had been limited to certain religious ceremonies. Primary Determinant: Scholastics Mods: + The Cedonians are throwing money at this project. + The researchers have at least three years before they are expected to produce results. - The substances being investigated have a high potential for catastrophic accidents, which may make it difficult to find workers.

= "Our Lady of Blessed Acceleration, don't fail me now!" --Elwood Blues


Mir Actions Jtsl - Posted: Wed, 21 Jun 2000 12:46:03 GMT

Sorry this took so long. My computer was out for awhile.

Action I: Move the army North towards the Taltheran border.

The Warlord is to move the army up to the Taltheran border. They are to thier and choose a location to battle the Sinari on. They are also to help the Taltherians in their defenes.

Primary Determent: Military Force (0) Secondary Determent: diplomacy Diffculty: Hard (-1) Weight: Single Actors: Military Secrecy: none Modifiers: + Mir and Cedonia ready for this.

Action II: Improve Military (3 of 3 years)

The Mirish Military is small and not vary good. Mir will begin to retrain its people and retrain its magic users to be great Warmages.

Primary Determent: Military Force (0) Diffculty: Hard (-1) Weight: Single Actors: Military Secrecy: none Modifiers: + Eerith help + A new Warlord.

Action III: Find the Scepter. (2 of ? years)

It is becoming more aparent ever day that the Sorcerers need to find the scepter. So they begin to look. They are also going to seek help from the Eerith.

Primary Determent: Magic Sophistication (+4) Diffculty: Huge (-3) Weight: Single Actors: Sorcerers Secrecy: Results Modifiers: + desperate. - Hiden for a long time

Action V: Improve the Archmage hold. (2 of 2 years)

Eubraotsa has barly been able to hold Mir togther but with war coming it is time to strenghten his hold over the country and to improve his stanging. He begins to work imporve his Consent, Influence, Authority. He is going to uses the try to improve his standing among forign powers their by forceing the political oposition to except him and their by increasing his power.

Primary Determent: Influince (0) Diffculty: Hard (-1) Weight: Single Actors: Eubraotsa Secrecy: none Modifiers: + He has brought back the Crown of Mir

Jason Todd Heaps


Action 5 Mir Jtsl - Posted: Fri, 30 Jun 2000 17:39:43 GMT

The other one that says action V is action IV. Another request. could anyone who If you sent in your actions in allready could you resend them so i can have them all. (I have Cedonia but thats all.) Also a remimnder that i would like to end next week. Thanks Jason Heaps

Action V: Help Pralug

Mir will send mony and food and other suplies to help Pralug rebuild after the hurrican that hit. they are to help rebuild and what ever is needed. twenty Sorcerers are to sent to help.

Primary Determent: Wealth Difficulty: Hard Actor: Sorcerers Weight: singal Modifiers: - Extra actions.


Action 5 Mir Hurlan - Posted: Fri, 30 Jun 2000 22:52:00 GMT

Jason,

In my prelims I have included pluses for magical assistance in harbor construction and shipbuilding and for the army to assist in construction also. If I remember you objected to a plus here. Would it make more sense to include this as a minus or do you object entirely to the concept of the Burcancy using military to aid in construction projects. My thought was something must have been done in the past to keep this country alive and out of the hands of the Torphan Empire or others. And just a superb magical sophistication seems a lot to hang everything on even if only for defensive purposes, unless the magic side is a lot more involved in the defending or assisting the country. Disguising some efforts seems like an easy assist, what else am I missing about what has kept the Burcancy alive up to now? As always whatever you decide is fine.

Joel


Burcancy Prelims Hurlan - Posted: Fri, 30 Jun 2000 23:05:04 GMT

Burcancy Prelims

1) Support for Tanimbar Action - External, Strategic

Troops continue to provide assistance to Tanimbar against the Cedonians. Units are to be rotated on a regular basis to provide relief and to spread the experience gained in addition to not draining any one part of the country. Civilian and enemy troops are to be respected. Any infractions will be dealt w/ seriously but fairly.

Actors: Military, King Villard Objective: Aid in Tanimbar's defenses against a Cedonian invasion Type: Defence Secrecy: None Difficulty: Easy (continued action) Prime Determinant: Primary Philosophical Orientation (Equilibrium) Resources: Good Military Size: Fair Military Force: Good +1 +1 - Good relations w/ Tanimbar +1 - Fear of Cedonia Empire

2) Support for Mir Action - External, Strategic

King and Opheir agree to assist Mir in the war against the Evil One. This grave danger to the civilized world must be removed or at least contained. Mages are being sent to participate in all aspects of mage wars. Will assist in direct combat and research to increase knowledge of offensive, defensive, scouting and research skills. Magic users are to be rotated to spread experience, and to be tested on return for any potential malignant influences.

Actors: King Villard, Queen Felicia, The Opheir & Brotherhood Objective: Aid in Mir's fight against the Evil One Type: Offensive Secrecy: None Difficulty: Moderate Prime Determinant: Primary Philosophical Orientation (Equilibrium) Resources: Good Magical Sophistication: Superb Magical Diversity: Great Magical Prevalence: Terrible +1 - Good relations w/ Mir +1 - Fear of Evil One +1 - Approval of King & Opheir -1 - for testing upon return +1 - knowledge that mages are being safely tested for evil influence

3) Upgrade Harbor at Fauve Monde (wharves; warehouses; dredging, etc.) (Time Frame 1st of 3 years) Action - Internal, Strategic Actors: King Villard, Parliament of Lords, Celephar Objective: Increase Size of Harbor to Accommodate expanded Merchant Fleet and new Trade Type: Trade/Construction Secrecy: None Difficulty: Moderate Prime Determinant: Secondary Philosophical Orientation Technological Base: Metallurgic Exploitation: Good Wealth: Good Resources: Good Exports: include Coal, Iron, Timber (these resources are available for use) With a fair amount of farm land and a yield of 120% I think some food who also be available to send. +1 - Secondary PO - acquisition (trade) +1 - Assistance from Celephar +1 - Exploitation of Resources - Good/ Resources - Good +1 - Wealth - Good -1 - Some available troops will be used to help in the construction to improve building time and to continue to foster good relations w/ the populace. (Secret reason - to spread experience among the troops, add defense to projects and to get other used to the army assisting in civilian construction projects so they might perform some additional construction work quietly) +1 - magical assistance in construction, measurement and construction advice.

4) Increase/Upgrade Merchant Fleet (Time Frame 1st of 4 years) Action - Internal, Strategic

Actors: King Villard, Parliament of Lords Objective: Increase Size of Merchant Fleet and subsequently Trade and Wealth Type: Trade Secrecy: None Difficulty: Hard Prime Determinant: Secondary Philosophical Orientation Technological Base: Metallurgic Wealth: Good Exploitation: Good Resources: Good Exports: include Iron, Timber (these resources are available for use) +1 - Secondary PO - acquisition (trade) +1 - Assistance from Celephar +1 - Approval of Parliament - Bill passed by Parliament approves of part of the monies received by the new merchant fleet will go to the nobles who participate by setting up their own trading ventures or work in conjunction w/ established merchant houses. +1 - Exploitation of Resources - Good/ Resources - Good +1 - Wealth - Good -1 - Some naval (not merchant) construction to take place on Tear Island. It is my understanding that naval construction would accompany the construction of the merchant fleet. +1 - magical assistance and advice in construction

5) Lend Aid to Parglur Action - External, Strategic

King rallies country to lend aid to Parglur. Personally leads expedition to Parglur w/ supplies and offers of aid and assistance. Delegation passes through Yoole also lending aid to any who have suffered from the recent hurricane. Part of the supply trains consist of soldiers. Armor and weapons have been minimized to reduce threat.

Offer to Parglur consists of the following: 1) Food and other supplies 2) Hire of construction workers/builders/harbor architects unemployed by hurricane or other means to help w/ harbor building in the Burcancy 3) Hire shipbuilders to help in construction of ships in the Burcancy and in Parglur 4) Hire/assist any Parglur merchants stranded by hurricane 5) Loan of monies to Parglur treasury 6) Loan of monies to Parglur merchants for interest in their business.

Actors: King Villard, Parglur Objective: Lend Aid to Parglur to recover from Hurricane Type: Trade/Aid Secrecy: None Difficulty: Moderate Prime Determinant: Secondary Philosophical Orientation Technological Base: Metallurgic Exploitation: Good Wealth: Good Resources: Good Exports: Coal, Iron, Timber, Beer, Tallow, Honey(these resources are available for use)

Difficulty: Hard -1 - extra action +1 - Paraglur has strong interest in trade +2 - Recent devastation from hurricane in Parglur +1 - The King himself leads drive to collect aid and goes to Parglur to lead and lend assistance +1 - improved relations between Parglur & the Burcancy


Mir Actions Jtsl - Posted: Fri, 07 Jul 2000 22:18:21 GMT

Here it is again. And no action five on Mir action five is action five.

Action I: Move the army North towards the Taltheran border.

The Warlord is to move the army up to the Taltheran border. They are to thier and choose a location to battle the Sinari on. They are also to help the Taltherians in their defenes.

Primary Determent: Military Force (0) Secondary Determent: diplomacy Diffculty: Hard (-1) Weight: Single Actors: Military Secrecy: none Modifiers: + Mir and Cedonia ready for this.

Action II: Improve Military (3 of 3 years)

The Mirish Military is small and not vary good. Mir will begin to retrain its people and retrain its magic users to be great Warmages.

Primary Determent: Military Force (0) Diffculty: Hard (-1) Weight: Single Actors: Military Secrecy: none Modifiers: + Eerith help + A new Warlord.

Action III: Find the Scepter. (2 of ? years)

It is becoming more aparent ever day that the Sorcerers need to find the scepter. So they begin to look. They are also going to seek help from the Eerith.

Primary Determent: Magic Sophistication (+4) Diffculty: Huge (-3) Weight: Single Actors: Sorcerers Secrecy: Results Modifiers: + desperate. - Hiden for a long time

Action IV: Improve the Archmage hold. (2 of 2 years)

Eubraotsa has barly been able to hold Mir togther but with war coming it is time to strenghten his hold over the country and to improve his stanging. He begins to work imporve his Consent, Influence, Authority. He is going to uses the try to improve his standing among forign powers their by forceing the political oposition to except him and their by increasing his power.

Primary Determent: Influince (0) Diffculty: Hard (-1) Weight: Single Actors: Eubraotsa Secrecy: none Modifiers: + He has brought back the Crown of Mir

Jason Todd Heaps


[1419] Laria'rathi Actions NStevens - Posted: Sat, 08 Jul 2000 03:36:40 GMT

Reports and rumors circulate among the people of the atrocities committed by the desert warriors. They murder women and children, lay waste to cities, farms, all the land. They have no mercy, no honour.

Action I (double action)

Strategic-Internal Type: Fundamental, Preparation (3 of 4) Actor: local lords (more contact with people and so easier to influence locals) Summary: Increase food production and storage, general military readiness by convincing people of possibility of Threat to their life and need to prepare. Secrecy: Normal Primary Determinant: Consent Superb (+3), Influence Superb (+3), Agricultural Crafts Legendary (+4), Resources Superb (+3) Secondary Determinant: Exploitation Great (+2) Task: Hard (-1), only somewhat difficult to perform is military readiness, remaining objectives should be relatively easy Modifiers: + now since production has increased somewhat, the reserves should be easier to store + agriculture not even near full production ++ intimidation and fear tactics employed by describing atrocities of enemy, and Laria'rathi people have intense hatred of any dishonourable activity-especially of an enemy - people have not been convinced of immediate danger + reports and rumors incite people to work harder and bolster military ranks + double action Reaction: Business as usual

Results so far +2 -1 +2 -1 (- 1 -1 0 -1) + (+1 -1 +1 +1) + () + ()

(No time for story, sorry.)

Action II (double action)

Strategic-External (3 of 3) Type: Military and Popular (Civilian) Colonization Expedition Actor: Margrave Nath'sev and Baron Hadril Summary: Build joint colonies by Celpalar and Atares gi'Calaa. Make the colonies permanent. Secrecy: Normal Primary Determinant: Engineering Crafts Superb (+3), Consent Superb (+3) [motivation to succeed] Secondary Determinant: Marine Size Great (+2) [for defense], Exploitation Great (+2) [finding ways to survive] Task: Hard (-1) Modifiers: + high morale among both Laria'rathi and humans (from last year) + primary orientation conquest and acquisition, secondary orientation expansion + colonization preparations have been underway for many years - new land - any unforeseen consequences of native land + each race is willing to work together for the common good, while trying its best to put aside personal differences + familiar and prosperous environment and climate + morale high from previous years + fortifications and defences were successful + double action Reaction: Less Risky


Action 5 Mir resolution MKeaton - Posted: Sun, 09 Jul 2000 20:18:44 GMT

Action V: Help Pralug

Mir will send mony and food and other suplies to help Pralug rebuild after the hurrican that hit. they are to help rebuild and what ever is needed. twenty Sorcerers are to sent to help.

Primary Determent: Wealth (great +2) Difficulty: Hard (-1) Actor: Sorcerers Weight: singal Modifiers: - Extra actions.

2-1-1+(0+0+0+1)=+1 Success. The Mir are able to cushion much of the secondary trauma resulting from a natural disaster and assist Pralug in rebuilding quickly.


Mir Actions resolution (1-4) MKeaton - Posted: Sun, 09 Jul 2000 20:18:54 GMT

Here it is again. And no action five on Mir action five is action five.

Action I: Move the army North towards the Taltheran border.

The Warlord is to move the army up to the Taltheran border. They are to thier and choose a location to battle the Sinari on. They are also to help the Taltherians in their defenes.

Primary Determent: Military Force (0) Secondary Determent: diplomacy Diffculty: Hard (-1) Weight: Single Actors: Military Secrecy: none Modifiers: + Mir and Cedonia ready for this.

0-1+1+(0+1+0+0)=+1 Success. Bearing in mind that there is no good place to hold a war and that the actual location of any battle is determined by too many expernal factors to predict it (including the movement of the Sanari army), the Mir are able to determine areas of terrain which seem to give them an advantage. It is reasonable to assume that the Sanari will be forced to follow the Wyr River to maintain both a source of water and rapid supply lines. If they vary from this, it should be possible to harry the Sanari into the barrens of Hansari or turn them back north-east into the desert. With this in mind, the Warlord (and her advisors) feel it best to begin massing troops in the area of Unnirand, using Pran and Tal as fallback points and key links and storage areas for the joint supply lines. Ironically, many of the refugees from the invasion of Myr-kun (including some Eerith) have also been driven to Pran and are willing to assist the Warlord's forces.

Action II: Improve Military (3 of 3 years)

The Mirish Military is small and not vary good. Mir will begin to retrain its people and retrain its magic users to be great Warmages.

Primary Determent: Military Force (0) Diffculty: Hard (-1) Weight: Single Actors: Military Secrecy: none Modifiers: + Eerith help + A new Warlord.

0-1+1+1+(1+1-1+1)=+3 Superior Success. After years of intense and sustained action, the Warlord and the Eerith are able to train a core of warrior-mages who, in turn, are able to spread their knowledge and leadership throughout the Mir forces. (Military improves, adjust determinants accordingly)

Action III: Find the Scepter. (2 of ? years)

It is becoming more aparent ever day that the Sorcerers need to find the scepter. So they begin to look. They are also going to seek help from the Eerith.

Primary Determent: Magic Sophistication (+4) Diffculty: Huge (-3) Weight: Single Actors: Sorcerers Secrecy: Results Modifiers: + desperate. - Hiden for a long time

+4-3+1-1+(Eerith assistance +1)+(0-1+0-1)=0 Marginal

The Mir are able (with heavy Eerith assistance) to locate the most probable area for the Scepter to be hidden. The Scepter is almost certianly hidden in the forested mountians between the Arand River and Telar Pass. Fortunately, the Mir may have an unexpected ally in recovering the artifact--the native people, the Onagir, who already have Eerith living amoung them and who hosted the Mir scholar Granthtan in 1415.

Action IV: Improve the Archmage hold. (2 of 2 years)

Eubraotsa has barly been able to hold Mir togther but with war coming it is time to strenghten his hold over the country and to improve his stanging. He begins to work imporve his Consent, Influence, Authority. He is going to uses the try to improve his standing among forign powers their by forceing the political oposition to except him and their by increasing his power.

Primary Determent: Influince (0) Diffculty: Hard (-1) Weight: Single Actors: Eubraotsa Secrecy: none Modifiers: + He has brought back the Crown of Mir +1 recent success in external diplomacy

0-1+1+1+(-1+0-1+0)=-1 failure. Eubraotsa is able to determine for a certianty what he has long suspected: the people's confidence in their leadership is very low. The independance of various council members (as well as a recent traitor in their midst) have, however well intentioned, indirectly undermined the absolute authority of the Archmage. In addition, much of the Mir population are still distrustful and upset by all the recent relations with 'free' Eerith and even more simply refuse to see how the actions of 'a few scattered nomads in the desert' can pose a threat to the powerful Mir. Even worse, many, while favoring the Archmage's actions, remain unimpressed by his son (citing several missions lead by the AM's son with poor results) and therefore want to restrict the AMs actions to insure that he remains safe and not exposed to any external threat. The only two positives found are that 1) there is no active opposition to the AM, simply a state of unrest, and 2) this problem has been recognized in time to deal with it, if the AM chooses, before any real stress is placed on the Mirish political system by war.


[qai] Eerith 1419 MKeaton - Posted: Sun, 09 Jul 2000 20:19:02 GMT

Action 1 (assist the Mir in locating the Scepter) This action was expressed as a modifier on the Mirish resolution of their own action.

Action 2-4 (what a mess) I finally gave up trying to phrase all of this as a coherent action. So...

In late 1417, the Eerith "political" structure was shocked by revelations and investigations of their own past. This disturbance came on the heals of the already disconcerting events surrounding Sin-Alb and Mir from 1413 forward.

In 1418, efforts by the creator faction of the Eerith to reconcile these issues created even more confusion as even the creator's themselves could not agree on a course of action.

Early in 1419, the Eerith experience a mysterious yet significant upturn. So, how do the Eerith spend the rest of 1419 in light of all of this? As I said, I can't figure out how to do it as specific actions but the following is what I see developing:

By late 1419, the Eerith have seperated into four temporary sects, each comprised of a mixture of the old factions and each still acting on what (at least in their opinion) is the best interest of the Eerith. This schism is not a hostile one. The primary seperating factor is confusion rather than dissension and so this action is a temporary "withdrawl to heal", if you will. That this comes at the worst possible time for the rest of the world is largely of no consequence to the Eerith.

The majority of the Eerith, especially the human entities drawn into the society (such as the refugees and the exiled Sinari Seeresses), remain committed to assisting the humans (Mir in particular), and are primarily located in the Wyr river basin (probably joining the Mir in the area).

A small number of Eerith (specifically the Disciples and Tributary and made up predominantly of Creators) remain with the Onigar and continue to seek to make sense of the races fractured past. This group remains in contact with Granthtan and also includes those assisting the Mir search for the Scepter.

A third block of Eerith, primarily defenders and made up mostly of those most disturbed by recent developements, have withdrawn completely from contact with non-eerith entities. Their predominant location is the south-western most portion of the continent (the quietest and most distant place they could find without withdrawing into the dreaming or beyond).

The fourth "sect" of Eerith are those eerith which, presumably, are assisting the Sanari invasion. It is unclear if they act of their own accord or if they are arcanely "bound" to serve.

My apologies for the unusual turn presentation. With a race both as active and enigmatic as the Eerith, it seemed prudent to simply take a turn just to figure out where everyone was.

M. Keaton


Cedonian RESULTS, 1419 Jtsl - Posted: Sun, 09 Jul 2000 23:50:33 GMT

Action 1: On to War With reports of Shanari outriders being sighted near the Taltherani border, the Cedonian High Command decides to act. The legions remaining on the northern border of Cedonia are ordered to dig in, in case the ravening horde of the Shanari turns south. The combined Mirish-Cedonian Army is strongly advised to reinforce the Taltherani defensive positions along the Tal River near the Taltherani border with the Morvali tribelands. Privately, the Duke of Caladyn is ordered to support the Taltherani, with or without the Mirish forces. The Cedonians are obligated to defend Taltheran by the terms of the treaty which partitioned Tirmar between the Empire and the Kingdom.

The High Command also passes along operational recommendations to the combined army. They advise fighting from a strong defensive position, using the Cedonian cavalry to secure the flanks and supply lines, with the Mir providing magical support: "Ideally, battle should be joined in a place where the Shanari can attack only from one direction, and allows for the enfilading of their force"(CHC Operational Directive 1418.5). Primary Determinant: Military Size & Force Difficulty: Hard Mods: + Cedonians are damned good at war. +- The Mirish may not provide full support + The battle will most likely occur on ground chosen by the Cedonia-Mir Army, maximizing their advantages.

Results: +3 -1 +2 (+1 -1 -1 -1) = +2 Success

The army takes up its place outside of Unnirand. The forces know consits of the War Mages of Mir. The Rebell Seeresses of the Sinari, the Mages of Myr-Kun, the Mages of the Order of Knolwegde (Fae), Mage of Burcancy, Military of Cedonia, the Taltherian military andwhat is left of the Therani. Even with this the spies return and report that the Sianri are like an endless ocean, and this is only half of the Army. They report that they are about to take Hadrair.

Action 2: Put on Hold Empress Yzara is extremely disappointed by the performance of the army tasked with invading Tanimbar. Major reinforcement is not possible at the moment, however, due to the Shanari, the western frontier, and the Empire's internal security needs. Yzara therefore orders the southern legions to dig in and hold against all attacks, maintaining the current status quo. Meanwhile, the High Command is ordered to give the legions involved in Tanimbar the highest priority for weapons, supplies, and replacements, while conducting a study as to which legions may be safely released from present duties to reinforce the invasion. Primary Determinant: Military Force, Size Difficulty: Hard + Cedonians are back on home ground. + They can take advantage of pre-existing defensive positions - The legions were badly bloodied last year, some morale trouble.

+3 -1 +2 -1 ( -1 +1 -1 0) = +2 sucess

Suggestion. Defecies are succred +1 to defence next year.

Action 3: Secure Zelkor. News of a burgeoning resistance movement in Zelkor soon reaches the ears of the Empress. In response, she replaces the military government of the city with a civilian (albeit Cedonian) one. She restores to Zelkor its old status as an "Imperial City" which gives the citizens some hefty tax breaks and full status as Cedonian citizens. Finally, over the objections of her advisors, she makes a personal visit to the city, counting on her youth, beauty, and charisma to win over the populace. Primary Determinant: Yzara's Consent and Influence Diificulty: Hard Mods: + Yzara is an extremely charismatic young woman + The Cedonians have done great things for the Zelkori economy since they took over. - The rebel fraction.

0 -1 +1 -1 (0 +1 +1 -1) = 0

Nothing happens when she gets thier. The people greet her but that is aobut as far as it goes.

Suggestions for resolution: ++ The Zelkori fall beneath Yzara's feet. She is deluged with marriage proposals + The rebels become marginalized and ignored in Zelkor. 0 Things stay the same - The rebels gain power in Zelkor -- The rebels attempt to assassinate Yzara.

Action IV: R & D (strategic) The Cedonian army and navy have used essentially the same technolgies and tactics since Bucerad threw off the Mirish yoke and founded the Empire. Swords, shields, spears, and bows have served the army well over the centuries, as have the many siege engines in the arsenal, but C edonian military planners have determined that if they are to restore the empire, some radically new advance in weaponry is needed. The Cedonians, being poor in magic, concentrate their efforts to develop new weapons in the field of what they call 'natural science.' To this end, a research center is established in northern Vizinia. One group is to examine the possibility of recreating an ancient weapon, known in historical chronicles as "Avaeran Fire", while a second group is to examine the military applications of fireworks, devices whose use in the past had been limited to certain religious ceremonies. Primary Determinant: Scholastics Difficulty: Hard Mods: + The Cedonians are throwing money at this project. + The researchers have at least three years before they are expected to produce results. - The substances being investigated have a high potential for catastrophic accidents, which may make it difficult to find workers.

-1 +2 -1 (-1 +1 -1 0) -1 faliure

Not much is acomplished this year.


[1419] Laria'rathi RESULTS Jtsl - Posted: Sun, 09 Jul 2000 23:50:41 GMT

Reports and rumors circulate among the people of the atrocities committed by the desert warriors. They murder women and children, lay waste to cities, farms, all the land. They have no mercy, no honour.

Action I (double action)

Strategic-Internal Type: Fundamental, Preparation (3 of 4) Actor: local lords (more contact with people and so easier to influence locals) Summary: Increase food production and storage, general military readiness by convincing people of possibility of Threat to their life and need to prepare. Secrecy: Normal Primary Determinant: Consent Superb (+3), Influence Superb (+3), Agricultural Crafts Legendary (+4), Resources Superb (+3) Secondary Determinant: Exploitation Great (+2) Task: Hard (-1), only somewhat difficult to perform is military readiness, remaining objectives should be relatively easy Modifiers: + now since production has increased somewhat, the reserves should be easier to store + agriculture not even near full production ++ intimidation and fear tactics employed by describing atrocities of enemy, and Laria'rathi people have intense hatred of any dishonourable activity-especially of an enemy - people have not been convinced of immediate danger + reports and rumors incite people to work harder and bolster military ranks + double action Reaction: Business as usual

Results so far +2 -1 +2 -1 (- 1 -1 0 -1) + (+1 -1 +1 +1) + (-1 0 +1 -1) + 2 + ()

(No time for story, sorry.)

Action II (double action)

Strategic-External (3 of 3) Type: Military and Popular (Civilian) Colonization Expedition Actor: Margrave Nath'sev and Baron Hadril Summary: Build joint colonies by Celpalar and Atares gi'Calaa. Make the

colonies permanent. Secrecy: Normal Primary Determinant: Engineering Crafts Superb (+3), Consent Superb (+3) [motivation to succeed] Secondary Determinant: Marine Size Great (+2) [for defense], Exploitation Great (+2) [finding ways to survive] Task: Hard (-1) Modifiers: + high morale among both Laria'rathi and humans (from last year) + primary orientation conquest and acquisition, secondary orientation expansion + colonization preparations have been underway for many years - new land - any unforeseen consequences of native land + each race is willing to work together for the common good, while trying its best to put aside personal differences + familiar and prosperous environment and climate + morale high from previous years + fortifications and defences were successful + double action Reaction: Less Risky

+3 -1 +4 -2 (0 0 0 +1) +5 Complete Success

The Colonies are complete


Burcancy Jtsl - Posted: Sun, 09 Jul 2000 23:50:47 GMT

1) Support for Tanimbar Action - External, Strategic

Troops continue to provide assistance to Tanimbar against the Cedonians. Units are to be rotated on a regular basis to provide relief and to spread the experience gained in addition to not draining any one part of the country. Civilian and enemy troops are to be respected. Any infractions will be dealt w/ seriously but fairly.

Actors: Military, King Villard Objective: Aid in Tanimbar's defenses against a Cedonian invasion Type: Defence Secrecy: None Difficulty: Easy (continued action) Prime Determinant: Primary Philosophical Orientation (Equilibrium) Resources: Good Military Size: Fair Military Force: Good +1 +1 - Good relations w/ Tanimbar +1 - Fear of Cedonia Empire

+1 +3 (-1 -1 +1 0) = +3 Complete Success

Aid is sent to Tenimbar as half the army is moved to the tanimbar border.

2) Support for Mir Action - External, Strategic

King and Opheir agree to assist Mir in the war against the Evil One. This grave danger to the civilized world must be removed or at least contained. Mages are being sent to participate in all aspects of mage wars. Will assist in direct combat and research to increase knowledge of offensive, defensive, scouting and research skills. Magic users are to be rotated to spread experience,

and to be tested on return for any potential malignant influences.

Actors: King Villard, Queen Felicia, The Opheir & Brotherhood Objective: Aid in Mir's fight against the Evil One Type: Offensive Secrecy: None Difficulty: Moderate Prime Determinant: Primary Philosophical Orientation (Equilibrium) Resources: Good Magical Sophistication: Superb Magical Diversity: Great Magical Prevalence: Terrible +1 - Good relations w/ Mir +1 - Fear of Evil One +1 - Approval of King & Opheir -1 - for testing upon return +1 - knowledge that mages are being safely tested for evil influence

+3 +2 (0 0 -1 0) +4 Complete Success

They get thier with no problems

3) Upgrade Harbor at Fauve Monde (wharves; warehouses; dredging, etc.) (Time Frame 1st of 3 years) Action - Internal, Strategic Actors: King Villard, Parliament of Lords, Celephar Objective: Increase Size of Harbor to Accommodate expanded Merchant Fleet and new Trade Type: Trade/Construction Secrecy: None Difficulty: Moderate Prime Determinant: Secondary Philosophical Orientation Technological Base: Metallurgic Exploitation: Good Wealth: Good Resources: Good Exports: include Coal, Iron, Timber (these resources are available for use) With a fair amount of farm land and a yield of 120% I think some food who also be available to send. +1 - Secondary PO - acquisition (trade) +1 - Assistance from Celephar +1 - Exploitation of Resources - Good/ Resources - Good +1 - Wealth - Good -1 - Some available troops will be used to help in the construction to improve building time and to continue to foster good relations w/ the populace. (Secret reason - to spread experience among the troops, add defense to projects and to get other used to the army assisting in civilian construction projects so they might perform some additional construction work quietly) +1 - magical assistance in construction, measurement and construction advice.

+1 +3 -1 (-1 0 -1 -1) 0

Its started but nothing great happens this year.

4) Increase/Upgrade Merchant Fleet (Time Frame 1st of 4 years) Action - Internal, Strategic

Actors: King Villard, Parliament of Lords Objective: Increase Size of Merchant Fleet and subsequently Trade and Wealth Type: Trade Secrecy: None Difficulty: Hard Prime Determinant: Secondary Philosophical Orientation Technological Base: Metallurgic Wealth: Good Exploitation: Good Resources: Good Exports: include Iron, Timber (these resources are available for use) +1 - Secondary PO - acquisition (trade) +1 - Assistance from Celephar +1 - Approval of Parliament - Bill passed by Parliament approves of part of the monies received by the new merchant fleet will go to the nobles who participate by setting up their own trading ventures or work in conjunction w/ established merchant houses. +1 - Exploitation of Resources - Good/ Resources - Good +1 - Wealth - Good -1 - Some naval (not merchant) construction to take place on Tear Island. It is my understanding that naval construction would accompany the construction of the merchant fleet. +1 - magical assistance and advice in construction

+1 -1 +2 -1 (-1 +1 +1 0) +2 Success

Fleet is started.

5) Lend Aid to Parglur Action - External, Strategic

King rallies country to lend aid to Parglur. Personally leads expedition to Parglur w/ supplies and offers of aid and assistance. Delegation passes through Yoole also lending aid to any who have suffered from the recent hurricane. Part of

the supply trains consist of soldiers. Armor and weapons have been minimized to reduce any perceived threat by Parglur. Burcancy also calls for neighbors and other countries to lend assistance to Parglur.

Offer to Parglur consists of the following: 1) Food and other supplies 2) Hire of construction workers/builders/harbor architects unemployed

by hurricane or other means to help w/ harbor building in the Burcancy 3) Hire shipbuilders to help in construction of ships in the Burcancy

and in Parglur 4) Hire/assist any Parglur merchants stranded by hurricane 5) Loan of monies to Parglur treasury 6) Loan of monies to Parglur merchants for interest in their business.

Actors: King Villard, Parglur Objective: Lend Aid to Parglur to recover from Hurricane Type: Trade/Aid Secrecy: None Difficulty: Moderate Prime Determinant: Secondary Philosophical Orientation Technological Base: Metallurgic Exploitation: Good Wealth: Good Resources: Good Exports: Coal, Iron, Timber, Beer, Tallow, Honey(these resources are available for use)

Difficulty: Hard -1 - extra action +1 - Paraglur has strong interest in trade +2 - Recent devastation from hurricane in Parglur +1 - The King himself leads drive to collect aid and goes to Parglur to lead and lend assistance +1 - improved relations between Parglur & the Burcancy

+1 -1 -1 +3 (+1 +1 +1 -1 ) = +4 Complete Success

Mir and Burcancy working together help Pralug. In no time much of Pralug is restored. Burcancy also gets a discount on the trade from Torphan that pass through Pralug on its way to Mir. Relations jump to a Great.


Vraa'al RESULTS Jtsl - Posted: Sun, 09 Jul 2000 23:51:31 GMT

Action l Gathering the Champions (2 of 5)

Gather the champions from the festival to be trained as Assassins and Spy's Primary Determinant's: Authority Actor: High/Champion's Difficulty: Hard-1 Secrecy: Yes Modifiers: -1 secrecy +already incredible fighters

Results so far: +2 -1 +1 -1 (-1 -1 -1 0) + ( -1 +1 0 0) + 2 + () + () + ()

Action Il Research lighter and stronger metal (2 of 8)

Primary Determinants: Craft Actor: metallurgists Difficulty: Very hard -2 Secrecy: no Modifiers: +Magic

Results so far -2 +1 (+1 0 0 +1) + (-1 -1 0 0) +2 + () +() + () + () + () + ()


NPS Sianri Jtsl - Posted: Sun, 09 Jul 2000 23:59:06 GMT

Sinari

March on to Hadrair.

Sinari Forces: Good + floating city + Past Success

Hadrair Forces: Fair + Defecive - No one has stoped these guys.

+1 +2 (0 0 0 0) +3 +1 -1 (-1 -1 0 +1) -1

Hadrair falls to the Sianri.


[qai] Eerith 1419 Jtsl - Posted: Mon, 10 Jul 2000 00:31:19 GMT

I have no idea how to resolve this so since none of them are really actions it a quiet year with no major actions.

"M. Keaton" wrote:

> Action 1 (assist the Mir in locating the Scepter)
> This action was expressed as a modifier on the Mirish resolution of their
> own action.
>
> Action 2-4 (what a mess)
> I finally gave up trying to phrase all of this as a coherent action. So...
>
> In late 1417, the Eerith "political" structure was shocked by revelations
> and investigations of their own past. This disturbance came on the heals of
> the already disconcerting events surrounding Sin-Alb and Mir from 1413
> forward.
>
> In 1418, efforts by the creator faction of the Eerith to reconcile these
> issues created even more confusion as even the creator's themselves could
> not agree on a course of action.
>
> Early in 1419, the Eerith experience a mysterious yet significant upturn.
> So, how do the Eerith spend the rest of 1419 in light of all of this? As I
> said, I can't figure out how to do it as specific actions but the following
> is what I see developing:
>
> By late 1419, the Eerith have seperated into four temporary sects, each
> comprised of a mixture of the old factions and each still acting on what (at
> least in their opinion) is the best interest of the Eerith. This schism is
> not a hostile one. The primary seperating factor is confusion rather than
> dissension and so this action is a temporary "withdrawl to heal", if you
> will. That this comes at the worst possible time for the rest of the world
> is largely of no consequence to the Eerith.
>
> The majority of the Eerith, especially the human entities drawn into the
> society (such as the refugees and the exiled Sinari Seeresses), remain
> committed to assisting the humans (Mir in particular), and are primarily
> located in the Wyr river basin (probably joining the Mir in the area).
>
> A small number of Eerith (specifically the Disciples and Tributary and made
> up predominantly of Creators) remain with the Onigar and continue to seek to
> make sense of the races fractured past. This group remains in contact with
> Granthtan and also includes those assisting the Mir search for the Scepter.
>
> A third block of Eerith, primarily defenders and made up mostly of those
> most disturbed by recent developements, have withdrawn completely from
> contact with non-eerith entities. Their predominant location is the
> south-western most portion of the continent (the quietest and most distant
> place they could find without withdrawing into the dreaming or beyond).
>
> The fourth "sect" of Eerith are those eerith which, presumably, are
> assisting the Sanari invasion. It is unclear if they act of their own accord
> or if they are arcanely "bound" to serve.
>
> My apologies for the unusual turn presentation. With a race both as active
> and enigmatic as the Eerith, it seemed prudent to simply take a turn just to
> figure out where everyone was.
>
> M. Keaton
>
> ----------------------------------------------------------------
> To unsubscribe, send mail to celandra-off@phoenyx.STRIPTHIS.net.


To unsubscribe, send mail to celandra-off@phoenyx.STRIPTHIS.net.


Tanimbar RESULTS Jtsl - Posted: Sat, 15 Jul 2000 18:22:07 GMT

action - I Raise Army primary determinant - Military Force (+2,+3,+1) Difficulty - hard actors- King hector modifiers : +1 King hector's reputation as a brave and caring general. -1 complacent nature of the people in terms of martial matters. +1 high morale due to the last routing of the cedonians.

+2 -1 +2 -1 (+1 -1 +1 -1) = +2 Success

The army is moved to the Border.

action - II Trade Treaty primary determinant - Trade (+2) difficulty : normal actors : house of merchants prime minister Since the trade route with zelkor has been broken. We seek to set up new

trade routes. The neighbouring state of burcancy seems willing to start the trade route by sea. send a delegation comprising of traders and diplomats to burcancy

modifiers: +1 good relations with burcancy +1 backing of the house of merchants

+2 0 +1 (+1 -1 -1 +1) = +3 Complete Success

Tanimbar and Burcancy work this out and then tell me.

action - III settle vizanians in the border with cedonia and torphan (Year 1 of ?) planned for next 5 years, but will continue probably till it is complete.

difficulty : hard primary determinant - exploration actors : queen helga prime minister The vizanians accepted in the land have spread throughout the country. They might become a problem at a later date, therefore gang them up together so that their problems can be solved at a single location. modifiers : +1 Request by queen helga (it was she who took them in) -1 Vizanians apparent unwillingness to shift to other places after working so hard to create their own homes. -1 Not enough resources in the treasury at this time to send along with them to start them off

-1 +1 -2 (0 0 -1 -1 ) + () + () + () + ()

Not a single person moves this year.

action - IV Create Miner's guild (year 1 of 3) primary determinant - exploitation (0) difficulty : hard actors : house of merchants to make use of the mineral rich resources of the hinterland, the house of merchants have decided to make gangs of people who are proficient in mining, and create a guild of Miner's. This will help in using the resources to the utmost. modifiers : +1 house of merchant's consent -1 dispersed miners -1 no infrastructure in hinterland

-1 -2 +1 (0 0 +1 -1) + () + () =

contries consen is in the north.


[1419] Razanians Actions Louis Pasztor? - Posted: Mon, 17 Jul 2000 17:22:54 GMT

Society Name: Razanians

Action I. - Invasion of Northern Aryisa

Northern Armies continue their push from the north...

Action I. - Strategy, External

Actor: Northern Kingdoms Objective: Invade Aryisa from the North Type: Invasion Secrecy: None Difficulty: Very Hard, Aryisa tight Defences Prime Determinants: Secondary Philosophical Orientation, Force Great on razanian soil Modifiers: (+1) Secondary Philosophical Orientation: War (+1) hatred for the Asagmari (+1) united force (-1) kingdoms have problems working together (+1) great on razanian soil (this counts anywhere on the Coast, including Aryisa) (+1) Razanian Front (+1) Use of Gurders and Minot Catapults (-1) Aryisa military reorganized Reaction: Heroic

*

Action II. - Western Armies raids West Aryisa

After fortifying their lines a bit, the Western Armies sends raids at various Aryisan positions along the east side of the river. The river would be hard to get across, especially since many bridges are destroyed. So they attack during the night, to surprise the Aryisan Army.

Action II. - Strategy, External

Actors: Western Kingdoms Objective: Fortifying along the west side of the Razan River Type: Defence Secrecy: None Difficulty: Hard Prime Determinant: Secondary Philosophical Orientation Resources: Modifiers: (+1) Secondary Philosophical Orientation: War (-1) kingdoms have problems working together (+1) great on Razanian Soil (+1) Razanian Front (+1) lead by the kingdom of Karan (-1) river hard to get across (+1) the Razanians good at raiding. (-1) Aryisa haves tight defences Reaction: Normal

*

Action III. - Southern Armies starts raiding aswell

Now that they are well fortified, they decided to start raiding various Aryisan positions aswell.

Actor: Southern Kingdoms Type: Defence Secrecy: None, but being cautious of any Aryisan Spies/Scouts. Difficulty: Hard Prime Determinant: Secondary Philosophical Orientation: War, Great on Razanian Soil Resources: Fair Engineering: Great Crafts: Fair Modifiers: (+1) Secondary Philosophical Orientation: War (+1) Razanian Front (+1) Great on Razanian Soil (-1) problems working together Reaction: Cautious

*

Action IV. - Liberation of Haran ( 2 to 5 )

The Razanian Front leaders had made a meeting somewhere, hidden from the Aryisans. They have to start focusing than spread out all over the place, not doing enough damage in anyone place. The Aryisans have already starting to find some Razanian Front hideouts and resistence cells, so they must start concentrating on a target, Haran. After some agreements, they decide that should try concentrating on liberating Haran, where the Aryisans have their second largest city and port. The Majority of Razanian Front resources will be put into doing this, but they'll still have other hideouts at other parts of Aryisa to keep the Asagmari a hard time.

Action IV. - Strategic/Tactical, internal/external (Razanian Front)

Actors: Razanian Front Objective: Liberating Kingdom of Haran Type: Espionage/Rebelling/hiding/whatever Secrecy: Yes Difficulty: Very Hard Prime Determinant: War Secondary Determinant: Survival Modifiers: +Razanian Front already spread out in Haran +Aryisan military busy with several fronts +concentration in one area than all over the place -Risk of having the Aryisan stopping the Front for good +Century Council support Reaction: Cautious

yes yes, i have been quiet...been busy, working this summer and other things. received all emails since and will get around to have the Alien space game going, sorry... The Option of voting someone else to GM it is still available...if you people like. I am still going with the redoing of map...already started it anyway, just need to finish it. Well, later.

-LordLMP


Razanian RESULTS Jtsl - Posted: Sun, 23 Jul 2000 20:07:27 GMT

Society Name: Razanians

Action I. - Invasion of Northern Aryisa

Northern Armies continue their push from the north...

Action I. - Strategy, External

Actor: Northern Kingdoms Objective: Invade Aryisa from the North Type: Invasion Secrecy: None Difficulty: Very Hard, Aryisa tight Defences Prime Determinants: Secondary Philosophical Orientation, Force Great on razanian soil Modifiers: (+1) Secondary Philosophical Orientation: War (+1) hatred for the Asagmari (+1) united force (-1) kingdoms have problems working together (+1) great on razanian soil (this counts anywhere on the Coast, including Aryisa) (+1) Razanian Front (+1) Use of Gurders and Minot Catapults (-1) Aryisa military reorganized Reaction: Heroic

Razanian Good Aryisa Great

Razanian +1 (+1 +1 0 0) = +3 Arysia +2 ( -1 -1 -1 +1) = 0

The Aryisa army is pushed south until the Razanian army controls all of the west bank of the Razan River north of the were the Karan and the Razan River join. The Razanian control over the contry extends from their to the coast. Now the Razanian Western Army crosses the River to join the Northern army, and the two northen Aryisa armies join into one. The Southern Army may need to be called up to help defend the Capital of Arysia as it lies close to the Northern conflict.

*

Action II. - Western Armies raids West Aryisa

After fortifying their lines a bit, the Western Armies sends raids at various Aryisan positions along the east side of the river. The river would be hard to get across, especially since many bridges are destroyed. So they attack during the night, to surprise the Aryisan Army.

Action II. - Strategy, External

Actors: Western Kingdoms Objective: Fortifying along the west side of the Razan River Type: Defence Secrecy: None Difficulty: Hard Prime Determinant: Secondary Philosophical Orientation Resources: Modifiers: (+1) Secondary Philosophical Orientation: War (-1) kingdoms have problems working together (+1) great on Razanian Soil (+1) Razanian Front (+1) lead by the kingdom of Karan (-1) river hard to get across (+1) the Razanians good at raiding. (-1) Aryisa haves tight defences Reaction: Normal

-1 -2 +2 (0 +1 -1 0) = -1 Failure

Caught and killed.

*

Action III. - Southern Armies starts raiding aswell

Now that they are well fortified, they decided to start raiding various Aryisan positions aswell.

Actor: Southern Kingdoms Type: Defence Secrecy: None, but being cautious of any Aryisan Spies/Scouts. Difficulty: Hard Prime Determinant: Secondary Philosophical Orientation: War, Great on Razanian Soil Resources: Fair Engineering: Great Crafts: Fair Modifiers: (+1) Secondary Philosophical Orientation: War (+1) Razanian Front (+1) Great on Razanian Soil (-1) problems working together Reaction: Cautious

-1 (+1 0 +1 -1) = 0 Mixed Results

Can't get over the river.

*

Action IV. - Liberation of Haran ( 2 to 5 )

The Razanian Front leaders had made a meeting somewhere, hidden from the Aryisans. They have to start focusing than spread out all over the place, not doing enough damage in anyone place. The Aryisans have already starting to find some Razanian Front hideouts and resistence cells, so they must start concentrating on a target, Haran. After some agreements, they decide that should try concentrating on liberating Haran, where the Aryisans have their second largest city and port. The Majority of Razanian Front resources will be put into doing this, but they'll still have other hideouts at other parts of Aryisa to keep the Asagmari a hard time.

Action IV. - Strategic/Tactical, internal/external (Razanian Front)

Actors: Razanian Front Objective: Liberating Kingdom of Haran Type: Espionage/Rebelling/hiding/whatever Secrecy: Yes Difficulty: Very Hard Prime Determinant: War Secondary Determinant: Survival Modifiers: +Razanian Front already spread out in Haran +Aryisan military busy with several fronts +concentration in one area than all over the place -Risk of having the Aryisan stopping the Front for good +Century Council support Reaction: Cautious

Results -2 +3 -1 (0 +1 +1 +1 ) + ( +1 0 0 +1) + ( ) + ( ) + ( )


-- Ibrahim Underwood - 08 Nov 2006

Topic revision: r1 - 08 Nov 2006 - 02:54:41 - Ibrahim Underwood
 
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