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
>
>
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>
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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