Events for 1420 Jtsl - Posted: Sun, 23 Jul 2000 20:26:28 GMT

With this the old year ends and 1420 begins (Can you beleave it we made it to 1420.)

The Hansari: Disastor An earthquake hits the region destoying many of the villigaes of the Hansari.

Laria'rathi: - The colonist on Stone Island are awaken in the midle of nights with teribal nightmares.

Parglug: - Pitares begin to emerg off the coast.

The Shanari: + Many of the Sinari warriors resive a vision from Sin-Alb.

We have two new players Ban Horroth , and Therani

Jason Todd Heaps


Events for 1420 Louis Pasztor? - Posted: Sun, 23 Jul 2000 22:30:08 GMT

>
>We have two new players Ban Horroth , and
>Therani
>
>Jason Todd Heaps

someone finally took Ban Horroth? ohh this will be fun, another player neighbour smile what would happen to Aryisan Society and Aaron if the Razanians finally get around to retake the lands of Razan, Nostan and Haran? we he still be playing the society as underground or a new Exodus?

this war as lasted 5-6 years now. the Razanian Coast War probebly the second bloodiest at the moment in the game. Will the Shinari try attacking through the mountains to the Razanian Coast? of course, they must get through Ban Horroth to get to the Razanians.... also, all of the Shinari tribes uniting and following this Sin-Alb? I have relations with a Tribe along the east coast past the Mountains north of Razanian Coast and have a secret port there...built by the Faror Kingdom....

-LordLMP


[Actions I, II, III, IV, V] Mir 1420 Jtsl - Posted: Thu, 27 Jul 2000 12:30:39 GMT

Action I: Confrunt the Sinari. (Unless Keaton or anyone else has any objections. We will resolve the Sinari/Cedonia/Mir battle action all at one time in one message. That way stories stay the same. So Keaton don't bother doing this one.)

The army waits for the Sinari to arrive. they will choose the best ground around and when the Sinari show up they shall do battle.

Primary Determent: Military Force (+1) Difficulty: Hard (-1) Secrecy: Ya right. Modifiers: + magic + ready for this.

Action II: Find the Scepter. (3 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. They have now narrowed it down to a certian area.

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

Action III, IV: Improve the Archmage hold. (3 of ? 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. He knows that the people like him they just want to treat him lik a baby. He is this year going to turn all of his attention interanlly and leave the war for the Warlord, his son, and granddaughter.

Primary Determent: Influince (0) Diffculty: Hard (-1) Weight: Double (+1) Actors: Eubraotsa Secrecy: none Modifiers: + He has brought back the Crown of Mir +1 recent success in external diplomacy +No open opposition


Celpalar strikes ! Guillaume - Posted: Sun, 30 Jul 2000 04:30:25 GMT

Last and hopefully not least, Celpalar join the frey. Sorry to have been so long. Till, this kind of secrecy must unsettle Sinari spies: when there is nothing to be discovered...

Action I Set up new colonies. cf L'R actions for 1417 Time: Year 3 of 3 Type: Strategic, Internal & External Description: Benefiting from the good locations found Celpalar and the Laria'rathi build new colonies (at least 2), on favorable islands off the Quaiyore coast, including one with ruins on it. Task: Normal (Hard -1) Secrecy: None, we indeed advert to have more colonist. We only hide L'R influence to the rest of the world. Prime determinant: Ressources: Good Secondary Determinant: Consent of the Council (Meltolyn): Great Weight: Simple Modifs (all rolled for): Good site found (+ 1) or more L'Rs help (rolled in 1416) +1

Results so far +1 -1 +3 (+1 -1 +1 -1) + ( 0 0 0 -1) + ( ) A result table was provided in 1417 with likely events.

Action II Title: Global free trade ! Type: External; Strategic. Time: Year 1 of 4 Task: Mythic (-4) Secrecy: We proclam ! Risk: Utmost. Prime Determinant: Trade: Great (+2) Secondary Determinant: Wealth: Great (+2) Modifs: Complete implication of Laria'rathi empire who is refunding us as much as needed. +2 Trade base in Midsea (Burcancy) buid last year: +1 Improved relations with many local countries including Mir: + 1 Most important: The War. How much ??? GM's choice. So: 2+2-4+2+1+1+?+ ( ) + ( ) + ( ) + ( )

Description: Celpalar with the help of Laria'rathis and the Burcancy offers a completly free transportation system to all denizens of Mid Sea? , whether for persons or goods. Yes. Free. We will carry all your stuff for free. This the way we are gonna win this war: no more reason to don't send your guys: the ticket is free ! The first step is set for 5 years. All those will be free, afterwards, the war should be won, and a very small fee may be reintroduced. So now on , dear fellow players, you can put into your actions that all transportation is free. More: if you fear unemployement, we agree to buy the ships you don't need anymore. So, let's meet in the Sinari battle...

Action III (and IV) Title: Backstabing bad guys. Task: Hard (-1) Type: External. Military. Tactical. Extra action: +1 Prime determinant: Army quality: Superb (+3) Secondary Quality: Navy quality: Great (+2) I don't count it (navy is busy trading for free...) Modifs: Surprise (+1) We use all our magic (great) not on battlefield but to insure the secrecy of our coming. So, it makes -1+1+3+2+1, but since it's a war... Description: Having let doubts come on our participation to the Western Defensive Army, we jump in the back of the Sinaris. That's one of the nice thing you can do when you are a naval power... So, when the Sinaris go on attacking the Cedonians-Mir, King Bar-ri lands just behind them; and the long line of men walks like a huge scythe. Our army is heavy infantry with long, long spears... and if I studied well the area it's quite flat... So for a phalanx, it's nice. As soon as our battle line is set, we walk till we join our allies and we kill all that's stands between us... They should be caught between the Cedonian anvil and the Celpalar hammer. Let's the Gods witness the battle !

Action V. Title: Religious symposium. Common points in Celpalar Maker's religion and Laria'rathi Kelren'aie religion. Task: Very hard (-2) Prime Det.: Religious sophistication: good (+1) Second deter: Religious diversity: poor (-1) Time sched: 2 years. Modifs: L'R will very gladly help !!! (+1/+2 ?) Extra action: -1. So: -2+1-1+1-1 + ( ) + ( ). Who said every action was biaised toward success ? Maybe me, indeed...

That's all folks !


Therani 1420 Actions Ivan E? - Posted: Mon, 07 Aug 2000 18:35:48 GMT

(OOC: HI all! New player alert, so please forgive any serious errors in the turn structure...Ivan)

THERANI TURN 1420

1) Set up defenses in Unnirand against the Shanari Forces. DOUBLE ACTION.

Under the direction of the Dun Ri himself, the city of Unnirand becomes a makeshift fortress. Trees are felled and stone quarried day and night by the workers of Unnirand and the refugees of Wyr and Hadrair, being set up into massive dikes surrounding the city and earthwork fortifications along the route most likely to be chosen by the army of darkness.

Primary Determinant: Resources (+2) Difficulty: Hard (-1) Secrecy: None

Modifiers:

+ Desperate measures – this will be the last stand for the Therani. + Many more workers than usual thanks to refugee situation. + Therani are accomplished architects (High Crafts score in Architecture). + Double Action.

- Unsure of the new Dun Ri and his abilities. - Terror inspired by the Shanari army.

2) Attempt to make contact with the Taltheran Wizard’s Guild

With the fall of Wyr and its massive tower, the Therani realize that they have been abandoned by the angels which lived therein and gave the Tower its potency. As a result, the Church of the Wyrthereyn Arrach have lost considerable amounts of power. With the breaking of the Church, the Dun Ri sends his own son as an ambassador to the Taltheran Wizard’s Guild with the following promise: Help us drive the Shanari out of our lands, and you are welcome to examine the remnants of the Tower of Wyr.

Primary Determinant: Relations (+2) Difficulty: Standard (0) Secrecy: None

Modifiers:

+ Wizards curious about Wyr

- Wizards have bad memories of that Tower - Good relations are technically with the Merchant Council and Government of Taltheran

(NOTE: Being new to the game, I’m not sure if this is appropriate. I hope so, and will send an IC letter to the Guild as soon as I can. If not, my apologies; and how do player-to-player actions work?)

3) External Observation of the Shanari Army

The Dun Ri Teloras Fethoran has ordered the few true scholars of the Therani into service alongside the Armies of the Ther Ri. These clerks are to observe and carefully document as much information about the Shanari and their allies as possible – how far they move in a day, how many animals can be seen, what types of weapons they possess, everything. If the Therani cannot keep the horde from Unnirand, at least notes may make it back to the other armies currently fighting which could prove useful to the cause.

Primary Determinant: Scholastics (-1) Difficulty: Hard (-1, difficult to keep writing in a war zone) Secrecy: None

Modifiers:

+ Scholars feel they are getting some respect.


A Council of War, Pt. 1 Andrew Janssen? - Posted: Wed, 09 Aug 2000 23:55:27 GMT

>From the window of the council chamber, the Duke of Caladyn could observe the
frenzy of construction surrounding the city of Unnirand. The old fortifications set in place by the Mirans and Cedonians in ages past were being restored, and new works were being thrown up around the city. At this distance, individual workers could not be seen, but the Duke knew that combat engineers from his legions were out there among the Therani, assisting in any way they could.

He turned from the window as the last member of the War Council, the Dun Ri of the Therani, entered. The arrival of the host of the Council was a signal for those assembled to take their seats around the table. The Duke smiled to himself as he noticed that he had been seated as far away from the Burcany representative as possible.

"As I believe we all now know each other, and time is short, we will skip the usual formalities that a meeting of this sort demands," said the Dun Ri. "While normally, as host of the meeting, I should preside, I feel it is more appropriate to hand the gavel to Warlord Riacrasada, as the overall commander." He inclined his head in the Warlord's direction.

Riacrasada grimaced, then rose, saying, "Honored Dun Ri, I will accept, with the caveat that I am a soldier, not an administrator." She glanced around the room, as if hoping for a reprive, and, not finding one, sat down again. "The first order of business, I think, is a situation report . . . no objections? Very well." Turning to one of the junior officers sitting around the outside of the chamber, she said, "Major, your report."

The major, a man dressed in the uniform of the Cedonian light cavalry, came to attention. "Yes, sir!" He marched to the front of the chamber, where a large map of the Tal River valley hung. "Wyr had definitely fallen to the Shanari, and Hadrair was preparing for a siege. That much we had from refugees nearly four months ago. About three months ago, word came that Hadrair had fallen. At that point, it was too late in the season for the Shanari to embark on an active campaign of conquest, and they went into quarters until the end of the storm season. That season," he said with a sour look, "ends this month, and the Shanari will soon break camp."

Pausing for water, he continued: "I have only recently returned from a scouting mission to Hadrair to evaluate the Shanari. To be blunt, we are in trouble. At last report, our forces consisted of 40,000 Cedonians; 20,000 or so Mirans; the entire Royal Army of Taltheran, 2,000 men; the private armies of the Taltherani Merchant houses, that's 6,000 to 8,000 men, depending on if anyone's sulking; small contingents of mages from Burcany, Myr-Kun, and the Fae; and finally roughly 100,000 Therani, most of whom are either refugees, untrained, or both. In total, our forces consist of about 150,000 men. The Shanari outnumber us nearly five to one, my lords and ladies." At this final statement, the chamber broke into an uproar.

The Warlord called for order, smashing her mailed fist on the table, but it took several minutes to calm things down. "That's impossible!" shouted one of the Miran officers, "There's no way that the Calarnar Desert can support three-quarter of a million Shanari warriors, let alone their families and herds!"

The Cedonian major nodded in response. "Quite true, Colonel Eurioytsa. But the Shanari are not alone. Based on my observations, and refugee reports, the total size of the force opposing us is around 640,000 men. Of that force, only about 100,000 are Shanari, and those represent every able-bodied adult Shanari male. Another 100,000 are Terebuani who have converted to the Shanari's religion. The remaining 440,000 are hapless Milakanuri and Bel'Adne who have been drafted to serve as raven fodder. Their training and morale are both poor, however, and the Shanari probably realize that they cannot depend on them. In fact, during the period I and my men had the Shanari under observation, they used the draftees to do all the dangerous and dirty jobs in the camps. This concludes my report." He returned to his seat.

The Duke rose and spoke: "My staff and I have reviewed the Major's report, and we have reached certain conclusions. First of all, we will not have to face the entire nomad army. Unless the Shanari completely destroy and depopulate Wyr and Hadrair, they must maintain garrisons at those cities to maintain lines of communication and supply with their homeland. However, they will almost certainly assign that duty to a portion of the Milakanuri and Bel'Adne draftees, probably under Terebuani supervision. Our best estimate is that we will have to face an army of only 300,000 or so . . . but those 300,000 will mostly be fanatics." [to be continued]

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


A Council of War, Pt. 2 Andrew Janssen? - Posted: Thu, 10 Aug 2000 00:58:32 GMT

The Warlord of Mir smiled crookedly. "You paint a frightening picture, Your Grace."

The Duke shrugged. "Frankly, I think we can defeat the Shanari, unless they bring their entire army into play, and I honestly doubt that they can manage 640,000 men at once. Also, the defensive works here at Unnirand, even in their current condition, give us an advantage. However, I don't think we could stand a long siege with the current stocks of food available. Of course, the Shanari have more mouths to feed than we do, so a siege here would probably be a race to see who starves first. And it would be a close race, my friends."

The Dun Ri spoke up. "My advisers tell me that we have enough food at present to stand one month of siege, no more. If we eject the women and children from the city, perhaps two months."

"And that wouldn't make us any friends," said Riacrasada. "I think it's safe to say that we will not eject the non-combatants." The others at the table nodded in agreement.

"Our best option," continued the Duke, "is to lure the Shanari into assaulting Unnirand, rather than besieging it." He held up a hand to forestall protest from the Therani present. "Let me explain. Almost all the cities that the Shanari have taken have fallen by storm, not siege. This, we believe, was largely due to a lack of preparation, combined with the Shanari's fanaticism, and superior numbers. Here at Unnirand, we have the best defensive works in the Tal River valley, save for Tal itself; and we have the largest, best trained army the Shanari have ever tried to deal with. We also have more mages than any force that's faced the Shanari has had."

"Now, we don't have to sit here, and wait for the Shanari to come to us. As soon as word reaches us that the Shanari are moving, my cavalry legions will begin hit-and-fade raids against them, to wear the nomads down. And my staff have worked out a plan that just might allow us to destroy part of the Shanari force at little cost to us. Warlord, I believe I sent you a report on it."

Riacrasada nodded. "Yes, I read it, and if you think it feasible, you are authorized to proceed. Now, Honored Dar Ri, as to the supply problem, my mages may be able to help . . . "

Just then, a very dusty Cedonian cavalry trooper burst into the council chamber. "My Lords! The Shanari are moving!"

"When did they break camp?" snapped the Warlord.

"Three days ago, sir! I rode two horses to death to get here as fast as I could."

The Warlord rose. "I declare this council of war adjourned. Gentlemen, see to your units. Your Grace, you have my permission to execute Operation Honeytrap." With that, she swept from the room, followed by her staff.

As the meeting broke up in confusion, trumpets and drums began to sound in the city and the surrounding camps, as word spread . . . . the Shanari were coming.

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


Cedonian Actions, 1420 Andrew Janssen? - Posted: Thu, 10 Aug 2000 20:47:30 GMT

Action 1: Mobilize In order to increase the size of the Army, the Cedonian High Command proposes a draft law to the Empress. The current imperial legions form a highly professional core for the army, but against nomadic societies such as the Shanari, who count all their able-bodied males as warriors, they are grossly outnumbered. While the Empire cannot mobilize all their men without crippling the economy, the generals believe that a limited draft would provide valuble manpower reserves. They propose that all able-bodied Cedonian males be required to serve with the legions for five years, after which they would become reserve militia, training four times per month in their hometowns, and once per year with the regulars. While the Empress is dubious, she agrees, but gives the responsibilty of enforcing the law to the High Command, not to the Imperial Civil Service. It remains to be seen how the populace will react to the draft... Determinant: Yzara's Consent & Authority Mods: + In the past, the Empire has used the draft - No one likes being conscripted + Everyone is aware of what the Shanari are doing in the north.

Actions 2&3: Defend Unnirand/Operation Honeytrap As the Allied forces dig in around Unnirand, the Shanari have begun their march to the city. While the Duke of Caladyn prepares his infantry for a siege, he sends out his cavalry to harrass the approaching nomads. The cavalry are also instructed to poison every well, watering hole, and spring they can; also any stocks of food are to be pillaged, and the remainder poisoned or burned. Finally, the cavalry are to burn fields and buildings. Every effort is to be made to deny food and shelter to the invaders. Meanwhile, the Duke breaks his legions down into cohorts, and spaces them evenly around Unnirand's fortifications, to stiffen the Therani who will bear the brunt of the fighting. He retains the 2nd Guards Legion as a mobile reserve. Determinants: Military Force & Size Mods: + The Cedonians are probably the best-trained troops on the continent. + Fortified position + Double Action

Action 4: Strategic The efforts of the Cedonian military research establishment in Vizinia to develop new weapons will continue. Determinants: Scholastics Mods: Same as last year

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


Milakanur Actions, 1420 Sam Gorton? - Posted: Thu, 10 Aug 2000 23:09:49 GMT

After a few years of inward direction, the Milakanuri focus their attention on the outside world again.

Action I,II: Assist the Cedonians and the Taltheri

The envoy bowed to the enthroned Per-Aa. "The Shanari continue their sweep down the West, Exalted One. It is said that there are more Shanari warriors than grains of sand in the desert." The room of desert dwellers stifle a laugh, as it is clear the Per-Aa does not find anything amusing. "Of course, those who say this are not of the desert."

"The Cedonians prepare themselves to meet the charge."

The Per-Aa leaned forward. "Then our foes annihilate themselves... the Cedonian dreams of conquest will die. We can ignore this battle, yes?"

Rubbing his shaven head nervously, the envoy disagrees. "I fear that the Shanari choose to move into Taltheran - the battle ground will be there."

The Per-Aa frowns. "I have worked too hard to lose our friends the Taltherans. We must step in, though it pains me to do so this soon. Labon, send some more... observers to our Taltheran mission. Be sure that they are well versed in the new tactics. At least the Cedonians may owe us a debt of honor once this is done..." The old Master Scourge nodded in assent.


The context is that way back in the past, as a 1412 event:

"Milakanur: + The army discovers a more effective way to fight Shanari. +1 to Force for next battle with Shanari only."

The Milakanuri have not yet fought the Shanari, so that's still a floating modifier. I'd like to try to apply it to the Cedonian battle, by sharing with the Taltherans and Cedonians the Milakanuri tactical "trick" of more effective combat against the Shanari.

Tactical Action, External Difficulty: Err... ? Determinant: Milakanuri Force (Good) (+2) Modifiers: - The Cedonians and Milakanuri don't get along + The Taltherans and Milakanuri do get along + The Cedonians are getting desperate +1 Double action

Suggested results: -- The Cedonians refuse to listen, and the Shanari hear about the trick - the bonus is lost with no effect - The Cedonians refuse to listen, but the Shanari don't hear about the trick - the bonus still exists 0 - Mixed results - the trick gives a bonus, but not to Force + - The Cedonians get a +1 Force bonus in the upcoming battle ++ - The Cedonians get a +1 Force bonus, and the armed-to-the-teeth Milakanuri "observers" make an impact in the battle, granting another bonus


Action III,IV: Rebuild Elanbur (increase Trade determinant)

Strategic Action, Year 1 of 5

The port city of Elanbur was sacked in the Milakanuri civil war and has yet to be rebuilt, and the harbor dredged. The current Per-Aa decrees that this be done, with special attention to the defenses of the city. With a rebuilt Elanbur, Milakanur may become more of a trading hub, particularly with the ill effects that have befallen other trading ports.

Difficulty: Huge (-3), becomes Hard (-1) in 5 years. (I think, based on my reading of http://www.hut.fi/~vesanto/ihfudge/innovations.html, please feel free to disagree and change that.) Primary Determinant: Either Consent of the Per-Aa (-2 this year and next, -1 after that) or the Trade determinant of Milakanur (0). I'd suggest splitting the difference and settling in at -1.

Modifiers: + Need for a trading port, pirates are still broken - War breeds uncertainty + War breeds transport of goods, troops, and information + Double action for 5 years (+1, +5, or something else?)

Suggested results: Ask me again in four years...


A Council of War, Pt. 2 Ivan E? - Posted: Fri, 11 Aug 2000 08:26:47 GMT


Andrew Janssen wrote: > The Dun Ri spoke up. "My advisers tell me that we
> have enough food at present
> to stand one month of siege, no more. If we eject
> the women and children from
> the city, perhaps two months."

His face darkened as the words left his lips. The Therani had not placed noncombatants in danger as long as a single man stood since the Battle of Rosh Dana, and he was unwilling to do so now...

> "And that wouldn't make us any friends," said
> Riacrasada. "I think it's safe to say that we will
> not eject the non-combatants." The others at the
> table nodded in agreement.

The response from the Council pleased him. His words had been uttered to test the Council and Warlord, for the Thar Ri (hereditary under-kings) had begun to voice concerns that the Western Armies planned to use the Valley of Therani for nothing more than a battleground. The Council's response was slipped to a young, fox-faced man as the Council left. By dawn, each of the Thar Ri would be reassured of the Council's stance toward the Therani, and tensions between the Armies of the Thar Ri and the Western Defensive would hopefully be averted. Dun Ri Fethoran watched Warlord Riacrasada as she left, uttering a short prayer to the Oryban Patron of Kings and Warriors.

"Watch over us all, bright Patrons, in this our hour of need."


Corrections to the Council of War story Andrew Janssen? - Posted: Fri, 11 Aug 2000 19:39:54 GMT

First, I should say that I have a terrible head for arithmatic. smile Therefore, any figures relating to the size of the Armies at and around Unnirand(except for the Cedonians) are probably on the large side.

Second, I referred to Milakanuris being among the Shanari, when, in fact, the Shanari have taken Myr-Kun, not Milakanur. Mea culpa.

Andrew

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


Razanians 1420 Actions Louis Pasztor? - Posted: Sat, 12 Aug 2000 10:48:08 GMT

Action I and II. - Invasion of Aryisa continues

Now that the Northern and Western Armies are together they'll continue pushing into Aryisa, towards the capital. Northern Armies will continue to push from the north while the Western Armies continue pushing from the west... With last years successful breakthroughs, they are closer to their objective...but the Aryisa military of the two fronts are into one now, so making the push harder still.

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 (+1) Razanian Front (+1) Use of Gurders and Minot Catapults (-1) Aryisa military is more concentrative into one huge front now (+1) Double Action Reaction: Heroic

*

Action III. - Southern Armies targets the City of Haran

The Aryisan southern military are stuck into the defensive and recently acquiring the knowledge that the Razanian Front are preparing to liberate Haran and has already started causing problems to the Asagmari there and at the City of Haran... the city is still well defended, the most defended place in Haran almost... the Front will have trouble liberating the city. The Southern Armies decided to make it easier for them by starting to harass various Aryisa positions across the river near the city by bombarding them with Catapults...

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

*

Action IV. - Liberation of Haran ( 3 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 +Aryisa transfering more and more Southern military to the northern front +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) + ( ) + ( ) + ( )

-LordLMP


Razanians Summaries Louis Pasztor? - Posted: Sat, 12 Aug 2000 11:36:37 GMT

I am not the best of writer, but felt like having something to summerize bit of how the war is going.... 6 years now :P wonder how long longer the war will go on....

Century Council 1420 - The Century Council went a long way since its creation 12 years go or so... The Council is situated in the Kingdom of Taranta now, much closer to the front than Bernar. Not all of the leaders are at the Council at one time, but they do leave behind someone to represent their Kingdom. They are working more closely together now, but the rivalry is still there, in lesser extent. The kings of Tesh and Canor are at their Kingdoms, trying to rebuild their Kingdoms from the damages the Asagmari as done. King Jengis of Karan continues to lead the Western Armies while my son, High Prince Consep, leads the Northern Armies. Its good to see the Kingdoms working together at a common goal, despite some problems still in complete unity. The idea of having the council to rule the coast instead of one leader seems to be the best solution for the independent kingdoms, where the leaders can still rule their particular areas on how they see fit.

Military 1420 - After six years of mass warfare against the Asagmari will for sure make the razanian armies into a elite force. We outnumber the Asagmari military as a united force, but they have the better training and equipment. Our Armies is unpredictable, since the generals of each army from each Kingdom operate differently and don't always coordinate together. They do coordinate and work together for big pushs and breakthroughs, just not in smaller scale assaults and raids. Each Armies works indepently mostly, but helps thought in such a long front. During the years of the war, militaries have develope new tactics, strategies and weapons like the use of Gurders in Support and Defensive roles and the heavy use of Catapults as Artillery support. The Armies also take advantage of various Asagmari weapons/equipment they capture.

Razanian Front 1420 - Razanian Front is becoming more and more powerful within the occupied territories and as help the Armies liberate territories from the Asagmari. Despite the Asagmari attempts to eradicate the Razanian Front, they are still giving them a hard time. It doesn't seem the Front is lead by a particuliar leader, but in various cells throughout the Occupied territory. The males and females both fight against the asagmari there.

Trade Conference 1420 - The conference as help the war effort in their own indeed. By helping transporting equipment and supplies to the fronts and keep the economy going. They seem to be making a profit out of this war.

University in Sout 1420 - During the years of the war, they have helped in occasions to developt new tactics, weapons of war, defensives and etc... But they still dwabble mostly their sciences.


Burcancy Hurlan - Posted: Sat, 12 Aug 2000 20:21:57 GMT

Jason,

Does a +2, +3 or +4 count as a next turn bonus or speed up time frame?

4) Increase/Upgrade Merchant Fleet (Time Frame 1st of 4 years)

+1 -1 +2 -1 (-1 +1 +1 0) +2 Success Fleet is started.

Thanks,

Joel


Ban Horroth Actions Melanie - Posted: Sun, 13 Aug 2000 11:01:03 GMT

The Determinants of this society ain't complete and was that the only Actions that has been done with this society shown on the website? oh, anything else i need to know? i went through the past actions of my neighbours, only the Aixal seems to have contacted the Ban Horroth, unless i am wrong. and the border dispute, does that ruin relations with them?

Action 1 - Establish a intelligence agency

It was decided to establish some form of Intelligence Agency, runned by the Scouts, since Ban Horroth will have a hard time to spy with their physical looks. Scouts will be constantly sent at various neighbouring societies like the Shinari, Aixelsydan, Razanians and Milakanur to keep an eye on them and study them. If any of their militaries or whatever moves towards or near the mountains, the Scouts are to warn the council. They are also to avoid contact with those societies unless told otherwize by the Council.

Task: Establishing a Intelligence agency Secrecy: Yes Actor: Scouts Primary Determinant: Survival Mods: +previous scouting +various contacts

Action 2 - Improve Magic

Caste of Religion will improve their use of magic among their Shamans, especially with rumours about the evil in the Shinari desert.

Task: Improve Magic Secrecy: Yes Actor: Caste of Religion Primary Determinant: Survival Mods: (it seems the Ban Horroth missing determinants, would like to develope this society more)

Action 3 - Improve Military

Caste of War as decided to improve its military, to be adaptable in fighting against any of the neighbouring Societies. Also to improve military equipment.

Task: Improve Military Secrecy: Yes (ain't the Ban Horroth good in hiding anyway?) Actor: Caste of War Primary Determinant: Survival Mods: +past knowledge of the neighbouring societies

Action 4 - Establish Trade

Caste of Trade as decided to try establish trade with Razanians. They are sure that the Razanians would be interested in various raw resources.

Task: Establish Trade with the razanians Secrecy: None Actor: Caste of Trade Primary Determinant: Trade Mods: +Resources to trade

Love, -Melanie


Ban Horroth Actions Louis Pasztor? - Posted: Sun, 13 Aug 2000 20:11:54 GMT

>Action 4 - Establish Trade
>
>Caste of Trade as decided to try establish trade with Razanians. They are
>sure that the Razanians would be interested in various raw resources.
>
>Task: Establish Trade with the razanians
>Secrecy: None
>Actor: Caste of Trade
>Primary Determinant: Trade
>Mods: +Resources to trade
>

Funny that i tried to do the same before, but the the horroth close the doors to the Citadel on me :P ...well, the razanians did try to have a alliance with them and have them help fight the Aryisa :P so figures...

hey, since the determinants is not complete, than you complete it smile Also, like the Ban Horroth since no other society, including the Shinari, can get to the Razanian Coast by land, since the mountain is in the way and need to get through the Ban Horroth. your society have a natural defence bonus because your situated in the Mountains and that your society have a great knowledge of the Rim and knows how to defend it. thats what protected the coast from the Cedonian Empire...also means the razanians has no beef against the, either, hmm But of course, the Draconians, ancestors of the Ban Horroth, did help Mir inavde the coast, but thats way back :P Razanians hates Mir even today, unless they help them remove the asagmari...then relations may improve. i love this game smile unpredictable and you also get to control most of the details, base on the determinants and so on.

well its nice that we finally have someone play the ban horroth...just don't get any ideas of attacking the coast, blah :P

-LordLMP


Corrections to the Council of War story Sam Gorton? - Posted: Sun, 13 Aug 2000 23:59:34 GMT

> First, I should say that I have a terrible head for arithmatic. smile
Therefore, > any figures relating to the size of the Armies at and around
Unnirand(except > for the Cedonians) are probably on the large side.

Numbers tend to be exaggerated, so there's nothing unusual there. I'm sure the GM's can sort it out.

> Second, I referred to Milakanuris being among the Shanari, when, in fact,
the > Shanari have taken Myr-Kun, not Milakanur. Mea culpa.

Whew! I've had a few e-mail issues with changing mail accounts, and I was afraid that my country had been occupied and I'd missed it!

smile

--Sam


Corrections to the Council of War story Louis Pasztor? - Posted: Mon, 14 Aug 2000 08:42:39 GMT

>
>Numbers tend to be exaggerated, so there's nothing unusual there. I'm sure
>the GM's can sort it out.
>

True and sometimes numbers are underestimated. Like, Populations levels vs the amount of troops. also, can't concentrate all military in one area(s), i am sure you have places to defend/garrison. A lot of populations in various societies is bit to low for such advance societies and i notice that some determinants are accurate or whatever. lets take the Shanari, they have a population of around 300,000 throughout a large expanse of desert, so their population is sparce. So that would make it hard to have a large army pounding through various societies at the western part of the continent. the Shanari has also attacked some societies northern of the continent. in estimating, majority of males are situated western parts and some northern and some around the northern shores of midsea area. For the Cedonians, for them to start invading and maintain a large military, they should have a good size populace. For the Ban Horroth, around 40, 000...most of their population situated in the citadel wherever that is in the mountains, but still have people throughout the Rim Mountains. so very sparse...of course, makes sence that you don't see Ban Horroth so often in the mountains.... For the Razanians, the total population of Razanians on the Coast is about 100,000...is that including the Razanians within Aryisa? if so and for the Razanians to outnumber the Asagmari would boost the population scope to about 300,000-500,000...especially for the Razanians Armies altogether outnumber the Aryisan Military...which both sides has taken losses throughout the years of mass warfare on the coast...so such a war will be hard to maintain with a population scope of 100,000. As usual, like todays population levels in many areas...females outnumber males, since the males are always at war, getting themselves slaughtered and there is also the amount of elders, which is small...and the amount of children....are included in the population scopes? For societies to maintain huge wars like one vs the Shanari and the Razanian Coast war, they should have the population levels to maintain it. Oh and the tech levels of societies are unrealistic/unaccurate aswell. the Shanari more advance than the Razanians? the Shanari are nomads and don't have good access to resources like the Razanians does. their population are sparce aswell..making it hard for them to have such a tech level indicated in their determinants.

Determinants should be re-examined. many societies actions bit overboard for determinants to properly accept. I say populations scopes should be increase at various societies or lower the exaggerative actions. hey, the population levels during the Dark and Middle ages in europe is larger than many same size areas on Qaiyore...and we have Magic, which helps. Fantasy land, but yet we want this game to have some commun sence, no? Oh, another thing, how long does the average Human in this world live? is all human populations really Humans? or simply Humanoids of various kinds? I would figure many Sorcerers/magic users can live longer than typecal average person...Dark Elves, or the Vraa'l they are called now, i can see living aslong as any typecal Vulcan. Ban Horroth, sure they have longer life spans i would think. Well, its me seeing the nick nacks of the game and been thinking about lately.....

For people part of the themain game...will have the alien game going DEFINATLY before August ends....sorry for waiting so long frown been busy and i will heck of lot busier September, with school starting up again and the many things i am involved in....

-LordLMP


Actions Nathan Gilson? - Posted: Mon, 14 Aug 2000 17:33:47 GMT

Action I Infiltration of Cedonia

The Vraa'al have been watching the world politices. They fear that the Cedonians will become to powerful. Mir and her influince is enough to scare the dark elfs. But with Cedonia gain more power scares them more. So the High Lord and the Council have decided that it is time to learn more about their enemy. They are going to send some of their spies through free city ships.

Primary Determinant: Spies Difficulty: Hard -1 Actor: Spies Modifers: +They have always had a good spy's +Cedonia is not expecting Infiltration by the Vraa'al

Action 2 Gathering the Champions (4 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

Action 3 Research lighter and stronger metal (4 of 8)

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


Ban Horroth Actions Melanie - Posted: Mon, 14 Aug 2000 17:33:57 GMT

>
>Funny that i tried to do the same before, but the the horroth close the
>doors to the Citadel on me :P ...well, the razanians did try to have a
>alliance with them and have them help fight the Aryisa :P so figures...
>

Oh? your razanians must of insulted them, giggles smile

i do think the Ban Horroth should start coming out a bit, but also be ready for any societies they attract to the mountains. The Mountains seem to be Rich with resources, so the Ban Horroth would want to defend it. And for the Shanari, yes, another reason why the Ban Horroth should prep its military for any aggression thet may do their way...

>hey, since the determinants is not complete, than you complete it smile

yes, but how do i do that?

>well its nice that we finally have someone play the ban horroth...just
>don't
>get any ideas of attacking the coast, blah :P
>
>-LordLMP
>

No, unless the razanians show any intentions to invade the Mountains.

Love, -Melanie


Corrections to the Council of War story Sam Gorton? - Posted: Mon, 14 Aug 2000 19:31:24 GMT

I think it's probably more useful to look at the determinants, rather than the numbers assigned to them on the pages - the population for Mediocre scope could easily range from 100,000 to 500,000 - or even 750,000 to 1,000,000, possibly.

It's true that most societies don't ordinarily concentrate all their military in one area, but it can (essentially) happen, leaving other garrisons abandoned or manned by older troops, cripples, or underage green soldiers. It's certainly happened in our world more than once.

I agree that it might be useful to revisit the population numbers associated with the determinants, but I don't think it's a big deal.

The Shanari, for instance, are fanatics - the Great Desert is probably almost empty of the followers of the Seeresses. Plus, they've added huge numbers of refugees to their armies - but remember that the determinants for size of armies doesn't scale up that quickly.

As for the Cedonians... well, their militant outlook may support more troops than the average society. Also remember that Old Cedonia includes some areas now part of other kingdoms, and most of the "Cedonian" troops in the Old Empire were probably foreign-born working for citizenship (to continue a Roman theme).

Population Scope should include every part of the population, but remember that both the Razanians and Arisyans are are on the smaller side of Mediocre population. I would personally opine that the Arisyan number of 120,000 includes Razanian serfs, and the Razanian number of 100,000 are those on the outside, who are free.

Could that population support the long war? Probably, on a smaller scale - lots of small-scale generational conflicts have existed. However, I suggest an alternate perspective. How about we assume that the Razanians were (say) about 500,000 to 600,000 in number when the 20,000-50,000 or so Arisyans arrived. The country was split in half, and has slowly been grinding down since then to its current population levels.

This would result in a lot of abandoned structures, sacked towns and castles, abandoned farmland, and generational bitterness. Everyone will have lost members of their families. And although mostly men fight in wars, starvation and disease often claim much higher numbers. Have there been great seiges causing widespread starvation? Plagues caused by refugees with poor sanitation? And there's still a stubborn resistance to the idea of letting the war end, fueled by the memory of so many slain relatives on both sides.

> For societies to maintain huge wars like one vs the Shanari and the
Razanian > Coast war, they should have the population levels to maintain it.

I don't agree that greater population levels allow longer wars, they just allow greater slaughter.

> Oh and the tech levels of societies are unrealistic/unaccurate aswell. the
> Shanari more advance than the Razanians? the Shanari are nomads and don't
> have good access to resources like the Razanians does. their population
are > sparce aswell..making it hard for them to have such a tech level indicated
> in their determinants.

I agree that many of the determinants may not make sense on first glance. That's one of the things I find challenging and enjoyable about the game; to come up with a story to explain why this is so.

> Determinants should be re-examined. many societies actions bit overboard
for > determinants to properly accept. I say populations scopes should be
increase > at various societies or lower the exaggerative actions.

I don't think any of the actions are patently unreasonable, but there should be consequences to the actions of the game. The determinants for the societies sacked by the Shanari should change drastically. Depending on the outcome of the war, the Shanari's determinants should also change.

The main issue I have is that the NPS's tend to be rather brittle and easily defeated - I'd like the idea of giving them some sort of "active defense" to devote actions against PS's that are competing with them. That could be yet more work for the GM's, or a PS acting against an NPS could write "opposing" actions for the other side. That might add more flavor to conflicts...

> hey, the population levels during the Dark and Middle ages in europe is
> larger than many same size areas on Qaiyore...and we have Magic, which
> helps. Fantasy land, but yet we want this game to have some commun sence,
> no?

Definitely; I think this is something that can be explained. There are probably different explanations for each society as to why they aren't as large as they could be. There could just be a more "sustainable growth" series of religions in this land, rather than the "be fruitful and multiply" religion of mideval Europe.

>Oh, another thing, how long does the average Human in this world live?
> is all human populations really Humans? or simply Humanoids of various
> kinds?

These are all good questions. I think that everyone's human except the elves and the Ban Horroth and the Eerith and maybe one other race. The sorcerers would live longer, but there wouldn't be enough of them to really affect the societal average. Something to think about.

--Sam Gorton


Corrections to the Council of War story Louis Pasztor? - Posted: Mon, 14 Aug 2000 21:35:22 GMT

>I think it's probably more useful to look at the determinants, rather than
>the numbers assigned to them on the pages - the population for Mediocre
>scope could easily range from 100,000 to 500,000 - or even 750,000 to
>1,000,000, possibly.
>
>It's true that most societies don't ordinarily concentrate all their
>military in one area, but it can (essentially) happen, leaving other
>garrisons abandoned or manned by older troops, cripples, or underage green
>soldiers. It's certainly happened in our world more than once.
>

I know and in Razanians case, we have the Secondary Militia Armies they can call up to do defence. Just annoying a bit.

>I agree that it might be useful to revisit the population numbers
>associated
>with the determinants, but I don't think it's a big deal.
>

I don't think its a big deal either, but the populations of some areas bit relidiculus and way the society is. I think 100k is bit small for Razanians, even with some food shortages and even if they had a huge plague before.

>The Shanari, for instance, are fanatics - the Great Desert is probably
>almost empty of the followers of the Seeresses. Plus, they've added huge
>numbers of refugees to their armies - but remember that the determinants
>for
>size of armies doesn't scale up that quickly.
>

maybe, but we don't update the determinants quickly enough either.

>As for the Cedonians... well, their militant outlook may support more
>troops
>than the average society. Also remember that Old Cedonia includes some
>areas now part of other kingdoms, and most of the "Cedonian" troops in the
>Old Empire were probably foreign-born working for citizenship (to continue
>a
>Roman theme).
>

true.

>Population Scope should include every part of the population, but remember
>that both the Razanians and Arisyans are are on the smaller side of
>Mediocre
>population. I would personally opine that the Arisyan number of 120,000
>includes Razanian serfs, and the Razanian number of 100,000 are those on
>the
>outside, who are free.
>

but the population scope of the free Razanians bit too small, especially to be able to support kingdoms. I know the more Northern and southern kingdoms would have higher population levels, since their infrastructure and agriculture is still mostly intact and not effected much by warfare. for the three most western Kingdoms are some of the largest aswell, so population scope in those kingdoms higher aswell, but the two small southern kingdoms would have small populations and Tesh and Canor aswell, after been hit so bad by constant raiding by other kingdoms before the war Century Council and the Aryisa and Aryisans conquering them...those two places been effected by the the huge war between the Razanians and Aryisans.....anyway, many determinants is effected by population and hard to see those determinants to be maintain by such a small population.

>Could that population support the long war? Probably, on a smaller scale -
>lots of small-scale generational conflicts have existed. However, I
>suggest
>an alternate perspective. How about we assume that the Razanians were
>(say)
>about 500,000 to 600,000 in number when the 20,000-50,000 or so Arisyans
>arrived. The country was split in half, and has slowly been grinding down
>since then to its current population levels.
>

Why would the Razanians populations grind down? maybe down to atlest 300k to 400k, but not by that much, after hundred years especially. as if the Razanians been into many large scale slaughter battles and raids. I do beleive some of the kingdoms bordered to Aryisa populations would lower and the amount of razanians within Aryisa...since the asagmari discourage their growth a bit. 100k would be down to like 80k or less by now then too. yes, the initials many battles between the asagmari and razanians when the asagmari took over part of teh coast certainly lowered the populations a bit and taken most of the good farm lands, but as if it had a huge population impact...and about 80-100 years after, population growth as multiplied, minus the dead from diseaces, which ain;t a huge problem, deaths in raids between kingdoms and Aryisa and so on... so i think the population scope of the Razanians should be atleast 300k to 400k. makes more sence that way. for the Aryisan population, makes sence with its current populations after 20k - 50k arriving to the coast 100 years before.

>This would result in a lot of abandoned structures, sacked towns and
>castles, abandoned farmland, and generational bitterness. Everyone will
>have lost members of their families. And although mostly men fight in
>wars,
>starvation and disease often claim much higher numbers. Have there been
>great seiges causing widespread starvation? Plagues caused by refugees
>with
>poor sanitation? And there's still a stubborn resistance to the idea of
>letting the war end, fueled by the memory of so many slain relatives on
>both
>sides.
>

Despite fucking their population levels.

>I don't agree that greater population levels allow longer wars, they just
>allow greater slaughter.
>

true, but still. the razanians is fighting along a three long fronts.

>I agree that many of the determinants may not make sense on first glance.
>That's one of the things I find challenging and enjoyable about the game;
>to
>come up with a story to explain why this is so.
>

Rather change the determinants to fit teh current history realisticly. and i am a impatient fellow, so hate waiting for the razanians afte rthe war ends to boost in population after a bit. that would take about 20 turns...and turns don't pass by fast... in one year, we went through only 5-7 turns. bit slow, no?

>I don't think any of the actions are patently unreasonable, but there
>should
>be consequences to the actions of the game. The determinants for the
>societies sacked by the Shanari should change drastically. Depending on
>the
>outcome of the war, the Shanari's determinants should also change.
>

and the Razanians and few other societies.

>The main issue I have is that the NPS's tend to be rather brittle and
>easily
>defeated - I'd like the idea of giving them some sort of "active defense"
>to
>devote actions against PS's that are competing with them. That could be
>yet
>more work for the GM's, or a PS acting against an NPS could write
>"opposing"
>actions for the other side. That might add more flavor to conflicts...
>

Well, Aryisa has a Player, but Aaron don't play often...even if it is NPS, Aryisa would be stuck in the defensive with the razanians hitting in three sides and the razanian front within.

> > hey, the population levels during the Dark and Middle ages in europe is
> > larger than many same size areas on Qaiyore...and we have Magic, which
> > helps. Fantasy land, but yet we want this game to have some commun
>sence,
> > no?
>
>Definitely; I think this is something that can be explained. There are
>probably different explanations for each society as to why they aren't as
>large as they could be. There could just be a more "sustainable growth"
>series of religions in this land, rather than the "be fruitful and
>multiply"
>religion of mideval Europe.
>

I don't see the Razanians as very religious. And population scope should be larger, especially for being around for 1000s of years.

>These are all good questions. I think that everyone's human except the
>elves and the Ban Horroth and the Eerith and maybe one other race. The
>sorcerers would live longer, but there wouldn't be enough of them to really
>affect the societal average. Something to think about.
>

So, we just need to make sure we kill the leaders of old age, if they last that long to have that fate. I see the elves and Ban Horroth to be able to live longer and the Eerith, don't think they even age. The Saraa, i dunno.

-LordLMP


Corrections to the Council of War story Andrew Janssen? - Posted: Tue, 15 Aug 2000 05:53:19 GMT


Louis Pasztor wrote: > >I think it's probably more useful to look at the determinants, rather than
> >the numbers assigned to them on the pages - the population for Mediocre
> >scope could easily range from 100,000 to 500,000 - or even 750,000 to
> >1,000,000, possibly.
> >
> >It's true that most societies don't ordinarily concentrate all their
> >military in one area, but it can (essentially) happen, leaving other
> >garrisons abandoned or manned by older troops, cripples, or underage green
> >soldiers. It's certainly happened in our world more than once.
> >

In the case of the Cedonians, they've stripped the garrisons from most of the Tirmar region and part of northern Selaria. Most of the rest of the Army is holding down the forts along the other borders, or is on internal security detail. If the Shanari win at Unnirand, of course, stopping them before they reach Thalcedon(the capital) will take top priority, and all other concerns can go hang.

> I know and in Razanians case, we have the Secondary Militia Armies they can
> call up to do defence. Just annoying a bit.
>
>
> >I agree that it might be useful to revisit the population numbers
> >associated
> >with the determinants, but I don't think it's a big deal.
> >
>
> I don't think its a big deal either, but the populations of some areas bit
> relidiculus and way the society is. I think 100k is bit small for Razanians,
> even with some food shortages and even if they had a huge plague before.
>
> >The Shanari, for instance, are fanatics - the Great Desert is probably
> >almost empty of the followers of the Seeresses. Plus, they've added huge
> >numbers of refugees to their armies - but remember that the determinants
> >for
> >size of armies doesn't scale up that quickly.
> >

Refugees may not be the most appropriate word . . . "converts" and "draftees" come closer. smile In guesstimating the numbers for the Shanari, I assumed that they consider every male to be a warrior(an advantage of being nomadic).

> maybe, but we don't update the determinants quickly enough either.
>
>
> >As for the Cedonians... well, their militant outlook may support more
> >troops
> >than the average society. Also remember that Old Cedonia includes some
> >areas now part of other kingdoms, and most of the "Cedonian" troops in the
> >Old Empire were probably foreign-born working for citizenship (to continue
> >a
> >Roman theme).
> >
>
> true.
>
> >Population Scope should include every part of the population, but remember
> >that both the Razanians and Arisyans are are on the smaller side of
> >Mediocre
> >population. I would personally opine that the Arisyan number of 120,000
> >includes Razanian serfs, and the Razanian number of 100,000 are those on
> >the
> >outside, who are free.
> >
>
> but the population scope of the free Razanians bit too small, especially to
> be able to support kingdoms. I know the more Northern and southern kingdoms
> would have higher population levels, since their infrastructure and
> agriculture is still mostly intact and not effected much by warfare.
> for the three most western Kingdoms are some of the largest aswell, so
> population scope in those kingdoms higher aswell, but the two small southern
> kingdoms would have small populations and Tesh and Canor aswell, after been
> hit so bad by constant raiding by other kingdoms before the war Century
> Council and the Aryisa and Aryisans conquering them...those two places been
> effected by the the huge war between the Razanians and Aryisans.....anyway,
> many determinants is effected by population and hard to see those
> determinants to be maintain by such a small population.
>
> >Could that population support the long war? Probably, on a smaller scale -
> >lots of small-scale generational conflicts have existed. However, I
> >suggest
> >an alternate perspective. How about we assume that the Razanians were
> >(say)
> >about 500,000 to 600,000 in number when the 20,000-50,000 or so Arisyans
> >arrived. The country was split in half, and has slowly been grinding down
> >since then to its current population levels.
> >
>
> Why would the Razanians populations grind down? maybe down to atlest 300k to
> 400k, but not by that much, after hundred years especially. as if the
> Razanians been into many large scale slaughter battles and raids. I do
> beleive some of the kingdoms bordered to Aryisa populations would lower and
> the amount of razanians within Aryisa...since the asagmari discourage their
> growth a bit.
> 100k would be down to like 80k or less by now then too.
> yes, the initials many battles between the asagmari and razanians when the
> asagmari took over part of teh coast certainly lowered the populations a bit
> and taken most of the good farm lands, but as if it had a huge population
> impact...and about 80-100 years after, population growth as multiplied,
> minus the dead from diseaces, which ain;t a huge problem, deaths in raids
> between kingdoms and Aryisa and so on...
> so i think the population scope of the Razanians should be atleast 300k to
> 400k. makes more sence that way.
> for the Aryisan population, makes sence with its current populations after
> 20k - 50k arriving to the coast 100 years before.
>
> >This would result in a lot of abandoned structures, sacked towns and
> >castles, abandoned farmland, and generational bitterness. Everyone will
> >have lost members of their families. And although mostly men fight in
> >wars,
> >starvation and disease often claim much higher numbers. Have there been
> >great seiges causing widespread starvation? Plagues caused by refugees
> >with
> >poor sanitation? And there's still a stubborn resistance to the idea of
> >letting the war end, fueled by the memory of so many slain relatives on
> >both
> >sides.
> >
>
> Despite fucking their population levels.
>
> >I don't agree that greater population levels allow longer wars, they just
> >allow greater slaughter.
> >
>
> true, but still. the razanians is fighting along a three long fronts.
>
>
> >I agree that many of the determinants may not make sense on first glance.
> >That's one of the things I find challenging and enjoyable about the game;
> >to
> >come up with a story to explain why this is so.
> >
>
> Rather change the determinants to fit teh current history realisticly. and i
> am a impatient fellow, so hate waiting for the razanians afte rthe war ends
> to boost in population after a bit. that would take about 20 turns...and
> turns don't pass by fast... in one year, we went through only 5-7 turns. bit
> slow, no?

Patience is a virtue; Impatiens is a flower . . . Seriously, though, I don't think it would take 20 game years to boost the Razanian population after the war there ends. A baby boom would almost certainly follow the cessation of hostilities. Now, it might in fact take twenty game years for those babies to grow to adulthood, but that's a different kettle of fish.

> >I don't think any of the actions are patently unreasonable, but there
> >should
> >be consequences to the actions of the game. The determinants for the
> >societies sacked by the Shanari should change drastically. Depending on
> >the
> >outcome of the war, the Shanari's determinants should also change.
> >
>
> and the Razanians and few other societies.
>
> >The main issue I have is that the NPS's tend to be rather brittle and
> >easily
> >defeated - I'd like the idea of giving them some sort of "active defense"
> >to
> >devote actions against PS's that are competing with them. That could be
> >yet
> >more work for the GM's, or a PS acting against an NPS could write
> >"opposing"
> >actions for the other side. That might add more flavor to conflicts...
> >
>
> Well, Aryisa has a Player, but Aaron don't play often...even if it is NPS,
> Aryisa would be stuck in the defensive with the razanians hitting in three
> sides and the razanian front within.
>
> > > hey, the population levels during the Dark and Middle ages in europe is
> > > larger than many same size areas on Qaiyore...and we have Magic, which
> > > helps. Fantasy land, but yet we want this game to have some commun
> >sence,
> > > no?
> >
> >Definitely; I think this is something that can be explained. There are
> >probably different explanations for each society as to why they aren't as
> >large as they could be. There could just be a more "sustainable growth"
> >series of religions in this land, rather than the "be fruitful and
> >multiply"
> >religion of mideval Europe.
> >
>
> I don't see the Razanians as very religious. And population scope should be
> larger, especially for being around for 1000s of years.
>
> >These are all good questions. I think that everyone's human except the
> >elves and the Ban Horroth and the Eerith and maybe one other race. The
> >sorcerers would live longer, but there wouldn't be enough of them to really
> >affect the societal average. Something to think about.
> >
>
> So, we just need to make sure we kill the leaders of old age, if they last
> that long to have that fate. I see the elves and Ban Horroth to be able to
> live longer and the Eerith, don't think they even age. The Saraa, i dunno.

In terms of racial breakdown in Qaiyore, IIRC you have maybe five or six major human races(Avaeran, Balpuri, Cedonian, Torphani, Videssan, Bedu/Shanari) and several minor races, some of whom are algamations of the major races. The Vraa'al, the Saraa, and the Fae are all elven races, who have only relatively recently left the Dreaming. Some sages believe that the longer a race native to the Dreaming stays in Celandra, the more mortal it becomes.The Ban Horroth, being reptiloid, and not humanoid, very likely live much longer than their human neighbors. Finally, the far south of Qaiyore is absolutely infested with goblins, distant relatives of the Elyrian goblin tribes. These goblins were responsible for the fall of the Old Cedonian Empire.

It is also possible that some people in Qaiyore have dwarven blood . . . dwarves apparently lived in the Avaeran Isles before the Cataclysm, and Dagorthoria in Elyria is inhabited entirely by half-dwarves.

As for the Eerith, who knows? smile > -LordLMP
> ____________________________________________________________________
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= "Our Lady of Blessed Acceleration, don't fail me now!" --Elwood Blues


<1420> Atares gi'Calaa Actions NStevens - Posted: Mon, 21 Aug 2000 19:13:54 GMT

An inscription upon the parchment of a courier: We have recently learned of an invasion force entering into Qaiyore through the northern coast. This invasion force may attempt maneuvers against our island and the brethren. I, your prince and protector appointed by Kel'ren'aie, do hereby urge and command us: Prepare for this Hostile Force. Work extra this year in our fields, store up supplies for a long and arduous siege war. The Garrison shall have rotating furlough to return to our fields and prepare for our Ordeal. Pray to Kel'ren'aie protection, strength, honour. Warriors, be ever vigilant.

Action I (double action)

Strategic-Internal Type: Fundamental, Preparation (4 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) 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 + reports and rumors incite people to work harder and bolster military ranks + double action + rotating furlough of regular military to come home and prepare for the possible long war, in fields/crops, family, prayer etc. Reaction: Business as usual

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

Some Laria'rathi priests have received an invitation to co-sponsor, with the priests of Celpalar, a symposium for religious education. Preparations are begun by Kel'ren'aie priests with the coordination of Celpalar. Doctrinal differences will be prayed through by every party involved, hopefully a conclusion will be uncovered (but not a compromise, unless found to be right). Held in Celpalar, this will allow a (hopefully) peaceful exchange of religious doctrine and practice, without pressure for either religions' followers to be converted by the other. Violent arguments shall not be permitted.

Action II

Strategic-Internal (1 of 2, but continual action within that time frame) Type: Religious Symposium Actor: Prelate Le'noir Summary: Gathering festival to share common theology of Kel'ren'aie and Celpalar religion. We are trying to let people decide which is right. (Even though we Laria'rathi already know we are right.) Secrecy: Public inside Atares gi'Calaa and Celpalar, secret outside. Primary Determinant: Religious Sophistication Superb (+3), Consent Legendary (+4) Secondary Determinant: Religious Diversity Terrible (-3) Task: Very Hard (-2), this has never been attempted before! Modifiers: + pre-planning by Celpalar + Celpalar action Reaction: Risky

So +3 +4 -3 -2 +2 +() = "Some of our people have been having terrifyingly fearful dreams. The ruins here must have some connection to the vast amount of fear generated by these dreams. These ruins must be explored further to find any reason or presence causing these nightmares. As you are well aware, we were not able to have Kel'ren'aie guard this place. We need to find the cause of this or relocate to another island. We cannot have these troubling thoughts among our people." "Yes, m'lord, I shall lead a volunteer force. We shall do our best for our people, protecting them. We shall try to uncover information of the race previously dwelling here. Perhaps they have a library intact or some other documents, relics or anything else of value we are able to find." "Kel'ren'aie be with you." "Kel'ren'aie be with you."

Action III

Tactical-Internal Type: Exploration Actor: Sentry Moorgral Summary: Explore the ruins on Stone Isle, trying to find reasons for the nightmares, and trying to find anything else of worth. Secrecy: Normal Primary Determinant: Sentry Moorgral's Influence (on island) Legendary (+4) Secondary Determinant: Consent of Island's population Superb (+3) Task: Easy (+1) Modifiers: Scope difference in size level of task vs. society size level (Easy vs. Great, (+3)), because this task would be normal for a society of Mediocre size -3 because of unknown and fear and the inability to implement the protection of Kel'ren'aie upon the island Reaction: Heroic


[Actions I, II, III, IV, V] Mir 1420 results and Eerith actions MKeaton - Posted: Fri, 08 Sep 2000 16:05:17 GMT

As far as I know, now that Edward is in, this finishes 1420 and we are ready for 1421.

M. Keaton

Subject: [Cel] [Actions I, II, III, IV, V] Mir 1420

Action I: Confront the Sinari. The army waits for the Sinari to arrive. they will choose the best ground around and when the Sinari show up they shall do battle.

Primary Determent: Military Force (+1) Difficulty: Hard (-1) Secrecy: Ya right. Modifiers: + magic + ready for this.

The Sinari will not actually arrive in sufficient force for a confrontation until at least 1421 (maybe 1422 if they chose to wait)

Action II: Find the Scepter. (3 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. They have now narrowed it down to a certian area.

Primary Determent: Magic Sophistication (+4) Diffculty: Huge (-3) Weight: Single Actors: Sorcerers Secrecy: Results Modifiers: - Hiden for a long time + Small area to search. + Year 3 of concentrated effort + Eerith assistance (eerith action 1 for 1420 is to assist in this action)

4-3-1+1+1+1+(+1-1-1+0)= +2 The septer is located. Even though the results are secret, I don't forsee a problem with providing the core of the findings to the list. The septer is actually the staff weilded by the Onigar King-of-the-Wood. The Onigar are more than willing to assist the Mir/Eerith collaboration and allow the use of the staff on two conditions: 1)The staff is returned at the end of whatever action is to be undertaken (the Onigar understand that the staff itself may be destroyed or disempowered during the coming events and are willing to accept this) and 2) The King-of-the Wood be allowed to accompany the staff as its gaurdian and be allowed to remain in possesion of the staff until and escept when necessary. (eerith action 2 for 1420 is to facilitate these negotiations)

Action III, IV: Improve the Archmage hold. (3 of ? 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. He knows that the people like him they just want to treat him lik a baby. He is this year going to turn all of his attention interanlly and leave the war for the Warlord, his son, and granddaughter.

Primary Determent: Influince (0) Diffculty: Hard (-1) Weight: Double (+1) Actors: Eubraotsa Secrecy: none Modifiers: + He has brought back the Crown of Mir +1 recent success in external diplomacy +No open opposition

0-1+1+3+(-1+0+0+1)=+3 superior success After a concentrated local effort combined with a recent history successful external policies, Eubraotsa consolidates his position as leader. His personal influence for internal consent rises by +2 for the duration of the present crisis. (If the crisis is resolved smoothly, another round of internal actions may allow this increase to become permanent.)

Eerith actions: 1 and 2 are included in the Mirish results 3 and 4 are to simply continue doing what the Eerith have already been doing. Since the Eerith are so closely tied to the current Sanari/Mir activities, it is almost impossible for me to seperate out their actions so, instead, I am effectively removing them from "player society" status and using them to facilitate as an NPS. If that's too confusing, let me try saying it a different way-the Eerith aren't DOING anything for a while other than helping or hindering other societies with what they are doing so, rather than have a seperate "eerith turn"; it makes a lot more sense to just piggyback the Eerith actions. Let's face it, the Eerith are an NPS (or, more specifically, a GM controlled society) and will be that way for a while. Sorry for the confusion (and, yes, Canto of Sand is almost done. Maybe another week and I'll have the narrative from 1414 to current).


L'R RESULTS Jtsl - Posted: Fri, 08 Sep 2000 22:27:23 GMT

An inscription upon the parchment of a courier: We have recently learned of an invasion force entering into Qaiyore through the northern coast. This invasion force may attempt maneuvers against our island and the brethren. I, your prince and protector appointed by Kel'ren'aie, do hereby urge and command us: Prepare for this Hostile Force. Work extra this year in our fields, store up supplies for a long and arduous siege war. The Garrison shall have rotating furlough

to return to our fields and prepare for our Ordeal. Pray to Kel'ren'aie

protection, strength, honour. Warriors, be ever vigilant.

Action I (double action)

Strategic-Internal Type: Fundamental, Preparation (4 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) 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 + reports and rumors incite people to work harder and bolster military ranks + double action + rotating furlough of regular military to come home and prepare for the

possible long war, in fields/crops, family, prayer etc. Reaction: Business as usual

Results so far +2 -1 +2 -1 (- 1 -1 0 -1) + (+1 -1 +1 +1) + (-1 0 +1 -1) + 2 + (+1 0 -1 -1) = +3

Crops grow.

Some Laria'rathi priests have received an invitation to co-sponsor, with

the priests of Celpalar, a symposium for religious education. Preparations are begun by Kel'ren'aie priests with the coordination of Celpalar. Doctrinal differences will be prayed through by every party involved, hopefully a conclusion will be uncovered (but not a compromise, unless found to be right). Held in Celpalar, this will allow a (hopefully) peaceful exchange of religious doctrine and practice, without pressure for either religions' followers to be converted by the other. Violent arguments shall not be permitted.

Action II

Strategic-Internal (1 of 2, but continual action within that time frame)

Type: Religious Symposium Actor: Prelate Le'noir Summary: Gathering festival to share common theology of Kel'ren'aie and Celpalar religion. We are trying to let people decide which is right. (Even though we Laria'rathi already know we are right.) Secrecy: Public inside Atares gi'Calaa and Celpalar, secret outside. Primary Determinant: Religious Sophistication Superb (+3), Consent Legendary (+4) Secondary Determinant: Religious Diversity Terrible (-3) Task: Very Hard (-2), this has never been attempted before! Modifiers: + pre-planning by Celpalar + Celpalar action Reaction: Risky

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

"Some of our people have been having terrifyingly fearful dreams. The ruins here must have some connection to the vast amount of fear generated by these dreams. These ruins must be explored further to find any reason or presence causing these nightmares. As you are well aware, we were not able to have Kel'ren'aie guard this place. We need to find the cause of

this or relocate to another island. We cannot have these troubling thoughts among our people." "Yes, m'lord, I shall lead a volunteer force. We shall do our best for our people, protecting them. We shall try to uncover information of the

race previously dwelling here. Perhaps they have a library intact or some other documents, relics or anything else of value we are able to find." "Kel'ren'aie be with you." "Kel'ren'aie be with you."

Action III

Tactical-Internal Type: Exploration Actor: Sentry Moorgral Summary: Explore the ruins on Stone Isle, trying to find reasons for the

nightmares, and trying to find anything else of worth. Secrecy: Normal Primary Determinant: Sentry Moorgral's Influence (on island) Legendary (+4) Secondary Determinant: Consent of Island's population Superb (+3) Task: Easy (+1) (Very Hard -2) Modifiers: Scope difference in size level of task vs. society size level

(Easy vs. Great, (+3)), because this task would be normal for a society of Mediocre size -3 (-1) because of unknown and fear and the inability to implement the protection of Kel'ren'aie upon the island Reaction: Heroic +4 -2 -1 (-1 +1 -1 +1) = +1 Success.

A large room is discovered at the center of the ruins. The room is completely intact unlike most of the rest of the building. The priest feel magic radating iin this room.


Ban Horreth RESULTS Jtsl - Posted: Fri, 08 Sep 2000 22:27:31 GMT

The Determinants of this society ain't complete and was that the only Actions that has been done with this society shown on the website? oh, anything else i need to know? i went through the past actions of my neighbours, only the Aixal seems to have contacted the Ban Horroth, unless i am wrong. and the border dispute, does that ruin relations with them?

Action 1 - Establish a intelligence agency

It was decided to establish some form of Intelligence Agency, runned by the Scouts, since Ban Horroth will have a hard time to spy with their physical looks. Scouts will be constantly sent at various neighbouring societies like the Shinari, Aixelsydan, Razanians and Milakanur to keep an eye on them and study them. If any of their militaries or whatever moves towards or near the mountains, the Scouts are to warn the council. They are also to avoid contact with those societies unless told otherwize by the Council.

Task: Establishing a Intelligence agency (Difficulty Very Hard -2) Secrecy: Yes Actor: Scouts Primary Determinant: Survival Mods: +previous scouting +various contacts

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

The beginng of an Inteligent agence is begun. It work but does need a few years work.

Action 2 - Improve Magic

Caste of Religion will improve their use of magic among their Shamans, especially with rumours about the evil in the Shinari desert.

Task: Improve Magic (Difficulty: Very Hard -2) Secrecy: Yes Actor: Caste of Religion Primary Determinant: Survival Mods: (it seems the Ban Horroth missing determinants, would like to develope this society more)

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

The Shaman tried to learn to fast.

Action 3 - Improve Military

Caste of War as decided to improve its military, to be adaptable in fighting against any of the neighbouring Societies. Also to improve military equipment.

Task: Improve Military (Difficulty: Very Hard -2) Secrecy: Yes (ain't the Ban Horroth good in hiding anyway?) Actor: Caste of War Primary Determinant: Survival Mods: +past knowledge of the neighbouring societies

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

Action 4 - Establish Trade

Caste of Trade as decided to try establish trade with Razanians. They are sure that the Razanians would be interested in various raw resources.

Task: Establish Trade with the razanians (Difficulty: Normal) Secrecy: None Actor: Caste of Trade Primary Determinant: Trade Mods: +Resources to trade

0 +1 (+1 +1 0 +1) = +4 Exclent Success

trade improve +1


Razanian RESULTS Jtsl - Posted: Fri, 08 Sep 2000 22:27:40 GMT

Action I and II. - Invasion of Aryisa continues

Now that the Northern and Western Armies are together they'll continue pushing into Aryisa, towards the capital. Northern Armies will continue to push from the north while the Western Armies continue pushing from the west... With last years successful breakthroughs, they are closer to their objective...but the Aryisa military of the two fronts are into one now, so making the push harder still.

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 (+1) Razanian Front (+1) Use of Gurders and Minot Catapults (-1) Aryisa military is more concentrative into one huge front now (+1) Double Action Reaction: Heroic

Razanian Force +1 +Moral

Aryisa Force +2 +Defencive

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

Suggestion: Due to the major Aryisa defet last year the Razanian enter this year over comfeneded and were defeted and lost half of the land the gained last year.

*

Action III. - Southern Armies targets the City of Haran

The Aryisan southern military are stuck into the defensive and recently acquiring the knowledge that the Razanian Front are preparing to liberate Haran and has already started causing problems to the Asagmari there and at the City of Haran... the city is still well defended, the most defended place in Haran almost... the Front will have trouble liberating the city. The Southern Armies decided to make it easier for them by starting to harass various Aryisa positions across the river near the city by bombarding them with Catapults...

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

-2 +2 -1 (-1 -1 0 -1) = -4

It does not work. *

Action IV. - Liberation of Haran ( 3 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 +Aryisa transfering more and more Southern military to the northern front +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) + (0 0 +1 0) + ( ) + ( )


Milkanur RESULTS Jtsl - Posted: Fri, 08 Sep 2000 22:27:48 GMT

Action I,II: Assist the Cedonians and the Taltheri

The envoy bowed to the enthroned Per-Aa. "The Shanari continue their sweep down the West, Exalted One. It is said that there are more Shanari warriors than grains of sand in the desert." The room of desert dwellers stifle a laugh, as it is clear the Per-Aa does not find anything amusing. "Of course, those who say this are not of the desert."

"The Cedonians prepare themselves to meet the charge."

The Per-Aa leaned forward. "Then our foes annihilate themselves... the Cedonian dreams of conquest will die. We can ignore this battle, yes?"

Rubbing his shaven head nervously, the envoy disagrees. "I fear that the Shanari choose to move into Taltheran - the battle ground will be there."

The Per-Aa frowns. "I have worked too hard to lose our friends the Taltherans. We must step in, though it pains me to do so this soon. Labon, send some more... observers to our Taltheran mission. Be sure that they are well versed in the new tactics. At least the Cedonians may owe us a debt of honor once this is done..." The old Master Scourge nodded in assent.


The context is that way back in the past, as a 1412 event:

"Milakanur: + The army discovers a more effective way to fight Shanari. +1 to Force for next battle with Shanari only."

The Milakanuri have not yet fought the Shanari, so that's still a floating modifier. I'd like to try to apply it to the Cedonian battle, by sharing with the Taltherans and Cedonians the Milakanuri tactical "trick" of more effective combat against the Shanari.

Tactical Action, External Difficulty: Hard -1 Determinant: Milakanuri Force (Good) (+2) Modifiers: - The Cedonians and Milakanuri don't get along + The Taltherans and Milakanuri do get along + The Cedonians are getting desperate +1 Double action

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

The western Defence listen and gains the bonus for this year alone.

Action III,IV: Rebuild Elanbur (increase Trade determinant)

Strategic Action, Year 1 of 5

The port city of Elanbur was sacked in the Milakanuri civil war and has yet to be rebuilt, and the harbor dredged. The current Per-Aa decrees that this be done, with special attention to the defenses of the city. With a rebuilt Elanbur, Milakanur may become more of a trading hub, particularly with the ill effects that have befallen other trading ports.

Difficulty: Huge (-3), becomes Hard (-1) in 5 years. (I think, based on my reading of http://www.hut.fi/~vesanto/ihfudge/innovations.html, please feel free to disagree and change that.) (No its the o longer the action take the easyer it is. so this would be Hard -1) Primary Determinant: Either Consent of the Per-Aa (-2 this year and next, -1 after that) or the Trade determinant of Milakanur (0). I'd suggest splitting the difference and settling in at -1.

Modifiers: + Need for a trading port, pirates are still broken - War breeds uncertainty + War breeds transport of goods, troops, and information + Double action for 5 years (+1, +5, or something else?) -1 -2 +2 -1 (0 -1 0 0) +1 + () + () + () + ()


Cedonia RESULTS Jtsl - Posted: Fri, 08 Sep 2000 22:28:04 GMT

Action 1: Mobilize In order to increase the size of the Army, the Cedonian High Command proposes a draft law to the Empress. The current imperial legions form a highly professional core for the army, but against nomadic societies such as the Shanari, who count all their able-bodied males as warriors, they are grossly outnumbered. While the Empire cannot mobilize all their men without crippling the economy, the generals believe that a limited draft would provide valuble manpower reserves. They propose that all able-bodied Cedonian males be required to serve with the legions for five years, after which they would become reserve militia, training four times per month in their hometowns, and once per year with the regulars. While the Empress is dubious, she agrees, but gives the responsibilty of enforcing the law to the High Command, not to the Imperial Civil Service. It remains to be seen how the populace will react to the draft... Determinant: Yzara's Consent & Authority Mods: + In the past, the Empire has used the draft - No one likes being conscripted + Everyone is aware of what the Shanari are doing in the north.

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

A draft army is quickly gather and sent north to the Western Defenice army. But it does not improve the numbers that much.

Actions 2&3: Defend Unnirand/Operation Honeytrap As the Allied forces dig in around Unnirand, the Shanari have begun their march to the city. While the Duke of Caladyn prepares his infantry for a siege, he sends out his cavalry to harrass the approaching nomads. The cavalry are also instructed to poison every well, watering hole, and spring they can; also any stocks of food are to be pillaged, and the remainder poisoned or burned.

Finally, the cavalry are to burn fields and buildings. Every effort is to be made to deny food and shelter to the invaders. Meanwhile, the Duke breaks his legions down into cohorts, and spaces them evenly around Unnirand's fortifications, to stiffen the Therani who will bear the brunt of the fighting. He retains the 2nd Guards Legion as a mobile reserve. Determinants: Military Force & Size Mods: + The Cedonians are probably the best-trained troops on the continent. + Fortified position + Double Action - Sinari are nomads

(This is just for operation Honeycomb) +3 +1 -1 (0 -1 -1 -1 ) +1 = 0 Mixed Results

Due to the fact that the invading army is nomads the fit and run tactics fail. The poisning of food does work to a lesser extent, but not anough to affect the Sinari

Action 4: Strategic The efforts of the Cedonian military research establishment in Vizinia to develop new weapons will continue. Determinants: Scholastics Mods: Same as last year

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

Some improvement.

(Okay would you send me a message telling me what you are working towards Exactly.)


Celpalar RESULTS Jtsl - Posted: Fri, 08 Sep 2000 22:28:55 GMT

Action I Set up new colonies. cf L'R actions for 1417 Time: Year 3 of 3 Type: Strategic, Internal & External Description: Benefiting from the good locations found Celpalar and the Laria'rathi build new colonies (at least 2), on favorable islands off the Quaiyore coast, including one with ruins on it. Task: Normal (Hard -1) Secrecy: None, we indeed advert to have more colonist. We only hide L'R influence to the rest of the world. Prime determinant: Ressources: Good Secondary Determinant: Consent of the Council (Meltolyn): Great Weight: Simple Modifs (all rolled for): Good site found (+ 1) or more L'Rs help (rolled in 1416) +1

Results so far +1 -1 +3 (+1 -1 +1 -1) + ( 0 0 0 -1) + (0 -1 0 +1 ) = +3 Complete Success

Suggestion: It is finished no problems.

Action II Title: Global free trade ! Type: External; Strategic. Time: Year 1 of 4 Task: Mythic (-4) Secrecy: We proclam ! Risk: Utmost. Prime Determinant: Trade: Great (+2) Secondary Determinant: Wealth: Great (+2) Modifs: Complete implication of Laria'rathi empire who is refunding us as much as needed. +1 Trade base in Midsea (Burcancy) buid last year: +1 Improved relations with many local countries including Mir: + 1 Most important: The War. How much ??? GM's choice.

Description: Celpalar with the help of Laria'rathis and the Burcancy offers a completly free transportation system to all denizens of Mid Sea? ,

whether for persons or goods. Yes. Free. We will carry all your stuff for free. This the way we are gonna win this war: no more reason to don't send your guys: the ticket is free ! The first step is set for 5 years. All those will be free, afterwards, the war should be won, and a very small fee may be reintroduced. So now on , dear fellow players, you can put into your actions that all transportation is free. More: if you fear unemployement, we agree to buy

the ships you don't need anymore. So, let's meet in the Sinari battle...

-4 +2 +4 ( -1 -1 0 -1) + () +() +()

Suggestion: To the horror of the Celpalar the Taltherans apon resiving this news also instintute a free trade. Could this turn into a trade war?

Action III (and IV) Title: Backstabing bad guys. Task: Hard (-1) Type: External. Military. Tactical. Extra action: +1 Prime determinant: Army quality: Superb (+3) Secondary Quality: Navy quality: Great (+2) I don't count it (navy is busy trading for free...) Modifs: Surprise (+1) We use all our magic (great) not on battlefield but to insure the secrecy of our coming. -1 Half the Sinari army still in Wyr.

Description: Having let doubts come on our participation to the Western Defensive Army, we jump in the back of the Sinaris. That's one of the nice thing you can do when you are a naval power... So, when the Sinaris

go on attacking the Cedonians-Mir, King Bar-ri lands just behind them; and the long line of men walks like a huge scythe. Our army is heavy infantry with long, long spears... and if I studied well the area it's quite flat... So for a phalanx, it's nice. As soon as our battle line is set, we walk till we join our allies and we kill all that's stands between us... They should be caught between the Cedonian anvil and the Celpalar hammer. Let's the Gods witness the battle !

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

The Celpalar lands on the west coast of Qaiyore. Before the yea ends they make it almost to the ruins of Wyr. So far the Sinari have not as of yet discovered them. (The only way you can behind them is along the west coast of Qaiyore and from their to the battle is a two year march at least.)

Action V. Title: Religious symposium. Common points in Celpalar Maker's religion and Laria'rathi Kelren'aie religion. Task: Very hard (-2) Prime Det.: Religious sophistication: good (+1) Second deter: Religious diversity: poor (-1) Time sched: 2 years. Modifs: L'R will very gladly help !!! (+1/+2 ?) Extra action: -1.

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

?


Therani RESULTS Jtsl - Posted: Fri, 08 Sep 2000 22:44:22 GMT

THERANI TURN 1420

1) Set up defenses in Unnirand against the Shanari Forces. DOUBLE ACTION.

Under the direction of the Dun Ri himself, the city of Unnirand becomes a makeshift fortress. Trees are felled and stone quarried day and night by the workers of Unnirand and the refugees of Wyr and Hadrair, being set up into massive dikes surrounding the city and earthwork fortifications along the route most likely to be chosen by the army of darkness.

Primary Determinant: Resources (+2) Difficulty: Very Hard (-2) Secrecy: None

Modifiers:

+ Desperate measures – this will be the last stand for the Therani. + Many more workers than usual thanks to refugee situation. + Therani are accomplished architects (High Crafts score in Architecture). + Double Action.

- Unsure of the new Dun Ri and his abilities. - Terror inspired by the Shanari army.

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

The refugges are to sacred to be of any help., and due to the gathered army it throughs even more confusion around.

2) Attempt to make contact with the Taltheran Wizard’s Guild

With the fall of Wyr and its massive tower, the Therani realize that they have been abandoned by the angels which lived therein and gave the Tower its potency. As a result, the Church of the Wyrthereyn Arrach have lost considerable amounts of power. With the breaking of the Church, the Dun Ri sends his own son as an ambassador to the Taltheran Wizard’s Guild with the following promise: Help us drive the Shanari out of our lands, and you are welcome to examine the remnants of the Tower of Wyr.

Primary Determinant: Relations (+2) Difficulty: Standard (0) Secrecy: None

Modifiers:

+ Wizards curious about Wyr

- Wizards have bad memories of that Tower - Good relations are technically with the Merchant Council and Government of Taltheran

+2 +1 -1 (+1 0 +1 0) = +4 Excelten Success

The Wizards are already their helping the army. The offer up all the assisantce they can.

3) External Observation of the Shanari Army

The Dun Ri Teloras Fethoran has ordered the few true scholars of the Therani into service alongside the Armies of the Ther Ri. These clerks are to observe and carefully document as much information about the Shanari and their allies as possible – how far they move in a day, how many animals can be seen, what types of weapons they possess, everything. If the Therani cannot keep the horde from Unnirand, at least notes may make it back to the other armies currently fighting which could prove useful to the cause.

Primary Determinant: Scholastics (-1) Difficulty: Hard (-1, difficult to keep writing in a war zone) Secrecy: None

Modifiers:

+ Scholars feel they are getting some respect.

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

The Scholars are able to gather some information but spend most of their time running form the oncoming army.


[qai][mk admin, part 2, 1420 specific] MKeaton - Posted: Tue, 12 Sep 2000 03:57:29 GMT

As I promised in the preceding e-mail, I'm going to step on everyone's toes and comment on 1420 stuff.

Ban Horroth: .The Determinants of this society ain't complete and was that the only .Actions that has been done with this society shown on the website?

Complete the determinants as you see fit and send me a direct e-mail if you need help. To the best of my knowledge, the actions on the website are the only ones.

.i went through the past actions of my neighbors, only the Aixal seems to have contacted the .Ban Horroth, unless i am wrong. and the border dispute, does that ruin relations with them?

Other societies my have had contact with the Ban if you feel it is appropriate and the players (if applicable) of those societies agree. Given the shamanistic background of the Ban, it is likely that they have had contact with other shamanistic societies in their distant past, including the Sanari and the Eerith. The border dispute does not "ruin" relations but certainly sours them and causes those relations to begin with negative modifiers.

Action 2 - Improve Magic Caste of Religion will improve their use of magic among their Shamans, especially with rumors about the evil in the Shinari desert. Task: Improve Magic (Difficulty: Very Hard -2) Secrecy: Yes Actor: Caste of Religion Primary Determinant: Survival Mods: (it seems the Ban Horroth missing determinants, would like to develop this society more) -2 (+1 +1 -1 0) = -1 Failure The Shaman tried to learn to fast.

It seems in this case, not that they attempted to learn too much, too fast but, instead, that they were faced with too broad a task. Even this "failing" result is still a positive in that it is a beginning to work from. The Ban realize that they would be more successful if they tried to concentrate their investigations on specific areas of their magics and if they solicited help from the few other shamanistic cultures in Qai.

Action 4 - Establish Trade Caste of Trade as decided to try establish trade with Razanians. They aremsure that the Razanians would be interested in various raw resources. Task: Establish Trade with the razanians (Difficulty: Normal) Secrecy: None Actor: Caste of Trade Primary Determinant: Trade Mods: +Resources to trade 0 +1 (+1 +1 0 +1) = +4 Exclent Success trade improve +1

It is very unusual for a single, successful action to result in a permanent increase in a determinant. However, given the previously limited exposure of the Ban, it is probably appropriate in this case. In addition, trade is also the in-road into good political relations. Given this level of trade success, if both the Ban and the Razanian agree, an increase of +1 to their external relations between the two societies (especially in light of the current Razanian political climate) also seems reasonable.

The L'R Action I (double action) Strategic-Internal Type: Fundamental, Preparation (4 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) 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 + reports and rumors incite people to work harder and bolster military ranks + double action + rotating furlough of regular military to come home and prepare for the possible long war, in fields/crops, family, prayer etc. Reaction: Business as usual Results so far +2 -1 +2 -1 (- 1 -1 0 -1) + (+1 -1 +1 +1) + (-1 0 +1 -1) +2 + (+1 0 -1 -1) = +3 Crops grow.

Crops grow? Crops grow in a bumper crop. Yes, there is sufficient surplus food and supplies to set aside stores against future famine and war demands. It is reasonable to assume that sufficient foodstuffs are collected and stored to continue to provide a steady food supply for at least two "bad" years or three years of minimal workers if it should become necessary to strip the fields of their workers to defend the nation.

Cedonia Actions 2&3: Defend Unnirand/Operation Honeytrap As the Allied forces dig in around Unnirand, the Shanari have begun their march to the city. While the Duke of Caladyn prepares his infantry for a siege, he sends out his cavalry to harrass the approaching nomads. The cavalry are also instructed to poison every well, watering hole, and spring they can; also any stocks of food are to be pillaged, and the remainder poisoned or burned. Finally, the cavalry are to burn fields and buildings. Every effort is to be made to deny food and shelter to the invaders. Meanwhile, the Duke breaks his legions down into cohorts, and spaces them evenly around Unnirand's fortifications, to stiffen the Therani who will bear the brunt of the fighting. He retains the 2nd Guards Legion as a mobile reserve. Determinants: Military Force & Size Mods: + The Cedonians are probably the best-trained troops on the continent. + Fortified position + Double Action - Sinari are nomads (This is just for operation Honeycomb) +3 +1 -1 (0 -1 -1 -1 ) +1 = 0 Mixed Results Due to the fact that the invading army is nomads the fit and run tactics fail. The poisning of food does work to a lesser extent, but not enough to affect the Sinari.

This is a classical scorched earth tactic and has, throughout the ages been especially effective against invading forces without secure supply lines and without a solid agrarian base. The nomadic style of the Sanari makes them especially vulnerable to a defense which strips them of their primary supply source (forage and pillage). While the initial implementation of this tactic may have had mixed results, the toll on the invaders will increase significantly the longer the Sanari are subjected to it. In addition, while hit and run against a nomadic invader is largely ineffective, it is also very obvious to the cedonians that, once the Sinari army hits stern opposition and is forced to settle in and attempt to hold or besiege an area, this will become a two-edged sword and the nomads will be much more vulnerable than an ordinary invading army. The tactics may not have been overly effective this year, but Cedonian military leaders are extremely optimistic about the long term ramifications of this continued tactic against the Sinari.

The downside to this is, in the wake of the war, the Cedonian agricultural complex will pay for this military advantage and, should the conflict drag on, the Cedonians will become increasingly dependant on their allies for basic staples to provision their troops.

Razanian Front 1420 - Razanian Front is becoming more and more powerful within the occupied territories and as help the Armies liberate territories from the Asagmari. Despite the Asagmari attempts to eradicate the Razanian Front, they are still giving them a hard time. It doesn't seem the Front is lead by a particuliar leader, but in various cells throughout the Occupied territory. The males and females both fight against the asagmari there.

Action I and II. - Invasion of Aryisa continues Now that the Northern and Western Armies are together they'll continue pushing into Aryisa, towards the capital. Northern Armies will continue to push from the north while the Western Armies continue pushing from the west... With last years successful breakthroughs, they are closer to their objective...but the Aryisa military of the two fronts are into one now, so making the push harder still.

Action I. - Strategy, External Actor: North