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

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.

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

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

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.
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!
--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

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
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
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.

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?

>
-LordLMP
>
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>
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>
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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