1424
Mir Actions 1424
Jtsl - Posted: Tue, 13 Mar 2001 15:40:16 GMT
Action I, II: Peace in Eastern Timar.
With Cedonia falling into Civil war and the chaos that has arrisen in
the region. Mir marches its army out to keep order in East Timar. They
are to travel around and up hold law in the areas. They are to make
sure that the nobility is not over thrown, but make sure that normal
people are being protected. Mir is trying to create good will among the
nobles, and the peasents.
Primary Determent: Military Force (+1)
Difficulty: Hard (-1)
Weight: Double (+1)
Actors: Militarty
Secrecy: None
Modifiers: + Recent Victory
+Army is already in the vicinidy.
Action III, IV: Feed East Timar.
Mir starts to ship its extra food to Timar to feed the pesents. They
are to sell it as cheap as it can be sold. They will also be shiping
some of the raw materials that they resive from their trade route with
Torphan. Mir is trying to create good will among the nobles, and the
peasents.
Primary Determent: Resources (Great +2)
Difficulty: Hard (-1)
Weight: Double (+1)
Actors: Militarty
Secrecy: None
Modifiers:
Action V: Rebuild the Celamyrsa Family home. (2 of 3 years)
The family home of the Celamyrsa family has laid in ruins since the time
of Imperial Mir. With the restoration of the Family to the Throne of
Mir Eubrotosa orders that the ancient home be rebuilt. Located in the
northern part of the island were the family orginated. It is to be
rebuilt and added on to.
Primary Determent: Wealth (Great +2)
Difficulty: Normal
Weight: Singal
Actors: Builders
Secrecy: none
Modifiers: + National Monument
- extra action
Torphan Actions Year 1424
Edward F? - Posted: Tue, 13 Mar 2001 16:15:11 GMT
Action 1 & 2: Try to get the people and government used to
interaction (2 of 4 years)
Because of the Emperors will to come out of isolation, and because it
is happening so rapidly, the people of Torphan are a little upset.
Everything is happening so quickly and so abruptly that most people
dont have time to get used to it. Because of this, the Emperor has
decided to slow down for a while, to let people get accustomed to the
change, before proceeding any further.
Primary Determinet: Trade
Secondary determinet: Relations
Actor: The Emperor
Weight: Double (+1)
Difficutly: Hard (-1)
Secrecy: None
Modifiers: + already starting to come out of isolation
+ some people are ok with it, but not all
+ 4 years for people to get used to it now, possibility of even more
time depending on results
+ the Emperors status over the people
- people upset
Action 3: Fortify the northern part of Torphan (2 of 3 years)
First, I will explain why Torphan would be concerned with the war and
how they know. Torphan is concerned with the war because they have a
god on their side (thats right, right?) and because of their
movements. They represent a threat to the empire and torphan would
want to protect themselves. Torphan knows of the war and its
progress because of the trade route. While trading, they are
gathering a little info about whats happening. I'm pretty sure that
the war would come up in a conversation somehow.
Primary Determinet: Fortification
Actor: The Army and builders
Weight: Single
Difficutly: Hard (-1)
Secrecy: None
Modifiers: + large army to spread out along boarder
+ forts and cities already established
+ lots of materials to use
Action 4: Work on Navy (3 of 3 years)
The Ground forces of Torphan are already strong in numbers and force,
but the Emperor is now turning his attentions to his navy. The navy
is medium (and powerful) but has been neglected for years because of
the isolation and geography of the empire. Because of how it is
situated, Torphan has had very little need for a very powerful navy.
The emperor has decided that torphan will need to find ways of
trading and exploring more widely across the area. But, because of
the situation, there is much to do to make it so a navy would be
worth the effort.
Primary Determinet: Construction
Actor: Crewmen, engineers, etc. (pretty much anyone with a job in
torphan)
Weight: Single
Difficutly: Hard (-1)
Secrecy: None
Modifiers: + Skilled workmen
+ No immediate threats
+ large supply of needed resources(i.e. lumber, metel, etc.)
[Qai] [cel][admin-Canto reprints]
MKeaton - Posted: Mon, 19 Mar 2001 15:12:27 GMT
We've been tossing around ideas and opinions regarding how to cover the Eerithian histories, especially in light of the recent plot arch and our "problems" getting the narratives onto the website. Summing up everyone's input, this is what seems to be our best course of action:
1-People do want to see the full Cantos posted from the beginning. This will allow the players who joined in mid-story to get caught up and understand the later portions (the Canto's proper began in 1413, after all, before a lot of players started).
2-Not everyone want's to see them. They are, after all, fairly large. To help with that, the actual big post will be preceded by a warning post, giving some guidelines regarding the size of the incoming. Since posts the size of the Cantos require list moderator approval anyway, I can actually send both at the same time (the delay is built into the system).
3-Right now I'm torn between two different time schedules. I could either post a portion once a week (i.e. each Monday) or twice a week (Mon/Thurs). Twice a week gets the narrative up faster but is a lot of reading all at once and strains my personal schedule to get things polished, edited, and ready for the list. I think, unless someone has a better idea, that I'll start at two a week and then cut back to one a week after the first pair of Cantos.
4-I'm trying to put this to the sub list for qai only so the other lists don't get bogged down.
Okay, if anyone thinks of anything else, let me know. I'd like to do a short introduction this week before I start the story proper. (Just something general like "On the ancient continent of Qaiyore, blah, blah, blah, in the year 1413, etc." Like a book cover blurb for the lurkers who happen in and don't want to have to go to the website to get history and context info so that the narrative more-or-less stands on it's own.)
M. Keaton
[Qai] [cel][admin-Canto reprints]
Juha Vesanto? - Posted: Mon, 19 Mar 2001 23:46:21 GMT
On Mon, 19 Mar 2001, Archangel wrote:
>
We've been tossing around ideas and opinions regarding how to cover
>
the Eerithian histories, especially in light of the recent plot arch
>
and our "problems" getting the narratives onto the website.
If the problem is with Qaiyore website, I could put them on Elyria
website, or to the Celandra website (either here or at Phoenyx). If they
are really large, I'd recommend this option. (How big are they?)
OTOH, a narrative posted on the mailing list does have an appeal of
its own (you don't have to go fetch it, and you get it immediately when
it's ready). And anyway, I'll grab those stories and put them somewhere
safe and accessible (if the Qaiyore site does not store them?).
>
3-Right now I'm torn between two different time schedules. I could
>
either post a portion once a week (i.e. each Monday) or twice a week
>
(Mon/Thurs). Twice a week gets the narrative up faster but is a lot
>
of reading all at once and strains my personal schedule to get things
>
polished, edited, and ready for the list.
Don't strain yourself too much.
>
4-I'm trying to put this to the sub list for qai only so the other
>
lists don't get bogged down.
I'm afraid that won't help much, since almost everyone is on both
sublists...
juuso
[Qai] [cel][narrative-warning]
MKeaton - Posted: Mon, 26 Mar 2001 12:31:14 GMT
If you are on this list, you have, in some way, shape or form, expressed interest in AApress in general or in the Eerith Chronicles (serialized web-novel) in specific. If this is not correct or should you find you lack this interest, please respond and we shall endeavor to prevent bothering you with further chapters.
Otherwise, welcome to the re-posting, from the beginning, of the Eerith Chronicles. The first portion, introduction and prologue, has a word count of just under 2000 words and is, by far, the shortest of the sections. Successive chapters will be posted on a weekly basis.
(Introduction and Prologue posted in following e-mail from the same origin. This is done to assist you in dealing with the size of the post.)
M. Keaton
Torphan Actions Year 1424
Jtsl - Posted: Sun, 08 Apr 2001 23:45:10 GMT
Edward wrote:
>
Action 1 & 2: Try to get the people and government used to
>
interaction (2 of 4 years)
>
>
Because of the Emperors will to come out of isolation, and because it
>
is happening so rapidly, the people of Torphan are a little upset.
>
Everything is happening so quickly and so abruptly that most people
>
dont have time to get used to it. Because of this, the Emperor has
>
decided to slow down for a while, to let people get accustomed to the
>
change, before proceeding any further.
>
>
Primary Determinet: Trade
>
Secondary determinet: Relations
>
Actor: The Emperor
>
Weight: Double (+1)
>
Difficutly: Hard (-1)
>
Secrecy: None
>
Modifiers: + already starting to come out of isolation
>
+ some people are ok with it, but not all
>
+ 4 years for people to get used to it now, possibility of even more
>
time depending on results
>
+ the Emperors status over the people
>
- people upset
-1 +2 -1 + (0 -1 -1 +1 -1) + (-1 -1 -1 +1) + 1 + () + ()
The people are very unhappy with this program. In th capital city itself
their is a riot. -1 to the Emperors consent for the next three years.
>
Action 3: Fortify the northern part of Torphan (2 of 3 years)
>
>
First, I will explain why Torphan would be concerned with the war and
>
how they know. Torphan is concerned with the war because they have a
>
god on their side (thats right, right?) and because of their
>
movements. They represent a threat to the empire and torphan would
>
want to protect themselves. Torphan knows of the war and its
>
progress because of the trade route. While trading, they are
>
gathering a little info about whats happening. I'm pretty sure that
>
the war would come up in a conversation somehow.
>
>
Primary Determinet: Fortification
>
Actor: The Army and builders
>
Weight: Single
>
Difficutly: Hard (-1)
>
Secrecy: None
>
Modifiers: + large army to spread out along boarder
>
+ forts and cities already established
>
+ lots of materials to use
-1 +1 (0 -1 +1 -1 -1) + (+1 -1 +1 +1) + ()
The forts are going along. The Chaos of the populas seems to have stoped
affecting the army.
>
>
>
Action 4: Work on Navy (3 of 3 years)
>
>
The Ground forces of Torphan are already strong in numbers and force,
>
but the Emperor is now turning his attentions to his navy. The navy
>
is medium (and powerful) but has been neglected for years because of
>
the isolation and geography of the empire. Because of how it is
>
situated, Torphan has had very little need for a very powerful navy.
>
The emperor has decided that torphan will need to find ways of
>
trading and exploring more widely across the area. But, because of
>
the situation, there is much to do to make it so a navy would be
>
worth the effort.
>
>
Primary Determinet: Construction
>
Actor: Crewmen, engineers, etc. (pretty much anyone with a job in
>
torphan)
>
Weight: Single
>
Difficutly: Hard (-1)
>
Secrecy: None
>
Modifiers: + Skilled workmen
>
+ No immediate threats
>
+ large supply of needed resources(i.e. lumber, metel, etc.)
-1 Navy destroyed in the disastor.
-1 +2 (-1 -1 0 +1 ) +1 + (-1 -1 0 +1) + 1 +(0 +1 +1 0) -1 = +2 Success
Three fourths of what was destoryed during the disastor has been
succesful rebuilt.
[Qai] Burcancy Actions 1424
Hurlan - Posted: Wed, 02 May 2001 00:47:06 GMT
Action 1 - The Gentle War - Killing w/ Kindness - The War Expands - The
Capture of Cedonian Lands (yr 2 of a potential 2 yr action) (overall
this is yr. 8 of Burcancy's involvement of the Tanimbar/Cedonia border
war)
The siege of the Tanimbar/Cedonia border forts continues. The
collapse of Cedonia allows the Tanimbar/Burcancy allies to expand the
territories they envelope to all across the nearest Cedonian province
and extend their forces to the sea.
Any Cedonian forces or nobles that wish to join the Burcancy are
allowed to join.
Weather control could possibly be used to dampen the surrounding
areas to increase the difficulties in resupply or Sinari movement.
Type: Offensive
Secrecy: No
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Resources: Good
Military Size: Fair
Military Force: Good +1
+2 - Cedonia in collapse
+1 for actions on Cedonia-Tanimbar border (3rd yr. of 3 yr. bonus)
+1 - Tanimbar support
+1 - lands & Cedonia forces are well-scouted
+1 - plan is well-suited to work on the fears and desires of troops and
people on the border
-1+1+2+1 +1+1+1 (-1 0 -1 0) + ()
Action 2 - Provide Assistance to those in need (1st of 3 yrs.)
Offers of assistance will be sent by both land & sea to those recovering
from both the Sinari & the tsunami. Supplies will be sent, along w/
counsel.
Difficulty: Hard (-1)
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
+1 - Secondary PO - acquisition
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
Good
+1 - Supplies & counsel should be welcome in many areas
-1+1+2+1 ()+()=
Action 3 & 4
The Brotherhood Continue to Study the Development of War Mages
Action - Internal, Strategic (continued action from previous
War Mage research but we will list this as yr. 3 of 10 (or more))
Secret Action
Mirish sorcerers finish training about 10 war mages. Further
training could result in surrendering some potential control over the
War Mages to the Mir or a potential clash of loyalties. And the King,
the Opheir and the Brotherhood are reluctant to surrender control to
anyone, even w/ their excellent relations with Mir & the potential
marriage, the decision is made to use the trained mages, and the recent
advancements in weather control magic to create an entirely new type of
war mage, possibly able to
create localized weather conditions of a battlefield or even create
lightning bolts & other natural or weather related phenomenon in combat
and out. Each of the 10 trained war mages will train other mages, so
the new class of war mages will consist of 30 mages.
Actors: King Villard, Opheir, the Brotherhood
Objective: Training of War Mages
Type: Magical/Training
Secrecy: Yes (-1)
Difficulty: Hard (Very Hard??)
Prime Determinant: Secondary Philosophical Orientation Conquest
(acquisition)
Magical Sophistication - Superb
+2 - Magical Sophistication (Superb)
+1 - previous war mage training
+1 - Extra Action
-1-1+1+2+1+1 (+1+1 -1 0) + (-1 -1 0 0) + () + () + () + () + () + () +
()
+ ()
Action 5 - More work on the fleet (Naval/Merchant) (yr. 2 of 5)
Merchant fleets the last year has seen several major breakthroughs
in technology and skill levels of the fleet. The skills of the fleets
of
the world around them continue to grow as do the fleets themselves of
other
nations. The decision is made to continue the progress started. New
ships will be built and old ones retrofitted w/ new technology.
Training will
continue of all sailors. Trading expeditions will be sent to all the
known lands that can be reached and unknown territories are to be
mapped.
These are to be diplomatic missions.
Actors: King Villard, Parliament of Lords
Objective: Increase skills & technology of Navy & Merchant Fleet and
subsequently Fighting Skills, Trade and Wealth/ Expansion of naval base
on Tear Island
Type: Trade/Technology/Fighting
Secrecy: None
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation - Acquisition
(trade)
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
Exports: include Iron, Timber (these resources are available for use)
-1 - extra action
+1 - Secondary PO - acquisition
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
Good
Naval (not merchant) construction to take place on Tear Island.
+ 1 to anything dealing with the fleet for the next five years. (2nd
of 5 yrs.)
-1 +1 +2 (-1 +1 -1 -1) -1 + () + () + () + ()
Vraa'al Results
Jtsl - Posted: Sat, 05 May 2001 20:47:20 GMT
Actions I-III Look for likely candidate for manipulation.
Description: send spies to locate a lord that is willing to deal with
the
Vraa'al.
Primary determinant: spies and mages.
Difficulty: hard -1
Weight: triple +2
Secrecy: top secret
modifiers: +Choas in Cedonia
+ ambition
-1 +1 (+1+1 -1 0) +2 = +3 Complete Success.
You discover that their are a couple of lords and generals who are not
the most honrable of people. But you discover that the General Phrist
is more then willing to talk.
Action IV Research lighter and stronger metal (6 of 8)
Primary Determinants: Craft
Actor: metallurgists
Difficulty: Very hard -2
Secrecy: no
Modifiers: +Magic
Results so far -2 +1 (+1 0 0 0) + (-1 0 +1 0) + () + () =
So far nothing grand has been discovered.
Burcancy Results
Jtsl - Posted: Sat, 05 May 2001 20:47:30 GMT
Action 1 - The Gentle War - Killing w/ Kindness - The War Expands - The
Capture of Cedonian Lands (yr 2 of a potential 2 yr action) (overall
this is yr. 8 of Burcancy's involvement of the Tanimbar/Cedonia border
war)
The siege of the Tanimbar/Cedonia border forts continues. The
collapse of Cedonia allows the Tanimbar/Burcancy allies to expand the
territories they envelope to all across the nearest Cedonian province
and extend their forces to the sea.
Any Cedonian forces or nobles that wish to join the Burcancy are
allowed to join.
Weather control could possibly be used to dampen the surrounding
areas to increase the difficulties in resupply or Sinari movement.
Type: Offensive
Secrecy: No
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Resources: Good
Military Size: Fair
Military Force: Good +1
+2 - Cedonia in collapse
+1 for actions on Cedonia-Tanimbar border (3rd yr. of 3 yr. bonus)
+1 - Tanimbar support
+1 - lands & Cedonia forces are well-scouted
+1 - plan is well-suited to work on the fears and desires of troops and
people on the border
-1+1+2+1 +1+1+1 (-1 0 -1 0) + (-1 -1 +1 -1) = +2 Success
Tanimbar and Burcacny are able to gain control of the two thirds of
Vieinia.
Action 2 - Provide Assistance to those in need (1st of 3 yrs.)
Offers of assistance will be sent by both land & sea to those recovering
from both the Sinari & the tsunami. Supplies will be sent, along w/
counsel.
Difficulty: Hard (-1)
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
+1 - Secondary PO - acquisition
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
Good
+1 - Supplies & counsel should be welcome in many areas
Results so far -1+1+2+1 (-1 0 +1 -1 )+() =
People welcome the supplies, but you run into problems with the diffrent
factions of cedonia.
Action 3 & 4
The Brotherhood Continue to Study the Development of War Mages
Action - Internal, Strategic (continued action from previous
War Mage research but we will list this as yr. 3 of 10 (or more))
Secret Action
Mirish sorcerers finish training about 10 war mages. Further
training could result in surrendering some potential control over the
War Mages to the Mir or a potential clash of loyalties. And the King,
the Opheir and the Brotherhood are reluctant to surrender control to
anyone, even w/ their excellent relations with Mir & the potential
marriage, the decision is made to use the trained mages, and the recent
advancements in weather control magic to create an entirely new type of
war mage, possibly able to
create localized weather conditions of a battlefield or even create
lightning bolts & other natural or weather related phenomenon in combat
and out. Each of the 10 trained war mages will train other mages, so
the new class of war mages will consist of 30 mages.
Actors: King Villard, Opheir, the Brotherhood
Objective: Training of War Mages
Type: Magical/Training
Secrecy: Yes (-1)
Difficulty: Hard (Very Hard??)
Prime Determinant: Secondary Philosophical Orientation Conquest
(acquisition)
Magical Sophistication - Superb
+2 - Magical Sophistication (Superb)
+1 - previous war mage training
+1 - Extra Action
-1-1+1+2+1+1 (+1+1 -1 0) + (-1 -1 0 0) + (-1 -1 -1 0) + () + () + () +
() + () +
() + ()
With the end of sinari threat the mages seem to be losing steam.
Action 5 - More work on the fleet (Naval/Merchant) (yr. 2 of 5)
Merchant fleets the last year has seen several major breakthroughs
in technology and skill levels of the fleet. The skills of the fleets
of
the world around them continue to grow as do the fleets themselves of
other
nations. The decision is made to continue the progress started. New
ships will be built and old ones retrofitted w/ new technology.
Training will
continue of all sailors. Trading expeditions will be sent to all the
known lands that can be reached and unknown territories are to be
mapped.
These are to be diplomatic missions.
Actors: King Villard, Parliament of Lords
Objective: Increase skills & technology of Navy & Merchant Fleet and
subsequently Fighting Skills, Trade and Wealth/ Expansion of naval base
on Tear Island
Type: Trade/Technology/Fighting
Secrecy: None
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation - Acquisition
(trade)
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
Exports: include Iron, Timber (these resources are available for use)
-1 - extra action
+1 - Secondary PO - acquisition
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth -
Good
Naval (not merchant) construction to take place on Tear Island.
+ 1 to anything dealing with the fleet for the next five years. (2nd
of 5 yrs.)
-1 +1 +2 (-1 +1 -1 -1) -1 + (+1 0 +1 -1) + () + () + ()
The navy like mages seems to be losing the steam that it previously had.
Burcancy Results
Hurlan - Posted: Sun, 06 May 2001 04:29:21 GMT
Jason,
The overall result of Action 5 seems to read as a +2, I hardly call
that losing steam, especially compared against the results from Action
3&4.
Joel
--
Ibrahim Underwood - 08 Nov 2006