Cedonia
Action submission
Action 1: The Duke of Caladyn looks to Mir for backing.
- Type
- Tactical, External, Negotiation
- Primary-determinant
- Relations with Mir
- Secondary
- The Duke's influence and authority (0 & +2 in this case)
Description: Duke Yarrow is an intelligent man. He knows that he and
his rival General Zenos are nearly evenly matched in men and
material, and that the autonomous cities are not yet willing to support him.
However, during the Sinari war, the Duke worked closely with the
Forces of Mir, and he respects both their skill in war and their skill in
magic. The Duke makes no secret of his actions.
The Duke sends emissaries to the Mir to negotiate for support in men,
magecraft, and material. He wants aid from the Mirish force in
Tirmar, and in return offers to begin the process of destigmatizing magic in
Cedonia.
Modifiers:
- + The Duke and the Warlord of Mir have worked together in the past.
- - The Cedonians have never been comfortable with Mir's high use of magic, and the Mir are aware of this.
- - Mir may have too much on its plate already
Action 2: General Zenos Responds to the Burcancy
- Type
- Tactical, External, Negotiation
- Primary-determinant
- Relations with Burcancy
- Secondary
- Zenos' Influence (+2)
Description: Zenos accepts the Burcancy's offer to open talks about
matters of mutual interest, while keeping this fact hidden from the
other factions in Cedonia. Zenos indicates that while he wants some
support in troops, his main concern is the status of Vizinia and
Zelkor. He wants an overland route to Zelkor and its port facilities.
(Joel, perhaps we can work the details out off-list?)
Modifiers:
- + Zenos respects the capabilities of Tanimbar and the Burcancy
- - But, some might find his demands unreasonable
Action 3: Dr. Vellin Opens Relations with Kaeir
- Type
- Tactical, External, Opening Relations
- Primary-determinant
- Vellin's Influence (+3)
Description: The concept of the republic is relatively fragile in
Qaiyore at the moment. So, too, is the situation of the cities of
northeast Cedonia: Thalcedon, Inibar, Gomel, Zayura, and several
other cities and towns. Dr. Vellin and the other members of the council
that runs Thalcedon and influences the other cities of the informal league
decide that it would make sense to establish formal relations with
Kaeir, given that the Kaeireans have the only formally organized
republic in Qaiyore at the moment.
Modifiers:
- + Kaeir will gain access to Cedonian markets
- + Cedonia will be able to again take part in the Midsea trade.
- - Despite a superficial similarity, Kaeirean republicanism and Cedonian republicanism have some differences in form that may cause problems.
Action 4: Innovation in Metallurgy
- Type
- Strategic (1st of 5), Internal, raise technological base from Metallurgic to Advanced Metallurgic.
- Primary
- Scholastics Sophistication
- Secondary
- Scholastics Diversity, Crafts, Vellin's Influence
Description: Dr. Vellin has become convinced that in order for
Cedonia to truly recover from the effects of the Sinari invasion and
subsequent civil war, they must be innovative. Certain areas in particular are
of grave concern.
One lesson learned from the Sinari Invasion and the retreat from
Tanimbar is that the traditional core of Cedonia's military, the
heavy infantry of the legions, may be on the verge of obsolescence. While
well-protected on the battlefield, a legionnaire is weighted down,
slowed down, by the combined weight of his armor, weapons, and other
gear. A legion simply moves too slowly to be truly effective against
forces such as the Sinari nomads, or any force with a large cavalry
component.
Dr. Vellin and the Thalcedon city council therefore charge the City
Arsenal with three tasks: trying to develop metal alloys for armor
that can protect a soldier as well as the current model, while being
lighter than current legionary armor; developing better alloys for
weapons(for example, damascened steel swords or a stronger spring steel for
building crossbows); and developing means of producing those alloys.
They direct as much funding as possible at the project, because they
know that when the Duke of Caladyn and General Zenos have settled
accounts, the winner's attention will turn towards them . . .
Modifiers:
- + for level of funding
- + for presence of the Imperial University(alchemists, etc.)
- - for difficulty
Action resolution
Action 1
Hmmm... this one is difficult to handle w/out getting
opinions from Mir (ie. Keaton?). I'd say Mir wants to say yes, but
they might not want to get directly involved in this. On domestic
side, destigmatizing magic might not be something that gains much
support in Cedonia, although much has changed during the past decade.
Unless Mir announces otherwise, this is what happens:
Resolution: Diff=easy (+1) + Dice (00++) + Extras (0) = +3 Great success
Mir sees this both as an obligation to an old friend and as the perfect
way to get some influence in Cedonia. They wouldn't mind seeing
the Cedonia's anti-magic position changing either. They eagerly
concent to the Duke's suggestion and promise to send 1000 troops
to aid the Duke. These are shipped through Tirmar, and will include
heavy-weight magical force. (Question to Keaton/Jason: would it
be reasonable to assume that the troops in question would include
a coterie?? By default, I'd say no.)
The feelings in Cedonia to these negotiations (insofar as people
know about them) are mixed. There's clear potential for later backfire.
Results: Duke gets his support, and 1000 troops (size: -2, force: +3).
But there's a potential for backfire among the population
due to break against tradition (level=very small: -3).
Interpretation: Mir will fully support Caladyn's claim to the throne. In exchange the
Duke gives his official sanction of the Mirrish "protectorate" of Talishara under Niotrosa.
Mir will pull back the boundries of the Yora'Timar protectorate to the city of Talishara itself,
cedeing the original boundry of Gomel. An initial "good will peacekeeping force" of
1000 troops will be sent in support of Caladyn.
Action 2
Again, I'd need Joel's input for this, and a clarification
from someone of the exact current relations of Vizinia, Zelkor,
Burcancy and Tanimbar. Nevertheless, here's my initial resolution.
Resolution: Diff=Hard (-1) + Dice (0++-) + Extras (0) = 0 Mixed results
Burcancy is eager to alley with the General, but can't really promise
what he asks, not right away anyway.
Results: any kind of treaty is delayed to the next year. However,
the default difficulity of the action is reduced to normal (0)
next year. Political support can be counted upon, if nothing else.
Action 3
Ah... and now I'd need input from Ibrahim. Still, here's my take on it.
Resolution: Diff=Easy (+1) + Dice (00-+) + Extras (0) = +1 Success
Relations between Cedonia and Kaeir Republic state are opened. Both sides
are a little bit suspicious of each other, but in general the relations
are good. There are a number of difficult matters, though, for example
indirect support of Kaeir to the Duke of Caladyn by letting the Mirrish
troops travel (and support their troops) through Kaeir.
Results: relations between Republics of Cedonia and Kaeir are opened
with value Good (+1).
Action 4
Now this is interesting. This is a strategic action, and from
now on, I want to solve them with something I call Success pools. A
number of succesfull actions are required at a certain fixed difficulity
level (determined at the beginning), and the action objective is achieved
when the Success pool is full. In the mean time, throwing resources into
the action may create some other difficulities.
In this particular case, I'll require 3 successes at the difficulity
level of very hard (-2): one for finding the alloys, one for finding
ways to produce them efficiently, and one to developing initial facilities to
make the armor/weapons using them. Note that success in this action
does not increase the technological base of the society: for that,
the technology still has a long way to spread into everyday usage.
In the mean time, it is a luxury item.
Resolution: Diff=Huge (-2) + Dice (00-+) + Extras (0) = -2 Failure
Very small progress so far. There's clear potential for backfire
if "this misspending of tax money continues".
Results: Success pool = (x,x,x). Potential for backfire (level=small: -2).
Interpretation: The Republican research program initially appeared to begin well.
Unfortunately, the promise of Council funding dragged all kinds of
frauds, charlatans, incompetents and crackpots out of the woodwork like
gnurrs[1]. Their combined efforts wheedled a rather large sum of money
out of the Council before anyone noticed that there was no return on
the Council's investment. While many of the fraudsters take the money
and run, the Council is able to recover about two-thirds of the year's
disbursments; the repayment rate went up after the Council made a
couple of the worst frauds pay an arm and a leg in addition to the base
grant.
Dr. Vellin and the Council decide that they will have to set up a
screening committee of some sort to filter out the nutcases and
criminals before monies are issued, and they will also need a stronger
monitoring body, to keep the remainder honest.
Next year looks interesting.
Andrew Janssen
[1] "The Gnurrs Come From the Voodvork Out." Kudos points to whoever
recognizes this short story title.
Mir
Action submission
Actions: 1,2
Title: Response to Caladyn's Request for Aid and Support
- Primary
- External Polotics (Good +1)
- Secondary
- Wealth (Great +2), Military Force (Good +1)
- Diffculty
- Normal (Political negotiation)
- Weight
- Double (+1)
- Actors
- Nirotosa and troops already stationed in Talishara
- Secrecy
- None
Modifiers:
- + Previous success and popularity within the region due to the rebuilding efforts in Timar
- + Previous history of working successfully with the Duke
- + Powerful magics even amoung non-coterie magi and the implied promise of future aid
- + The Duke has a strong need and the only cost is simply to give lip service to an existing condition
Mir will fully support Caladyn's claim to the throne in exchange for a simple token gesture: his official sanction of the Mirrish "protectorate" of Talishara under Niotrosa. Mir will even be so gracious as to pull back the boundries of the Yora'Timar protectorate to the city of Talishara itself, cedeing the original boundry of Gomel. An initial "good will peacekeeping force" of 1000 troops will be sent in support and strong hints are given that, the more Caladyn supports Niotrosa, the more Mir will support the Duke's efforts. Note: this would also require the Duke to accept the Order of Lucia's relationship with the Oracle priesthood but, in this case, it would work in his favor by keeping them out of his hair and insuring the Order's neutrality.
[Historical Flashback: 1429--The Coranation of the Yora-Timar throne. The Heir apperant to the Throne of Mir (Nirotosa at this point. Then it will be his son.) will become the Prince of Yora'Timar. (Bassicly similar to how Prince Charles is Heir of the English throne and Prince of Wales.)] At the time, no one was in a position to debate this declaration because of the military situation and the overwhelming presence of Mirrish military power.
Actions: 3,4
Title: Train more Warmages (difficulity = hard, 6 successes required, success pool: +1, +2)
Countinue to train.
- Primary
- Military Force (Good +1)
- Secondary
- Magic Sophisticaion (Legendary +4) (secondary modifier of +2)
- Diffculty
- Very Hard (-2)
- Weight
- Double (+1)
- Actors
- warmages
- Secrecy
- little
Modifiers:
- - No further Eerith directed training
- + Success of the privious warmages
Action resolution
Action 1,2
Resolution: Diff=Very easy (+2) + Dice (+-00) + Extras (+1) = +3 Great success
Results: The relations between the Duke and Mir are Great (+2). The Mirrish
rule in Talishara region has already largely stabilized, and the Duke's declaration
just works to reassure the existing situation. Niotrosa Authority in Talishara
is Great (+2), Influence Good (+1) and Consent Good (+1).
Interpretation:
Action 3,4
Resolution: Diff=Hard (-1) + Dice (-0+-) + Extras (+1) = -1 Failure
Results: Little actual progress this year. Success pool so far (+2,+1,x,x,x,x)
Interpretation:
Ka'Shari
Action submission
Actions 1&2: Encourage the Wanderers to explore all of the countries of the
Midsea. (Learn a little about those countries). Countries: Hria, Taltheran,
Mir, Celpalar, Shanari, Milakanur, Morvali, Cedonia, Tanimbar, Free Cities.
Tactical, External, Diplomatic
Some countries have been less friendly to our people. Their attachment to
wealth and keeping goods away from others has led them to assume our peoples'
goods to be wealth. The Guide will ask the leaders of the Wanderers to send
small groups to the other lands of the Midsea and the North. As usual, their
only actions will be to help with the projects those people are doing ... and
to observe. When their year's journeys are up and they return to the Fleets, we
will know much more about their cultures.
- Primary_determinant
- Relations (Fair? Variable?)
- Secondary_determinant
- ?
- Actors
- Wanderers
- Secrecy
- Minimal (not advertising the added risks, but not hiding it either)
- Task
- Hard
Modifiers:
- +/- depending on relations with each culture
- + Actions are non-threatening and beneficial
- - It's a new mode of action for our people.
- + Multiple Action (Unless you think it should be broken up into several)
Possible Outcomes:
- +++
- Trade relations established as well as our learning each culture's level of xenophobia and acceptance of religion/religious magic.
- ---
- Offense given, some groups possibly killed, since each is about 10 people. (What I'm looking for is verification I know at least as much about the Player societies as is on the web site, and to establish a friendly feeling among the NPSs). I'll also send mail to the 4 players so listed, but extra info would be welcome!
Action 3: Strategic, Internal, Magic (1 of 5, possibly many more)
We have heard this concept of 'priests' and 'oracles'. While the Ka'Shari do not
take the orders of other than the Goddesses, it would be better for our people if
we had a more reliable means of communication with them. Ask the Talatemke'Shylni
to study this concept and see if we can learn magicks of communications with the
Goddesses -- and maybe even people who are far away (like the Wanderers, or other
ships) or perhaps in a different time (oracles). I suspect this would be Essence
magic, but perhaps it suits the game better for it to be Authority. Let me know
which works out better).
- Determinant
- Magic Sophistication (Fair/Good)
- Task
- Very Hard
- Actors
- Talatemke'Shylni
- Secrecy
- None
Modifiers:
- + Existing comminications technologies probably exist
- + Special relationships with the Goddesses
- + Benefits obvious
Results:
- ++ New technologies
- + More reliable communication with distant groups
- - Wasted time, effort
- -- Annoying the goddesses with all this chatter
Action 4: Explore the Southern Midsea
At the least, we need a source of materials for ships, free from attacking armies.
The most likely places are either the Northen Islands or a tiny island near
Taltheran, Mir, or maybe Celpalar. Have the fleet look for an uninhabited island
with the necessary qualities: uninhabited (or lightly inhabited by friendly
natives who will let us establish a colony/outpost), trees (appropriate for ship
construction) and food.
- Type
- Tactical, Internal
- Primary_determinant
- Economic Exploitation (Superb)
- Secondary_determinant
- Relations/Reputation (Fair)
- Task
- Normal
- Secrecy
- None
- Actors
- Night Light Fleet (and others)
Modifiers:
- + We've explored the areas before, though with different goals
Possible Results:
- ++ An island with good anchorage, forests, fishing, and small but friendly local population is found. Perhaps one that was settled but (mostly) abandoned after the tidal wave.
- 0 Islands found with some of the desired qualities, but the others are nearby.
- - No luck, nothing found that is unclaimed.
- -- A good island is found, but we only discover it has been claimed after starting to settle...
Action resolution
Action 1,2
Resolution: Diff=Hard (-1) + Dice (0-+0) + Extras (+1) = 0 Mixed results
Results: The Kaeir Wanderers visit the societies around the coasts of the Midsea.
Some, like Burcancy and Kaeir are pleasant suprises - but there are a few
Wanderer groups who fail to report back at all, and others who have been
ill received, their offers for help not accepted for various reasons.
Interpretation:
Bra'anath Sha'shar!ka hid his nervousness as he waited to hear from the first
arrivals from the "Night Light" fleet. From their expressions as their ships
closed, the news was good. It was also not what he had expected or hoped for:
Ka'Shari lived, away from the fleet, in Celtalath. A land which all Ka'Shari
had avoided for decades.
The celebrations took days to end. The aftermath will take even longer. The
Wanderers have not done well at all. People seem to mistrust altruism. We
did
after all have an ulterior motive. 'Burcancy', the new name for East Torphan
seems welcoming. Kaeir just sounds too good to be true. How do I, a story teller
and teacher, change the legends of more than two generations? A nip here, a tuck
there: the story of the repair base at Celtalath now speaks of no fewer than 15
people who survived: at midnight, they were not in their beds and they somehow
managed to escape the ensuing fire and hunt by pirates. Hmm... now those are
stories that may be legends. I wonder how Bra'anath and his dream of 'teaching'
people to be adequate partners will handle some who did more for our people than
we did? By Ar'Hana and the four Goddesses of the Crown, this will be a real
challenge to him. Perhaps the time of our exile truly is nearing an end. It
certainly reduces our need to learn all of the details of the Midsea immediately.
Days later, we find the people debating the idea of making a permanent home on
Celtalath OR in this Burcancy. Generals are rarely friendly -- and can we believe
that all pirates have left Kaeir? What if their 'republic' is another name for
consolidating resources contrary to the will of the people? Can we dare take
the risk that it is
not? No, the Guide is right: this is the time where our
decisions will change the fate of all of Ar'Hana's people. Ar'Shana, the lady
of civilization, will have to be our guide. Oh, I hope, along with all the
Shemai, that Bra'anath is young enough to trust -- and old enough to spy any
lies. Before the inevitible losses from the Wanderers make too many people angry
with him.
In her name,
Adric, recorder for Bra'anath and initiate of the Shemai.
Action 3
This would a strategic action: basic difficulity = hard (-1), required
success pool = 3.
Resolution: Diff=Hard (-1) + Dice (-++0) + Extras (0) = 0 Mixed results
Results: Success pool so far: (0,x,x)
Interpretation:
Action 4
Resolution: Diff= Very easy (+2) + Dice (-+-0) + Extras (0) = +1 Success
Results: Suprisingly, the Kaeir offer shelter and harbor facilities to Ka'Shari:
the colony that was thought to have been destroyed has actually been
integrated into Kaeir society. They have lost the traditions, though.
Interpretation:
Kaeir
Action submission
ACTION 1: Incite republican revolt in mainland Tirmar (2 actions x 2yrs )
BY: Kaeirean Senate
"In response to the demands of the citizens of Tirmar and Talishara, the
Republic has decided to heed the calls of our brothers across the Kaeirean
Strait, and support them in their efforts to establish the Republican Order
in their countries, and to work towards the renewal of the Midsea as a
unified, strong Republic free from the tyranny of kings, so that power
resides in the hands of those who are fit for power, and not those who are
just born to power."
Lord Osric Basiluddin
On behalf of the Kaeirean Senate,
In the name of the Republican Revolution.
(The Kaeirean Senate incites the major merchant Houses of Taltheran, centred
in Tirmar and Talishara, to join the republican cause, with full membership
of the Senate. Using the strong ties of blood and commerce between the
Taltherani and Kaeirean branches of many of the Houses, the Senatecalls on
them to honour their previous promises and join with them in the Republican
Cause, and liquidate the royalists in their cities.)
- +2 Revolutionary spirit (Orientation + success of Kaeirean Revolt)
- +1 Kaeirean-Tirmari ethnic ties (related languages of Western Midsea Branch, as opposed to Taltheran - Taltherani Branch).
- +1 Status of Taltheran amongst the Tirmarians (Revolt framed in context of internal Taltherani struggle, unrelated to Taltherani legitimacy in Tirmar)
- +3 Support of Merchant-Houses
- -2 Status of King Aggrix
- +1 Southern proximity of Kaeir to Tirmar and Talishara basis for common interest (as opposed to northern city of Tal
- -1 Taltherani Guard dominated by royalist faction
ACTION 2: Preparation for liberation of Tirmar (1 action x 1 year).
BY: Kaeirean Senate and Information Secretariat.
Following months of seeming inaction, the Kaeirean Senate announces a series
of actions to be take by republican forces. Relief is felt in the capital
Port Kaeir, where many a young republican - whether Kaeirean or mainland
born - eagerly awaits the opportunity to help in the liberation of at least
part of the mainland.
First and foremost, is the immediate preparation for an assault on Tirmar,
to liberate it from royalist tyranny and feudalism. To that end, the
Kaeirean Guard starts collecting, manufacturing or purchasing sufficient
supplies and armements for a year-long campaign, the Information Secretariat
starts utilising its fledgeling intelligence network on the mainland to
gather a complete as possible picture of the defences in Tirmar, and many of
the Kaeirean based Houses begin exerting influence on their like-minded
mainland blood-clans and associates to more actively support the republican
underground there.
- +2 Revolutionary spirit (Orientation + success of Kaeirean Revolt)
- +1 Preliminary intelligence from Information Secretariat on situation in Port Tirmar
- +1 Support of Kaeirean Senate
- +1 Popular republican support (First move towards republican liberation of mainland!)
- +1 Southern proximity of Kaeir to Tirmar (logistics, intelligence and strategy simpler therefore).
- -1 First military endeavour by republican forces.
- -1 Test of republican spirit amongst forces.
ACTION 3: Information Secretariat - Expansion of Republican Information
Secretariat
Established nominally to spread and further the cause of republicanism on
the mainland by Lord Osric Basilludin, the Republican Information
Secretariat has in its first year expanded beyond Kaeir to the Tirmar
region, and established fingerholds in the Taltherani regions further to the
north and west.
Its development has been eagerly accepted by all the republican factions in
Kaeir, ignorant of its ultimate purpose of establishing the dominance of
Basilludin and the Kaeirean Guard. On the mainland, the underground
republican movements likewise accept Secretariat agents, though in their
case, are only aware of the propaganda function of the Secretariat.
Operations continue to focus on Port Kaeir, as well as the nearby cities of
Port Tirmar and Talishara.
The Republican Information Secretariat has now become a marginal Key Element
in Kaeirean society, though it is yet to affect the political makeup of the
Republic.
- +2 Basiluddin's position as Kaeirean Guard Commander and Port Kaeir Governor (Authority, Influence, Resources).
- +2 Revolutionary spirit (Orientation) - because of the need to "protect" the revolution as counter-revolution.
- -2 Secrecy of real purpose of Information Secretariat.
- +1 Support of Senate for propaganda role of Secretariat
- +1 Previous success in founding of Secretariat
ACTION 4: Development of commercial-political ties
BY: Kaeirean Merchant-Houses.
Marginaled in the current war-preparations by the dominance of the Senate by
the military factions, the Kaeirean Merchant-Houses seize on the opportunity
to both strengthen the republican cause and their own. The chief
Merchant-Houses send embassies to the newly established republics on the
western Midsea, and in a controversial move, to the sorcerers of Mir.
Contemplating the long-term commercial and political implications of a
protracted war on the mainland, the Major Houses realise the necessity and
importance of acquiring good political allies elsewhere in the Midsea, and
placating their concerns about the revolutionary nature of Kaeirean
republicanism.
- +2 Merchant-Houses international connections.
- +1 Established connections (western republic's trade connections / Mir's "Easterners' Quarter" in Port Kaeir).
- +1 Secondary orientation (trade)
- -2 New political ties.
- -1 Distance.
Action resolution
Action 1
Resolution: Diff=Very easy (+2) + Dice (----0---) + Extras (0) = -5 Critical failure
Results: (Wow, it's been a while since I last threw a -7). The republican
cells in Tirmar are more or less completely wiped out, and will need to be
reconstructed. The relations between Mir and Kaeir take a sudden hit dropping to Poor
(this effects also action 4). (Keaton: comments?)
Interpretation:
With the message of the death of King Agrigax, the merchants and other
republicans in Tirmar and elsewhere feel it is finally time for rebellion:
celebrating and with arms in hands, they take to the streets and claim
the city as their own...
Alas, there are other factions who also see the opportunity. General Salokin
declares himself Czar of Taltheran after Agrigax's death. His troops,
including the Taltherani Guard resident in the city, descend on the republicans
like a hungry pack of wolves, slaughtering them. The general seems to be very
well informed, for even the most secret strongholds
of the republicans are attacked and destoyed.
The republican cells in Talishara also seek to raise a revolution. The results
are, if possible, even worse than in Tirmar. The republicans start their revolt
by trying to capture Niotrosa, the Mirrish prince and ruler of Talishara
and surrounding regions. The attempt failes miserably: the republics become
publicly ridiculed, and when their contact with Kaeir is revealed, the relations
between Kaeir and Mir take a sharp turn downwards.
Action 2
Resolution: Diff=Easy (+1) + Dice (+--0) + Extras (0) = 0 Mixed results
Results: The massacre of the republicans in Tirmar swells the ranks of
Kaeir volunteers for freeing Tirmar. However, attacking Tirmar itself at
this point would be very foolish because of the iron hold and military
prowess of General Salokin. The size of secondary forces in Kaeir
is increased by one for the next year, but there is a -1 for any operations
directly against Tirmar.
Interpretation:
Sanus Jafaarsan, First Senator of the Merchant and Noble Houses, whilst sitting through the midday session of the Senate, reflected on the embassy he had received that morning from the mainland. A ragtag group of noblemen, chieftains, merchants and other miscelaneous types from the East Coast of Taltheran had appealed to him for support from the Kaeirean Republic, bemoaning the dire straits the Merchant's Council was in on the mainland. The embassy's spokesman, a cousin of his through Jafaarsan's mother's clan, cleverly reminded him of the origin of the Republic in Agrigax's royal centralism.
"Lord Cousin Sanus, we on the mainland have all read and heard of the hard struggle the Houses had to win the freedom of at least part of Taltheran, namely the islands, from that tyrant in Tal. The Republican Green that flies over Kingsbane Keep, here in the capital is a mighty sight indeed, free of the stain of any symbols of royalism.
But while you were struggling an enjoying in your new found freedom and liberty, we have had a new king hoisted on us. This Czar, nothing merely than a trumped up general, seeks to destroy our ancestral rights, privileges and powers, whether we be a rural aristocratic house or a urban mercantile house.
I know not what the politics are of the Kaeirean Senate, but I appeal to you, help us. I know you all talk of liberating the mainland, of the freedom of your green banner and republicanism, but we need help now! Speak for us, and persuade the Senate to give whatever aid they can to the Council!"
At that point, his far-flung cousin's remarks struck two chords: the critical need for Kaeirean intervention on the mainland, and the potential danger that Lord Basiluddin and the other Guard Commanders posed to the Green Republic.
Interrupting the mind-numbingly boring apparachik from Basiluddin's pet Republican Information Secretariat, and his dull treatise on the development of a systematic Department of External Hand-Set Hydro-Driven Printed Propaganda, Jafaarsan exercised his right as one of the three First Senators to speak. "Enough, brother, we are all very impressed with the success of the Secretariat. May it inspire the Revolution even more."
Surveying the dozen men seated around him, he relayed the Mainlanders' plea, he urged firstly that the Senate should redirect military efforts focused on the mainland towards relieving the Merchant-Houses in Port Tirmar; secondly that republican propaganda in the coastal region held by the Taltherani Council of Merchant-Houses be stepped up immediately and at maximum effort; thirdly, that the cultivation and development of committed republican movements be encouraged in all coastal Taltherani towns and cities; fourthly, that the Council of Merchant-Houses be invited to establish a political mission in the Republican capital of Port Kaeir and that they invite the Council to send a permanent representative to the Kaeirean Senate so as to further allow the development of a republican identity; and lastly, that the Kaeirean Guard should assist the Mainland Houses to drive back the neo-royalist forces.
To this, Lord Jafaarsan added, the Senate should also commit the Republican Fleet to a blockade of Tal, so as to relieve pressure on their brethren on the mainland, and make the crushing of the neo-royalists easier.
"To do anything less would be admit failure on our part, that the Revolution was a piece of tomfoolery, and to acknowledge the legitimacy of royalism", Jafaarsan finished.
[Historical note to the student and reader: Lord Jafaarsan's speech, as strange as it may seem to us now, was a momentous thing in the early republican period. It established Jafaarsan's position in the Republic, placing him on equal status with the previously untouchable Basilludin, Commander of the Guard. More importantly, it gave a political desperate motivation to the republican movement, something which had never been lacking amongst the fiery-hearted masses, but which had previously slowed down amongst the political elites. Within weeks, aid, arms and republican volunteers started flowing across the Strait to the mainland, and was followed shortly after by official Republican aid.
From this point onewards, the Northwest Midsea begins to witness a serious of increasingly more radical and momentous actions and events as the forces of royalism and republicanism are played out. - T.Moore]
- - - - - - - -
Report for Hukiio the 1st, Sholoth 1436:
Dear Grand-Master,
The city is quiet today, after the news from the mainland arrived. While the ever present energy of the population can be felt, working hard away, their usual jovial spirits are subdued. By all reports, and I have talked to many about this matter, the republican cause of the mainland is in dire straits.
I cannot say as yet that the republican cause in Taltheran is lost, but it has been dealt a major blow. Unless the monarchical coalition under Sorokin is dealt a blow soon, I fear any second attempt at a republican revolution will be short lived. Tirmar will be almost impossible for the Green Armies of Kaeir to take, given the entrenched position that Sorokin has. Tal is unclear, largely because there is no information on which way the local commander there shall go.
The Senate have yet to issue any announcement on Tirmar, but my friends in the Bureaucratic Service tell me that they have been in closed session since the first messenger-birds arrived from Tirmar.
Whilst I expect this to shake the republican faith of many here, it has had the opposite effect. Volunteers from across the Republic, even the outerlying Celtehari islands, and Kahshaartown of all places, have enlisted in the Volunteer Corps in Port Kaeir here. Meanwhile preparations for taking Tirmar City, across the Kaeirean Strait, continues.
On other matters, I am sure some back in the Society Lodge will be pleased to hear that the Republican effort to gain diplomatic support from the nearby region has essentially failed. Kaeir has been stonewalled by Mir, largely because of Basiluddin's insistence on including Talishara in the initial revolutionary efforts. Other nations have listened to the Houses' representatives, some more warmly then others, but no developments yet.
As for my evaluation of the political and governmental future of Kaeir, as you requested, I think the Republic is at a juncture. Either it continues in its campaign against its declared enemy of "royalism" on Taltheran, or it come to a detente and exists truly as the Republic of Kaeir. This latter option is unlikely currently, and I am yet to here any talk of it. Grand-Master, you must remember, when a republican says Kaeirean Republic, what they mean is a mythical Republic of Taltheran temporarily limited in its control to Kaeir. It is easy to forget this deep-rooted belief, but it is a driving factor in republican politics and psychology here - this explains the lack of defeatism when the recent news about Tirmar was received.
Aslan Tohrsan,
Journeymaster
Society of Scholastics.
Submitted as part of the requirement for successful completion of NW Midsea sojourn.
Action 3
Resolution: Diff=Easy (+1) + Dice (+++0) + Extras (0) = +4 Great success
Results: The expansion of the Secretariat continues to be easy for the
next year. Basiluddin has unfailing grip on the Secretariat, and therefore
has Great Influence pool (+2) for propaganda operations in Kaeir, and on the
mainland (within Secretariat sphere of influence, which is still quite
limited on the mainland).
Interpretation: The Secretariat continues its expansion. It is well and
truly established in Kaeir, and is already able to deliver political benefits to
Basilludin. It also now has an secure (though minor) foothold on the mainland.
Action 4
Resolution: Diff=Hard (-1) + Dice (+0+-) + Extras (0) = 0 Mixed results
Results: The representatives of the Kaeir Major Houses are politely received
by most nations, but a diplomatic status is not, yet, granted. Continue next year
with Diff=Normal. An exception is Mir, where the representative are flatly refused
entry.
Interpretation:
Lord Osric Basilludin, Guard Commander and First Senator of the Military, watched with mild distaste from his viewpoint high in the Kingsbane Keep, as far below the streets and markets throbbed with life and celebration. The Embassy from the Cedonian Republic had arrived today, and the news had spread faster than wildfire amongst the masses, resulting in the celebration he was now watching.
Later that evening he, along with the rest of the Senate, would accept the Embassy and undoubtedly would accept it with open arms. It was good news he knew, of the new political and commercial ties with another young Republic in the Midsea, of obtaining a new friend that at least assumed could be reliable (for how long would it be before the mainland could be counted on he thought, given the current weakness of their quasi-republican friends there in the Taltherani Council of Merchant-Houses). But at the back of his mind Basilludin despaired. The Embassy had brought home what he had hoped to avoid at least for the time being, and would now require him to consider that other country he had hoped to cultivate as a friend. Mir.
Already the head of the local Mirrish community in Port Kaeir, known to the plebs as the Easterners' Quarter, had requested a meeting with him to discuss "Midsea political relations". It had not taken long for a reply to reach the Mirrishmen in the Easterners' Quarter from Mir. At least the political relationship with Mir would now become clearer, he thought.
Undoubtedly the Senate would insist on recognition of the Cedonian Republic, and the commencement of discussions on mutual aid and soforeth, which would soon bring up the question of Mirrish intervention in Cedonia. Many of the Senators had already met the Embassy, their enthusiasm for the Revolution being that strong. Basiluddin's reason for supporting recognition though was different - for to refuse the Cedonian embassy, or reject this Republic was unthinkable, even to Basilludin. Far below, the merrymaking and rejoicing of popular republicanism reminded him why. It would be a quick end at the hands of the mob, should we do embrace the highly unpopular Mirrish Mages, and not our Cedonian brothers.
Once the Senate had convened tonight, he would have to quietly discuss the matter with the other Guard Commanders. Kaeir wanted good terms with the Cedonian Republic, and needed them with Mir, and could not afford to forego one for the other.
Taltheran
Action submission
Taltheran Civil War, Year 1436
Action 1: Salokin Vonamor I declares himself Czar of
Taltheran after Agrigax's death. He orders the
Merchant's Council absolved and consolidates his power
base in Tirmar.
Action 2: The second child of Agrigax murders his
brother and becomes the first general of the Taltheran
Army under Salokin. He then, as prince of House
Madrogax, takes control of that house's army and beefs
up the Czar's army in Tirmar. He also gives a large
donation to the Wizards' Guild in hopes of swaying
them to the Czar's cause.
Action 3: The Merchants' Council seeks allies in the
Kaeiren Republic. They consolidate their power in Tal.
Action 4: Salokin seeks allies in Cedonia from the Duke
of Caladyn since they both are recent generals turned
monarchs he hopes for both a political and military
ally. He also seeks an alliance with the Ka'Shari
as they have very good relations between the two.
Salokin wishes to give them land in Taltheran upon
victory over the rebel Houses. And again with Milakanur.
They are both monarchies and have good relations for
quite sometime.
Action 5: Salokin wants to increase his army in Tirmar
with a conscription of all able bodied men 15 and older.
Action resolution
Action 1
Resolution: Diff=Normal (0) + Dice (--++) + Extras (0) = 0 Mixed results
Results: General Salokin grabs Tirmar in his iron fist, crushing
in the process the beginning republican revolution. However, his
influence on the rest of Taltheran in very limited.
Interpretation:
4 Ibrir, 1436- The Longest Night in Taltheran
Agrigax lies very still in the candlelight bath around
him. His breathing becomes very slow and methodical
and his two sons gather close to hear what the dying
king will say. "To my first born son I give you the
crown you've so desperately wanted for so long. All
that I as is that you rule with just authorithy.Hecht
I knew as soon as you decided to join the military
that you had no want for the crown. I ask that you
safe guard the crown and let no one destroy what our
proud family has created. These are the wishes of a
dying man, king, and father. Now go..."
After the king's death Hecht follows his brother
into his room and proceeds to kill him. Hecht takes
his father's wishes literally for it was known to both
he and Salokin that the soon to be king would give the
Merchants' Council their beloved constitution. This
act would destroy the kingdom in the eyes of Hecht so
he did what he had to to keep his word he left his
father. The morning after the death of the king and
his first son, Salokin declares himself Czar of
Taltheran. Hecht becomes the first general and
continues to safe guard the crown just like he
promised his father.
Action 2
Resolution: Diff= Normal (0) + Dice (000-) + Extras (0) = -1 Failure
Results: The brutal murder of his brother overweights any fiscal
arguments the Prince Madrogax can give: the Wizards' Guild will need
quite a bit more persuation.
Interpretation:
Action 3
Resolution: Diff=Normal (0) + Dice (00--) + Extras (0) = -2 Failure
Results:
Interpretation: The Merchant Council fail in their attempt to take control
of Tal. The Commander of the Royal Guard, Commander Gamar, remains in
charge of situation, although nobody knows where is loyalties lie now
that his King is dead and the King's heir is dead by the hand of no less
than the next-person-in-the-line-of-succession, Prince Madrogax,
who then threw his lot with General Salokin. Quite a mess...
Action 4
Resolution: Diff=Normal (0) + Dice (+++-) + Extras (0) = +2 Success
Results: Duke of Caladyn is succesfully contacted (but his reaction
I leave to Andrew...). Also Ka'Shari are contacted (which is also
a player society...). Milakanur are very much impressed by the bloodshed
in Tirmar, and will be eager to enter the much valued friendship of
the Czar.
Interpretation:
To Ka'Shari:
Since I, Salokin, have won the civil war I
realize that my beautiful country lies in tatters
especially economically, due to the fact that the
Merchant Houses have been largely annihilated. I
need to rebuild economically. This is where you come
in. I realize that you have strong socail contacts in
and around Midsea. If you so desire I will grant you
enough land to build a port city and you will be able
to govern that city as well as a portion of land
around it but although you will be a lord I am Czar
and only I have absolute power, no rebuplics. I will
defend you as best as I can on land and sea, though I
have a feeling you might be gaurding me on sea. Know
this, Taltheran has very bad relations with Kaeir and
fraternizing will not be tolerated. I await you r
response eagerly.
Salokin Vonamor I
From Duke of Caladyn:
While relations between Taltheran and the Duke of Caladyn open
successfully, there is a certain coolness in the relationship caused by
the fact that Salokin, unlike Duke Yarrow, is technically an usurper.
That quibble aside, however, the Duke recognizes the value of keeping
Taltheran friendly: for one thing, it means one less border to worry
about. Also, with the Republican League of Cities allying themselves
with Kaeir, there is an element of "the enemy of my enemy" involved.
Duke Caladyn makes it clear to the Czar's emissaries that he will not
be able to provide any major assistance to the Czar until after the
domestic political situation in Cedonia is resolved. He suggests,
however, that he could send a detatchment of senior legionnaires and
sergeants to Taltheran, to aid Salokin in training his troops.
Finally, one potential future strain does exist between the Duke and
Taltheran: Mir. Mir has agreed to return all of Cedonian Tirmar except
Talishara to the Duke, but they continue to occupy Taltherani Tirmar.
For the moment, this does not matter; all three groups have other
concerns at the moment. But in a few years, things may change.
Action 5
Resolution: Diff=Normal (0) + Dice (0-+-) + Extras (-1) = -2 Failure
Results: The Czar gathers his troops, but they are not overly motivated,
and will probably be for more harm than help.
Interpretation:
East Torphan
Action submission
The Devil Revealed
King Villard sits down in his easy chair w/ a glass of wine. A thin bony hand pushes a scroll across the small beautifully crafted end table. The King nods his thanks to his spy master, Sebelacus picks up the scroll and begins to read the report.
He glances occasionally at the man across from him, using the training Sebelacus had given him to do so inobtrusively and w/o revealing emotion. Villard was sure he would be critiqued later. The spy master's training in reading people's emotions, and manipulating people's moods was amazing eventually all his diplomats would need to be trained w/ these skills. And even learning how to explain things to different people depending on their particular pattern or way of thinking was priceless.
There were times he still questioned his good fortune to have this man fall into his lap but he would use him and hope for the best. His gut said it was a wise choice but Sebelacus has now taught him how even gut instincts could be misled. And his magicians had laid many a spell on the man, though w/ his power of word and thought Villard was sure there was a loophole through which his prize might slip some day and even harm his people.
Suddenly, w/ a startled yell, Villard half leapt out of his chair, and he turned towards his spy master. Sebelacus raised an eyebrow, and quietly nodded. "Yes, your majesty, to the best of our knowledge this is true, the V'raal hold the Empress and two children of her's by the V'raal High Lord on their island.
Villard turns to the former spy master for Cedonia, and asks. "She was once your Empress, what would you have me do? I would leave no Royal in the hands of those evil demons."
For once, a small trace of emotion showed for the briefest instance on Sebelacus' face. "If you would my lord, I believe we might be able to rescue her. It is extremely dangerous and by no means certain. It has been 15 years and the children are certainly nearing the age of majority and some might say within it. If there is a V'raal plot for Cedonia it will happen in the next few years I believe."
Burcancy Actions
Actions 1-4 Rescue the Empress & Children (1st of 3 yrs.)
This will consist of a series of related actions.
A- THE SEARCH FOR INFORMATION
First continued tracking of the V'raal spy ring, and infiltration. Additional consideration will be given to taking out certain pieces of the spy ring so that Burcancy double agents nad counter-spys might advance both before and after the rescue attempt. The previous successes should assist. The greatest draw-back is that the V'raal it is incredibly difficult to imitate the grace w/ which they move, and their fighting is Legendary. Secondly, they live on an isolated island, there are only rumors about some of their background and skills. Much information needs to be obtained quickly. We have found some information through a disgruntled pretender to the throne but this source is very limited.
Luckily, the Brotherhood is the most powerful collection of mages outside of Mir and can assist in the spying, tracking and transportation efforts. Although, the V'raal might have come out of the Dreaming, and their reputation quite fearsome, their magical talents are far below that of those who practice in Burcancy. Disquises will be created, skills such as dexterity can be temporarily enhanced, and Sebelacus can train some of the agents who will attempt to infiltrate the V'raal stronghold to imitate the inhabitants to the best of their ability. If they do try and imitate a V'raal for short periods of time, they might pull it off if not then they will only try for the humans that live on the island.
First goal is geography, bring back maps of the area and the palace. Find where the Empress and children are located. Find out the iteniary of these people and the calendar of the court. Note the guards, and the other lords, who is most dangerous. Finally, what is the location and size of the V'raal fleet, their graneries, and library. All will be considered for secondary targets.
B-PREPARING FOR THE ASSAULT
The mages are to prepare as many bracelets of binding as possible to capture the Dark Elves who are mages or deemed most dangerous. These bracelets will bind magical abilities and will limit the skills of even those who know the Dance w/ effects similar to slow, weakness, etc.
The Weather Mages, the Burcancy combat mages will intensify their training in working alongside regular troops. And although their combat and magic skills are quite formidable, additional training will be implemented to assist them in fighting against the elven warriors.
The Brotherhood is to take the knowledge they have gained over these many years in creating the Weather Mages and learning control over the weather to create a huge storm complex over Arelcar. If it can be timed, a hurricane or typhoon will be released alongside the rescue attempt. The fury of the storm will hopefully create some problems for the elves and the storm's powers should help feed and fuel the Weather Mages. The storm will be built extremely slowly to make it look natural.
C-THE STRIKE
The attack will consist of 3 main groups. Each group will consist of Weather Mages, regular mages and fighters. Each will teleport to the Palace. Each group will carry have several soldiers carrying caltrops to seed important corridors and some brooms. It is hard to move gracefully w/ a caltrops on the ground around you or in your feet, and the brooms will should help allow the troops to move the caltrops out of the way as need be.
The first group will go directly for the Empress and the children. If the family members are separate, go after them one at a time, back-up can be called if need be. And if any of them need to be left behind then so be it. Hopefully, removing some of the elements of the V'raal plot will be enough to break it up. It has been 15 years since the kidnapping, there has been plenty of time to indoctrinate the Empress and/or the children. Assume they are hostile and have either magic training or weapons training in the Dance, capture them to the best of your ability. Use the bracelets to bind if necessary. Assure them they maybe released later but now they must come along. If they can not be captured then let them go, they are to be left alive.
The 2nd group will go directly after the High Lord, if he can be taken out hopefully communications and the coordination will suffer. Some of the other lords and mages should be considered secondary targets by this team. Also, if all other goals are met, and other teams do not need back-up, this team can attempt to loot the Library.
The 3rd group is a large reserve contingent, they are to cause as much destruction w/in the Palace as possible but they are to avoid major firefights unless called by one of the 1st two groups. The last group will also open a portal into the Palace through which the Burcancy will send an invasion army.
10 smaller groups of regular mages and fighters will strike after the first teams hit at the harbor, shipyards, graneries & the library. If available a Weather Mage might attend a few of these groups so they can call down part of the storm, but most of the combat mages will be assigned to the palace. These groups are to pop in and ready to get out if they met any strong resistance. The harbor, shipyards, graneries are to be destroyed to the best of their ability. The library will be looted, and if enough is removed or strong resistance encountered then it is to be fired, burnt to the ground. These sites can be attacked again later w/ more forces if the rest of the plan is going smoothly.
Enough damage might send many of the Dark Elves back into the Dreaming. Also, some of those that are captured might be oath-bound to serve the Burcancy. And if victory is total the whole island might become a new territory of the Burcancy. If all fails, the Burcancy might be haunted by the V'raal for a thousand years and exterminated.
Plusses
Quadruple Action
Bonuses from previous successes tracking spies
3 year action, depending on information timetable could go much earlier
Brotherhood magic skill
Weather Mages
Training from Sebelacus, spy master
Intense training of all troops
Storm cover
Multiple strikes
Large invasion force
King Villard's influence
King Villard will personally join 1st assault group
Possible Minuses
Some spies are difficult to blend in
High Lord has a foreshadowing of something happening during such a storm
Legendary Fighting skill of the entire populace of Arelcar luckily many are split up
Empress and children split up
Action resolution
Action 1-4
I'll do this the obvious way: there are three years, and three tasks, so I'll
just equate each year with one task. Joel: if you want to change this, please
consider submitting several actions, for example 'Actions 1-2: spy',
'Actions 3-4: prepare'.
Resolution: Diff = Hard (-1) + Dice (000-) + Extras (+2) = 0 Mixed results
Results: Partial information is gathered, but some spies are lost - it can be
assumed that the secrecy has been slightly compromised, although the Vraa'al
don't know the purpose or identity of the author behind the spies. Most probably
they assume it is somebody from Cedonia.
Interpretation:
The spies have a hard time getting on the island; it can be assumed
that some of them have even been discovered, so it can also be assumed that the
Vraa'al know to except something.
However, with help from the mages, Sebelacus manages to pinpoint the location
of the Empress and her children: the Empress' self-image projects most evidently
from a small palace compound on the coast, a little way from the main harbor city.
The children are harder to locate, but apparently they mostly stay within the city.
With help from the mages, it will not be difficult to find the Empress during the
attack. Finding her children quickly will be more difficult, but not impossible.
The layout of the harbor city is easily mapped. There are no big libraries. The
granaries are located near the city gates. The fleet is small, and stays mostly
on sea. Their dry dock is inside the harbor city.
--
Juuso Vesanto - 09 Sep 2003
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Juuso Vesanto - 28 Sep 2003