Events for 1438

Eerith [+3]: almost all countries of note around Midsea now have an Eerith advisor. It has become a sort of a fashion, even major (and some minor) nobles now seek Eerith to their court. However, how the Eerith's are utilized varies very much. Some - who have just hit the fashion - tend to keep them around as a kind of ornamentation. Several try to utilize their magical abilities. Precious few actually keep them close and listen to their advice.

Laria'rathi [+4] and Celpalar [-3]: Several of the Celpalar colonies on the Golaren island are abandoned: the harvest has been bad, and sicknesses have killed many people. Silently, Laria'rathi scouts move in and take over the colonies. Actually, the accidents are caused by secret Laria'rathi operations.

Visions, part II

"Hastur, I call you! Hastur, hear my call!"

"Cherog Ti Yngram, I hear you. Why should I hear you?"

"Hastur, Hastur, hear me out! The Ladies, the Ladies are on the move!"

"Why should this be of any concern to me, Cherog Ti Yngram."

"Because, oh noble one, oh shining one, they have a new purpose! Their course has changed! I, Cherog Ti Yngram of the Host of Pity, have seen/smelled/tasted this! It is! It will be!"

"And how come you have such knowledge of things that are? You, Cherog Ti Yngram of the Host of Pity, do not have the Breath of The Ever-seeking Mouth on you. What do you know of such things? I, Hastur, will not be diverted by idle talk."

"Oh, hear me out, oh shining master! I pledge! I swear! I have seen /smelled/tasted this, truely! I have been to their House - a small, pityful thing that I am, nobody cares about Cherog, nobody notices small Ti in the Pattern. But I see/smell/taste! I do!"

"Very well, Cherog Ti Yngram, pityful thing that you are. Tell me what you have seen/smelled/tasted in the House of the Ladies, and I will grant you a boon."

"Hastur, Hastur, it is a great thing! And so shall be the boon you bestow on me!! I, Cherog Ti Yngram, will tell you!"

"Don't presume falsely, Cherog Ti Yngram! If it is as you say, the boon will be great! But if you have aroused me falsely, so will my anger be. Now, tell me."

"Oh, my shining master, forgive! It is a great thing. Yes! In the House of the Ladies, I spied a great ball of Onyx. It had shining holes in it, and it was spinning fast. The Ladies spent much time with it."

"So they were seeking something. This is hardly a news. The Ladies have always been seeking things. Is this all?!?"

"Oh, no, oh noble master! Inside the ball, they had a smaller ball, full of dust - and this I swear: it was dust from the Hardplace! And they had servants from there, too, and they were not too happy with them."

"You are still wasting my time, Cherog."

"Oh, master, wait, there's more! This is what I heard from the very lips of the Ladies: they are looking for the Omog!"

"... Very well, Cherog Ti Yngram. You have earned your boon. Now, go back, and then come back to tell me more."

Actions for Ka'Shari

Action submission

Action 1/2: Search for the Dragons Weight: Double

Bra'anath learned his lesson. Even if the task is hard, he knows that the Ka'Shari must commit many of their resources to searching for Dragons -- even though it seems to hurt their ability to interact with the other humans of this world. Well, so be it. That is as the goddesses command, and that is what he will ask of every Seer, every Wanderer, and of all the Fleets. WIth a lot of luck -- or with the Goddess's blessing -- they will hear word of Dragons and will have a direction to pursue.

Secrecy: None This should be a tactical action Difficulty: Easy (Normal?) Factors: -2 from previous bad roll, +1 for a double action, any bonus for the sheer number of people asking or for the fact we can ask in places at almost any location on the continent and a few islands, too? If it helps, offer a pinch of exotic spices to each person who gives us truthful information. Fudge Points: Use the one I have Ideal results: ++: Oh! THERE they are! +: If you should quest in the XXX mountains, dragons are likely to stop you. 0: Dragons have been heard of in the Northeast -: We might learn some of why searching for dragons is so hard. Are people afraid to speak of them, or is there some other reason that asking questions has had such terrible luck? --: We get to learn what tar & feathers is like...

Action 3: New Magic Weight: Single (Action 3 of 5(?)) One of our people has learned the secret of communicating reliably over a distance (or is it to communicate with the Goddess? This wasn't clear in the results you sent). This is a skill that all of our magi should learn. It makes it possible to coordinate fleets, to consult with all or our experts if there's an emergency, to protect specialize knowledge -- and to share it with anybody who needs it. Have our Magi share this knowledge among themselves, plus work a bit to extend this knowledge if it seems reasonable. Secrecy: None This should be a strategic action Difficulty: Normal(?) Factors: We actually have had some successes that we can now build upon. We've also had recent interactions with the Goddesses to help point the way, and the benefits of this kind of communication should be pretty obvious to most of the Ka'Shari. The question of how difficult it is and how high the cost are the greatest limiting factors. Also, we've got a high Magic sophistication.

Ideal results: ++ It's cheap, easy, and easy to teach. It immediately becomes a significant factor in Ka'Shari prosperity +: The skill starts to spread, but reliability or some other factors limit its value. (Perhaps the Goddesses don't want all our Magi chattering at them (if it's a communication with them), or perhaps it's easily disrupted by other races' magics (if it's a distance communication)) 0: Very few of the Seers are able to apply the skill (or it takes a long time for them to learn) -: While the skill may work, it's unpleasant in some ways to the Goddess, or it requires some rare ingredient. --: Something bad -- there's a lot of possibilities there.

Action 4: Start construction of a ship-repair facility in the Burcancy Single Action (1 of ???) Description: A small number of our shipwrights will begin construction of facilities for ship construction and repair in the land the Burcancy wishes to let us use. Remembering how the last such project went, limit the number of trained shipwrights there, and hire local labor where possible. Secrecy: None This is probably the start of a Strategic action (to build up a larger facility)

Action 5: Trade information and labor with the people of Kaeir Single Action (Tactical) Description: We need to decentralize our ship repair and construction, given that this is the weakness of other races. We can not afford to put all of our resources in one place, so offer to work on both ship design and construction for the Kashaar-Town people for free in exchange for space in their drydock for our own construction. If the Goddesses support us, we may improve our own ship quality a little bit as well as making it easier for the Kaeirans to do so, too, but primarily this is to establish a working relationship and start developing boundaries. Secrecy: None Difficulty: Easy Factors: Good diplomatic relations with Kaeir, common ground with the ex-Ka'shari shipwrights, and the fact that ship building is something we do fairly often should all affect things positively. Our developing relationship with East Torphan might be a negative, as might the fact we're still a bit strange to most of Kaeir (although that is probably mitigated by the months we stayed there last year). The fact it's an extra action is also a negative.

Action resolution

Action 1-2

Resolution: Diff = Very hard (-2) + Dice (-+0, fudgepoints=1=+) + Double (+1) = 0 Mixed results

Results: Some information is gathered, but most of it is not very useful. At the end of the Sinari war, many dragons were seen, and some were even slain in Talishara (where they are probably buried). Rumors tell of many other places, too. The origin of the dragons remains a mystery. The mages of Mir might know, since they utilized dragons in their bygone days of glory.

Interpretation:

Action 3

Resolution: Diff = Hard (-1) + Dice (--+0) = -2 Failure

Results: Not much progress this year. Success pool: (0,+1,x)

Interpretation: The Ka'Shari learn that this new communications method has two limits: it can only communicate between two people who know each other personally, and it requires learning a new mind-set to work

Action 4

Resolution: Diff = Normal (0) + Dice (--+0) = 0 Mixed results

Results: Success pool (0,x,x)

Interpretation: A basic dock is constructed, but the harbor needs dredging before it can accommodate a drydock - and local labor is not as forthcoming as had been hoped. And the fact that the King gave the site against the will of the local lord does not help either.

Action 5

Resolution: Diff = Easy (+1) + Dice (000+) + Extra (-1) = +1 Success

Results: Relations with Kaeir are now 'Good'.

Interpretation:

Actions for Republic of Kaeir

Action submission

Action 1: Continue expansion of Information Secretariat in Taltheran

Weight: Medium/Low-level Description: Continue expansion of Secretariat intelligence network across Taltheran, from Port Tirmar to the Tal basin, utilising existing network in Port . Difficulty: Secret, therefore moderately hard.

Action 2: Continue Secretariat research into psionics/mind magic

Weight: High, as it is a critical new area for the Secretariat. Description: The Information Secretariat continues its research into the prospect of psionics, or mental science as it is now being called, focusing on the role of Will in influencing and/or reading the environment. In a bold move, the Secretariat involves several Eerith that had taken residence with some senior Secretariat agents, seeking their advice on the nature and direction of their research into this new "mental science". Difficulty: High (never been done before!) Factors: + Continuing research + Eerith involvement - Ground-breaking research - Secrecy

Action 3: Call up secondary forces

Weight: Moderate (though a failure would say a lot about Republican governance!) Description: Secondary forces, numbering some 30000, are called up for active service in Tirmar. Volunteers on the mainland are also expected, once the landing at Port Tirmar is successfully made. First two divisions to be included in invasion force, final third division to be held in reserve, protecting the Republic. Difficulty: Not very difficult at all. + continued preparations from previous years + Kaeirean volunteers (result of Czarist massacres) + Success of blockade from previous year - Crossing of Kaeirean Strait

Action 4: Invade Port Tirmar

Weight: High, first military action proper by the Republic. Fudge: 4 Fudge points to be used here. Description: Half an hour before dawn, the Kaeirean Fleet attacks Port Tirmar, its goal primarily to capture the city itself. Priorities in the attack are securing the harbour, overwhelming the Port defences, securing the outer keep, and preventing the Czarist forces located outside of the Port from entering. Difficulty: Moderate. + Massive forces (primary and secondary) + Control of the seas (blockade) + Surprise attack + Benefit of Secretariat intelligence on Tirmar. - War - Nearness of Czar Salokin. Suggested resolutions: Successful - The Kaeirean Fleet overwhelms the weak port garrison, who had been undisturbed by the previous years ineffective blockade, and therefore were not prepared or expecting a full-scale naval assault. Guard and Militia units quickly take the Harbour and Port Keep, and push the surviving Port Tirmar units out of the city, securing it. Salokin's army, stationed outside of the city walls, were unable to respond, and thus watch in horror as they lost the provincial capital. During the battle, a significant number of Czarist units, some regular and some conscript, surrender to Kaeirean forces, joining the republican ranks. Having won the city, Kaeirean forces now begin preparing for Salokin's reprisal, and formulating plans for pushing beyond Port Tirmar inland. Mixed - The Kaeirean Fleet enjoys initial successes, taking the harbour and Port Keep, but fail to take the outer keep, giving Salokin time to send in troops. After bloody street fighting, a stalemate is reach, leaving the city divided neatly between the inner and outer city (sea-side and land-side) between Kaeirean and Czarist forces. Having seized half the city, the Kaeirean forces continued to be supplied thanks to their absolute domination of the Kaeirean Straits. Disaster - The Kaeirean Fleet takes the harbour, but were apparently expected by local forces, who quickly are able to push Kaeirean forces back onto their boats, leaving thousands dead and many ships and units captured. Even worse, several units actually surrender, apparently taking advantage of the opportunity to escape the Republic and rejoin Taltheran. A weakened but intact fleet returns to Port Kaeir, fearful of a Czarist reprisal.

Action 5: Diplomatic/intelligence mission to Port Jabau.

Weight: Moderate/Passive. Description: Senate votes to send an envoy to the Calarnari city of Port Jabau, to establish a diplomatic presence their with the government, and to open up political and economic ties with the city-state. Furthermore, the newly established mission shall establish a passive, low-level regional intelligence presence in Jabau, allowing Kaeir to extend its contacts into the interior desert. Difficulty: Moderate (new ties) - New political ties (little previous contact) - Cultural-linguistic differences + Status of Republican revolution amongst aristocratic city-states in the Midsea (common features in political ideology) + Common threat from Taltheran + Common interest in Midsea trade

Action resolution

Action 1

I'll put this out as easy because of the chaotic situation on Taltheran.

Resolution: Diff = Easy (+1) + Dice (000-) + Extras () = 0 Mixed results

Results: Information Secretariat continues its growth. However, it is possible that counter-spies are infiltrating the organization.

Interpretation:

Action 2

Keaton: I'd appreciate your input here about how do you see Eerith acting about this issue... any bonus?

Keaton's answer: No bonus per se. The Eerith are rather insistent on two points: 1-The use of Will to influence and read the environment is standard material-based wizardry. (However, with study, one can find loop-holes in the system, to effectively manipulate reality in unusual ways without actually gaining special authority to do so. Kind of like cheating on your taxes... Anyway, this is the realm of wizardry. A wizard could cast a spell to cut down the tree because he knows how to manipulate the meta-physics (and maybe physics) behind it all.) Because of this the Eerith will consistently seem to fail to grasp the "new" concept and will steer the inquirers back to the traditional fields of arcana.

Their second insistence, however, shows that they do actually understand what they are being asked as 2-They continually warn that study of "mentalism" will ultimately undermine the Will of the worker and should be avoided. (This ties back, of course OGK, to their own history with race-wide telepathy and the resulting underlying Eerithian philosophy. They could be wrong. On the other hand, the extreme result of mental strength is physical neglect. If the stamina and strength of the physical body affect the worker's ability to use his Will and/or the strength and stamina of that same Will, then the Eerith are right--though probably vastly overestimating the actual danger. shrug--Take it for what it's worth; they're a complex people with odd opinions.)

Resolution: Diff = Extremely hard (-3) + Dice (+-+0) + Extras () = -2 Failure

Results: No progress.

Interpretation: The advice from Eerith is not very helpful. The best source of information on (traditional) magic is Mir. The second-best is probably Burcancy. Of course, a third possibility is to find some more powerful help (from Dreaming), or go searching from lands beyond the coasta of the Middle Sea.

"You're displeased."

"Displeased!" came von Kahshaar's reply as he paced the room, "I'm furious. You're costing me my job, maybe my life. You said your people would advise us. Well advise already!"

"We have. We told you to stop. Remember, Karl, we advise, not instruct." Von Kahshaar dropped into his chair with a heavy sigh. "At least tell me why stop? Is success impossible?"

"No. Quite the opposite and that is why you should stop. Think about what you want to accomplish. Power, even through the exercise of Will, is Authority. The gods grant it; men use it. What you want is different-you wish to impose your own Will over things that you have not been granted Authority over.

"You do not want arcanum, which is granted by gods. You do not want clerical powers, which is granted by gods. You do not want elemental power, which is granted by the natural laws delegated by the Creator. You do not want obeah, which is granted by the clay itself to the shaper. You want power based only on the will and strength of your own mind.

"This violates all laws. No matter what form they practice, shapers are tied to the physical. Even coteries, for all their flash and glory, are strong because they have physical anchors absorbing the cost on their behalf. Workings take a physical toll on the worker. To assume that your 'mental sciences' can be separated from the physical cost is a violation of the natural order."

"Fine then, our workers will have to suffer physical fatigue. That's not too unexpected."

The Eerith shook its head. "You underestimate the importance of the ties between the will of the mind and the pain of the physical as a limiting factor. But beyond that, look to your source of Authority. You want to impose your will with no homage to another, greater power. In this, you seek to be gods unto yourselves. Would you reach into another man's mind and take his will from him because yours is stronger? That is an evil thing. It is not you right."

Von Kahshaar pursed his lips then asked, "What about when both parties are willing? Surely that is acceptable, to grant authority over yourself to someone else. After all, most magi have some form of mind to mind communication."

"They do, but they do it under the authority of a god. The gods act as a kind of safeguard in areas where men lack sufficient knowledge to tread safely. Consider: you speak mind to mind with no deific rules of limit or filter. How long until someone attempts to merge two minds? Surely a husband and wife may someday wish to share themselves completely with each other. Easily done with no safeguards but who, then, shall separate them? What churgeon is skilled enough to cut apart a meld of minds? And I assure you, the mistake will be made decades before the churgeon has the skill to even make the attempt.

"And it will spread, master to servant, lord to slave, coworker to coworker, it will spread. Open this box outside of the gods protection and you risk melding your entire people into a single mind. You risk erasing individuality entirely.

"Karl, at best you will have safe parlor tricks which can be done easier with existing magics; at worst, you will destroy your people. To take that kind of risk is wrong."

"You exaggerate, Eerith. I think you conjure fears where none rightfully exist."

"Listen to me, mundane." The Eerith was suddenly intense, rising to its feet. "I pray that I do exaggerate. I pray that I am wrong. But if I am not, then what you propose is EVIL! Trust me, fleshling, this has been done before and it was called Alata. To impose will without authority is the blackest of rebellions against all decency."

"Easy, friend. I'm only doing my job. The Lord wants this done; what else am I to do?"

"Do what is right. Tell him it is evil and that you will not be party to it," replied the Eerith with almost childlike simplicity.

Von Kahshaar shook his head. "I don't think you quite understand our world yet."

"Perhaps. Listen Karl, there are easier ways. Gods that will grant a semb lance of what you seek. Give your Lord a sop of small successes and wait for him to lose interest. New is not better. Old has the value of testing for safety and history for lesson.

"Consider Videssia, it has neither mage nor priest. It lies in chaos and lanquishes in sorrow, wandering blindly from evil to evil. Would you be like them?" The Eerith strode from von Kahshaar's room, leaving him alone with his thoughts.

Action 3

Resolution: Diff = Easy (+1) + Dice (0-++) + Extras () = +2 Success

Results: the size of volunteer corps are, for this year only, increased by 1 category

Interpretation:

Action 4

Now, I really have to put out some numbers. There are some differences between population figures on the Qaiyore world and game websites (w.r.t. Kaeir). Hmmm... I'll have to fix those at some point, but for now I think it's safe to say that the sizes of Kaeir Republic, and the area Salokin controls are about the same, and therefore also the amount of troops is about the same. However, Kaeir has swelled its ranks with volunteers, and there's the previous increase, too.

Salokin's royal forces: size Very small (-3), force Great (+2) = -1 Salokin's militia: size Small (-2), force Mediocre (-1) = -3 Kaeir navy: size Very small (-3), force Good (+1) = -2 Kaeir volunteers: size Fair (0), force Mediocre (-1) = -1

Mods: -1 for Kaeir (see actions in 1436), +1 for Salokin (defending)

Total for Salokin: -1 (greater value of separate troops is used) +1 +1 = +1 Total for Kaeir: -1 (...)

Resolution: Diff = Very hard (-2) + Dice (00, 4fp: ++) + Extras () = 0 Mixed results

Results: Partial success. A bridgehead is acquired. The -1 for Kaeir from 1436 is removed. But keeping the position is very exhausting.

Interpretation:

The Kaeirean Fleet enjoys initial successes, taking the harbour and Port Keep, but fail to take the outer keep, giving Salokin time to send in troops. After bloody street fighting, a stalemate is reach, leaving the city divided neatly between the inner and outer city (sea-side and land-side) between Kaeirean and Czarist forces. Having seized half the city, the Kaeirean forces continue to be supplied thanks to their absolute domination of the Kaeirean Straits. However, it is a difficult position.

Action 5

Resolution: Diff = Normal (0) + Dice (++0-) + Extras (-1) = 0 Mixed results

Results: A small embassy is established in Jabau, but its access to outside of town is very limited.

Interpretation:

Story

Lord Basiluddin sat quietly on his perfumed pillow, sucking a deep breath from his pipe, as the Inner Sanctum of the Information Secretariat entered the chamber, taking their positions on the floor in a loose circle.

"So", Basiluddin started, blowing out a cloud of green smoke, "I am told the mental science project has not made any progress", gazing at the senior agents of the Secretariat.

The Secretariat Sheriff, Karl von Kahshaar, spoke up, "Lord Senator, the project has not made any progress as I have informed you already, but the research has led us to several new possibilities to explore. Frankly, Lord Senator, we won't see any results soon, but I would not agree with the opinion of some in the Secretariat who argue for the abandoning of the project altogether, just yet."

Basilludin paused, surveying his loyal lieutenants, the men who ran his secret tool of state and power, and asked, "What of the rest of you? There is a strong demand on resources for the intelligence activities on the mainland. If we are not going to gain anything from the project, then I'd rather rechannel the resources back into supporting the Tirmari Campaign, and have the Secretariat maintain its focus on intelligence only."

Sheriff von Kahshaar interjected, "Lord Senator Basilludin, I must protest, the resources on the mental science project are not being wasted. I told you at the start it would take time. I have already sent a cell of agents to Jabau on the northern Midsea coast, to investigate a possible lead there. The Eerith, who admittedly have been disappointing in their advice, do offer us some prospects, particularly in helping to narrow the focus of our research. With all due respect, Lord Senator, the sacrifices we are making now will bear fruit, in time."

Basilludin nodded his head, and motioned for the discussion to move on to the next agenda item. A young Secretariat officer was brought into the room, and was introduced as the under-secretary for intelligence and counter-intelligence. Pulling a written report from his satchel, he began to read to the assembled Sanctum, "Lord Senator Basilludin, honourable commanders. Here is the Secretariat Intelligence report as requested. It has been confirmed that the Major Houses have been attempting to contact the Czarist regime. Agents in Port Kaeir and Port Tirmar have validated the rumour. Lord Senator Sanus Jafaarsan sent a secret delegation to Port Tirmar to secretly meet with Czar-General Salokin in Port Tirmar, purpose unknown. Our agents in Port Tirmar are continuing to monitor the matter.

A Secretariat cell has been established in Port Jabau in the Jabuasi hinterland on the Calarnari Desert. Within 12 months they should be operationally ready. Preliminary reports indicate establishing contact with the theocratic-tribal federation in the deep desert should not be difficult, given their interest in trade.

Next, evidence has begun to emerge of limited infiltration of the Secretariat network in Tal City and Port Tirmar. Field agent and analyst suggestions are that more resources and effort be put into counter-intelligence. It is assumed that the infiltration is by Czarist forces, indicating that the presence of the Secretariat is known to some degree. The most relevant suggestion for counter-intelligence is the reformation of the mainland network into a cell structure, so as to limit the effects of infiltration when and where it does occur.

Lastly, the Port Tirmar agents are awaiting orders, following the surprise attack by the Kaeirean Navy. Given that most of the Port Tirmar cell's cover has not been compromised, the possibilities for subversive activities is still very strong - including sabotage, assassination, inciting rebellion or riots, intelligence gathering and propaganda."

With that, the young officer passed his report to Basilludin, bowed and promptly left the chamber, whereupon the Sanctum burst in arguements, particularly over the Jafaarsen issue.

Basilludin motioned for quiet, "I understand your concerns. In time Jafaarsen and his aristocratic mob shall be dealt with. For the time being, the delegation from Jafaarsen will be monitored as close as possible, given the situation. Jafaarsen and his House court shall be monitored even more closely. Give orders again to the agents in the Jafaarsen House to report anything suspicious, and start infiltrating more agents, as a backup.

Continue with the project as well. Chase these leads you have, Von Khahshaar, but I expect some results, however miniscule, soon. See if you can encourage these pet Eerith you have in the Secretariat to be more helpful in their advice, particularly in the opening up of new avenues to examine.

Lastly, Tirmar. As you all know, the invasion has met with some success. A strong beachhead has been made in the city, but the Navy and the Guard failed to take the city outright.

The actual surprise attack proceeded as we had discussed, but the Guard failed to take the outer keep of Port Tirmar, allowing the Czarist forces to reinforce the meagre city watch. As a result, the outer city was retained by Salokin's men.

Thankfully, we had some measure of success, enough for the crowds in the city below us", gesturing out the window at the Port Kaeir cityscape, "but it is not enough.

Whatever happens, we must take Port Tirmar, otherwise the Republic itself could be threatened.

For that reason, I am not stopping Jafaarsen's parlays with Salokin. In a worse case scenario, we can negotiate the a ceding of Port Tirmar to the Republic. However, I would rather eat my tongue before seeing that.

Enough for now. I've already given you your individual orders for your departments. We will meet in weeks time to discuss further the Tirmar Campaign. Please ensure you have the necessary work completed by your deparments."

Actions for Cedonia

Action submission

The situation in Cedonia remains unresolved. After the disastrous campaign of 1437, the Duke of Caladyn retired north with his army, having decided not to risk attacking General Zenos' position in the western foothills with an army that is racked with disease. For his part, Zenos smells blood in the water, and contemplates an offensive of his own. And in the autonomous cities, the Republicans have had to deal with continuous setbacks in their research programs. 1438 will bring changes . . .

With nearly half his army either dead or incapacitated by influenza during 1438, the Duke of Caladyn must now stand on the defensive and try to scrape reinforcements or allies from somewhere. While another man would be tempted to begin impressing peasants into military service, the Duke's advisers have informed him that removing any more men from the fields will result in widespread famine by the fall. Rural Cedonia has given up nearly all the manpower that can be spared from food production, and as it is, a bad harvest could cause famine anyway. The only sources of manpower that remain largely untapped in Cedonia are the cities. Unfortunately for the Duke, the Republican League controls the cities, and if he were to take troops to deal with them, Zenos would be able to blow right through the remainder.

This being the case, the Duke approaches Dr. Vellin and the leaders of the League with a proposal: In return for their support against Zenos, in men and materiel, the Duke will grant civic charters to the League cities, confirming their rights to elect their own leaders, govern their internal affairs, and levy tolls and tariffs. The Duke also promises to give the merchants and guildsmen of the cities a voice in the Imperial government that is proportionate to their numbers relative to the old Imperial nobility; this would begin the process of shifting Cedonia away from absolute monarchy.

The League leaders respond with, "Do this little favor for us, and we'll agree to your terms."

Action 1: Strange Bedfellows

Weight: Single

Description: After the trials and tribulations of the last two years of the mettalurgy research project, Dr. Vellin has realized that a major stumbling block is raw materials. The smiths and alchemists need metal and ores to conduct their research, but with the internal disruptions caused by the civil war, only a trickle of poor-quality iron ore has been getting into the cities.

Now, several alchemists have approached Dr. Vellin, indicating a potentially promising development in steel alloys. Working off of what they know of metals, this team has devised a formula for spring steel that should theoretically be as much as 10% lighter and 15% stronger than the current formula. Unfortunately, this new steel only exists on paper, and in order to confirm the potential that this new formula for steel seems to offer, they need ores, including some rather rare ones.

The alchemists' proposal reaches Dr. Vellin's desk at the same time that the Duke of Caladyn's proposal does. As he reads both proposals, an idea strikes Dr. Vellin. The ores that the alchemists need are all mined in the northern portion of the Kasovian Mountains, an area that the Duke of Caladyn nominally controls. Dr. Vellin sends word to the Duke that the Republicans will accept his terms, if the Duke will send a small force to the Kasovian Mts, collect the needed ores, and bring the shipment back to Thalcedon intact.

Difficulty: Normal (0)

Factors: The task is hard, but not unusually or unreasonably so. Bandits, while still present in the area, will not interfere with regular army troops. The Republicans can provide the Duke with carts and oxen to transport the ores, as well as money to purchase the quantities needed. The only cause for concern is how much ore is available for purchase, since with the area being mostly cut off and ignored during the last few years, no one is sure just how many mines are operating and how large any stockpiles at the pitheads might be.

Possible Results: Success: +1 bonus this year and next year to the metals strategic action. The researchers in Thalcedon get plenty of ore and metal to continue their research with, and in plenty of time. Mixed: +1 bonus next year to the metals strategic action. It takes the expedition longer than allowed for to gather enough ore. They don't return to the city until year's end, bringing only the more common or lower grade ores. Still, better than nothing. Failure: The expedition returns empty-handed. The Kasovian mines are mostly closed and flooded, the miners driven off by brigands or starvation.

Action 2: Probing Defenses

Weight: Single Description: General Zenos realizes that he caught a lucky break last fall. If the Duke of Caladyn's army hadn't been struck by disease, Zenos' forces would have been pinned short of safety on poor defensive ground. Now, with the Duke's army weakened, Zenos has an opportunity to take the offensive. Zenos is a more cautious commander than the Duke, however. He will not blindly invade. Instead, Zenos sends scouts and raiders into northern Cedonia, probing the Duke's defenses and scouting the terrain. The raiders are instructed to not let themselves be drawn into pitched battles; their main objective is to map the area, particularily any and all defensive works and fortifications. Their secondary objective is to get estimates on troop strength.

Difficulty: Hard (-1)

Factors: Any military action against a prepared enemy is always difficult. The Duke of Caladyn, not being a fool, has his own pickets out to stop probes and raids of the sort Zenos plans. Still, the Duke's army is still weakened by the last year's campaigning, which prevents the difficulty from being Very Hard.

Notes on Possible Results: Success: Zenos' scouts are able to get detailed plans and maps of many critical defensive works, and details on the dispositions of most of the Duke's units. +1 bonus to any invasion in 1439. Mixed: The scouts bring back terrain maps, but were unable to get close to any critical defensive installations, and unit locations are mostly guesswork. Failure: None of the scouts are able to penatrate the Duke's territory to any great extent. There are few maps, and those are of poor quality, while no accurate information about troop dispositions is obtained.

Action 3 & 4: The Metallurgy Research Project

Weight: Strategic, Double

Description: See prior years. Develop new materials and techniques for making metal arms and armor.

Difficulty: Very Hard (-2), but see below

Factors: If action 1 succeeds, difficulty drops to Hard (-1) this year and next year.

Action resolution

Action 1

Resolution: Diff = Fair (0) + Dice (00-0) + Extras () = -1 Failure

Results: The expedition returns without the ore, but not without hopes. No bonuses this year, but a similar expedition next year would be 'Easy'.

Interpretation: The Kasovian mines are mostly closed and flooded, the miners driven off by brigands or starvation. However, the expedition claims that the mines are rich, and if they would return next year with more men, they could reopen the mines and return with great amounts of ore.

Action 2

Resolution: Diff = Hard (-1) + Dice (-++0) + Extras () = 0 Mixed results

Results: Mostly no news. One piece of useful information exists, but it is risky (+1 to attack next year, but any failure will be catastrophic).

Interpretation: The scouts bring back terrain maps, but were unable to get close to any critical defensive installations, and unit locations are mostly guesswork. Most of the information is as expected: the Duke is as efficient as ever in deploying his army. However, there is one piece of information which might prove extremely useful. The far west flank is poorly defended - partly because of the poor condition of the army, partly because of the difficult terrain. The General could well suprise the Duke by going that way, but to do so, he would have to overextend from his own territory; getting back after a possible defeat could prove impossible.

Action 3-4

Resolution: Diff = Very hard (-2) + Dice (+-0+) + Extras (+1) = 0 Mixed results

Results: (0,x,x)

Interpretation: The alchemists manage to prove with a small bit of ore provided by the expedition that their guesswork was right. The downside is that the ore is far away and difficult to acquire.

Actions for East Torphan

Action submission

C-THE STRIKE

The attack will consist of 3 main groups. Each group will consist of Weather Mages, regular mages and fighters. One group will go after the separate palace of the Empress, w/ some small contingents in addition of regular mages and troops to provide confusion and backup. The other 2 groups will go to the main palace. Each group will carry have several soldiers carrying caltrops to seed important corridors and some brooms. It is hoped it will be harder for the V'raal to move gracefully w/ some caltrops on the ground around their feet, and the brooms will should help allow the troops to move the caltrops out of the way as need be. Each set of troops is also supplied w/ crossbows, and well-trained in them. They are trained in volley fire, hoping to take out at least some V'raal w/ the crossbows. All mages are first to laydown barrier spells and then offensive spells can be used as required. All groups have practiced extensively working in narrow corridors, and laying down crossing fields of fire.

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, since there is not an extensive library, if this group is not needed elsewhere it can try and go after one or both of the children themselves or split into small groups to cause disruption and destruction.

The 3rd group is a large reserve contingent, they are to cause as much destruction & defilement 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. Since most of the targets are smaller then originally thought, some of these groups can assist at either of the palaces as necessary. All precautions are taken here also, caltrops, crossbows, magical barriers first, crossing lines of fire.

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 destroyed as best possible. These sites can be attacked again later w/ more forces if the rest of the plan is going smoothly.

Enough damage, destruction and defilement to their sense of grace an beauty 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 - extremely high Weather Mages - Burcancy combat mages Training from Sebelacus, spy master Intense training of all troops Storm cover and extensive rain damage might be available Multiple strikes Large invasion force King Villard's influence King Villard will personally join 1st assault group strike teams extremely well trained

Possible Minuses Some spies are difficult to blend in some spies might have been discovered 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

Resolution: Diff = Very hard (-2) + Dice (0---) + Extras (+2+1) = -2 Failure

Group one: (-0+-) The Empress and her children are separate. The Empress, when found, fiercely fights back, and manages to escape. Of the children, one is captured, the others are not even found.

Group two: (00--) High Lord is not located. Group two is stuck in with fierce fighting with the Palace troops almost immediately after their arrival. Although they inflict much damage, only a few manage to escape.

Group three: (--0-) Also encountered by the Palace troops, the group three has much worse position (and training) than the first two groups. Only the mages with this group return. They report trying to open the portal, but failing to do so due to powerful magical protections.

Others: (00++) The smaller groups cause much destruction in the city and harbor. Mainly due to this, part of the group one manages to escape and carry the Empress' son away.

Results: One child of the Empress captured, and held against his will. Otherwise, the strike is a total failure.

Interpretation: A week after the strike, two messages are delivered to the King. One is from the Empress, expressing her rage over the atrocity performed by the Burcancy attack and demanding the immediate release of her son - as only a former Empress of Cedonia can express herself. The other is obviously from the High Lord of the V'raal. It is a small square flag, a feet across, originally white, but stained dark red with blood. With it, a small note follows, which says: "This blood is mine." The strange message become clearer a week after, when a scholar suddenly remembers that in the language of the Vraa'al, the words for 'blood' and 'revenge' are the same. A judging by the amount of blood, the revenge is likely to last a thousand years...

Actions for Exquaestio

Action submission

Action 1: Doctrine Weight: Single Description: Feroze & priesthood define Feroze's relation to existing gods. Difficulty: -2 Routine Factors: Religious Sophistication, Religious Tolerance of surrounding societies, short existence of Exquaestio Fudge-Points: 0

It turns out that Feroze is a staunch friend of Loi, the wife of Marmdal. Between his travels he visits their court and gives gifts and tells stories.

Exquaestio acknowledges the validity of the monotheistic god of Videssio. Though Feroze is not this god he nevertheless ranks as the equivalent of an angel.

In his travels Feroze often carries messages between isolated totems and provides services that they can't provide for themselves.


[I don't know enough about the myths and languages of Qaiyore to do an adequate job with inventing new myths. So I didn't try. However, for the story below Ferris = Feroze, Thor = Marmdal, Sif = Loi. Change the rest as appropriate.]

Divine Family

After warning of the threat to Sif had been received a young and unknown god approached the longhouse of Thor in Asgard. "What seek you in the house of Thor stranger?" the aesir guarding the gate asked. "I come seeking Sif," the young god replied.

"Seek Sif do you!" the guard cried. "Well, you shall not see Sif unless it be over my beaten body!"

Pausing for a moment, the stranger replied, "In truth, I do not enjoy a fight. Yet a challenge, if it be not impossible, I will always meet. Should I need to fight you or a hundred more, I will do so that I might see Sif. With what weapons shall we meet?"

Gazing at the unarmed stranger the guard sneered, "Go and bring back whatever you will. I shall wait."

"You mistake me." The stranger slung down the pack from his back and from it drew forth armor like none that any of the aesir who had gathered to watch had seen. Then taking into his hands mace and shield of strange design he turned to the guard. "I am ready."

The stranger god and the aesir guard met with a crash. Then the onlookers cried out. For as the stranger stepped away, the guard fell to the ground.

Calmly, the stranger spoke again, "Now may I see Sif?"

But the guards cried nay, and heaped challenge upon challenge upon the stranger.

As the stranger met the challengers Thor paced his great hall. He was eager to meet the threat to Sif, but none would say from what direction or by what means that threat would come. And so, without a target, he could do naught but pace and worry. But then, hearing the sounds of combat from outside, he directed the women of hall to call if any threat entered and strode out to see what happed.

As he exited Thor saw his men grouped around a trio engaged in combat and was instantly enraged. "What goes here!" he shouted, the thunder in his voice. "With Sif threatened you gather to brawl! Back to your duties! Back!"

Stepping back from his attackers the stranger god addressed Thor, "Sif threatened! Who threatens her?"

"And who be you?" growled Thor, taking Mjolnir into hand as he realized the number of warriors the stranger had defeated. "And why have you injured so many of my men?"

"I am Ferris," the young god replied, "and we have met, though I was much younger then. We are kin you and I, for your wife Sif is my sister." Sweeping the helm off his head, Ferris met Thor's scowl with a ferocious gaze of his own. "Your men challenged me to fight and so I did, but had I known Sif was in danger I would not have. Now, who threatens my sister?"

As Thor looked upon the stranger he saw the resemblance to the wife he held so dear and recognized the boy he had once met in the god before him. "Word has come from the Jotuns, from those with some inkling of honor. The Jotuns seek to hurt me by hurting my bride, but none would say from where or by what means the threat comes. Come. Enter my hall and I shall explain further."

As the two entered the hall, Thor bent and spoke softly to Ferris. "In truth Sif is not here. I pretend that she is and the rest of the folk do not know otherwise save the chief of her handmaids. So Sif planned to draw the threat here. In the meantime she rides with the Valkyries."

"Thank you for your trust," Ferris replied just as softly. "In my travels through the nine world I have learned many things. If your guards miss the threat, perhaps there is something I can do . . ."

That night the house awoke to the sounds of squeals of terror. Aesir grabbed their weapons and rushed to corridor leading to their lord and lady's chamber. There they found Thor and Ferris gazing at a common rat, entrapped by the runes Ferris had drawn on a support pillar.

"A rat?" Thor grumbled. "Is this all your trap has caught?"

"Would a common rat make such a noise Lord Thor? No. That's a goblin, not a rat. Though how we can return it to its normal form I know not."

"Ha! Well, rat or goblin it shall die if Mjolnir strikes it. And I shall strike whatever it be if I see rat when Mjolnir comes to my hand."

Continuing to sqeal piteously, its voice unchanging, the rat became a goblin.

With a gesture Ferris released the runes, and as the aesir laid hands on the goblin Ferris took from him a knife and a small vial. Glancing at the knife he gave it to a guard, but then he uncapped the vial and swore. "Hela!"

Thor looked at the vial, "What is it?"

Ferris carefully recapped the vial. "The knife is nothing. Good svirnir work, but nothing to worry a god. This potion, on the other hand. ... It's called Hel's Tears and comes from the far south. It will kill a mortal, and on a common aesir it will leave a wound that will never heal. Even a god it will permanently maim."

Ferris looked at Thor, "Call Sif back. Together we can devise a protection."

"And afterward; will you join me?"

"Join you?"

"On my journey to Jotunheim. There are some giants who should be taught that it's not a good idea to threaten my lady. Brother."

Grin met grin as the two gods looked at each other. "I'd be happy to. Brother."

Action 2: Expansion Weight: Single Description: General -- Exquaestio seeks more members, increase scope Difficulty: -3 Trivial Factors: Novelty, Magic, Religious Sophistication, Action 1 (Doctrine) Fudge-Points: 0

The pair approaching the dock attracted a great deal of attention. Though technically spring, the weather was still bitter cold, but though the two were dressed in the style of much further south they showed few signs of the harsh travel they must have endured. They were also mismatched, one being an elderly hard-bitten mercenary, the other a plain peasant girl. As they reached the merchant ship the onlookers received another surprise as the mercenary actually deferred to the peasant! "Ho the ship! Mira of Lowfells, espiri scout, and squire Tallas of the Rohain seek passage to Crisaeda in order to visit relatives!"

...

Though glad enough to see Tallas, his cousin hardly knew what to make of his companion. The sailors were still telling stories of ropes and tools moving at her will, and she'd made a chair (with his youngest granddaughter in it) rise and fly around the room. He could hardly doubt she was a priest, but . . .

"So you'ld teach anyone to read and write, just so's the students'll provide room and board in turn? And if you can't get enough students you'll use your gifts to . . . what?"

"Whatever is handy," Mira grinned. "I grew up a peasant, I'm no stranger to hard work, though I've spent more time learning than working in the past two years."

"That's not like no priest I ever seen."

Mira grinned again, "I'm not the only one spreading the word, but every one of us doing the work of Exquaestio is different. You see . . ."

Action 3: Development (Schools & Books) Weight: Single Description: General -- Increase Resources Difficulty: +2 Very Hard Factors: Scale, Action 2 (Expansion) Fudge-Points: 0

The boy looked up from his scribbling. Though his parents were wealthy enough to let him spend four hours of the day in Exquaestio's classes they couldn't buy ink or parchment, so he was writing in the dust with a pointed stick. "Scout Mira?"

"Yes, Jassen?"

"Why doesn't Exquaestio have a church?"

Mira gestured around her, "What do you call this?"

He blinked, "I'd call it an alley."

The other students giggled.

"Come up here Jassen." Jassen reluctantly got to his feet. "Oh, come up," she repeated, "I'm not going to punish you for an honest answer."

As he reached her, Mira reached into the box where she kept her supplies and handed Jassen a slate and a piece of chalk. "Here. These are yours until the end of class tomorrow. You'll take them home with you today." Jassen's jaw dropped, but a single look kept him from protesting.

Mira turned that look on the whole class as Jassen returned to his place. "The general answer to Jassen's question is difficult, and I'll be setting lessons from the 8th and 12th chapters of the Book of Travels so we can discuss it further. But consider this. If I were to concentrate on building a church, a place just for worship, I couldn't teach. If I were to spend money on furnishing a church I couldn't buy supplies for worthy students. People are more important than buildings and, to Exquaestio, its schools come first and are as sacred as any church."

Action 4: Magical Training (Rohain) Weight: Single -- Increase Rohain Magical Authority sophistication Description: by Rohain -- practice Difficulty: 0 Normal Factors: Resources, Action 3 (Development), Lack of Skill, Gap between current and potential Fudge-Points: 0

"Come on Tallas. You should be able to do this."

Tallas stifled a groan as he looked at the bag on the table. He'd managed to adapt to being able to separate his spirit from his body when he'd become a rohain squire, and the sense of danger he'd acquired as a rohain knight was useful enough, but "seeing" without using his eyes was something else altogether. Still, with the nights getting longer again, there really wasn't anything better to fill these hours.

As Tallas touched the bag again Mira spoke, "Remember, you can't force it. You need to relax and let it come to you."

Action resolution

Action 1

I did not fully grasp the meaning of the action, but here goes nothing.

Resolution: Diff = Normal (0) + Dice (-000) + Extras () = -1 Failure

Results:

Interpretation: Qaiyore features many gods, even many real gods. Mostly those gods are creatures of the Dreaming, providing protection, hope, or wisdom to their followers. Feroze's position among them is not without some difficulity. This is true in general for any god/religion that attempts to gain ground. Also spiritual territory can be something somebody can consider as property...

The project bogs down in petty wrangling and personal differences. No progress is made this year.

Action 2

Increasing score is never easy. Although it is easier at first. The question is: what has Exquaestio to offer (as opposed to e.g. Wanderers), and how loyal are its followers? Hmm... I suppose it is somewhat easier than for the Wanderers.

Resolution: Diff = Easy (+1) + Dice (-++-) + Extras () = +1 Success

Results: During this year, Exquaestio gains 200 new followers, mainly from around its core area, but also from the Free cities.

Interpretation:

Action 3

Development of any of the determinants is always very hard. I would prefer if you would specify a strategy, how are you going to do this, and then we would make a strategic action for it.

Resolution: Diff = Very hard (-2) + Dice (000-) + Extras () = -3 Serious failure

Results: Any new resources (and more) are really swallowed by the having to teach the new followers.

Interpretation:

Action 4

See action 3...

Resolution: Diff = Very hard (-2) + Dice (++--) + Extras () = -2 Failure

Results: No progress.

Interpretation: Tallas falls asleep, exhausted again. Mira shakes her head and sighs. "If only we had more time in our hands", she thinks wistfully.

Actions for (Society)

Action submission

Action resolution

Action 1-4

Resolution: Diff = () + Dice () + Extras () =

Results:

Interpretation:

-- Juuso Vesanto - 10 Nov 2003

-- Juuso Vesanto - 24 Nov 2003

Topic revision: r3 - 02 Jan 2004 - 03:55:28 - Jefferson Wilson
 
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