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Events for 1439

Onagir [-6]: The Scepter is stolen, and the King of the Wood disappears with it. This happens at a bad time for the Onagir, as the Kings successor is not fit to take up his duty (being 3 years old).

Shanari [-5]: A war breaks out between the eastern and western tribes. For a long time, the tensions have been growing. Finally, the peace is broken by a sudden attack on the sacred grounds near where Floating city used to reside. Each side blaims the other on the attack.

Exquaestio [-3]: Someone tries to steal the Book of Travels, killing two andaran, and seriously wounding one. The theft fails, but the thief escapes.

Kaeir [-3]: The representatives of Kaeir (Major Houses) in Tirrot, Cedonia, are found guilty of illlegal activities (e.g. smugling), and are expelled. While their actions were clearly for their own personal benefit, this does not give a very good impression of the Kaeir Republic. "The old pirate blood shows through..."

Visions, part III

A man, hidden in the shadows on his cloak, sat on a simple chair beside a large table, reading a sheet of paper in his left hand. His right hand was tapping a simple rhythm on the table. After a while, the man put the sheet back on the table, pushed it towards the other side of the table, and said:

"This is going to cost quite a lot, you know."

On the other side of the table, another man - this one bareheaded, with a red emblem of three triangles touching each other on his chest - simply nodded.

"Yes, we know. We are prepared to pay you 10000 silver crowns now, and 50000 crowns on delivery."

The first one hesitated for a moment, then took the sheet back, rolled it, and put it inside his jacket.

"Yes, you do know. You always have. What about that other thing?"

The bareheaded man stood up saying:

"Please, follow me. You are about to receive a great honour."

The two men left the spacious office through a back door, and descended along a spiralling staircase. On the bottom of the stairs, a small corridor led them to another door; this one beautifully ornamented with wood-cuttings. The bareheaded man made a small sign with his hands in front of his chest, and then opened the door. Inside, there was a small square room, 10 feet across. The bareheaded man stepped inside, and lit four candles on either side of the door. The opposite wall was painted matte-black reflecting no light at all. The cloaked man followed, and the door was shut.

"This is the Small Chamber", said the bareheaded man. "In here, the Protae receive and give council to single, selected, pilgrims. You are here because they ordered it so."

The bareheaded then faced the black wall, dropped to his knees, and begun a low chant. At first, nothing happened, but then the opposite wall rippled. The ripples stretched, gained color, and suddenly the wall flashed into a bright mosaic of colors, shapes, and sounds. Most of the sounds were almost unaudible, but one of them gained strength, and it said:

"Human Adan. You have worked for us before. It is good. This thing. It is highly guarded, but you will get it, and bring it here, to this place. Take good care of it; it must be whole when you bring it here. It must be complete."

The cloaked man bowed deep and said: "As you say my Lord. It will be complete when I deliver it here. I hear and understand."

Suddenly, a shaft of light sprang from the mosaic, wrapped itself around the cloaked man, and tightened. The man collapsed to floor with a soft thump.

"You do? Then why do you come here with betrayal on your tongue? Uri, find us another. This one was flawed."

Actions for Ka'Shari

Action submission

I'm posting this early because work will be sending me out of town for two weeks. As a result, I won't be sure to be able to get this done after any better consideration. (So please forgive the lack of story information, as well - and the fact I still haven't updated our stats on the Wiki. It's on my list of Things To Do Real Soon!

Anyway, the main actions of the Ka'Shari will be tracking down more information about the dragons: this means a trip to Mir to ask for permission to use their archives (and, perhaps, a bit of help doing so). I assume we trade with Mir. Is there anything they'd especially like as a 'gift' for their help?

One of our other tasks will be trying to establish better relations in East Torphan - and a personal relationship with that annoyed lordling who's been told to work with us. Any help we could get would be appreciated; I'm considering pointing out the economic benefits of a good port and shipyard for the lord who receives revenues from this area. Does this sound like a good idea?

Another will be trading down near the Free Cities. Jeff, do you think your people would want to do much with ours? I doubt your religion would spread well among the Ka'Shari, but we'd be glad to help you add contacts among the other islands. We'd welcome the chance to learn more from you, anyway. Would that be something you'd want to work on? If you can help us some this week, we'll be glad to expand our relationship next.

Anyway, on to the Ka'Shari actions. As I said, they're a bit less colorful this turn because of my trip, but I'm eager to stay active.

Action 1 & 2: To Find the Dragons (searching Mir & Taltheran)

Weight: Double, Tactical

Description: Bra'anath travels to Mir to seek access to their records about the dragons. A couple of groups of Wanderers are also asked to keep an ear open for stories about them, especially from old war veterans in the Taltheran area, where they had been spotted before. The trip to Mir takes the highest priority, with Bra'anath visiting to renew our diplomatic and trade relations with the island kingdom, and offering gifts to the officials emblematic of our journies (spices from the northern islands, ivory carvings from the far south, etc). His personal request, to humor his scribe, Adric, is for someone to help the two men study any archives (legends, histories, biologies, etc) regarding the creatures commonly called dragons. They will concentrate on ways to locate and communicate with them, and will gladly pay any reasonable fees for archivists' assistance. When they can, they'll also try to listen to legends or reminiscences about dragons, as well.

Difficulty: I'm unsure. I would guess it's easy for someone with funds to use the archives.

Factors: The effectiveness of our gifts (we will attempt to choose rare items that would be valuable to mages) (+?) We have worked with Mir before, although it was long ago (+/-) The library is open to diplomats, I'd assume, so the request might seem frivolous but not unreasonable (?) The Goddess does want us to learn this information, so it should be available somewhere. Taltheran: Any information the Wanderers learn is likely to be much less detailed, and we've not had the best of luck there (-)

Fudge Points: 1

(Suggested results:--: No information, funds & time wasted (if really bad, annoyed goddesses), -: The 'real' information is in Taltheran, and what we learn in Mir is of mixed value, 0: We learn some basic information about dragons, including where to look for them, +: ...and how to communicate with them, ++: ...and something of their motivations)

Action 3: New Magic

Weight: Single, Strategic (4 of 5+?)

Description: The Shemaini (the Magi of the Taletemke'Shylni) exert themselves to share this new communications technique and to figure out how to exploit it. Now that two people understand it, they both take on pupils and head towards distant locations, at the far North and South of the Midsea, to learn both the limits of the technique and how to teach it to new pupils. Their goal is to create a true network of communicators among the Shemaini.

Difficulty: You seem to have been rating this as Hard (-1)

Factors: One teacher has a bit more practice (+?); with two teachers it should also be easier to teach. Frustration at the slow spread of a skill whose practical value is less than obvious (-). Ka'Shari Magical

Sophistication (+)

(Suggested Results: ---: Disaster: one or more groups of students are lost in an accident, --: Minimal progress (2 new communicators?), -: Additional restrictions needed (e.g. power from the stones they carry), +: We actually come up with techniques to teach it, ++: Taletemke'shylni adopt the skill wholeheartedly, and naval coordinations starts to improve)

Action 4: Shipyards in the Burcancy

Weight: Single, Strategic (2 of ?)

Description: Construction of the docks and shipyards has been slow and difficult. One of the major problems has been opposition by the local lord, who doesn't like being told what to do. Send a personal note from Bra'anath, the Guide of the Wanderers, and several ships' captains to try to convince the local lord of the value of our efforts to him, personally, as well as to his country. Send him a number of 'samples' of trade goods, and try to buy extra provisions from the local markets (at least this year) as we also try to establish a trading mission in The Burcancy based in his city.

Difficulty: Normal, I'd think

Factors: The economic value of a port city with improved/expanded harbor and shipyards (and, perhaps, Ka'shari ships guarding it) should be a big plus for the lord. Official Burcancy and Ka'Shari support have to help. The construction is also something the Ka'Shari have done many times before, so skilled labor is easy to find. Negative: The lord's hurt feelings may not yet be soothed, and Ka'Shari weird beliefs might make communication a bit harder with the locals.

(Suggested Results: ---: Something bad, -: Continued resistance be either the lord or the people (although I'd hope at least one would improve in this win-win situation), +: Some personal friendships formed (improved political relations) as well as real progress in building a dry dock)

Action 5: Trade Relations with the Free Cities

Weight: Single, Strategic (1 of a few)

Description: Although the Ka'Shari already trade with the Free Cities, they know little of the people who live there. A standard trading ship is encouraged to stay in place and 'vacation' for a few months before resuming its usual travels. The goal is to develop closer relations with the locals and perhaps even some longer-term trading contacts.

Difficulty: Normal?

Factors: 5th action (-1), Cultural barriers (-?), This is still something of value to the locals as well as the Ka'Shari (+)

Action resolution

Action 1-2

Resolution: Diff = Hard (-1) + Dice (--0, 1fp=0) + Extras (double: +1) = -2 Failure

Results: No progress.

Interpretation: Currently, Mir is in a state of heavy-weight political game, where any moving pieces are easily taken as targets. While access to the libraries is in principle possible, the mention of "dragons" immediately closes doors. It appears that if any progress is going to be made, it'll be somewhere else than Mir.

Bra'anath doesn't get angry often, and when he does it is usually loud and furious. That is why Adric watched his every move this day with a kind of wary curiousity of the sort one uses when watching a freshly-caught shark that seems to have stopped struggling. You never know when it will move again and remove a fisherman's arm.

"It is time to go," said Bra'anath mildly. There was a soft sigh from across the room and Adric was startled to see the Shenari sand painting on the far wall suddenly tilted badly. Apparently one of the nails holding it up had rusted through. Adric wasn't startled that Bra'anath had the power for the feat, but rather that the Guide seemed unaware of his action. During his rota with the Shenari, Bra'anath had never been able to focus his attention clearly enough to do such a thing without significant effort. Adric, as one of his tutors, was both pleased and disturbed by this turn of events. He nodded, and packed the last of their things quickly, taking care only with the last few fragile gifts.

Walking through the streets of Mir, Bra'anath told Adric, "This country hides all its knowledge from all others. With magical walls too powerful for us to breach easily, nobody would dare go fishing for information here without skilled spies and a clear goal. Since they have decided that the leaders of the largest trading fleet in the Mid Sea? don't even deserve a polite refusal, I see no reason to remain here. Nor to continue trading with the island."

At those words, Adric couldn't suppress a whistle of surprise. Bra'anath's only response was an amused quirk of his lips.

"We do not need their money nor their goods," the Guide replied by way of explanation. "And there is no need for us to waste energy on a society which has nothing of value to the Fleet, is there?"

On the next tide, five Ka'Shari trading ships left port in Mir. One had not even finished unloading its cargo of grain, although the captain did return the monies he had taken in payment for the undelivered grain. Within 5 days, no Ka'Shari ship was willing to land in Mir without at least a 50% rise in prices for all its goods.

As Bra'anath's temper cooled and the ocean breezes flitted through his hair, he noted that "Our trade is not a great portion of Mir's income. But given their demand for exotic spices, they'll miss some of our luxury goods within a couple of years. Let them learn from the consequences of their actions. When they ask politely, perhaps we can trade politely again." He also spent several days in the hold of his ship, restacking fabrics from Amo'trall, a chore he always hated, as a sort of penance for his rash actions.

"I suppose the next place we need to try is Taltheran," he told the captain.

That night, Adric had to work hard to contact his superior in the Shemaini. He was in East Torphan, and bridging the distance was an effort. He was also struggling to get a decent dry dock built where the local lord seems determined to show HIS superior how bad an idea it was in the first place while collecting all of the money he can. "Money, again!" said Adric. "That keeps destroying any benefit those people might have gained from the docks, doesn't it? Can we still use them? I know we need a place to build, but if this man wishes to drive us off, perhaps we need a different place to build? After all, we can still trade at their main port, to the North."

"Aye, we might," he was told. "But repairs -- and a place to try some new designs -- are becoming more important. We should work on those. Soon." With a sigh, Adric released the contact. His superior was so much more skilled at the new technique that Adric knew he could be reached easily enough if there was something urgent.

Action 3

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

Results: Success pool full: (0,+1,0).

Interpretation: The Shemaini manage to spread the technique enough so that most major ships now have someone abroad who can at least hear their master's call. Answering back is more difficult, especially across large distances.

Action 4

Resolution: Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results

Results: Success pool (0,0,x)

Interpretation: Development of the dock continues, but it is costly. The local lord agrees on the financial benefits of the dock, and promptly imposes a severe tax on any goods imported or exported from there.

Action 5

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

Results: Trade relations with some of the Free cities opened at level Good (+1).

Interpretation: The Free cities is always open to new and interesting trading partners.

Actions for Burcancy

Action submission

Action 1 - Continue to develop Spy Network (Yr. 1 of 10)

Action 2 - Increase ranks of Weather Mages

Action 3 - Research - Investigation into developing the "V'raal Dance" of the Burcancy's own or a counter to it. (Yr. 1 of 10)

Action 4 - Communicating w/ the V'raal

a) A note is sent to the former Empress inviting her to see her son if she comes w/o any V'raal accompanying her, she will be given safe passage.

b) All the blood in the cloth is magically removed and placed in a small vial. The cloth is cleaned thoroughly, and the vial and cloth are sent back to the V'raal w/ a note. "Keep it, You'll need it."

Action 5 (Tr. 1 of 10)- Re-educate the young Princeling. He is to be kept under heavy guard by warriors and mages but is to be pumped for information about the V'raal and to introduced to life outside the V'raal.

Action resolution

Action 1: Continue to develop Spy Network

Ok, a long term action. Let's put the difficulity level to Hard (-1), and see what do we got after 10 years. Since the action does not have any specific goal, I can't put any more specific goal (size of success pool) to the action.

Resolution: Diff = Hard (-1) + Dice (++00) = +1 Success

Results: (+1,...)

Interpretation:

Action 2: Increase ranks of Weather Mages

Resolution: Diff = Hard (-1) + Dice (-+--) = -3 Severe failure

Results: -1 to the next similar attempt

Interpretation:

Action 3: Burcancy's own V'raal Dance

I would be tempted to put this to very hard, but quite a lot of reseach has gone to it already, I just put it to hard. Success pool size is 4.

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

Results: (x,x,x,x)

Interpretation: It's not just a dance. The V'raal Dance has much to do with their physiological properties, which are somewhat different from humans.

Action 4: Communicating w/ the V'raal

Resolution: (a) Diff = Extremely hard (-3) + Dice (00--) = -5, (b) Diff = Easy (+1) + Dice (+-0+) = +2 Success

Results: (a) Not a slighest chance. The wording of the message manages instead to infuriate the Empress even further. She begins to recruit her old contacts on the mainland to her aid. (b) In addition to the task at hand, the mages manage to extract a harmonious signature from the Blood, acting as a kind of early-warning system should the High Lord come personally to seek revenge (+1 to defences).

Interpretation:

Autumn, 1439. City of Thalcedon.

Raden Ghere was enjoying his tea break. It had been a busy morning in the offices of the Metallurgy Project, and this was the first truly calm moment he'd had in two days; the first ore shipments from Kasovia had arrived day before yesterday, and the Project needed to arrange for warehouse space. Unfortunately, the shipment had been delayed by the need to detour around General Zenos' invasion. Doubly unfortunately, the new smelter being built to process the ore had collapsed yesterday; the contractor had skimped on the mortar. Severely. As the Chief Administrator for the Metallurgy Project, it was Ghere's job to keep things on track. Most days, he felt like he was barely keeping his head above water.

As he sipped his tea, Ghere cursed the day he'd let Dr. Vellin talk him into taking on the job of riding herd on a group of decidedly cranky and eccentric alchemists.

* * *

"You're perfectly qualified to administer a project as large as this," Vellin had said. "After all, you're the Chamberlain of the Imperial Palace, and have held that post for ten years."

"That's true," Ghere had replied, "but frankly, a director of a lunatic asylum would be better qualified. More experienced, do you see?"

* * *

Ghere thought, as his secretary came in with several dispatches, <Vellin would point out that with the Palace destroyed in the Sinari War, I couldn't afford to be choosy about employment.> Aloud he said, "Anything important today, Kal?"

His secretary shrugged as he set the letters on Ghere's desk. "Nothing from the Council," said the young man. "A few dispatches from the mines, a complaint from a Kaeiran merchant whose warehouse space we appropriated, and a note from the senior alchemist asking for more funds. Oh, and what looks like a personal letter for you, sir. Doesn't say who it's from on the outside, though."

Raden sighed. "I'll look at the mine dispatches later. Give the senior alchemist my compliments, and explain again, politely, that we cannot change the budget until the spring appropriations, and that making love philtres is not considered a legitimate research expense."

Kal nodded. "What about the Kaeiran merchant?"

"Send him a polite letter explaining that when you try and fail to cheat Customs and Excise tariff collectors, you shouldn't expect a slap on the wrist. And be sure and point out that he got off lightly, since the traditional Cedonian penalty for first-offense tax-evaders is kneecapping with a 10-pound sledge. He should consider himself lucky that all that happened was his warehouse and goods got appropriated. And send copies of his letter and our response to the City Council and the Foreign Ministry." Ghere paused for a moment. "You can leave me that personal letter; I'll handle it myself."

As Kal left the office, Ghere picked up the odd letter. It was fine vellum, sealed with red wax on the one side, and with his name written in a vaguely familiar hand on the other side. <Now, where have I seen that before?> he wondered. With a shrug, he broke open the seal.

* * *

Kal had only just gotten out the parchment and ink for the reply to the Kaeiran merchant, when he heard a crash from his boss's office. Rushing in, the young man found his superior staring at the mysterious letter, pale as a ghost, and with shards of a shattered teacup around his feet.

"Sir! Are you all right?!" Kal exclaimed.

Ghere snapped out of his trance, and looked up. "I'm fine, I'm fine. Go back to work, boy."

Kal hesitated. "Sir, are you sure you're--"

"OUT!" roared the older man.

Kal retreated in haste.

* * *

After his secretary fled the room, Raden Ghere, former Imperial Chamberlain, turned back to the shocking letter. "By the Gods, she's alive," he whispered to the empty room. "Yzara's alive."

There was no chance the letter was forged; Ghere knew the Empress' handwriting too well to be fooled. And the phrasing of the letter was unmistakeable; for all her privileged upbringing and training in the art of diplomacy, Yzara, Empress of Cedonia, had a tongue that would make a sailor blush.

Ghere had finally recovered from the initial shock enough to actually read the letter, but what he read nearly sent him reeling again. <Children?!> he thought numbly. <Half-Vra'al, no less! Kidnapped by Burcancy? What in the Halls of Nightmare doe she expect ME to do about that?> He read on. <Oh, damn and blast, she's got to be out of her mind!>

After he finished reading the whole letter, Ghere sat in his office for a very long time, staring into space. Then, he pocketed the letter, stood up and walked to the door. He paused for a moment, then opened the door and walked out.

As he strode through the outer office, Ghere stopped by his secretary's desk. "Kal, cancel all my appointments for the rest of today and for the next two days. A personal crisis has come up, and I'm going to be out of the office for a few days. I'll let you know if that changes."

The young man nodded, obviously dying of curiosity. "If anyone asks, where should I say you'll be, sir?" he asked.

Ghere sighed. "Just tell them I'm out of the office and unavailable, Kal. That'll be all." The administrator turned on his heel and left, not giving the secretary a chance to protest.

* * *

<Yzara's alive,> thought Raden Ghere as he left the building housing the Metallurgy Project offices. <She's alive, and I can't decide whether that's good news or bad news.>

Action 5: Re-educate the young Princeling

Brainwash? Difficulity = normal. Success pool size = 4.

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

Results: (0,x,x,x)

Interpretation: While the Princeling forms some friendships among the Burcancy he still insists on returning home.

Actions for Kaeir

Action submission

* Action 1 *

TITLE: Delegation to the Shanari Commonwealth. ACTION: 1 WEIGHT: Single DESCRIPTION: Lord Sanus Jafaarsan sends a delegation to the Shanari Commonwealth in the central Calarnar. Joining the secure trade caravans from Port Jabau to the Commonwealth capital of Akbari, the delegation is intended to establish diplomatic and commercial ties with the Commonwealth. Furthermore, the Senate includes several senior officers from the Kaeirean Guard, to provide military training to the Commonwealth forces, in light of the recent outbreak of conflict in the Calarnar. Lastly, Jafaarsan sends a formal request with his envoy for the Commonwealth to send preachers to teach Kaeireans about the Millat Shanari religion. KEY ELEMENTS: Lord Sanus Jafaarsan, Senate. DIFFICULTY: Normal. BACKGROUND FACTORS: - New relationship - Risk posed by civil unrest + Military aid in the form of advisors + Advice/experience provided by embassy in Port Jabau (one of the two Shanari cities)

PROPOSED OUTCOME:

Success: The Shanari Commonwealth accepts the delegation, welcoming the improved trading ties with the Midsea, and the military assistance and expertise provided by the Kaeirean officers. Lastly, Jafaarsan's personal request of a religious delegation being sent to Kaeir is happily welcomed, and a group of Commonwealth political, commercial and religious leaders accompanies the Kaeirean delegation on its return home. Kaeir now has a new friend, and a permanent embassy in the Shanari capital of Akbari. The Commonwealth armed forces are now becoming better organised and skilled, thanks to the Kaeirean expertise, and better able to deal with the rebels. Jafaarsan enjoys considerable success back home, and his status amongst the populous and in the Senate particularly is greatly strengthened.

Partial success: The delegation is accepted, particularly its military assistance, but the Commonwealth declines to immediately improve commercial or political ties with the still unknown Kaeir. A low-level religious mission is sent back to Kaeir with the Kaeirean delegation. Jafaarsan enjoys some success, but will not see any real benefit except in the long term.

Failure: Disaster! The caravan the embassy is accompanying is caught up in the civil unrest, and attacked by a rebel force (or simply by opportunistic bandits - its not very clear) and wiped out. The complete loss of the delegation is very embarrassing for Jafaarsan, and the Senate becomes hostile towards any further energy being wasted on those 'desert barbarians'.

* Action 2 *

TITLE: Naval blockade of Tal City. ACTION: 2 WEIGHT: Single (continuous) DESCRIPTION: As an extension of the Tirmari Campaign, the Kaeirean Navy blockade expands its activities to blockade Tal City in the North. Using its relative strength versus the Taltherani fleet, the Kaeirean Navy is able to bring Midsea trade with Taltheran to a halt. Merchant vessels attempting to enter Tal City are simply turned away, though those vessels flying the Taltherani flag are seized, and their captains given a promisory note of compensation. KEY ELEMENTS: Kaeirean Navy. BACKGROUND FACTORS: + Strength of Kaeirean Navy - Relative weakness of Taltherani Navy + Republican zeal of Kaeirean forces

PROPOSED OUTCOMES: Success - The Navy successfully enforces the blockade, whilst maintaining supplies to the forces in Port Tirmar. In the few skirmishes fought with Taltherani forces, the Kaeirean warships win decisively. A considerable number of Taltherani ships are also impounded, with their owners given promises of compensation (to be obtained in Port Kaeir). The overall effect is to starve the Taltherani economy, and to reduce the supplies and munitions available to the Taltherani forces (creating a negative factor in any military operations in Port Tirmar?)

Partial Success - The Navy is able to severely restrict the flow of trade to Tal City, though some Taltherani sloops are able to slip through the blockade. Encounters with Taltherani forces lead to mixed results, with losses by both fleets.

Failure - The Navy has only a partial impact on Tal City maritime trade, with the majority of merchant vessels able to safely arrive in Tal City. Kaeirean and Taltherani fleets spend most of the year in a stand-off, resulting in a loss of morale for the Kaeirean marines.

* Action 3 *

TITLE: Guerrilla campaign against Czarist supply lines. ACTION: 3 WEIGHT: Single (continuous). DESCRIPTION: A thousand elite men (all devoted republican officers of Tirmari birth) of the Kaeirean Guard, amounting to a division's worth, is pulled out of Port Tirmar, and is landed slightly up the coast. From there, they break up into ten smaller units, and penetrate into the interior on horseback. Conducting guerrilla operations against Taltherani supply lines from the north, their primary goal is disrupting supplies to the Czarist forces at Port Tirmar, and drawing away a section of the Czarist forces at Port Tirmar. A secondary role for the guerilla units is maintaining good relations with the local peasants, by maintaing exemplary military discipline, and compensating peasants for any damage incurred. After a certain period, and after the set goals have been achieved, the guerrilla units would be pulled out by a squadron of ships waiting off the coast. KEY ELEMENTS: Kaeirean Guard, Lord Basilludin. BACKGROUND FACTORS: + Tirmari background of guerilla units + Use of cavalry and the bow. + Hit and run tactics of guerilla units (avoiding engagements and pitched battles) + Unambitious goal of disruption and distraction of forces from Port Tirmar. + Positive policy adopted towards Tirmari peasants - Size of Taltherani regular forces PROPOSED OUTCOMES: Success: The guerrillas are able to completely disrupt Taltherani supplies, forcing Salokin to divert a significant number of his forces from Port Tirmar. Furthermore, the local peasants, enamoured by the conduct and attitudes of the Kaeirean guerrillas, enthusiastically support the Kaeirean guerrillas with intelligence and supplies. Benefit - strategic goals achieved, and seeds for future republican support laid.

Partial success: Supplies are disrupted, but only an insignificant number of Czarist forces are pulled out of the Port Tirmar siege to deal with the guerrillas. Benefit - supplies and support to Czarist forces at Port Tirmar are undermined and weakened, but no real effect on size of enemy forces.

Failure: The guerrillas fail to make any impact on the armed supply caravans, and Tirmari peasants reject them. Repeated patrols by Taltherani regular forces force the guerrillas to gradually pull further back, until they abandon their campaign and rejoin the main body of the Guard at Port Tirmar. Consequence - militarily nothing, but Lord Basiluddin suffers a massive loss of status and influence in the Guard and the Senate.

Action 4

TITLE: Military Advisors to Cedonian Republicans. ACTION: 4 WEIGHT: Single (continuous) DESCRIPTION: The Senate sends a delegation to the Cedonian Republicans, concealed as a simple merchant's vessel, to firstly establish permanent political ties with them, and secondly to make available the accumulated military and intelligence expertise of Kaeir. Senior officers from the Kaeirean Guard and the Information Secretariat accompany the Kaeirean ambassador to assist in the professionalisation of the Cedonian Republicans armed forces and in the establishment of a republican intelligence organisation. KEY ELEMENTS: Senate, Information Secetariat, Kaeirean Guard. BACKGROUND FACTORS: + Common republican politics + Expertise of Guard and Secretariat + Previous requests by Cedonian republicans. - Secret (necessary to conceal nature of delegation so it can arrive safely in republican territory in Cedonia) + Mercantile nature of Kaeirean society (therefore more believable)

PROPOSED OUTCOMES: Cedonian player?

Action 5

TITLE: Detente with Mir. ACTION: 5 WEIGHT: Single DESCRIPTION: The Senate sends an envoy to Mir, seeking to improve ties with Mir by coming to an understanding about the NW Midsea and spheres of influence. In particular, the Senate offers to completely refrain from interfering in all areas under the Mirrish sphere of influence. KEY ELEMENTS: The Senate, merchants from the Easterners' Quarter. BACKGROUND FACTORS: + Use of Mirrish merchant enclave ('Easterners Quarter') in Port Kaeir as intermediary. + Attempt to blatantly placate Mir - No previous formal Mirrish ties - Mirrish hostility PROPOSED OUTCOMES: GM?

Action resolution

Action 1: Delegation to the Shanari Commonwealth

Resolution: Diff = Normal (0) + Dice (+++-) = +2 Success

Results: Relations opened with value Good (+1).

Interpretation:

The Kaeirean Disciple:

In 1439, a Kaeirean special delegation arrived in the desert city of Akbari, at the heart of the Mountains of the Moon Warriors, deep in the Calarnari Desert. Comprised of diplomats, intelligence officers and merchants, it had been dispatched by Senator Jafaarsan back in Port Kaeir so as to open the way up for a strong political and commercial relationship between the Republic of Kaeir and the hermit state of the Commonwealth of Shanariyya.

In time, this was achieved. That story though, is not the one being recorded here. Senator Jafaarsan, students and graduates of the Society may recall, was in beginning stage of his struggle with the great revolutionary Lord Basiluddin for control of the destiny and fate of the Republic. As part of his broader policy, Jafaarsan had been looking for a religion that he could manipulate for his political benefit in the Kaeirean Isles. He found, as far as he could understand in terms of religion and Men, such a faith in the austere monotheism of the Commonwealth, the Millat Shanar.

And so it came to be that in the dawn of 1440, as the Kaeirean delegation returned from across the Northern Midsea, that they brought with them a small group of Shanari scholars, well-versed in the scripture and philosophy of somewhat alien faith of the Conveyor of the Scroll.

With the support of Jafaarsan and his people, the Millat Shanari scholars established a Holy Tower in Port Kaeir, the first of its kind beyond the Calarnari sands. At first, it seemed to be much like the thousand other cults in Port Kaeir, catering to the myriad peoples that had made the Republic their home.

Soon though, the Millat Shanari religion began to draw greater numbers of new adherents, especially amongst the native Celtehari and Celtelathi islanders, who felt aspects of the desert religion strike chords in their hearts, as it paralleled some aspects of their own ancient monotheistic cult, yet provided the sophistication necessary for an urbanising population.

It was in this context, that we first began to see rumblings of great change, radical shifts in religion, the future split from the Mother Tower in Akbari, but most importantly, the appearance of the Disciple, and from this one individual, the spread of the Disciple.

Daggra Egsbert, "Religions of the Qaiyorean Continent" (Society of Scholastics, 1600).

Action 2: Naval blockade of Tal City

Resolution: Diff = Hard (-1) + Dice (+00-) = -1 Failure

Results: The naval blockade is only partially successfull.

Interpretation: The Navy has only a partial impact on Tal City maritime trade, with the majority of merchant vessels able to safely arrive in Tal City. Kaeirean and Taltherani fleets spend most of the year in a stand-off, resulting in a loss of morale for the Kaeirean marines.

Action 3: Guerrilla campaign against Czarist supply lines

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

Results: Consequence - militarily nothing, but Lord Basiluddin suffers a massive loss of status and influence in the Guard and the Senate.

Interpretation: Although the local peasantry is favourable to the Kaerians, the better region knowledge and tactic of the Czarist forces force the Guerrilla force to quickly retreat. It does not help, that many of the best minds of Kaeir military are needed elsewhere.

Action 4: Military Advisors to Cedonian Republicans

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

Results: The delegation is not very impressive, and the republicans are much more tied up with the negotiations with the Duke. (Andrew: I'll leave the rest to you.)

Interpretation:

Action 5: Detente with Mir

Resolution: Diff = Hard (-1) + Dice (--+0) + Extra (-1) = -3 Severe failure

Results: The Mir in enraged by the interception of its ships to Tal, and demands the immediate withdrawal of the siege from around all Taltheran cities, "or else". The delegates suffer from the same internal struggle in Mir as the Ka'Shari.

Interpretation:

"At the beginning of the year 1440, a major shift in Kaeirean politics occurred as a result of the events of 1439. The old triumvirate of the senior commanders of the Kaeirean Guard, headed by Lord Basiluddin, broke up. The failure of Basiluddin's strategy to defeat Czarist Taltheran was only made worse by the threat of Mirrish intervention after the Kaeirean blockade on Tal City made the mistake of turning back Mirrish merchants. The loss of status, both politically and publically, by Basiluddin worked to the benefit of the pragmatic Lord Jafaarsan. Equally republican as Basiluddin, Jafaarsan had long feared Mirrish attention, and had long campaigned amongst the Senators for a more moderate policy, inorder to ensure the survival of the Republic.

And so it came to be that as the year 1440 dawned, the Senate was reconvened for the first time after the new year, though without Lord Basiluddin being present. For Jafaarsan had swayed the other two Guard Commanders, and Basiluddin's secretary, Sir Karl von Kashaar, head of the Information Secretariat, to agree to Basiluddin being removed from office. In the compromise they reached, Basiluddin was, after some earnest persuasion by Lord Fitzlyri, the Admiral of the Fleet, to take a leave of absence from the Senate. In the carefully orchestrated opera that followed, Basiluddin publically annointed Sir von Kashaar to temporarily take his seat on the Senate (so as to ensure the Guard retained their allotment of seats) whilst Basiluddin sailed to Port Tirmar to oversea the military preparations there.

In reality though, Basiluddin had recognised that the political forces in the Republic had irretrievably shifted, and had agreed to an exile of sorts, returning to his original occupation of soldiering. When the Tirmar campaign later came to an end, Lord Basiluddin went into retirement, becoming the Chief Instructor of military strategy at the Academy of the Guard, in Kashaartown.

Almost as significant as the exiling of Basiluddin, was the appointment of Sir Karl von Kahshaar to the Senate. Though it was publically a temporary appointment, in reality it was a permanent one, and recognition of the importance and power the Information Secretariat had come to assume in the Republic. Sir von Kahshaar became Lord von Kahshaar and adopted the title Secretariat-General, establishing the precedent thereafter, of the head of the Secretariat taking a seat in the Senate.

So it was that the failure of 1439 led to the shift of 1440. The old revolutionary Triumvirate, that had given birth to the original republican conspiracy and then the Republilc, was dissolved. Basiluddin graciously stepped off the stage, and power was devolved to the Senate. The distinctions in the Guard became clearer, with authority and jurisdiction in the Guard divided between the Admiral of the Fleet, General of the Guard, and Secretariat-General. Lastly, the Republic began to evolve a new policy, abandoning the zealous expansionism of the revolution and designs on Taltheran, and adopting a new pragmatic policy, focused on upholding the sole republican government in Qaiyore, and developing the Republic's foreign and commercial ties."

Maqdum Jaansan, "Origins of Modern Republicanism" (Society of Scholastics (Tirmarport: 1520).

Actions for Exquaestio

Action submission

Action 1: Investigate Theft Weight: Single Description: Exquaestio attempts to investigate the attempted theft of the Book of Travels left by Feroze. Difficulty: -2 Very Hard? Factors: Craft of Investigation (+1) vs. Burglary (-3?) Fudge-Points: None

Action 2-3: Expansion by Conversion Weight: Double Description: This year Exquaestio is concentrating on bringing entertainers and travelers into their fold. Difficulty: +2 Routine Factors: Double Action (+1), Religious Sophistication (+4) vs. Religious Sophistication (-1), Craft of Preaching (+1) vs. Religious Tolerance (-2) Fudge-Points: None

Action 4: Honey Project (1 of 3?): Create Beekeeping craft Weight: Single Description: In an effort to improve the wealth and well-being of its members Exquisite is attempting to better cultivate honeybees to export honey as a cash crop. Difficulty: -2 Very Hard Factors: Scholastics Sophistication (+0), New Technology (-2?) Fudge-Points: None

Success
Beekeeping craft developed and possibly improved Mixed Success: Beekeeping craft is not improved, but techniques are developed to better harvest wild honey.
Failure
No progress.

Action resolution

Action 1: Investigate Theft

Resolution: Diff = Hard (-1) + Dice (++++, 0--+) = +3 Great success

Results: The track of the burglar leads to Daliir, to a small, but wealthy temple of the Protae. The Cult of Protestas is a selective religion, rumoured to grant its followers extended lifespans. The Protae - the god(s) of the religion - are secretive and have no clearly stated agenda or goals. There is not even surety whether they are really many entities, or a single entity refererring to itself in plural.

Interpretation:

Action 2-3: Expansion by Conversion

Resolution: Diff = Easy (+1) + Dice (++00) + Extras (+1) = +4 Great success

Results: This year, the Exquaestio more than doubles its followers in the cities, becoming especially popular among travelling entertainers.

Interpretation:

Action 4: Honey Project

Difficulity level Normal. Success pool of 3.

Resolution: Diff = Normal (0) + Dice (+-00) = 0 Mixed

Results: (0,x,x)

Interpretation:

Geros knew that Exquaestio was poor, but he hadn't expected to find the High Priest kneeling in the mud, looking far more like a farmer than a priest.

"Welcome lad," the figure greeted him. "You're a new anradan?"

"Ah. No. Espiri. That is scout Marco initiated me. I don't have any magic. Though I hope to get some, someday, anyway." Realizing he was babbling Geros stopped, bowed, and held out the letter Marco had given him. "Ah. Seeker Geros at your service holy father."

Eyes crinkling in amusement Farmer Hugo (as he still thought of himself in spite of his election to the singular High Priest of Exquaestio) gestured the letter away. "Put that away Geros. I'll take it later. What do you know about gardening?"

"Very little holy father. My family keeps a dry goods shop."

"Well then, get down here and I'll tell you what needs to be done. You can start by calling me Hugo . . ."

Hugo tapped the letter. "Marco says you're intelligent and imaginative. I've seen for myself that you aren't afraid to get your hands dirty. You also keep good records. I know exactly what I'd like you to work on. What do you know about bees?"

"Bees?"

"Y'know. Honeybees. They make honey and wax."

"Ah. Yes. Well. Nothing about bees I guess. I . . ."

"Good!"

"Good?"

"Yes. That way you won't have any preconceptions. You see, last year when I tried to harvest my hives, one was empty and three were infested with wax moth. The last hive didn't survive the winter and honeythiefs found out before I did. Every year I put out five hives. Most years I harvest one, sometimes two. Now, honey and wax are always in demand and if we could improve our harvest Exquaestio's people would be far better off. What you'll do is travel between farms and figure out why some hive succeed and some fail and how we can improve our harvest. You'll also help out a little at each farm."

- - -

Hugo was impressed. The callow youth who'd come to him in the spring had grown up over the summer. "Frankly, I never expected you to solve the whole problem, but you have figured out some things?"

"Yes. Hives with winter sun and summer shade fair much better. Thicker walls on the hive help as well. I have a technique that will help people harvest wild honey better. What I really need to do look through my notes and spend some time thinking. I'm positive there's something there if only I could see it."

"What have you got there?"

"The remains of a hive the high priest harvested in the fall. I'm trying to figure out some things, but not having much luck."

"Have you tried praying?"

- - -

"What happened."

"I don't know. He way praying, and then suddenly started babbling numbers."

"one three eight six nine one . . ."

"Like that."

"Fetch pioneer Olivia, and hurry."

- - -

Geros woke and winced momentarily at the memory of numbers rolling through his mind, but they were gone now.

"Congratulations." The voice was low, warm, and very faintly amused. "Welcome to the ranks of spell-using espiri, scout Geros."

Geros turned to look. He'd had little contact with the pioneer Olivia, and blushed as he recognized her. "It's not at all what I expected."

Peals of laughter broke from her, and Geros blushed more deeply. "No, don't be . . . embarrassed Geros. It's just that . . . every newly chosen espiri . . . has said . . . something like that." Gaining control of herself Olivia spoke more calmly, "My apologies Geros, but you'll see the humor in this sooner than you might think. Now. As soon as you're ready we can discuss what happened. If you feel what you felt before you started babbling numbers, just ignore it. I assure you it will come back."

Cleaned and seated in the cubby behind the farmhouse's fireplace Geros started. "I was praying to Feroze wishing I could figure out some better measurements on the hive I was studying. Then, it was like something . . . beyond the hive, only it wasn't beyond, maybe within . . ."

Don't distress yourself Geros. I know what you mean and our language just doesn't have the words for what you're trying to say. What happened next?"

"I prayed and the . . . the glimmering."

"Glimmering. Good name for it.

"It laid itself out between the marks and then my mind was full of numbers. So many numbers that there wasn't room for anything else."

"Hmmm. Congratulations again, Feroze has given you a facet of his authority no one else has had before. Unfortunately, that means it's up to you to find out how to use it properly. I might suggest . . ."

Actions for Eerith

"Reverend Mother?"

"Deference is not in your character, Useful. What troubles you?"

"We could easily become overextended; our people have never been numerous."

"You see the patterns as well then?"

"Yes. Events are accelerating. Something stirs and it is not of our doing."

The woman laughed bitterly. "Not a situation familiar to you."

"Indeed." The reply held no trace of humor.

"Have faith, old friend, and remain focused. Old debts and new obligations-nothing more. So long as we do not seek beyond service and righteousness, we will be within our place. The rest is in the hands of the Creator."

*

Five they were, golden lights in ragged robes, false flesh tattooed with the running of rivers.

"I speak."

"And for these, do I," came the reply as the Speaker of the Wood stepped apart from his fellow Onagir and moved to meet the traveler. "Come," he said, formality melting away with a shrug, "Let us walk as we speak. You heard our call?"

"We always will, noble Speaker. Even if duty did not demand it, affection would."

"Flattering but will it make a difference?"

"Every action makes a difference. Your people taught us that."

The Onagir nodded. "What do you propose?"

"The King lives. That you live proves this. I shall stay with you as Speaker and one who accompanies me shall stand as King until his return. Two to stand with the young twins until they are ready."

"I had forgotten your kinds talent for mimicry. I thank you, the King's role is pivotal to the traditions of our people. What of the fifth?"

"He will hunt the lost." The Eerith's tone was faintly menacing.

"Tell me, land spirit, why would the King be taken? We have few enemies and even less power or wealth. There is no sense to this."

"There may be those who believe him to be of value or who see his scepter as a talisman."

"Ridiculous. He is an old blind man with a battered walking stick. At best they are a symbol."

"It is your people, noble Speaker, who taught us that oft times the belief is more powerful than the fact."

The Onagir nodded. "And so the children are grown and come home again to teach the lessons of the parents anew. Well then, if they have been stolen?"

The wanderer laughed. "We have a thief of our own."

Actions for Mir

Action submission

(Once again, I attempt my 'imperial Mir' impression for the amusement of the masses)

*Action 1-4: *

TITLE: Restart coterie and military training. Following a "cooling off" period following the disasters of years earlier, the leadership of Mir again presses to expand their arcane and military power. A heavy public relations campaign is also employed, citing the expanding (and increasingly hostile) power of the Defense Leauge (including the obvious risk of priacy from this 'rouge' orginization), the increased arcane power of other nations recovering from the Sinari war, and the increased religious activity across the world. (Primarily, this is a political action to prime the populace to accept a significant expansion of available force.) ACTORS: Council of Twelve and the Archmage WEIGHT: Triple (+2) KEY ELEMENTS: The influence of the actors (+2 for the AM, -1 for the Council). United, I doubt that the Council would drag down the AM's influence. Instead, this rare show of unity would probably elevate the composite influence to about +3 DIFFICULTY: Very Hard (-2) BACKGROUND FACTORS: +1 The Ka'Shari embargo makes it easy to present an example of the imminent threat +1 Mirrish history acts to support this action--the Mirrish people have lost much of their power and prestige in the world, along with this, Mir bore (in their eyes) the brunt of the Sanari war and have recieved almost no recognition from the world at large (easy to paint a 'us versus them' kind of world in this context).

Action resolution

Action 1-4

Resolution: Diff = Hard (-1) + Dice (00+-) + Extras (+2) = +1 Success

Results: Mir becomes politically functinable again. They see their position as the supreme power on the Midsea threatened by "small fish".

Interpretation:

Actions for Cedonia

Action submission

Action 1: Reorganize the Nation

Weight: Single

Description: A delicate political dance has begun in Cedonia. The Duke of Caladyn has realized that he needs the support of the merchants, magnates, and guildsmen of the cities, while the League of Cities knows that despite the promising metals project, they cannot stand alone against General Zenos. Both parties need each other, but there is some lingering distrust, occasioned by the fact that the Duke and his army were in Tirmar during the Sinari War, which left the cities unprotected. Still, as the saying goes, "the enemy of my enemy is my friend." Representatives of the two groups meet in Thalcedon to organize a new government.

Difficulty: Easy (+1)

Factors: Mutual needs and mutual enemies encourage success. Also, the two sides are not that far apart.

Fudge Points: +1

Suggested Results: Success: A new goverment structure is successfully negotiated. Implementation will come next year with a difficulty of Normal. Mixed: A new government structure is negotiated and rammed through, but many people aren't very happy with it. Implementation will come next year with a difficulty of Hard. Failure: No progress of any kind. Try, try, again.

Action 2: Reopen the Kasovian Mines

Weight: Single

Description: Based on reports from last year's expedition, the Duke and Dr. Vellin decide to send a second expedition to the Kasovian mines to reopen the pits and start sending the ore to Thalcedon for the metallurgists' research. The Duke shifts a portion of his army westward to provide security for the area; Dr. Vellin sends the labor necessary to pump out the pits and begin mining. If all goes well, the first ore shipments should arrive by mid- to late summer.

Difficulty: Easy (+1)

Factors: Last year's successful expedition

Suggested Results:

Success: A success reduces the difficulty of the metallurgy project from Very Hard to Hard.

Mixed: Problems that the first expedition didn't detect are uncovered. It will take two years to get the mines into full production. At that point, the difficulty of the metallurgy project will be reduced to Hard, assuming it is still continuing.

Failure: The expedition doesn't even make it to the mines, being forced back by bad weather and banditry.

Action 3: Continue the metallurgy project

Weight: Strategic

Despite the failure of the 1438 expedition to bring back large quantities of ore, enough was recovered to prove that the new steel is as strong and light in fact as it was in theory. As the researchers wait on the results of this year's expedition, they begin setting up the infrastructure for large scale production.

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

Action 4: Zenos Attacks

Weight: Single

Description: General Zenos decides to act on the intelligence collected by his scouts. While it's not as detailed as he might like, and the risks are high, the rewards are commenurate with the risk. Zenos and the main body of the army attack in the far west, where the scouts had reported weaknesses in the Duke's deployment. However, the terrain is nearly as bad for an attacker as a defender, and the exact locations of the Duke's troops are unknown.

Difficulty: Hard (-1)

Factors: The +1 to an attack this year is cancelled out by the Duke's movement of troops westward. However, the Duke's army is still understrength.

Action resolution

Action 1: Reorganize the Nation

Resolution: Diff = Easy (+1) + Dice (+-0, 1fp=0) = +1 Success

Results: A new goverment structure is successfully negotiated. Implementation will come next year with a difficulty of Normal.

Interpretation:

Action 2: Reopen the Kasovian Mines

Resolution: Diff = Easy (+1) + Dice (0000) = +1 Success

Results: The difficulty of the metallurgy project is reduced from Very Hard to Hard.

Interpretation:

Action 3: Continue the metallurgy project

Resolution: Diff = Hard (-1) + Dice (+---) = -3 Severe failure

Results: (0,x,x)

Interpretation: Oh damn, the ore was not pure enough.

Action 4: Zenos Attacks

Resolution: Diff = Hard (-1) + Dice (++-0) + Extras (+1 / last year) = +1 Success

Results: General Zenos' gamble pays off, and he manages to inflict substantial damage to the Duke. The biggest victory is on morale, though. +1 to Zenos's military actions next year.

Interpretation:

Actions for (Society)

Action submission

Action resolution

Action 1-4

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

Results:

Interpretation:

-- Juuso Vesanto - 29 Dec 2003

Topic revision: r4 - 11 Jan 2004 - 18:47:43 - Juuso Vesanto?
 
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