Events for 1440
Aryisa [-4]: After 17 years of relative peace, a war
again rips Aryisa. This time, the conflict is internal;
although the rest of the Razanian coast is looking on
with a scavenger's interest.
Ka'Shari [+3]: A small group of Wanderers make a favour to
a local leader of a band of smugglers working in the region of
Talishara. Through her, they are exposed to a small, but very
thriving and prosperous trade on dragon-parts. The beasts that
fell in the Battle of Talishara were buried in a secret location
near Talishara (after they had been cleaned of the most
valuable parts: teeth, horns, etc.). The operation, that the band of
smugglers is a small part of, has been robbing the graves and
selling them at high prices for the past few years. It is all very,
very illegal, of course.
Visions, part IV
The sleeping sickness had got worse and worse over the years. In the last
few months it had got into a stage, where Delany could fall suddenly asleep
in the middle of a conversation, while standing. His parents had hired a
personal guard to watch over him so that he would not hurt himself when
he fell down on such occations. Sometimes the fall woke him, but more
frequently it did not. His parents took him to physicians, to priests of
different religious orders (Shining Kar, Lhambra, The Numbers, Sign of Dawn),
and - secrectly - even brought a magician to see him.
But nobody could help. And his parents could not afford a Miracle, not
with their other worries.
And the strange dreams were always there. After explaining the first
few to his parents, Delany had learned to keep his mouth shut about them.
But the dreams were always there. And Delany did not mind, for the
dreams were another world for him. An escape from his physical condition.
A second reality, as it were.
Today Delany had fallen asleep at breakfast table. He was carried back
to his bed, a glass of water was placed beside him (for he was usually
thirsty when he woke up), and he was left alone. All the while Delany
dreamed...
A small lizard run up a rugged hill covered in a yellow mist.
As the lizard ran through it, the mist formed strange shapes and images
in its wake: of places, and animals, and creatures, and symbols. The
lizard ignored them, and the images dissipated soon.
The lizard reached the summit of the hill, where a man was sitting, and
viewing a play of lights in the distance.
"Master, the Coven is now ready", it said.
"Good", said the man and stood up. He was a giant, over 3 metres in
height, and when he walked one could see all six of his arms. The
man walked briskly down the
hill, with the lizard, and the yellow mist following him. Around him, the hill
deformed, slowly flowing into steep stairs under his feet, and into a large
tower about him. The man, the lizard, and the yellow mist continued down
the stairs.
Finally, the man reached a heavy door at the foot of the stairs. Without
slowing down, the man stepped towards door, which opened silently before
him. The door opened into a huge hall at the center of which three figures
sat (or stood, for they were covered in layers of cloth, and it was
impossible to say what kind of creatures they were). In their center, an
old man stood, slightly bent, and leaning heavily on his staff. On the
floor beside the old man, various boxes had been carefully placed.
The giant with six arms continued to walk until he stood just a little
away from the circle formed by the three figures. He surveyed the old man
and the objects beside him carefully.
"Is everything as agreed?" he asked.
"Yesssss...", hissed one of the hooded figures. "The eye will
show the way to ussss... The blind king will open the lockssss...
And the heart will pay the price."
Satisfied, the giant gestured with his topmost hands, and the
yellow mist condensed and wrapped itself around the giant.
"Open the gate", the giant commanded.
The three figures started a high-pitched chant. The air between them
started to flicker and grow hot. The old man shifted uncomfortably, but did
not move otherwise. The chant continued and with a sudden flash a bright
circle opened before the old man. Although blind, he seemed to notice
that something was there. He sniffed the air and with purposeful stride
stepped through the circle. The giant followed immediately after him,
but when he was about to step through the circle, his motion was
suddenly stopped.
"What?!?" the giant said with wrath in his voice, and glanced around
him.
"WHAT ARE YOU?" a loud voice echoed from somewhere inside the circle.
The giant tried to push through but failed.
"I am Therebani, the Lord of my Realm, and I command you to let me
through!", the giant bellowed.
"YOU DO NOT BELONG HERE. BEGONE", the loud voice said. With another flash
the gate shut. The old man was gone, through the gate, and of the boxes
only wisps of smoke remained.
The giant grabbed one of his arms at wrist, where the gate had cleanly cut
away one of his hands and cried in anguish. The yellow mist surrounded the
wounded hand, and the giant turned to face one of the three figures.
"What is the meaning of this!!", he demanded.
"Hrrr... hrrr... hrrr...", the addressed figure seemed to laugh driely
inside the layers of cloth. "We promised to find the way. We did not
promise an entry. Hrrr... hrrr... hrrr... And it seems you have to
find someone stronger to force it. Hrrr... hrrr..."
The giant seemed poised to strike the laughing figure. Instead he straightened,
shouted, and the dome of the hall exploded away, letting a furious rain in from
a black-clad sky. The giant stomped away from the hall, leaving the three
figures behind him.
In his dream, Delany saw the blind old man cautiously making his way down
the slope of a green valley. Already the landscape below him was starting
to change into a mixed forest of the Onagir homelands. Delany smiled in his
sleep - it was good to have company in his dreamland, at last.
Actions for Kaeir
Action submission
Action 1.
Title: Change to standing orders for Fleet.
Weight: Single action.
Description: The Senate orders the Fleet Commanders to end the blockade of Tal City, and move the Kaeirean Fleet back to the Kaeirean Strait. There, the Fleet will conduct patrols of the Strait, the Kaeirean isles, carry out commerce protection duties in the area, and continuing supplying the forces in Port Tirmar. The key question is whether the Fleet Commanders accept the change in policy and the marginalisation of Lord Basilludin by the Senate.
Key Elements: Fleet, Senate.
Difficulty: Easy.
Factors:
+ Diminished status of Basiluddin (failed actions)
+ Untarnished status of Senate
+ Futility of Tal City blockade
+ Prospect of naval conflict with Mir
+ Support of the other two Guard Commanders in the Senate for the policy change
+ Basiluddin's leave of absence from the Senate
- Loyalty of many Fleet commanders to Basilludin
- Prospect of abandoning the "Revolution"
Possible results:
Success - Despite unhappiness with the apparent marginalisation of Basiluddin, the Fleet Commanders, of whom many had privately disagreed with Basiluddin's aggressive foreign policy, accept the new "realpolitik" approach being adopted by the Senate and comply.
Mixed - The majority of the Fleet Commanders comply with the Senate orders, but several Commanders refuse to accept it, sailing westward on a single ship to Cedonia, intent on offering their services to "the only surviving true Republican movement".
Failure! Realising the intention of the Senate to ultimately do away with Basiluddin, the Fleet Commanders refuse to accept the Senate's orders. They sail back to Port Kaeir, determined to unseat the "treasonous" Senate and "restore" Basiluddin.
Action: 2
Title: Delegation to Mir.
Weight: Single
Description: The Senate sends another delegation to Mir, to placate Mirrish anger and try to improve ties. The Kaeirean chief envoy delivers several symbolic and material gestures on behalf of the Senate - the lifting of the Tal City blockade, a copy of the legislation passed by the Senate entitled "Statute on the Autonomy of the Easterners' Quarter" that formalises the long-held autonomous status of the predominantly Mirrish Easterners' Quarter in Port Kaeir and invites Mir to appoint a magistrate to preside over the internal affairs of the Easterners' Quarter, and lastly, a handsome copy of the thesis by famed Kaeirean metaphysical scholar, Sir Jawziyyah, entitled "An eldritch and new history of Kaeirean folk-magicks" (one of only two copies in existence). The chief envoy also relays the Senate's offer of greater cooperation in Midsea affairs, and that Kaeir's territorial claims on the mainland are henceforth limited to the Port Tirmar district.
Key Elements: Senate, Easterners' Quarter.
Difficulty: Hard
Factors:
+ Lifting of the blockade
+ Easterners' Quarter Statute
+ Benefit of Mirrish-Kaeirean cooperation
+ Willingness of Kaeir to heed Mir's warnings
- Previous Kaeirean actions
Action: 3
Title: Assassination of Czar Salokin
Weight: Single (SECRET)
Description: In order to break the stalemate at Port Tirmar, the newly appointed Secretariat-General, Lord Karl von Kahshaar, orders the activation of the Secretariat cells in Tirmar, and orders these agents to assassinate Czar Salokin. Information Secretariat agents of the Tirmar cell, using the cover of courtesans in an embassy from Commander Gamar in Tal, infiltrate Solokin's personal quarters, and using a traceless poison, assassinate Solokin.
As a backup plan, Information Secretariat agents, disguised as Taltherani officers, will attempt a pre-dawn raid on his quarters to assassinate him.
Primary priority is given towards the assassination of Salokin and the implication of Salokin's generals, and only then to the preservation of Secretariat cell.
Key Elements: Information Secretariat, Lord von Kahshaar.
Difficulty: Hard
Key Factors:
+ False sense of security created in the Taltherani mind, by the lull in hostilities.
+ Preparation and organisation of the Secretariat cells in Tirmar
+ Popularity of Kaeir in Tirmar
- Czarist security
- Difficulty in concealment
Action: 4
Title: Establishment of Trading Outpost at mouth of the Avaeran Rim river.
Weight: Single
Description: With the approval of the Senate, a cooperative of Kaeirean Houses establishes a trading outpost at the mouth of the Avaeran Rim river, in the wild river delta region between Milakanur and Aixelsydan. The outpost is established in a deep harbour site at the mouth of the river, and is intended to open up trade between Kaeir and the native tribes of the Avaeran delta and northern Rim range. These tribes lay outside the sphere of both Milakanur and Aixelsydan, and present both a source of raw materials and a new market for luxury and manufactured goods from Kaeir. In time, it is hoped that these tribes will be drawn into the Kaeirean sphere of influence, and that the settlement will develop into a proper port.
Key Elements: Major Houses.
Difficulty: Normal
Factors:
+ Mutual benefit of new trade (native raw materials, Kaeirean luxuries and manufactures)
+ Neighbouring tribal chieftains keen to use ties with Kaeireans to improve their positions in relation to more distant Avaeran tribes
- Native hostility/suspicion
Possible results:
Success: The trading outpost is successfully established, dubbed by the traders as "Rimriver-town", with a triumvirate of a Guard Captain, Secretariat Officer and a senior merchant, appointed by the Senate to administer settlement affairs. The outpost triumvirate successfully enters into trade pacts with the nearby tribes. Soon a thriving market develops at the outpost, with Avaeran tribesmen bartering pelts, spices and other raw goods for Kaeirean luxury and manufactured goods.
Moderate success. The outpost is established, and relations opened with the neighbouring tribes. The suspicious attitudes of the Avaeran chieftains limit the growth of barter-trade to occasional deals for the time being.
Failure. The outpost is established, but comes under immediate threat from the neighbouring Avaeran tribes. Unless the situation is resolved, the future of the settlement looks bleak.
Action: 5 (1 of 2 years)
Title: Eastern expedition to Celpalar
Weight: Single
Description: Unhappy with the existing maritime knowledge of Kaeir, the Senate is determined to improve on what is already known of the northern searoutes. Utilising all of the existing knowledge of the traderoutes of the northern Midsea, and of the Celpalar traderoute, the Senate orders the Fleet to equip an expedition to chart and explore the route to Celpalar, and to survey the trading prospects along the way.
The Expedition is to sail from Kaeir along the northern Midsea coast, through Strait of Anorurr, north along the Razanian and Kelshiri Coasts to Celpalar, then south to the unnamed archipelago, returning via Vraa'al and Mir to Kaeir.
Key Elements: Fleet, Major Houses.
Difficulty: Normal (searoute to Celpalar already known).
Factors:
+ Most of expedition's route is well known
+ Maritime expertise of Kaeirean merchants and sailors
- Large undertaking, with many unknown factors.
Success! The expeditionary squadron successfully charts the northern Midsea and the route along the Kelshiri Coast, finally arriving at Celpalar. The first part of the journey reveals many new trading prospects for Kaeirean merchants, and several strong candidate sites for trading outposts.
Mixed. The expedition completes their navigations safely, arriving at Celpalar. Though knowledge of the route is vastly improved, the difficulty of the first leg of the journey limits opportunities for investigating trading prospects.
Failure. The expedition completes the navigation of the Northern Midsea, but is forced to turn back at the Straits of Anorurr by bad weather, instead sailing to Vraa'al and Mir before returning to Port Kaeir.
Action: 6 (1 of 2 years)
Title: Videssia research project
Weight: Single
Description: Chief of the Information Secretariat, Lord Karl von Kahshaar, orders the Secretariat to research the history of magical and mental sciences in Videssia, following up on information gained from Eerith advisors. The purpose is to obtain a greater understanding of the history of such sciences in Videssia, the relevance of this to the Secretariat, other possible opportunities, and proof to support von Kahshaar's decision to temporarily halt the mental science project (possibly for use against Basilludin, in the Senate). Secretariat researchers therefore begin scouring the libraries of Kaeir, and non-hostile Midsea nations.
Key Elements: Information Secretariat, Lord von Kahshaar.
Difficulty: Hard (obscure, arcane information).
Factors:
+ Eerith assistance
+ Previous research into "mental science"
+ Videssian trade contacts
- Extremely arcane topic
Action resolution
Action 1: Change to standing orders for Fleet.
Resolution: Diff = Easy (+1) + Dice (+++0) + Extras () = +4 Great success
Results: The power (as well as consent) of the Senate among the Fleet is
re-established to its proper level: Great.
Interpretation: Apparently, Lord Basiluddin wasn't such a popular figure
in the minds of the fleet commanders, after all. The support for the lift of
the blockade (excepting Tirmar, of course) is unanimous. From now on, there is no question
of the loyalty of the Fleet. This, together with news
of the advancement of republic ideas in Cedonia, and the success of actions
2 and 3 lift the general consent of the Senate to an all-time high: Superb.
All hail the Senate! All hail Lord Jafaarsan!
"Rise of the Senate, 1439-1441", History of the Kaeirean Republic
(Society of Scholastics, Tirmar: 1500):
In the year 1440, the second stage in the political consolidation of the
Republic of Kaeir took place. The Senate, while initially doubtful,
easily reinforced its authority over all in the Republic, and Basiluddin
in a roundabout fashion, lost much of his.
Following pressure from Mir, the fearful Senate ordered the lifting of
the Tal blockade, ordering the Fleet Commanders to return to the Kaeirean
Straits. While the Commanders unhesitantly agreed, what was significant
about this was that the old revolutionary drive to “re-take” all of
Taltheran was banished from mainstream politics, and even the pragmatic
revolutionary politics of Basiluddin and his cohort marginalized. Many
did not realize this yet, but the sharper minds in the Senate did, as did
Lord Basiluddin, who gracefully accepted his retirement from political
life, instead taking command of the expeditionary forces in Port Tirmar.
Basiluddin’s loss of political fortune had been engineered by the
political genius of Lord Sanus Jafaarsan, son of a martyred Tirmari
republican lord, and chief of the Merchant-Lords in Kaeir. Jafaarsan had
worked at the eroding of Basiluddin’s powerbase for several years, and in
1440, after a series of failed actions by Basiluddin, persuaded the
Senate to change its political direction. Lord Basiluddin was removed
from office, and given the title Commander of the Expeditionary Forces as
face-saving compensation.
The why and how this remarkable series of events was simple.
Basiluddin’s right-hand man, Sir (now Lord) Karl von Kahshaar was
elevated to the position of Senator, and Secretary-General of the
Information Secretariat, in recognition of the now critical importance of
the Information Secretariat. More importantly, Lord Gregor Ulricovic and
Lord Cyril van Fitzlyri, the two of whom had previously formed the other
two thirds of Basiluddin’s old revolutionary Triumvirate, came over to
Jafaarsan’s position. Ulricovic was confirmed as Commander of the Guard,
in exchange for his support, and van Fitzlyri made the new Admiral of the
Fleet. As further compensation to these three Senators of the military,
the Senate conceded to the right to short-list candidates for the senior
ranks of the military to these three powerful institutions.
At the same time, Jafaarsan engineered the appointment of several new
positions in the Senate: Senate for the Merchant-Houses, the Pro-Consul
of Celtehar, the Pro-Consul of Celtelath, the Mayor of Port Kaeir, the
Secretary for Commerce, and the provisional Pro-Consul for Port Tirmar.
These new positions ensured the Senate would no longer be dominated by
the military, as in the days of Basiluddin’s Triumvirate, and established
the foundation for a civic political tradition. Further evidence of
Jafaarsan’s political genius could be seen in the composition of these
appointments – whereby he ensured all the major political factions of the
Republic were represented and therefore involved in the political life of
the government: the old guard Basiluddinists, the patriotic Tallists
(these emigrants from the mainland often used the slogan: “Until Tal!”),
the cryptic Mirrists who dominated the Information Secretariat, the new
and religious Millatists who cut across the old political lines, and the
influential and pragmatic Green faction led by Jafaarsan. Only one
political grouping was left out, the firebrand revolutionaries whose
slogans of “No Kings! No priests! No borders!” unnerved even the
Basilludinists and Tallists. Though in 1441 these factions were not very
identifiable, the beginnings of these groupings could already be
discerned, and would become much more coherent in the years to follow.
Action 2: Delegation to Mir.
Resolution: Diff = Easy (+1) + Dice (+-00) + Extras () = + 1 Success
Results: The Mir is all sweets and honey. Official relations are increased
to 'Fair', although unofficially the people of Mir still look at Kaeirian
delegates and merchants slightly sideways (unofficial relations Mediocre).
Interpretation:
Action 3: Assassination of Czar Salokin
Resolution: Diff = Hard (-1) + Dice (00, fp=4:++) + Extras () = +1 Success
Results: The Czar is, presumably, dead.
Interpretation: Czar Salokin gets a severe head-wound in a bloody ambush. He is
taken to his palace alive, but unconscious. He is not seen again in the coming
weeks, and soon rumors of his death start to circulate. These are hotly denied,
but the Czar does not return to the streets - and his troops begin to desert.
Lord Jafaarsan,
Greetings. I write to you to inform you of how the Port Tirmar campaign
goes.
It has been a month since the assassination of the tyrant Salokin.
Ensconced in our fortified position in the eastern half of Port Tirmar,
we have been able to watch the events that flowed from his death.
Already, considerable numbers of Czarist forces have left Port Tirmar,
apparently in a race back to Tal, as Salokin’s generals jostle for the
top position. In Port Tirmar itself, several minor fortified towers have
come over to our side, evidence of widespread dissatisfaction and low
morale amongst the Czarist troops, though these dissertions have not been
of large enough numbers to make a difference in military terms.
I have ordered continued preparations, and am pleased to inform the
Senate that I plan to make an assault in the New Year, to break the back
of the remaining Czarist forces and push them our of Tirmar.
A continuance of the usual supplies is necessary, and what spare troops
are available in the capital will also be of benefit.
For the Republic,
Lord Osric Basiluddin
Commander of the Expeditionary Forces of the Great Republic of Kaeir
Action 4: Establishment of Trading Outpost at mouth of the Avaeran Rim river.
Resolution: Diff = Normal (0) + Dice (0-00) + Extras () = -1 Failure
Results:
Interpretation: The outpost is established, but comes under immediate threat from
the neighbouring Avaeran tribes. Unless the situation is resolved, the future
of the settlement looks bleak.
Winter, 1440 – Rimrivertown, the Avaeran wildlands.
Captain Huacoatl van Jafaarsan van Kelshir emerged from his warm cabin
into the brisk morning fog of the outpost, to the sounds of the the
beginning of the day. From nearby he could smell the smoke and odours of
the breakfast being cooked by the night-watch before they returned to
their bunks. On the northwall, the morningwatch could be heard
continuing with yesterdays work on the rammed earth embankments. Then
the yellow rays of the morning sun breached the nearby hills, and the fog
quickly fled as the grey hills came alive with colours of vivid green.
Again, the view he enjoyed from his quarters cum office took his breath
away, a small mercy to be weighed against the cosmic injustice of being
appointed to the governorial triumvirate for Rimrivertown, pitiful
trading settlement in the most obscure corner of the Midsea.
From the moment of their arrival, things had not fared well. Thanks be
to He Who Is One, they had survived those first few months, establishing
the settlement, defenses, a good harbour and were able to supplement some
of their supplies with food from the singular friendly tribe nearby, the
Panchayyah. Other than that, Captain Huacoatl had struggled to fulfill
his third of the mandate as Lord of the Guard, to safely establish the
trading outpost. An almost complete hostility amongst the neighbouring
Avaeran chieftains, safe for the exception of a minor clan in the
immediate hinterland, prevented any diplomatic let alone commercial ties
being established.
This failure, in turn prevented the other two triumvirate members, the
Lord of the Merchants and the Lord of the Secretariat, from carrying out
their own duties, instead they remained holed up in the settlement for
the majority of the time, aside from the occasional foray to accompany
patrols or to the small Panchayyah village nearby.
It had been almost two months now since the last attempt by youth from
the larger Avaeran tribes to raid the Kaeirean settlement, mused Captain
Huacoatl. Perhaps soon he could turn over the main responsibility of
authority over to the second lord of the triumvirate, the silver-tongued,
slight-of-hand Secretariat Lord, Sir Oris van Stwyth. Perhaps.
Perhaps when things were quieter, he could persuade the other two lords
to send a delegation to the north, to the distant Kelshir plains of his
childhood. Somewhere beyond these wild hills were the grassy plains of
southern Kelshir, and beyond them, the jagged mountains and jungle of the
Kelshiri valley, where He Who Is One might be benevolent enough to allow
him to find perhaps some surviving kin of his own long-lost clan.
Perhaps. But in the meantime, he had to fulfill his mandate, see the
success of this settlement, and return to Kaeir in commercial glory.
That itself would be a gargantuan task, Huacoatl mused to himself, as he
strode down the hill to the Guard mess-hall where his lieutenants were
undoubtedly already waiting.
Action 5: Eastern expedition to Celpalar
Resolution: Diff = Easy (+1) + Dice (+0--) + Extras (-1) = -1 Failure
Results: No progress: (x,x)
Interpretation: Accidents prevent Ka'Shari from directly helping (except through
advice). The expedition starts out without Ka'Shari guide, but find the Straits
very difficult to navigate alone. They have to return back.
Action 6: Videssia research project
Resolution: Diff = Hard (-1) + Dice (+--0) + Extras (-2) = -4 Severe failure
Results: (x,x)
Interpretation: No progress, whatsoever. A few promising false leads, though,
which suck a lot of money. The Secretariat workers are starting to make jokes
about Basiluddin's pet project.
Actions for Cedonia
Action submission
Action 1: Establish the new government.
Weight: Single.
Description: The convention in Thalcedon in 1439 managed to hammer out
a new governmental structure that everyone could live with, in the
short- to mid-term. The city councils that were created in the power
vacuum of the Sinari War will continue to operate, but they will elect
two representatives each to the new Regency Council, serving five-year
terms. The rural areas of Selaria and western Cedonia will be
represented on the council by representatives elected from the local
nobility. Duke Yarrow of Caladyn, as the senior (known) surviving
member of the imperial family, will be the only hereditary Council
member, with the title of Lord President of the Regency Council. The
Lord President's role is to be largely ceremonial, with the real power
lying in the office of First Councillor. Dr. Arden Vellin is named
First Councillor by acclamation. As far as day-to-day administration
goes, the Regency Council simply coopts the existing bureaucratic
structures of the old empire, a structure which lacked only a head to
control it.
On a final note, the name of Cedonia is changed. No longer the
"Cedonian Empire", it is now the "United Provinces of Cedonia".
Difficulty: Normal
Factors: Last year's actions paved the way for this year's changes.
Action 2&3: Eliminate Zenos.
Weight: Double
Description: The only thing that holds Zenos' army together is the
General himself, but Zenos is only one man. Cut off the head, etc. The
Duke of Caladyn knows that as things stand, facing Zenos in the field
is too risky. So, the Duke has a quiet word with Dr. Vellin. Dr. Vellin
has a quiet word with Raden Ghere, the former Imperial Chamberlain. And
Ghere, who has
quite enough stress already, thankyouverymuch, goes to
a quiet Taltherani restaurant in the Harbour Quarter of Thalcedon, and
has a quiet word with the owner, who used to "fix" things for the
Empress Yzara.
The plan is to plant an agent in Zenos' army as the General's personal
cook. Zenos gained his promotions from military ability, not through
politicking, and the General does not employ a food taster. When the
time seems best to the agent, a simple substitution in the variety of
mushroom selected for dinner should result in a dead general.
With luck, Zenos will be dead by Year's End.
Difficulty: Normal
Factors: Double Action . . . the people who used to "fix" the problems
Yzara didn't want publicized are professional . . . no time pressure .
. . simple plan.
Fudge Points: +2
Action 4: Continue the metals project.
Weight: Strategic
Description: With metal ores coming in from the Kasovian mines in
quantity, the new bottleneck in the research is refining. A new smelter
had been built in 1438-39, but it collapsed due to shoddy construction.
Hopefully, the new design and the new contractors will improve matters
this year, and the project can start moving to applications.
Difficulty: Hard
Factors: Ore availablity improved in 1439
Action resolution
Action 1: Establish the new government
Resolution: Diff = Normal (0) + Dice (++-0) + Extras () = +1 Success
Results: No major difficulities. The change of government is suprisingly easy.
Interpretation:
Action 2-3: Eliminate Zenos
Resolution: Diff = Hard (-1) + Dice (+0,fp=4: ++) + Extras (+1) = +3 Great success
Results: Within 1 month of the order, Zenos is dead. The army is left
without a working head, and desertations soon begin. The core of the troops
remain loyal to their general, though. They retreat to Zenos' home
areas and refuse to make a piece with the United Provinces.
Interpretation:
The restaurant was small and non-descript, a typical Harbour District
eatery, with nothing to set it apart from its neighboring buildings
besides a discreet sign, "A Taste of Taltheran". With a nervous glance
over his shoulder, Raden Ghere pushed his way through the swinging
doors.
Inside, the restaurant was cool, dimly-lit, and quiet. There were only
a few customers; Taltherani-style cooking was not popular in Thalcedon.
However, too many customers would interfere with the owner's
other
business.
Raden sat down in a booth in the corner farthest from the door, and
waited. After about five minutes of waiting, the owner of the
restaurant slid into the seat across from Raden.
Raden looked at the man. "Hello, Cassat."
The restauranteur inclined his head. "My Lord Chamberlain. It's been a
few years. Why are you here?"
Raden sighed. "I need your help."
"What makes you think I would give you any help, my lord? I am . . .
retired from that line of work."
Raden laughed. "Nonsense, Cassat. You could no more give up the Great
Game than you could give up breathing. Besides, I know something you
don't know."
Cassat cocked an eyebrow. "Really?"
Raden leaned forward. "Yzara's alive, Cassat. You swore the same oath
of fealty and service that the rest of the Inner Circle did when she
ascended the throne. While she lives, we are bound to her service until
and unless she releases us."
"You have proof."
Raden nodded, and passed over the Empress' letter. "I received this at
my office at the metallurgy project two days ago. No one seems to know
who delivered it or where it came from. But, if we accept everything
she says in the letter, that's not so mysterious."
Cassat quickly read through the letter, then looked up. "The Vra'al
have had her all this time?"
"Apparently."
"And she has borne their High Lord's children."
"It would seem so."
"And the Burcancy found out, and decided to 'rescue' her and her
children."
"That's right."
"And
she wants
us to do something about this?"
"Preferably terminating the responsible parties with extreme prejudice,
yes."
Cassat sighed. "She hasn't changed a bit."
Raden chuckled. "No, she hasn't." Then, more soberly, "Will you honor
your oath to the Empress, Spymaster Cassat?"
"Do I have a choice?" said Cassat. He looked around the restaurant, and
shook his head. "And I was so looking forward to my retirement. Now,
what would you have of me?"
"Do you still have your network?"
Cassat shook his head. "Not for the sort of thing Yzara wants. I still
maintain a network in Thalcedon and the other League Cities, but I only
have occasional, informal contacts in Mir and Taltheran. I've been cut
off from the south Mid-Sea since General Zenos raised up his banner in
rebellion. I certainly don't have the resources for a rescue mission
and multiple assassinations in Burcancy. I'd need some support.
Official support, Raden."
Raden nodded. "I see. Could you handle one assassination, a little
closer to home?"
"I might . . . Zenos?"
"Yes. The Duke and Dr. Vellin are concerned. The Duke knew that I
'arranged' things like that for the Empress in the past. If you can
arrange for General Zenos' death, they're willing to bring you and your
agents back in from the cold."
"Do they know that Yzara is alive?"
"No, I haven't told them. She was quite clear in her letter that I was
to inform only those who absolutely needed to know. They don't need to
know. Besides, it would only complicate things."
"Truly. The last thing our poor nation needs is more complications."
Cassat slid out of the booth and stood. "I will make the arrangements,
Raden. With luck, Zenos will be dead by Year's End."
Raden also got up from the booth. "And with that out of the way, we can
work on the Empress' problems." He walked to the door, then paused. "If
I need to talk to you again, how should I contact you?"
Cassat said, "Make a chalk mark on the base of the equestrian statue in
the central plaza. You know, the hideously ugly one of Yzara's father.
If you do that, I'll be in touch within a day, two at most. And,
Raden?" The spymaster's gaze became deadly. "Don't come back here
again. I value my privacy . . . and my anonymity." With that, the
spymaster turned and vanished into the restaurant's kitchen.
Raden shuddered, and left the restaurant.
* * *
Two days later, Raden received an anonymous note at his office. It
said, simply, "They're on their way."
Action 4: Continue the metals project
Resolution: Diff = Hard (-1) + Dice (---+) + Extras () = -3 Severe failure
Results: One more setback like this, and it's back to square one (diff=-2).
Success pool so far: (0,x,x)
Interpretation: The mines, while looking good, fail to produce sufficiently
pure ore.
Actions for Ka'Shari
Action submission
Action 1&2: Search for the Dragons
Weight: Double
Fudge Points: 1
Description: The Goddess's request has dragged to 4 years, now, and has finally begun to bear fruit. She asked us to find the Wyrms, and we have finally gotten our first real lead - in a land which Mir claims to 'own'. One group of our Wanderers has discovered a trade in body parts of deceased dragons, parts which should still contain some connecton to their own. Start a two-pronged effort to pursue this lead, seeking a way to find any still-living dragons. The first group will attempt to purchase as large a relic as possible from the smugglers. Let them determine the method of getting the 'part' to us: if possible, a piece of wing, any bone, or (best) heart or brain (provided they are not damaged by magic or animals/insects). Pay an extra-high fee and ask the smugglers to deliver to a ship (in whatever location they request, but not on shore, so we can claim truthfully that we have not engaged in ile legal trade in Talishara). We should have at least a couple of Mages who can use the item to track down a living dragon. The other group will be the wanderers, themselves. Continue to do their good works and express an eagerness to trade with these people for more legitimate goods, as well ... and offer good prices. If nothing else, they could form the nucleus of our own information-gathering resources in this part of the world. But if we're lucky, they'll also manage to learn a bit of the history of the dragons and where they came from (other than the city in the sky).
Difficulty: Hard (-1)? (This is what it has been every time until now, although I'd hope the tangible leads will help)
Factors: Getting the object via the smugglers seems the most likely path. However, dealing with them would have to be kept secret (-), although the actual trade and subsequent tracking should be easy (+), barring unforeseen circumstances. The 'second' group is mostly intended to cover all possible routes of discovery, but their existing good relations might be another bonus (?).
Suggested results: ---: Caught by Mirrish patrols and accused of spying (or smuggling), worsening relations further. -: Unusable or False dragon bits, meaning no luck in tracking it down. +: The item purchased works, but circumstances make reaching a dragon immediately difficult (or it's bad, but the second group can point us to a place where living dragons have been recently), ++: We actually see and/or meet some dragons.
Action 3: Dock in Burcancy
Weight: Single
Description: Despite heavy efforts, we've still not been able to create a usable drydock for ship repair and construction. While we can do simpler things here, the locals' insistence on maximum profit rather than maximum good has made any long-term goals run very slowly. Put more effort into this one: the dock would be good for all of us.
Difficulty: Hard
Factors: We
have made some progress to date, although most of the results have been mixed. It's easy to chalk it up to weird local customs (like profits) and remember that despite such long efforts we often have been able to work with locals before.
Suggested Results: --: Increased tension between the local lord and his superiors (and no progress), -: Dock built, but delays mean that few non-Ka'shari are interested.
0: Dock built, Ka'Shari begin catching up on ship maintenance.
+: Dock built, increased trade improves the local lord's mood (and helpfulness)
Action 4: Help the Exquaesito (and us!)
Weight: Single
Description: Our new Trade Mission in the Free Cities has put us into contact with various groups who desire transportation. One is the Exquaesito, who want to establish missions in distant lands like East Torphan or even Kaeir or Mir. Send a Wanderer ship to take them for a very low price in exchange for advice and lessons on how to win the hearts of people from strange cultures, we'll take them to any city on the Midsea.
Difficulty: Normal (The passage is trivial, but learning from what they have to teach may prove harder for us)
Factors: Good relations with the Free Cities, but we've had little luck figuring this stuff out before. It's hard to hold high hopes.
Suggested Results: ---: Ship sunk or the Exquaesito folk die on shipboard for some reason
--: Terrible cultural problems: they make it there but hate Ka'Shari
-: We learn little from the exercise
+: We gain a bit from the exercise (+ to next effort to expand the Wanderers)
++: We learn a lot (bonus to Wanderers' ability to establish relationships in a town) and the Exquaesito do, as well.
Action 5: Help to Kaeir
Weight: Single
Description: The Kaeirans have asked a favor: help to chart trade routes to Celpalar. We already trade there, of course, and are glad to help our friends in Kaeir earn a profit. It's also good sense: increasing their knowledge of the Straits of Anorurr and of the sea routes there makes Celandra better for both our peoples. We'll have to slow our ship, but the joint effort should be worth it.
Difficulty: Easy for us (probably not so for Kaeir)
Factors: We probably know the Straits of Anorurr better than any, but they remain dangerous: there and during the long deep-sea journey are where there is the greatest risk to either ship. Our mages and superior ships should give us an advantage is passing through the straits; I would hope that even in a disaster we could avoid any loss of life. Otherwise, it's a mutual assistance project. Through the Kaeirans we might meet the V'raal and possibly repair some misunderstandings with Mir.
(OOC: My belief is that the Straits of Anorurr are a challenge even for the best of ships/captains. If not, this becomes far easier and less of a challenge for others)
Suggested Results: ---: Disaster: Either the Kaieran ship is damaged/unable to make the journey, or our interaction with Mir/V'raal/Celpalar (one or more) are made worse - and our reputation as sailors is damaged somewhat.
-: Accidents prevent us from helping, and Kaeir finds the Straits very difficult.
Mixed: We make it to Celpalar - and find ourselves losing ground in the trade game.
+: Expedition considered a success, but the difference in skills is such that Kaeir considers dropping the effort in lieu of expanding their Celpalar trade with us. (We're certainly eager for that one!)
Action resolution
Action 1-2: Search for the Dragons
Resolution: Diff = Normal (0) + Dice (++-, fp=1: 0) + Extras (+1) = +2 Success
Results: Some success, at last.
Interpretation: The divinations performed on the delivered bodyparts
indicate that the dragon in question originated from far, far south, in
areas where even Ka'Shari have never ventured for centuries. The Goddesses are pleased
with the progress.
- - - -
Bra'anath paced the deck of his ship, visibly restraining himself from asking Adric how long until the ship from Talishara would arrive. When it did, he was one of the first to cross, contrary to protocol -- but to the amusement of most of the crew of his ship, "The Guide".
The objects didn't look like much: a large piece of scaly hide which looked poorly tanned, and several dried shapes, resembling last year's vegetables more than anything else. But one look at the grins of the Taletemke'Shylni accompanying them was enough to assure him that they were real ... and that the divinations would work. Bra'anath's answering smile was relieved and eager. "How soon until you know?" is all he asked. "Just three days."
The ships sailed together, approaching the Straits of Anorurr. The Guide, Bra'anath, worked as hard as any to be sure his ship was in shape for a long voyage, and spent much time on the other ship, "Foam," preparing it as well... at least until the fumes of the sages' divinations drove him off.
"It is far to the south," were the first words of the Sage when he finally emerged on his students' arms. "Not far from where Nelemni city was." All those listening were silent for a moment at the thought of returning to their original homeland... and at the magnitude of such an expedition.
"The Goddesses will it," were Bra'anath's words. "Send several ships. I would be neglecting my duties if I went myself, but you should go as soon as possible. I'd strongly suggest you bring ships from each fleet, as well." His eyes flicked to the old man who had done the divination. "Are you up to it, Sor'ack'anat? By the time you could get down there, storm season will have begun." He smiled at the diviner's nod of affirmation, and added, "I have a new blanket you will need more than I do. Take it."
With those words, the reprovisioning began and the growing Fleet started towards the Straits. Once on the far side, they would begin a journey to sing of in the Tales of the Ka'Shari. "I suppose we should return to the Burcancy. Talk to the leader who promised us land, and make friends of this money-obsessed man."
Action 3: Dock in Burcancy
Resolution: Diff = Normal (0) + Dice (0--+) + Extras () = -1 Failure
Results: (0,0,x)
Interpretation: The dock is almost ready. But due to the large expenses, it is
almost unusable. The Ka'Shari need to strike out a better deal with the
local lord.
Action 4: Help to Kaeir
Resolution: Diff = Easy (+1) + Dice (00--) = -1 Failure
Results:
Interpretation: Accidents prevent Ka'Shari from directly helping (except through
advice), and Kaeir find the Straits very difficult to navigate alone.
Actions for Exquaestio
Action submission
Action 1: Expansion Consolidation
Weight: Single
Description: The leadership of Exquaestio feels that in more than doubling
its numbers last year it might have overextended itself. This year they will
consolidate, possibly gaining converts in the areas where they are already
present, but concentrating on making sure that the services provided by the
religion are adequate.
Difficulty: Easy (+1)
Factors: In spite of the large gains last year Exquaestio can't be
considered dominant anywhere. They have some advantages of popularity from last year,
and their attitude of consolidating their gains will gain some converts and
lose others.
Fudge-Points: 0
Results: Mixed Success means that the church doesn't expand this year,
but stays generally aware of what its various parts are doing. Success results
in an increase in membership while failure indicates some loss of membership.
Action 2: Investigate Religions of the Midsea
Weight: Single
Description: The church is putting together information about the
religions of the Midsea. While this is mainly directed at the Protae to find out what
they wanted from last year's theft, Exquaestio is also trying to find out the
strengths and weaknesses of Religions around the Midsea with an eye to future
competition and cooperation.
Difficulty: Normal (0)
Factors: The more secretive a religion is, the less we will know about it.
Fudge-Points: 0
Results: Mixed Success will result in some pieces of information about the
Protae, but nothing significant in other areas. Greater success will produce
a "map" of religious belief in the area. Failure won't produce any
information. Severe Failure or worse will reveal this operation to the Protae and produce
hostility in other religions.
Action 3: Contact Church of Parglug
Weight: Single
Description: Exquaestio seeks to open official relations with the church
of Parglug.
Difficulty: Easy? (+1)
Factors: Mutual Attitudes, similarity of practices (education and military
training), poor position of Parglug church, low numbers of Exquaestio.
Fudge-Points: 0
Results: Mixed Success will establish official Good (+2) relations.
Action 4: Honey Project (2 of 3)
Weight: Single
Description: While spreading the techniques and information gained from
last year scout Geros, aided by others, attempts to analyze the information
gained to see if there are further techniques to improve the beekeeping craft.
Difficulty: Normal (0)
Factors: Spells may aid the research somewhat, general scholarship and
knowledge
Action resolution
Action 1: Expansion Consolidation
Resolution: Diff = Easy (+1) + Dice (-000) = 0 Mixed results
Results: The church doesn't expand this year, but stays generally
aware of what its various parts are doing.
Interpretation:
Action 2: Investigate Religions of the Midsea
Resolution: Diff = Normal (0) + Dice (00+-) = 0 Mixed results
Results: The church compiles some general information on the religions,
but fails to penetrate the secrets which hides many of the smaller groups.
Interpretation:
Action 3: Contact Church of Parglug
Resolution: Diff = Normal (0) + Dice (+-00) = 0 Mixed results
Results: The relations are opened with base Good.
Interpretation: The Church of Parglug (and their god Marmadal) is
usually rather tolerant of other religions, but right now they have
problems with (scholarly) Larasian religions, which they want to fend off.
Still, it is not wise to turn a potential ally away.
The Exquaestio is welcomed to the land, as long as they stay away from
the path of Marmadal.
Action 4: Honey Project
Resolution: Diff = Normal (0) + Dice (--+0) = -1 Failure
Results: No real progress this year: (0,x,x)
Interpretation:
Actions for (Society)
Action submission
Action resolution
Action 1-4
Resolution: Diff = () + Dice () + Extras () =
Results:
Interpretation:
--
Juuso Vesanto - 01 Feb 2004