Events for 1441
Exquaestio [-3]: Exquaestio is banished from Damaris after a small team
of burglars, lead by the local Rohani of Esquaestio, is caught by the local
authorities.
Hria [+4]: The colonies on the northern islands thrive. The great work,
a safe harbor able to shelter even the biggest ships, in the local capital
of the islands, L'rafel, is officially opened with great festivities.
Kaeir [+3]: Master Armangel, a celebrated musician and composer,
finishes his main work (so far), Symphony for Republic. The people
of the city embrace the work enthusiastically, and Master Armangel and his
Grand Orchestra find their performance hall filled evening after
evening.
Morvali [-4]: Severe famine strikes the Morvali tribes, and many
of them start moving south, to Taltheran, in search for livelihood.
Visions, part V
Hastur was in a happy mood. His own plans were not going that well, but
he cherished in his mind a story that he heard, concerning a competitors
failed attempt to find the Omog. "Force an entry, indeed. Heh. I really
wish I could have seem his ugly face."
Little Ti, as he was called here, was straining to overhear a conversation
on the other side of the room. He was standing ready to offer refreshments
to the various guests around him, but his attentions was focused on
two beautiful ladies on the other side of the room - the hosts of the
evening. A message had just been brought in, and the ladies were very
excited about it. Very slowly, moving in circles so as not the
arouse suspicions, Little Ti started to edge towards the Ladies.
The Greatly Beloved sat sulking on her bed. A priest was quietly
cleaning away the remains of her lunch - from the floor where she
had thrown them.
"And it's just so irritating, when he's not paying any attention
to me - at all! It's as if I'm just air to him nowadays. Nowadays,
it's the stupid search that only interests him. As if somebody
even knew what the stupid search was all about?!? Do you,
because I don't? I've tried talking to him, but most of the
time he just simply ignores my prayers. I just hate it. You know,
I think this whole search is just a smokescreen. I think he has
an eye on a new Beloved. What do you think?"
The priest does not look up from his work, but answers slowly:
"I am only a humble servant to the Shining Kar - who shall
carry me, if not him. Who knows his mind? Not me, nor you, I think."
"Damn it Micel, I need those dragon boxes here tomorrow
evening at the latest."
"But the boys say that the patrols have been doubled.
It was dangerous enough as it was, now it's almost
impossible to get out in time."
"I don't care. Bribe the patrols, if you think that helps.
Just get me those boxes!"
Actions for Ka'Shari
Action submission
Action 1 & 2
Title: The Search for Dragons
Weight: Double Action
Fudge Points: 2
The Taletemke'Shylni ship (and any help it can assemble) will continue to follow the connection they have towards living dragons in the far south. Supplies will probably also come from the "Night Light" fleet, and probably also some people skilled in getting about in the remote antarctic areas that they are being led to, seeking the dragons - correction, 'Omog', as the Goddesses named them - and try to establish a relationship with them. Any from the Guide's Own fleet who are in the area will want to join in as well -- but place those who have experience with the Goddesses at the forefront. As the search approaches our old homeland, many will seek to know what has happened. While they approach, the number of prayers beseeching the goddesses for advice would no doubt be great. Who knows? Perhaps a priest (or Bra'anath!?) might get lucky and contact them directly with the new communications magic.
Key factors: High interest by the Ka'Shari and their Goddesses, Ka'Shari experience with magic and contacting other cultures, knowledge (via Ka'Shari history) of the island's geography. Even if it is no longer fertile enough to inhabit, going there and seeing what remains would be a big step. Negative: No clue of dragon culture, few hints what the Goddesses want.
Difficulty: Probably Hard (Getting there should be easy at this point, but establishing relations with the Omog should present a few challenges. Suggest (as I don't know how easy it is) drawing on the fleet's Magi to transmit advice if they seem to be at a loss)
Possible results: Almost anything, from the Taletemke'Shylni being eaten and dragons declaring war on the Ka'Shari (very bad results) to good diplomatic relations being established with them and their help in founding a Homeland.
Action 3
Title: Docks in the Burcancy
Description: This local lord has worked for years, now, to make it hard for us to build or work near his lands. What we request is simple enough: affordable
access to the docks and control of the dry dock -- to pass to locals in ten or so years when they will have learned enough to handle them effectively, and enough of a tax break on our shipping here to make it worth our while to make this a major Ka'Shari port rather than a backwater.
Factors: The implied 'carrot and stick': the possibility of a much-faster growing town and associated revenues versus taking our complaints to his lord. Bra'anath's personal presence and the gifts to show our appreciation of his 'support', while attempting to make them meagre enough that he's not encouraged to raise taxes more. On the negative side, this guy may just be a jerk and unwilling to work with foreigners. If so, his temporary renaissance may fade a bit.
Difficulty: Hard? (He's never made it easy) But after four years, our presence should be a bit less uncomfortable than when we first arrived.
Possible results: Either a favorable reaction or we'll have to pick up and go elsewhere. Bra'anath would speak to the Burcancy's leadership about the dubious wisdom of offering a place to make a home base and taxing it out of existence, but there'd be a fair chance he'll have to find another place to build up, ourselves.
Action 4:
Title: Enhancing current trade routes
Description: The Ka'Shari already have a large number of effective trade routes. With effective communications, however, we should be able to make them all more profitable: bringing needed goods in where they're most needed as well as relying on prior history to know what things they tend to need.
Actors: "Night Light" fleet and the Talatemke'Shylni
Factors: (+) Existing routes and the new communications magic to enhance the old rules of thumb. The only opposition (to date) has been from those who want our contracts. (-) The Traditionalist elements of the Fleet
Difficulty: Normal(?)
Possible results: The best result would be increased diplomatic relations with several peoples as well as an increase in Ka'Shari Wealth. This will probably happen over several years.
Action 5:
Title: Assist Exquaestio
Action resolution
Action 1-2: The Search for Dragons
Resolution: Diff = Hard (-1) + Dice (+--, 2fp=+) + Extras (double: +1) = 0 Mixed results
Results: No success yet, but difficulity for next year is Normal.
Interpretation: The journey goes far, far south. And finally, a dragon is sighted. It flies
high over the ships in a straight course to west along the costline.
Action 3: Docks in the Burcancy
Resolution: Diff = Normal (0) + Dice (00++) + Extras () = +2 Success
Results: (0,0,+2) Action concludes with (0+0+2)/3 =~ +1 Success
Interpretation:
Action 4: Enhancing current trade routes
Resolution: Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results
Results: No direct benefits, yet.
Interpretation:
Action 5: Assist Exquaestio
Resolution: Diff = Easy (+1) + Dice (0000) + Extras (extra: -1) = 0 Mixed results
Results: help given, but no direct bonus to the action
Interpretation:
Actions for Exquaestio
Action submission
Action 1-2: Expansion
Weight: Double
Description: Having consolidated its gains, Exquaestio attempts to further
expand its range. While they would normally only be expanding into one nation
this year they accept the opportunity granted by the aide of the Ka'Shari and
expand into several areas simultaneously. Missionaries begin operating in
Parglug, Videssia, Burcancy (East Torphan), Tana, Vraa'al, Mir, and the north and
interior of Orasaren Isle. Missionaries also discuss Exquaestio religious
beliefs with their Ka'Shari hosts, but do not leave any permanent missionaries to
that group.
Difficulty: +1 Easy (+1 Double)
Factors: Not overextended (0), Aide from Ka'Shari (+1?), Religious
Sophistication vs. Religious Sophistication (+2?), Craft of Preaching vs. Religious
Tolerance (-1?), Travelers and entertainers have been spreading stories of
Feroze and Exquaestio (+0), No current enemies or alliances (-0), knowledge of
other religions (+0).
Fudge-Points: 0
Results:
* +7 = 100% growth and 25% automatic yearly growth
* +6 = 100% growth and 10% automatic yearly growth
* +5 = 100% growth and 5% automatic yearly growth
* +4 = 100% growth
* +3 = 50% growth
* +2 = 25% growth
* +1 = 10% growth
* +0 = 10% growth overall, but reduced relations and significant losses
in some areas
* -1 = no growth, no losses
* -2 = 10% population loss
* -3 = 20% population loss, reduced relations and banned in an area
* -4 = 30% population loss, reduced relations and banned in multiple areas
* -5 = 40% population loss, reduced relations and banning, base growth
difficulty increased to Normal (0)
* -6 = 50% population loss, reduced relations and banning, base growth
difficulty increased to Hard (-1)
* -7 = 50% population loss, no further growth possible
Action 3: Honey Project (2 of 3)
Weight: Single
Description: Study continues on honeybees and beehives while the church
passes along the techniques for gathering wild honey.
Difficulty: Normal (0)
Factors: Resources (-2), Crafts (+1), Scholastics (0), Magic (+1?), Prior
Years (0)
Fudge-Points: 0
Action 4: Political Alliances in Junder
Weight: Single
Description: The church seeks formal relations with the political powers
in the Junder Region.
Difficulty: +2 Routine
Factors: Base Great Relations (+2), No strong competing religions in area
(0), current center of Exquaestio practice (+), unwilling to take sides in
political conflicts (-), unwilling to interfere in political matters (+), still
expanding in area (+), few converts among the powerful (-).
Fudge-Points: 0
Results: = general relations in Junder.
Action 5: Investigate Videssian Church
Weight: Extra
Description: Exquaestio mounts a noisy fact-finding expedition into
Videssia to find out more about the Videssean church. While poor relations are
expected to result from this, it is also expected that Exquaestio will become known
for investigating things.
Difficulty: -1 ? (-1)
Factors: Videssia Religious Sophistication & Tolerance (0), Exquaestio
Scholastics sophistication (0), Craft of information gathering (+1), Good
relations with Free Cities (+1), Exquaestio base external relation Great (+2),
miserable magic tolerance in Videssia (-4),
Fudge-Points: 0
Results: Baseline -2 Failure gives Exquaestio and the Videssian Church
mutual Poor (-2) relations, but does provide . Better results give Exquaestio
information about the Videssian church. Worse results trigger anti-Exquaestio
actions in Videssia.
Action resolution
Action 1-2: Expansion
Resolution: Diff = Normal (0) + Dice (++-0) + Extras (double: +1) = +2 Success
Results: 25% growth
Interpretation:
Action 3: Honey project
Resolution: Diff = Normal (0) + Dice (00--) + Extras () = -2 Failure
Results: no progress this year (0,x,x)
Interpretation:
Action 4: Political Alliances in Junder
Resolution: Diff = Routine (+2) + Dice (00--) + Extras () = 0 Mixed results
Results: Relations opened at base 'Normal'
Interpretation:
Action 5: Investigate Videssian Church
Resolution: Diff = Normal (0) + Dice (++0-) + Extras (extra: -1) = 0 Mixed results
Results: Exquaestio gets good information on the insides the Church. But they cannot
completely conceal their skill with magic, and thus relations with the Church are
opened with base Mediocre (-1). One of the most interesting pieces of news is that
the Church has no god in the 'a being from the Dreaming' sense. The dual God Foss/Skotoss
seems to be a pure abstraction. (See Qaiyore world website for more info.)
While the Videssian church is still hostile to magic, among the common people
that hostility has faded. There is some secret interest in Exquaestio's
attitude of using magic to help people, though little overt curiosity.
Interpretation:
Actions for Cedonia
Action submission
Action 1-4: The metals project
Weight: Quadruple
Description: With Zenos' death, and his army's retreat, the United
Provinces decide to take a bit of a breather. The new government is
functioning well, and no crises have yet arisen. The Duke, Premier
Vellin, and Raden Ghere throw their weight behind the metallurgy
project. A party of mining engineers is despatched to Kasovia to see
about improving levels of production and ore purity. Meanwhile, in
Thalcedon, work begins on a new smelter for the project, and this time,
the contractors are much more carefully vetted. At the same time, a
group working with the small amounts of the new steel alloy that have
already been made begins to investigate potential applications; the
advantages of lighter armor and weapons that are as strong as those in
current use are obvious, but the new alloy's springiness suggests
intriguing possibilities for archery . . .
Difficulty: Easy (+1)
Factors: Base is Hard (-1). Quadruple weight gives a (+2) bonus,
raising it to Easy.
Action resolution
Action 1-4: The metals project
Resolution: Diff = Hard (-1) + Dice (0-+-) + Extras (quadruple: +2) = 0 Mixed results
Results: results so far (0,0,x)
Interpretation:
Actions for Kaeir
Action submission
Action 1: Proposal to Taltherani General in Tal City
Weight: Single
Description: With Salokin's death, the Senate sends an emissary to
attempt to negotiate with the Taltherani General in command of Tal
City. The emissary offers Kaeirean recognition of his authority over
all of Taltheran save the region surrounding Port Tirmar, if he pulls
his forces out of Port Tirmar.
Difficulty: Hard (-1)
Factors:
+ Unity of Kaeir (reputation)
+ Command of Basilludin at Port Tirmar (reputation)
+ Opportunity for Taltherani General in Tal City to seize reigns of power
+ Weakness of other lieutenants of the late Salokin, who are all
stationed far to the south at Port Tirmar.
- Political instability
Action 2: Assault on Taltherani forces at Port Tirmar.
Weight: 2 (double action)
Description: Taking advantage of the disunity of the Taltherani forces,
the Kaeirean forces under the Expeditionary Command and Hero of the
Republic, Lord Basiluddin, makes an all-out assault on the Taltherani
position to push them out of the city and break the back of their army.
Difficulty: Hard (-1)
Factors:
+ Kaeirean unity and strength
+ Basiluddin's command (military genius)
+ Renewed republican spirit (see the recent "Symphony for the Republic"
+ Divided Taltherani command (Salokin's dead!)
+ Surprise assault (?)
+ Possible pull out by the Tal City General of his forces (dependent on
Action 1)
+ Double action
- Pitched battle
- Equal forces
Action 3: Avaeran settlement
Weight: 1
Description: The trading colony in the Avaeran wildlands, at the mouth
of the Rimriver, is made safer through a series of treaties with several
prominent tribes nearby.
Difficulty: Normal (-0)
Factors:
+ Lack of hostile actions for the pass year by the Kaeireans
+ Attractive trading terms offered to the chieftains of the tribes
+ Attraction of gaining upper hand against the other non-allied tribes
+ Attraction of Kaeirean trading goods (finally making themselves felt
amongst the Avaeran tribes)
Action resolution
Action 1: Proposal to Taltherani General in Tal City
Resolution: Diff = Normal (0) + Dice (--++) + Extras () = 0 Mixed results
Results: The general agrees - but he has no real control over the
troops in Port Tirmar; so no bonus. Still relations to him are opened
at base Mediocre (-1) (you're still officially at war...), and he's open
to further discussions.
Interpretation:
Action 2-3: Assault on Taltherani forces at Port Tirmar.
Actually, with Salokin's troops deserting, it's not on equal footing
anymore.
Resolution: Diff = Easy (+1) + Dice (+++-) + Extras (double: +1) = +4 Great success
Results: Salokin, or his army, is no more. Agrigax's last son makes suicide
beside the deathbed of Salokin. Both are found dead from the central palace.
Kaeir troops now control Port Tirmar, and the surrounding area, extending some
10 miles south of the city, and 30 miles north along the coast (towards Kaeir).
Interpretation: A beautiful wrap-up operation. Port Tirmar is firmly in Basiluddin's
grasp. He baths in the glory, and is again a hero of all the people. But, the
Senate is quick to remind him, he is to remain a military hero... not a political
one any more.
Expeditionary Report on Tirmari Campaign
To: Senate
From: Expeditionary Commander, Lord Basiluddin
Lords of the Senate,
Greetings, and hail to the Republic!
I have the honour of officially reporting a momentous victory for the
Republic. Port Tirmar has fallen, the Line of Agrigax is extinct, the
Czarist forces have scattered, and Taltherani influence in north Tirmar
annihilated. The Green now flies on both sides of the Strait.
The glorious forces of the Republic, under my command, and enthused by
their republican zeal and patriotism to the Green, have decimated the
fragmenting forces of the late "Czar" Salokin. Port Tirmar is ours, as
is the coastal plains northwards to the narrow gap of the Kaeirean
Straits. Cavalry units are already pushing north and west to bring under
our authority the outlying districts and should be entirely brought
within the Republic's domain by 1442.
On the matter of expansion, I would recommend that we religiously
maintain the existing border with the Mirrish principality to the south,
and have ordered provisional orders to that effect. Expansion northward
though is dependent on the Senate, but I recommend we annex the northern
Tirmari lands and halt at Taltheran proper. The Tirmari are relatively
identical in culture and language to Kaeir, being a mix of Therani and
Western Midsea peoples, as constrasted with the more different
Taltheran. Greater ethno-linguistic homogeneity will allow for a more
stable Republic.
I expect such expansion would cover the great southern province of
Taltheran, which again corresponds largely to the Western Midsea/Therani
frontier.
I have already established the embryo of a working provisional government
here, which in time, the Senate permitting, could be elevated into a
representative Council on par with that of Celtelath and Celtehar. The
provisional government is comprised of emigrant Tirmari Lords of Houses
who took refuge in Kaeir, and Lords of Houses that remained neutral or
secretly republican during the Czarist oppression. They have been
delegated the duty of re-establishing law and property rights, and to
stimulate the weakened state of local commerce. The property of royalist
houses, as a rule, have been confiscated, annexed to the Republic, to be
used at our disposal.
Here I end my report, and attach the relevant documentation concerning
Tirmar as well.
(signed)
Lord Basiluddin
Action 4: Avaeran settlement
Resolution: Diff = Normal (0) + Dice (++++, ++-0) + Extras () = +5 Superb success
Results:
Interpretation:
A military alliance is made with Panchayyah. With Kaeirian troops
lead by Captain Huacoatl, the tribe in rapid succession crushes two of
its biggest rivals, and suddenly, the Panchayyah reaches an unassailable
position. The Kaeirians are witnessing the birth of a tribal nation, and
were lucky enough to be assisting in the childbirth. All of a sudden,
Kaeirians are feeling both secure, and welcome - and soon enough their
goods are finding good reception.
Furhtermore, it appears the tribes have connections to strange creatures
(Ban Horroth) in the Rim mountains, who sell rare and precious gems and
metal ores they mine from the mountains.
"In 1441, the Kaeirean Republic established its first beyond-the-seas
colony, in the new tribal nation of the Panchayyah. Perched at the mouth
of the Rimriver, the trading colony of Rimrivertown, soon to be known as
Panchayyahtown, was securely established after the small Kaeirean
garrison assisted its local tribal ally to defeat its rivals and
establish itself as the pre-eminent tribe in the Avaeran wildlands.
Whilst Old Rimrivertown had had a rocky start, threatened by many an
Avaeran tribal neighbour, the alliance with the Panchayyah tribe
radically changed the situation. The combination of Panchayyah manpower
and Kaeirean arms and tactics brought security to Old Rimrivertown and
national dominance to the Panchayyah.
The alliance forged between the Captain of the settlement Guard, Captain
Huatl, and the Panchayyah lord, High Chief Manivanam, secured an
association between the new nation of Panchayyah and the Republic that
would last for centuries. Kaeirean traders now had a market for their
goods and a source of many different and wonderful raw and exotic goods.
Evenmore, Avaeran tribes further east brought even more exotic goods,
precious gems and delicate metalwork from an enigmatic kingdom deep in
the mountain fastness of the Rim.
As a result of the personal and political friendship of Huatl and
Manivanam, a new period in the NE Midsea had begun, with a third nation
arising between the kingdoms of Aixelsydan and Milakanur, the
Panchayyah. Kaeir had gained a firm ally, whose as yet unfulfilled
potential would reap great benefits for Kaeir in the future.
Kaeir, through its colonial triumvirate in Rimrivertown of a Guard
Captain, an Information Secretariat Officer and a Merchant Lord, which
soon became the standard practice for Kaeirean foreign endeavours, had
expanded its tradenetwork, establishing itself as a monopolizing partner
with the Panchayyah. The benefits of this were reaped by the Merchant
Houses firstly, and by the Senate secondly - particularly Jafaarsan, who
had had the foresight to embark on a seemingly impossible and unrewarding
project as the Rimriver settlement."
--
Juuso Vesanto - 7 Mar 2004