Events for 1444
Amo'trall [-4]: A terrible plague hits the Mammoth tribe. Initially
confined within a single clan, it spreads quickly in the Gr'aath fair:
a yearly gathering of the Mammoth tribes.
Olozog [-6]: Severe draught this year, crops fail, and
the Olozog tribes have to leave their mountain valleys.
They strike against the Hisaria, and are defeated in
a dreadful slaughter.
Visions, part VIII:
Soon after his meeting with the Sorceress from Mir, the
Guide's ship arrived to the harbor of Orasar, in Tarinbar.
Waiting it on the harbor was a young and very beautiful lady.
Before the ship had been even moored, the lady stepped
(or rather - floated) to the ship. She went directly to
the Guide, and commanded that the ship must set back
to sea at once.
With a deep bow, the Guide acknowledged the command, and
the Ka'shari ship left the harbor without ever touching
the quay. When the ship was out of sight of land,
the woman called the Guide to her cabin (which used to his...).
The woman revieled herself as Elyisa, the Goddess
of Knowledge and Healing - one of the three Goddesses.
This much the Guide had already guessed by the markings
on her dress.
The Goddess interrogated the Guide at length about the
Ka'shari search of the dragons and about his discussions with
the Mirrish Sorceress. The Goddess told the Guide that
the dragons were essential in their plan to find the Ka'shari
a new home.
"They are both the Way and the Means by which you can
bring your people to their new Home. Now, you have to
find the Gate by which you must go. You must find a woman
called Rahi. She is a former Sinari seeress, but has
left her sisterhood long ago. The Eerith might know
where to find her, but you must be careful how you deal
with them - they are strange spirits, and may just as
well decide to hinder rather than help you. She can tell
you where the Gate can be found."
"What about the dragons? Our attempts to contact them
have been unfruitful."
"That is the reason I am here. We will go to where the
dragons live, and I will handle them. Turn the ship south."
"South? But the straits to the Great Sea are to the
east of here."
The Goddess smiled sadly: "Is this how much you still
doubt me. Let us go south, that way we arrive sooner to
where we are going."
The Guide blushed and bowed to the ground. "Mistress,
forgive me. Habit of thinking in terms of mundane
limitations overcame me. I shall go immediately and
order the helmsman to turn the ship south."
They sailed south for a week, and on the night
of the seventh night they hit a great fog. The
morning was soon to come, but when it came, the
sun came up from a strange angle. At first it
was thought that they had turned in the fog,
but when the fog lifted they noticed that they
had done much more than just turned: they
were within an hour's sailing from the nest of
the dragons.
The Goddess left them that morning. She went alone
to the mainland to converse with the dragons. She
came back two days later, saying nothing, just closing
herself inside her cabin for two more days. On the
fifth day, she called the Guide to her again.
"Mistress, I am here."
"Yes, I can see that. Turn the ship east, you will leave
me on the coast two hundred miles from here, and then
continue to Midsea. You have a former seeress to find."
"As you command, Mistress... Mistress, if I may ask,
how about the dragons?"
"The dragons? Oh, don't worry about the dragons.", the Goddess
answered with a voice etched with bitterness. "They
will come to heel when the time is right. That poor sage
of yours, the one who died here last year? It wasn't
contact to a more complicated mind that broke him. With
the bunch that we got on that cliff, he was aiming much
too high, in terms of any mental abilities. It was
probably that realization that shocked him into that coma."
Seeing the shock on the Guide's face, the Goddess sighed
and continued with a wry smile.
"I am sorry, I should not have said that. I just had much
bigger hopes for this encounter. The dragons on that cliff
are a small pack, and they are all very young, and not
very intelligent; a little more than a smart dog. I have to
go inland, and find a larger pack, or an old loner, in
order to get the knowledge I need."
"Mistress, can I accompany you? Or at least send a guard
of honor with you? Ten of my best men?"
The Goddess smiled again: "You are afraid that something
might happen? That this is dangerous? Well, you are right.
It is, and something may happen. But it would be more
dangerous with your men around."
"Anyway", she continued. "If not I, my sisters will
tell you how to make use of these dragons. I have started
the work, and in time the small pack on the cliff will be
bound to you, so that when the scout ship leaves, the pack
will follow. However, that will take time. In the mean time,
keep the scout ship here and keep it a secret. Getting
more information of the dragons out of Mir would be useful,
but you must beware of them - even more than of the Eerith."
Actions for Exquaestio
Action submission
Year of confusion:
Pioneer Olivia dies this year of a virulent disease
Those attending the celebration on Mir will be restricted to those already on
the island. (Basically Mira, Tallas, and their assistants.)
Actions for Cedonia
Action submission
"The meeting will come to order. The Inner Council is in session. This
is the first meeting of 1444 of the First Regency Council." Dr. Arden
Vellin looked at the men sitting around the table with him. "Present
are Dr. Ardin Vellin, First Councillor and Chairman; Theran Rinn,
Councillor for Foreign Affairs; Tomar Grade, Councillor for the
Exchequer; Roald Kellner, Councillor for the Interior; General Worral
Yann, Commander of the Legions; Admiral Jared Coll, Commander of the
Fleet; Archprelate Thandra Ellas, Order of Lucia and Councillor for
Justice; and Raden Ghere, Councillor for Special Projects."
Vellin continued: "As this is the first meeting of the current session,
we will dispense with reading the minutes and go straight to business.
As the Council may recall, last year it was suggested that the problems
we were experiencing with the metallurgy project might be due to divine
interference. The State Church was asked to investigate, both at the
project facilities here in Thalcedon, and at the mines in Kasovia.
Archprelate Ellas has the investigators' reports."
The cleric straightened in her chair. "The Church's investigators
quickly determined that the ore shipments being delivered here were
definitely cursed, which came as little surprise to us." She smiled
wryly. "What
was a surprise was that we found divine emanations from
more than one god present in the ore. As a stop-gap measure, priests
from the Order of Torronir were brought in to bless the project
facilities and all arriving ore shipments. An expedition was then
dispatched to the mines."
Raden Ghere leaned forward. "Thandra, was the expedition able to
determine if there had been a temple at the mine site before the Sinari
War?"
The Archprelate nodded. "Yes. The mine site had been consecrated to the
Lord of the Earth, one of the Elder Gods. The temple was razed, but we
couldn't tell if the Kasovians or the Sinari were responsible. However,
the Kasovians were definitely responsible for the Demerhaze-cult
symbols inscribed at the mouths of the mine shafts."
Ghere grimaced. "That would go a long way towards explaining the two
earthquakes which destroyed both of our attempts at building a pilot
smelter . . . and it also explains why nothing else was damaged."
"The expedition removed the symbols," said the Archprelate, "and that
should have dispelled that malign influence of Demerhaze.
Unfortunately, priests of the Lord of the Earth are hard to find, but
we are looking. Still, Torronir's intercession should let the project
proceed much more smoothly."
"Well, I'm sure we're all glad to hear that," said Dr. Vellin, smiling.
"Now, General Yann, your report."
The general nodded, and said, "As you know, the Legions have suffered
since the Sinari War. The war hurt us, badly, and when the late General
Zenos rebelled and took half the Legions with him, that didn't help.
With Zenos dead, a large part of his forces resisted to the end and had
to be destroyed. Not counting untrained peasant levies pressed into
service and since released, we're at slightly less than half our
strength before the Sinari got religion. The loss of Vizinia hurts
recruiting somewhat, but frankly, the big problem is that if we try to
recruit up back to prewar strength from the rural areas where we've
traditionally gotten most of the Legions, we'll start to cut too deeply
into our farm labor force. I don't need to tell you the havoc food
shortages cause."
General Yann paused for a sip of water, then continued. "Frankly, the
Legion structure needs reform. Our doctrine is old, our weapons and
armor have been more or less the same for centuries, and we need to
make changes. As far as arms and armor is concerned, the metallurgy
project that Ghere is running will help,
if you can make the
production process practical. Our first priority, however, is
restructuring the Legions we have, and beginning to recruit back up to
strength at a sustainable rate. Best estimate, it'll take about five
years to restructure the legions and recruit up to strength, if I can
get the funds from Grade."
The Exchequer Councillor chuckled. "You'll have the funds, Yann. Tax
revenues are nearly back to pre-war levels, so even with the metallurgy
project, we should be able to pay your bills."
"Very good," said Dr. Vellin. "I believe Admiral Coll is next on the
agenda."
The admiral grimaced. "Considering that my fleet consists of five
galleys and a handful of revenue cutters, the title of Admiral is a bit
of a reach. From my point of view, we need to try to persuade Vizinia
and Zelkor to join the United Provinces. Vizina has good timber for
shipbuilding, and Zelkor's got some of the best shipyards on the
Mid Sea? , as well as a lot of ships that
used to belong to us and were
trapped there after the Sinari War. Given that we were forced to cede
Talishara to Mir, we need Zelkor's port. Without it, rebuilding the
navy will go much slower."
"We will do what we can, Admiral Coll," replied Councillor Rinn, "But I
can't promise miracles. The Vizinians may be easier to bring back to
the fold than the Zelkori, but who knows? I will have instructions sent
to our embassies."
"Well, I think we've established our priorities for the coming year,"
said Dr. Vellin. "We'll have to put them before the full council, but
approval shouldn't be a problem. Now, let's take a short break for
refreshments."
* * * * *
Action 1: The Metallurgy Project
Weight: Single, Strategic
With the discovery and countering of the divine curse on the project,
work should proceed much more smoothly this year. In fact, the end
appears in sight: the new smelter's construction is going well, the
small quantity of the new alloy already produced seems to be eveything
that the alchemists predicted, and with a little luck, full production
might be possible.
Difficulty: Normal
Fudge Points: 4
Action 2: Rebuild the Legions
Weight: Single, Strategic(5yr plan)
With the Civil War over, many of the peasants who were drafted into the
legions were released. Now, the Legions, in order to maintain their
professionalism, need to recruit back up to strength at a sustainable
rate. Current legionaries will provide cadre for the new formations and
recruits. The plan is to focus recruiting in the cities, but the whole
of the republic will be drawn upon.
Both the Sinari War and the Civil War showed that there were serious
problems with the Legion's doctrine and organization. To remedy that,
at the same time the Legions are recruiting, they will also reorganize
to become more maneuverable. Depending on the metals project, changes
may be made to equipment.
Difficulty: Normal
Factors: Labor is short in rural areas, but it's in surplus in the
cities--legion life is hard, but it's much better than being part of
Cedonia's urban poor. Cedonia has, for the moment, sworn off conquest;
for the foreseeable future, the Legions' duties are going to be largely
defensive.
Action 3: Reunification
Weight: Double
Pursuant to the Council's orders, one party of government officials is
sent to integrate Zelkor into the United Provinces, while other parties
of diplomats are sent to Vizinia, Tanimbar, and Burcancy to negotiate
the return of Vizinia to Cedonia. The Vizinians will be offered full
political rights as members of the United Provinces, with no reprisals
for their past actions. To Burcancy and Tanimbar, the Cedonian
diplomats will make a point of the fact that they have disavowed the
Empress Yzara's plan for the reconquest of the Cedonian Empire;
Vizinia, however, has been part of the Cedonian Core for generations
before Yzara, and Cedonia
will have it back, now that the Civil War
has ended. They will also point out that Vizur, the Vizinian provincial
capital, is less than 200 miles from Thalcedon, but is nearly a
thousand miles from the Burcancy capital at Fauve Monde. The Cedonian
negotiators will make their desire for a peaceful resolution clear, but
they will also make clear their determination.
Difficulty: Hard (-1)
Factors: Vizinia has been under Burcancy control for not quite twenty
years . . . but they were Cedonian for the preceding two centuries or
more. Cedonia is also a lot closer than Burcancy.
Fudge Points: 3
Andrew
Action resolution
Action 1: The Metallurgy Project
Resolution: Diff = Hard (-1) + Dice (0-, ++ (fp=4)) = 0 Mixed results
Results: (0,0,0) Mixed results
Interpretation: After 9 years, and numerous disappointments and disasters,
the new alloy facility is finally up and running. Dr. Vellin's installment
is producing a steady stream of the alloy, and the new armors made of the material
are, if not everything that was hoped for, at the very least a huge step in
the right direction. The alloy is not as easy to beat into shape as traditinal
iron and steel plates, so only special smithies can actually work them. On the
other hand, the production rate, while now constant, remains at a rather small
level. Both are reasons why the new armour must remain a special equiment,
for small units, or a luxury item for the highest ranking officers, for at
least a while.
Action 2: Rebuild the Legions
Resolution: Diff = Normal (0) + Dice (---+) + Extras () = -2 Failure
Results: so far (x,x,x,x)
Interpretation: The rebuilding does not start well. The civil war has most
bereft the countryside of suitably aged young men, and the Legions are not
that popular anymore, either.
Action 3-4: Reunification
Resolution: Diff = Hard (-1) + Dice (0-, 0+ (fp=3)) + Extras (double: +1) = 0 Mixed results
Results: The diplomats map the situation and identify potential
allies and enemies.
Interpretation:
Vizinia is divided in its opinions. There are factions who would like
to join the new Republic, factions who emphasize with Cedonia's imperial past,
but a lot of factions, also, who are very happy with the current situation
(with the King far far to the south...). And of course there are those who
would like to see Vizinia independent. Burcancy has, of course, no plans
to relinquish (sp?) its hold on Vizinia.
Actions for Ka'Shari
Action submission
I had to laugh when I asked the Guide what he thought of the upcoming year. His rounds of politicking, parties, and trade are over, for AT LEAST a full year. After all, that's about how long it will take us to sail back up the Western coast of Qaiyore and around to the Midsea -- assuming we do no trade at all. His expression was priceless if, as they say, 'unamused'.
"I will need to learn a bit more of the peoples here," he told me after I stopped laughing. "We may as well trade carvings and furs from here to Hisaria and whatever we can find up to the Eastern islands. The rest of what needs to be done can be done better by the experts. Especially if my idea makes sense. Let me tell you about what the Goddess has inspired in my head..."
"Well, they'll need help dealing with the catch. For some reason, these cold waters always have huge numbers of fish. Please remind Captain E'dressa that the Mirrish people probably expect something of a show from us. Feel free to tell them I'm 1700 leagues away. Going that far in just 30 days, they'll assume we flew! But please don't tell them just where we've gone... not even a lie. Speculation is often more effective as a tactic than misinformation. Even though they'll eventually learn where we are, any delay has to be good for us."
Actions for Ka'Shari
Actions 1 & 2: Search for the Priestess
Weight: Double
While the Sages at the dragons' isle work with those great beasts, the Guide's ship begins to search for Rahi, the former Sinari priestess. The Taletemke'Shylni and the Wanderers learn quickly of the Goddess's command, that this woman be found and contacted... but that the news of the search be kept quiet. "Continue searching for information about dragons," the Guide suggested, "But add a few questions about Sinari, their faith, and where their people have gone. After all, they travel where we rarely go."
Difficulty: Normal(?)
Factors: Wanderers are becoming well-known and gaining a reputation of relative harmlessness. (They form a network spread over much of the continent -- if rather thinly). Eagerness related to a personal appearance by the Goddess?
Secrecy: -1
Fudge Points: 3
(Ideal results: We find her, or at least find clues as to where she might be)
Action 3: Increase Trade (Strategic. 2 of ??)
As the Guide moves North (and various other ships supplying the Sages head South or work on developing their trade situation), speak to the local leaders and populace to learn what they most need to trade. Later vessels can supply exactly that. Even though we won't be bringing a huge amount of trade goods down (we don't have the capacity), Ka'Shari ships with appropriate cargoes can start down as even before we leave a town, which should impress the landsfolk about our eagerness to bring what they need.
Weight: Single
Difficulty: Normal?
Factors: Personal touch by the Guide (+), Super-efficient cargo deliveries (although this may merely allow us to compete on an even level with the local traders who already know what's needed), Hansari and Olozog need for trade.
(Ideal results: Improved trade/income, or at least improved relations)
Action 4: Magical Research (Strategic: 2 of ??)
Per the Guide's suggestion, have the Taletemke'Shylni once again look into the ability of Authority to overrule Space and distance. Perhaps it means travelling into the Dreaming, but it's clearly a knowledge the Goddess believes we can understand or she wouldn't have shown it to us. Study all aspects of Authority: it's clearly something we don't know enough about, as it is.
Weight: Single
Difficulty: Hard
Factors: Well, she did show us (+?), current Authority sophistication, possible parallels with our Essence-based communications technique which also transcends distance, although in a more limited way.
(Increase Magical Sophistication)
Fudge Points: 1
Action resolution
Action 1-2: Search for the Priestess
Resolution: Diff = Very hard (-2) + Dice (00, 0+ (fp: 3)) + Extras (double: +1) = 0 Mixed results
Results: Some information is gathered, for example the fact that the Eerith
probably know her location, and that she is not with the Sinari any more. But not
enough to pinpoint her location exactly.
Interpretation:
Action 3: Increase Trade (Strategic. 2 of ??)
Resolution: Diff = Normal (0) + Dice (0++-) + Extras () = +1 Success
Results: so far (+1,x,x)
Interpretation:
Action 4: Magical Research (Strategic: 2 of ??)
Resolution: Diff = Hard (-1) + Dice (+--, + (fp=1)) + Extras () = -1 Failure
Results: (0,x,x,x,x,x,x,x,x,x)
Interpretation:
Actions for Mir
Action submission
In lat 1443 or early 1444 this message arrives to the
head of all nations, the senate, and heads of churches
and other orders in Qaiyore.
Greetings (name of country/church/order)
Time moves on and the world continues to change. The
great story called history has way of traveling with
out the notice of men, but every once in a while men
stop to ponder the past and to honor thoughts who have
gone before or who may still live but have blessed
other lives.
Such is the reason for this message. We of Mir are
inviting you to a celebration both honoring both a
person and past events.
Twenty years ago the Sinari war had ravaged the Wyr
River valley. The Sinari forces had driven the United
army back to the city of Talishara. There it was that
the Sinari were broken.
One hundred years ago the Eubratosa Celamyrsa called
the Father, Archmage and King of Mir was born. We are
holding a duel celebration. One in memory of the
victory over the Sinari and one in honor of the
Archmage Eubratosa's one hundreth birthday.
We invite you to attend the celebration to be held in
Mirabalpur.
Signed
(All of the council of twelves signature.)
(Insturctions of when and other stuff will be in the
action.
Action 1: Celebration.
This year Mir will be holding a duel celebration. The
Mirish natural have a lot of celebration. So this
celebration is not really out of the norm for them.
The celebration will start on the 1st of Boloth. The
digantaries are asked to arrive a few days before.
The first part of the celebration will be in honor of
thoughs who died in the United Army. The first day
will be the sollum assemble. The windows of the
Palace of Sorcery, the Temples and local homes, as
much as the owner does on there own, will be drapped
in black. At noon the military and the visiting
dignitaries will gather at the Holy Plaza outside of
the Palace of Sorcery and the temples to Miracradsa
and the Creator. Then there will be a march to the
Colosus were there will be a ceremony. Other nations
are invited to at this time as part of the ceremony to
bring anything or do what ever they feel appropriate,
or how ever their culter honors the dead, to honor
there soilders that died in battle.
The next day will hold a grand party in the evening to
celebrate the victory over the sinari. There is one
thing. Due to the nature of the celebration Mir will
be following a funneral tradition at this party. (At
the family dinner the night of the funeral no meat is
served. On grains and vegtable and also fruits.)
Nothing will happen the next day. It will be time for
the city to change its decoration and to prepare for
the celebration of the Archmages birthday.
The next day will be a big carnavel all over
Mirabalpur. The city parade grounds will be filled
with activites and food for the local citzens. There
will be a large parade that will start at the harbor
and travel the length of the city until it arrives at
the parade grounds. Delagetes may attend if they
wish, as it is a chance to see local mirish food and
culture and the people.
The forth day there will be a large birthday party for
the delegates that will be held at the Palace of the
Monarchy. (I actolly have made a map of Mirabalpur soI
do know were these locations are at.) It will be a
grand ball. Music, food, entertainment, food,
socialising, did I forget food (and there will be meet
this time.)
The next day the guest will take there leave and
return home.
Weight: single
Difficulty: easy
Actions 2,3,4: Searching.
Pulling together the various tid bit of information
gathered over the last several years. This is the
picture that has been painted.
The theory at the moment is that this world egg is
around, and people are trying to get there. From both
hints from the dreaming and the conversation with the
Ka'Shari, dragons are needed to enter this world and
or find it.
The dragons path points to the content of Elyria. It
is unknown to the population of Mir, but Archmage
Eubratosa visited the Fae Grand Archmage on Elyria in
1417.
The Archmage is assigning three members of the council
of twelve are assined to begin searching the dreaming
(the rest are working on preparing the celbration.),
one for Prince Habar and his people, and second for
this gateway. They want to see if they can find it
without the help of dragon first. They are to see
what information they are to gather about the gate,
and Prince Habar. They are to check with there
ancient friends from the fae kingdom called the
Morning land.
Weight: triple +2
Difficulty: Hard
Action resolution
Action 1: Celebration
Resolution: Diff = Easy (+1) + Dice (00--) + Extras () = -1 Failure
Results: While almost all contacted countries and organization send
their representatives, the diplomatic level is not as high as was hoped
for.
Interpretation:
Cedonia: Due to various commitments elsewhere,
the only officials to attend the Celebration on Mir are the Cedonian
Ambassador and his staff. A priestess of Lucia is a member of the embassy staff doing double duty
as a negotiator, and as an attache for religious affairs. She'll
represent the Order at the celebration. All major Cedonian embassies have a priest or priestess of Lucia on
staff -- knowing when you're being lied to is invaluble to a diplomat.
While not all clerics of Lucia have the ability to determine when
someone is lying through magical/divine means, all of them are trained
in the arts of reading people's body language and detecting emotional
"tells". In many cases, this lets Lucians appear to magically read
minds. In fact, it is, as Granny Weatherwax would put it, simply
"headology". Of course, in critical situations, magic is used.
Kaeir: Kaeirean Senate elects to send a representative to Mir for the occasion,
choosing Lord Secretary-General Karl von Kahshaar to go on behalf of the
Republic and the Senate. Von Kahshaar, in his capacity as head of the Information Secretariat and
as the chief Kaeirean diplomat, hopes to improve Kaeirean-Mirrish
relations during this visit. He is also accompanied by delegates from several of the major groupings
and associations in Kaeir, including the Merchant Houses, the Magistrate
of the Mirrish Enclave, and a number of functionaries from his own
Secretariat.
Burcancy: King Villard, the Queen, children and
many other nobles attend the celebration of Mir.
Bring many gifts, to acknowledge the close bonds
between Burcancy and Mir. Villard makes a speech
before the assembled (see Burcancy actions).
Eerith: The Eerith never miss a public gathering. In this case, they will even go
so far as to officially appear rather than hiding and spying from a shadow.
Most likely, the individual Eerith Useful would attend.
Action 2: Searching Habar
Resolution: Diff = Normal (0) + Dice (+--0) + Extras () = -1 Failure
Results: Very little progress.
Interpretation:
The name Habar draws up a blank from the archives, so its probably
an assumed name. The Morning Land in the Dreaming suffered a terrible war
several decades ago, and it may be that Prince Habar is leading one of the
factions that fled the land then.
Action 3-4: Searching World Egg etc.
Resolution: Diff = Normal (0) + Dice (+++-) + Extras (double: +1) = +3 Great success
Results: Mir gathers a lot of information.
Interpretation:
From the report of Councillor Farasbatos: "... which led us to investigate the
Legacy of Tomber. This is a collection of largely Authority-based legends and
beliefs that Councillor Tomber gathered after he retired from the council and
entered the Priesthood of Cedon.
The world egg is mentioned, under various names and guises, in several of these
legends. It seems to be, in fact, a common symbol of a priceless treasure among
the legends that originate from, or have had significant parts of them influenced
by, the Dreaming. After noticing this, we concentrated our efforts on the sources
in the Dreaming, on the Fairies of the Morning Land, in particular - so as to
capture two birds with one stone.
Rumors of the world egg are abound in the Dreaming, currently. Before going into
them, however, we would like to remind the reader that the substance in the
Dreaming is much more flexible than here in Celandra. There
are areas in the Dreaming, too, which are relatively more stable than others.
For gods and other powerful beings these areas are prime real estate locations,
because they are, while more difficult to modify, also much easier to defend
against the Will and Authority of other entities. Despite the vastness of the
Dreaming, new such places of notoriously difficult to find.
Now, some legends place Celandra as only one such place, although the
biggest and most stable of them all. Again, some legends say that the 'hardness'
of Celandra is a consequence of nothing else but Will of the real god of Celandra
who, in the beginning of time, shaped Celandra according to its wishes. Is it any
wonder, then, that finding a place like Celandra, but unshaped, is the ultimate
treasure and the ultimate prize in the dreams and legends of the Dreaming?
The World Egg legend, briefly summarized, says that one day Celandra will
spawn a child, a new place like Celandra itself was in the beginning. Whoever
gets there first, will be able to shape it to his or her liking.
The rumors in the Dreaming, briefly summarized, say that this spawning
has occured a short time ago, and that several entities have tried to
find and enter the Egg since then. The rumors also say that these
attempts have mostly failed. To us, this would suggest that someone
very powerful has already beated everyone else to it.
The World Egg legend says nothing about dragons. However, the rumors
in the Dreaming have two things to say about it. The first item ties the
spawning moment to the end of the Sinari war. As the reader may recall,
this is when the dragons returned to Midsea to fight each other. The second
item suggests that dragons and dragon parts are closely linked to the World
Egg and that they provide a symphatetic or connection-based (once connected,
always connected) way to find or influence the World Egg."
Actions for Burcancy
Action submission
Burcancy 1444 -
Action 1 - King Villard, the Queen, children and many other nobles attend the celebration of Mir. Bring many gifts, to acknowledge the close bonds between Burcancy and Mir. Villard makes a speech before the assembled.
"Greetings to all assembled, and to His Most Noble Archmage. We come today to honor one most wise.
One hundred years is a long-life and I am sure we will see many more years from this Great leader. But years mean nothing, they have little purpose if their purpose is not for the prosperity of future generations. In recognition of the strength of the bonds between our two speical nations. I am announcing that I am abdicating my throne so that my children and their children also of Mir may take the throne of the Burcancy. The crowning will take place next year, and although typically the ceremony has been run solely by the Church, the Ophier and the Brotherhood. In recognition of the special bonds between our nations we ask that Mir participate in the crowning ceremony.
In further recognition of the trust the children of future generations place upon us, we return to Mir, the blood of their children, the V'raal. The blood they sent us upon their flag. We have cleaned their flag and returned it to them, so it might fly with a peaceful heart. But the blood of such special children we give to those who have loved them and guided them for so many years, so it will not be misused or spilled further. We ask that the Mir, turn its parental countenance upon these children who appear to have lost their way among the nations assembled.
For, we have fought w/ the V'raal but we realize that is not the way to deal w/ recalcitrant children, and we ask the Mir to once again shine their light upon their misguided charges. Too long have the V'raal been lost in the darkness, they must brought within a bright circle once again.
In final recognition of the relationship between parents and children, we deeply regret our removal of the removal of the V'raal Prince from his mother's care. We will present ourselves before the Queen to express our regrets and we will return her child to her if she agrees that all her children and their future generations are to be tutored by the Burcancy and Mir.
We take this actions to honor the Archmage and the future generations he holds dear. "
Action 2 - Villard abdicates
Difficulty - Easy?. Easy to do, but many in the Kingdom might protest. His sons and daughter have all proved capable so the resistance should not be difficult.
Action 3 - Villard returns the blood of the V'raal to Mir, and asks them to guide their charges (It is my understanding that the V'raal are or were under the charge, care and feeding of Mir at one point.)
Difficulty - Easy?. The blood has already been taken from its original source. And is simple to ask Mir to intervene. What they will choose to do is another story.
Action 4 - Villard offers the Queen the return of her kidnapped child and to presonally present him in exchange for all her children being tutored by the Burcancy and the Mir. The tutors must be protected, kept safe, and allowed to come and go freely.
Difficulty - Average? - The Queen has been asking/threatening for her child for many years. The Queen &/or V'raal might protest the conditions though.
Action resolution
Action 1: The Announcement
Resolution: Diff = Normal (0) + Dice (+-0-) + Extras () = -1 Failure
Results:
Interpretation:
The announcement cretes much confusion among the guests.
The V'raal definetly do not like being called anyone's "misguided
charges". The V'raal ambassador present storms away from the palace
and refuses to participate in celebrations at all.
Action 2: Villard abdicates
Resolution: Diff = Normal (0) + Dice (--00) + Extras () = -2 Failure
Results:
Interpretation:
Villar's announcement is even more confusing for his countrymen,
especially with the current issue of Vizinia that Cedonia has brought
up.
Action 3: Villard's gift to Mir
Resolution: Diff = Normal (0) + Dice (--00) + Extras () = -2 Failure
Results:
Interpretation: (Mir's reaction?)
Action 4: Villard's offer to the Queen
Resolution: Diff = Hard (-1) + Dice (---+) + Extras () = -3 Severe failure
Results: No.
Interpretation: The V'raal will not accept these outrageous terms.
King Villard is welcome to visit V'raal, but at his own peril. A blood
vow can not be settled except by blood.
Actions for Kaeir
Action submission
Action 1: Fortification of the northern frontier
Lord Basiluddin, with the agreement of the Senate, orders the
construction of a fort to protect the northern frontier with Taltheran.
An old imperial fortress, overrun during the Goblin Wars and
consequentially abandoned, is chosen for the location of the keep.
Situated in the north-west corner of Tirmaeir, it sits aside the
junction of the old imperial highway that connected Tirmaeir with
Taltheran and eastern Cedonia. Restoration of the fortress, to be
called Crownsbane Keep, would give the Republic control of the main
route through the mountainous region that sits astride northern Tirmaeir
and southern Taltheran. An invasion force from Taltheran would have
to overcome the fort, or make a long and difficult journey through the
wilder mountains to the east or along the winding coast line.
Crownsbane Keep would also secure the old overland trade route to
Cedonia, and renew once abandoned opportunities for commerce and trade.
Weight: Single (1 of 2 years)
Difficulty: Normal (but time consuming)
Fudge: 2 points
Factors:
+ Accumulate engineering success of the Rebuilding of New Tirmaeir city.
+ Economic stimulus to Dominion of Tirmaeir, through employing local
Tirmaeir labour and usingTirmaeir produce for the construction.
- Threat from Taltheran
Outcome:
Great! A smashing success. The Keep is completed ahead of schedule and
undercost, and trade across Tirmaeir picks up from Governmental
expenditure. During the restoration, ancient pre-imperial ruins beneath
the fort are discovered that are similiar to those discovered beneath
the streets of old Port Tirmar (now New Tirmaeir).
Normal. The Keep is completed, and commerce shows signs of improvement.
Bad. Difficulty is encountered in locating the old fort ruin at first,
and then surveying and supplies delays the start of construction until
mid-year.
Disaster! During the construction, an unknown entity is disturbed from
its slumber beneath the ruins, and the entire project is abandoned as
people flee from the evil.
Action 2: Consecration of first Millat Shanari tower in the Republic.
At the invitiation of Lord Basiluddin, who recently adopted the Millat
Shanari faith after encountering it during a brief trip to Port Kaeir, a
group of Millati scholars arrives in New Tirmaeir to establish a Millati
temple, known as a "Tower", the first of its kind in the Republic. The
tower is in the typical Millati style, a tall cylindrical tower
surrounded by a complex of schools and hostels.
While construction progresses slowly, in time it shall come to be known
as the Great Tower of the South, a sister to the Holy Tower of Akbari,
the birthplace of the Millat Shanar religion. Basiluddin deeds a parcel
of land in the vicinity of the fledgling university for the tower.
Weight: Single (1 of 2).
Difficulty: Normal
Factors:
+ Friendly attitude of key members of the Republican government.
+ Conversion of prominent Republican leaders (Basiluddin, Jafaarsan).
Action 3: Restoration of the northern Tirmaeiri roads
The old roads of northern Tirmaeir, fallen into disrepair from neglect
and war, have hindered economic and trade. In one of its first acts,
the Provisional Dominion Council of Tirmaeir initiates a project to
restore the network of roads, and reopen the inland highway up to the
Crownsbane Keep in the west.
Weight: Single (1 of 1)
Difficulty: Normal
Factors:
+ Accumulate engineering success of the Rebuilding of New Tirmaeir city.
+ Economic stimulus to Dominion of Tirmaeir, through employing local
Tirmaeir labour and usingTirmaeir produce for the construction.
+ Enthusiasm of merchant houses for improving trading conditions.
- First major local policy decision by local government.
Action 4: Panachayyah Trade
Commissioner Talaan, third member of the colonial triumvirate at
Rimriver-town amongst the Panchayyah, along with his Secretariat
colleague, begins a series of trade missions up the Rimriver to further
open the upper reaches of the Rimriver and gain access to the Ban
Horroth.
Weight: Single (3 of 6)
Difficulty: Hard
Fudge: 1
Factors:
+ Cooperation of intelligence service and merchants
+ Previous success in extending trade
+ Panchayyah alliance
+ Panchayyah stability
- New trade
Action resolution
Action 1: Fortification of the northern frontier
Resolution: Diff = Normal (0) + Dice (+0+, + (fp=2)) + Extras () = +3 Great success
Results: (+3,x)
Interpretation: The keep is in excellent condition, the reconstruction
work already started by the late Czar.
Action 2: Consecration of first Millat Shanari tower in the Republic.
Resolution: Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results
Results: (0,x)
Interpretation: The tower is built, but the new religion gains
hardly any following.
Action 3: Restoration of the northern Tirmaeiri roads
Resolution: Diff = Hard (-1) + Dice (+--+) + Extras () = -1 Failure
Results: No real progress; all resources are dedicated to the fortification
of the northern border.
Interpretation:
Action 4: Panachayyah Trade
Resolution: Diff = Normal (0) + Dice (++0, + (fp=1)) + Extras () = +3 Great success
Results: (+1,+3,x,x)
Interpretation:
The Kaeirean expedition makes a first direct contact with a strange
people called Ban Horroth. They live high in the mountain valleys, and
trade in small quantities of precious metals and jewels mined from the
mountains.
Actions for Eerith
Action submission
Can't really give them actions but I can fill in some of the questions about
their activities.
>> Keaton were on celandra is that floating city?
Still floating over Videssia. The Eerith still believe that the greatest
possibility for hope or destruction resides in Videssia so they remain to
observe and intervene on behalf of the Onagir if necessary.
>> The Amo'trall (A terrible plague)
The Eerith will give what aid they can to the sufferers. They consider the
Amo'trall as part of the shamanistic peoples they wish to protect.
>>Ka'Shari's search for Rahi
The Eerith will covertly oppose this. Rahi's privacy is a sacred legacy and
they will go to great lengths to assist her in keeping this. As yet,
however, they will not engage overtly unless she is physically threatened.
(It is unlikely that Rahi would react kindly to anyone who disturbs her.
She is an old woman--at least 60 from a harsh climate--and emotionally
scarred.)
>>Mir's celebration
The Eerith never miss a public gathering. In this case, they will even go
so far as to officially appear rather than hiding and spying from a shadow.
Most likely, the individual Eerith Useful would attend.
Actions for (Society)
Action submission
Action resolution
Action 1-4
Resolution: Diff = () + Dice () + Extras () =
Results:
Interpretation:
-- Juuso Vesanto - 24 May 2004