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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.) smile

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

Topic revision: r1 - 24 May 2004 - 17:13:21 - Juuso Vesanto?
 
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