Events for 1445

Kaeir [+3], Taltheran [-3]: The Commander of Guard in Tal swears fealty in Tal to a distant cousin of the late King Agrigax. The new king assumes the name King Agrigax II. The Merchant Council in Taltheran splinters in several factions: a small part supports the new king, but the rest refuse to acknowledge him, and soon all factions order their own troops on the streets. Taltheran flames in civil war once again. Tal is mostly in control of King Agrigax II, but the other cities belong to the various factions. A large southern conclave, based in Saltrim, contacts Kaeir and promises to acknowledge their control of Tirmaer in exchange for alliance: the Saltrim conclave wants to dispose the Tal Kingdom and form a new form of government formed around the Merchant Council. The Wizards maintain their uncommitting stance in the conflict; they operate separately from everybody else and retaliate terribly if someone interferes with their business. Anyway, with the strong government of King Agrigax I gone, nobody dares to interfere.

Actions for Cedonia

Action submission

Dr. Aldin Vellin was just clearing the last of the day's paperwork off his desk before going home, when Raden Ghere and Theran Rinn entered the First Councillor's office unannounced.

"To what do I owe the pleasure, gentlemen?" asked Dr. Vellin.

The other men sat down in the two chairs before Vellin's desk. "We've just received the report of our Ambassador to Mir on the Celebration there," replied Rinn, the Councillor for Foreign Affairs. "King Villard of Burcancy put the cat among the pigeons with a vengeance."

Ghere, the Councillor for Special Projects nodded agreement. "He made an extraordinary address to the assembled guests, and in the process, he stunned everyone."

Rinn picked up the thread of conversation. "First off, Villard's abdicating. He's turning the Crown of Burcancy over to his heir, and apparently plans to move to Vizinia and rule it as Prince until he dies. Villard's indicated to us, through his ambassador, that he's willing to work out a joint rule arrangement with us for Vizinia, with us taking full control of the province a decade or so after he dies, but he wants one of his younger sons to inherit the title of Prince of Vizinia."

Dr. Vellin said, "That would be an excellent arrangement, but what else does he want from us in return?"

"King Villard wants us to bury the hachet with Tanimbar, and sign on to his mutual defence pact. By doing so, we'd be obligated to come to the aid of Tanimbar, Burcancy, and Parglug in the event that the Torphani Empire invades any of the three. The reverse would hold true, of course," replied Rinn.

"One other thing about Villard's abdication, Aldin," interjected Ghere. "His heir married a Mirrish princess, so his abdication may draw Burcancy closer to Mir. His proposal regarding Vizinia could help us counter that influence."

"True enough," Dr. Vellin replied. After a moment of silence, he continued, "I get the feeling that his abdication announcement wasn't the only surprise Villard unleashed at the Celebration, gentlemen. What other cats did he let out of the bag?"

Ghere and Rinn exchanged slightly nervous glances, before Ghere replied, "He made certain revelations regarding the Vraa'al, First Councillor. Shocking revelations. The Vraa'al Ambassador was so insulted by Villard's speech that the entire Vraa'al delegation returned to Arelcar Island that very night."

"It seems that a few years ago, Burcancy launched a major raid against the Vraa'al," Ghere continued, "A raid which had the purpose of abducting the wife of the Vraa'al High Lord and his children."

"What, by all the gods, possessed them?" cried Dr. Vellin, aghast. "Such an act would be a cause for war! And the Vraa'al are a race of master spies and assassins; to anger such as them is foolhardy!"

Ghere swallowed hard. "What motivated the raid was the discovery by Villard's spies, that the High Lord's consort was, in fact, Empress Yzara of Cedonia, who was kidnapped by the Vraa'al as the Sinari host was sacking this city."

Dr. Vellin looked stunned. "The Empress is alive? And the Vraa'al had her all this time?"

Rinn and Ghere nodded in unison. "They kidnapped her because they feared us. Yzara was pushing to restore the old Empire; the Vraa'al decided to prevent that. I don't understand why Villard ordered the raid, but he did, and it was a disaster. The raiders only successfully abducted one of the children, and the Vraa'al have now declared blood feud with Burcancy," said Ghere.

"Blood feud with Burcancy, or blood feud on Villard's family?" Dr. Vellin asked.

"It's not clear which, or even if the Vraa'al make the distinction," said Rinn. "Only time will tell."

Dr. Vellin sighed, and stood up behind his desk. "Well, Raden, Theran, you two have made my day. First I find out that our legion recruiters are falling far short of goal, and now this. When news that the Empress is alive becomes public knowledge, who knows what will happen."

The other two councillors stood. "What are your plans, Aldin?" aske Rinn.

"For tonight? I have to make a speech to my constituency tonight. Don't forget, this year is the election." Dr. Vellin walked to the door of his office, followed by the other two men. Glancing back, he added, "If I were you, I'd be giving some thought to my re-election right about now."

Action 1: Rebuilding the Legions

Weight: Single, Strategic

Description: Given the disappointing response to the last year's recruitment efforts, this year the emphasis is placed on reorganizing the existing forces. Troops are shifted to the northern and western borders, as the Council feels that the greatest threats lie in those directions. The existing legions are reorganized into smaller units, and emphasis is placed on recruiting Selarians to serve as cavalry. The infantry-heavy legions have always been vulnerable to cavalry when caught without time to dig in; given the predominance of cavalry in the forces of the northern plains and deserts, designing an army that can handle horsemen is critical for the UPC's defense.

Difficulty: Hard

Modifiers: Cedonia is recovering from its Civil War & the Sinari Invasion; Selaria was hard hit by the Sinari, but on the other hand, that was 20-odd years ago.

Action 2: Vizinian negotiations

Weight: Single

Description: The Regency Council sends a letter to Villard indicating their acceptance of his proposal regarding Vizinia. During his lifetime, Villard would rule Vizinia in consultation with the Regency Council; following his death, Vizinia would be integrated into the United Provinces, with full rights and responsibilities. The Council also indicates their willingness to sign on to Villard's mutual defense pact, but expresses concern over Tanimbar's reaction.

Difficulty: Normal

Modifiers: Villard & the Cedonians have a deal acceptable to both sides, but Tanimbar may play spoiler.

Fudge Points: Any points gained from this write-up.

Action 3: Restore the Secret Service

Weight: Single, Strategic

Description: Using his old contact from his days as Imperial Chamberlain, Raden Ghere, the Councillor for Special Projects, begins the slow process of reconstructing Cedonia's espionage service, working with the former imperial spymaster, a man known only by his code name, "Uncle Rex". Of the old imperial network, only those agents in Cedonia and Vizinia were able to stay in contact with "Uncle Rex"; all of the others died or disappeared in the years since the Sinari War. Ghere and "Uncle Rex" plan to spend the next (however many Juuso deems appropriate) years on rebuilding the network. Firstly, placing they will place agents under diplomatic cover in the civilized nations. These agents will then be responsible for generally gathering information, both secret and not secret, and for recruiting locals as members of intelligence-gathering cells. Secondly, they will work on inflitrating agents under the cover of traders and merchants into the tribal nations of Qaiyore, to provide warning of the intentions of the tribes. Thirdly, develop a cryptography & cryptanalysis department, recruiting from the University of Thalcedon's mathematics & linguistics departments. The purpose of such a group would be to provide codes & ciphers for use of both Cedonian spies and diplomats, and to break the codes of other nations. Fourthly, recruit and train special agents for sabotage, "wetwork", and other "special projects". Fifthly, recruit and develop agents capable of analyzing intelligence gathered by field agents. This action will take a long time to complete; however, some of the sub-tasks may be useable before the whole network is restored. Difficulty: I'm going to let Juuso make the call. As a guide, I'm figuring on ten to fifteen years to fully complete the project, minimum

Modifiers: Some parts of the action are fairly easy, while others are quite hard. It's easy enough to send out resident agents under diplomatic cover to the various Cedonian embassies and have them collect non-secret information, but infiltration of undercover agents into both the civilized & tribal nations is much more difficult. Recruiting mathematicians and linguists from the University will be easy, as "Special Projects" can pay them more than the University can, but making and breaking codes is not something that everyone can do. Finding and training operatives who can do "wetwork" missions without being caught is also difficult. Finally, intelligence analysis is something that requires a certain mindset. On the other hand, as with the code-makers and -breakers, the University of Thalcedon provides an excellent source of recruits.

Fudge Points: 2

Action 4: Election!

Weight: Single

Description: As it has been five years since the formation of the United Provinces of Cedonia, it is time for the nascent republic's first election. The UPC follows what is essentially a parlimentary form of government, rather than a presidential form. The Regency Council which rules the UPC is divided into what are referred to as the Commoners' Circle and the Nobles' Circle, or as they are sometimes called, the Elect and the Select.

The Nobles' Circle memberships includes all Barons, Counts, and Dukes; the Archpriests of the Orders of the Cedonian Church; and any others whom the Commoners' Circle may from time to time select for membership as a reward for services to the United Provinces. Membership in the Nobles' Circle is for life, and is inherited in the case of the barons, counts, and dukes. To counter-balance this, a noble's heir must be approved by the full Regency Council.

The Commoners' Circle members are elected from districts. Each member represents an equal number of voters; when the property & literacy requirements for voting eligibilty are considered, this means that the cities of Cedonia are overrepresented as compared to the rural regions. The members of the Commoners' Circle must stand for re-election every five years. The First Councillor, who is the head of government, is elected by the Commoners' Circle from the membership of the whole Regency Council.

Given his role in the formation of the United Provinces, and his personal popularity, Dr. Aldin Vellin's re-election to his seat on the Commoners' Circle and to the position of First Councillor is assured this year. Indeed, most of the members of the Commoners' Circle are likely to be re-elected. Success of this action simply indicates that the people accept the new form of government, and voter turnout is high. Failure means that the people doubt the UPC's legitimacy as a government, and voter turnout is low.

In years to come political factions will probably begin evolving into political parties, and those in power will have to face contested elections, but for the moment, the United Provinces' political structures are too young. Difficulty: Very Easy Modifiers: Success of the action which created United Provinces of Cedonia, participation & support of the Order of Lucia in particular, also support of other Orders.

Action resolution

Action 1: Rebuilding the Legions

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

Dice:

  • Popular support: 0
  • Recruitment: -1
  • Reorganization: -1
  • Chance: 0

Results: so far (x,x,x,x)

Interpretation:

Action 2: Vizinian negotiations

Resolution: Diff = Normal (0) + Dice (+3) + Extras () = +3 Great success

Dice:

  • Cedonia diplomacy: +1
  • Factions in Vizinia: +1
  • Burcancy reaction: 0
  • Fudge points (2): +1

Results: The agreement is signed.

Interpretation:

Action 3: Restore the Secret Service

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

Dice:

  • Existing contacts: -1
  • Recruiting new ones: 0
  • Special projects: -1
  • Fudge points (2): +1

Results: (Hard; x,x,x,x,x,x)

Interpretation:

Action 4: Election!

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

Dice:

  • Election execution: -1
  • Voter turnout: 0
  • Commoners' Circle: +1
  • Nobles' Circle: 0

Results: Elections go smoothly in general, but there are some serious difficulities in getting the votes from the northern parts of Cedonia. The Nobles do not like the limitation of needing approval from the Regency council w.r.t. the heir.

Interpretation:

Actions for Exquaestio

Action submission

Action 1-3: Expansion by Conversion Weight: Quad Description: Exquaestio concentrates its efforts this year on people whose opinions are respected. Most of them will not be particularly powerful, but they will all be people who other people will follow. Difficulty: Normal (+0) (+2 Quad) Factors: Religious Sophistication vs. Religious Sophistication (+3?), Craft of Preaching vs. Religious Tolerance (-1?), Travelers and entertainers have been spreading stories of Feroze and Exquaestio (+0), Open relations with Videssia (+?), Good relations with Parglug (+?), No current enemies (-0), knowledge of other religions (0). Fudge-Points: 8 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 4: The Pantheon (1 of 6) Weight: Normal Description: (Creating the pantheon breaks down into six elements: Site Selection, Site Survey, Planning Construction, Obtaining Funds, Gathering and Purchasing Materials, and the Construction itself.) Difficulty: Normal (0) Factors: Resources (-2), Crafts (+1), Knowledge of other religions (+), Religious Tolerance (+), Scholastics (0). Fudge-Points: 0 Results:

Action resolution

Action 1-4: Expansion by Conversion

Resolution: Diff = Normal (0) + Dice (+4) + Extras (quadr: +2) = +6

Dice:

  • Fudge points (8): +4+0

Results: 100% growth and 10% automatic yearly growth

Interpretation:

Action 5: The Pantheon

Resolution: Diff = Normal (0) + Dice (-1) + Extras (extra: -1) = -2 Failure

Dice:

  • Cooperation (with others): -1
  • Planning: 0
  • Obtaining resources: -1
  • How much interest: +1

Results: (Normal: x,x,x,x,x,x)

Interpretation:

Actions for Mir

Action submission

The ancient Celamyrsa family home stood in the quiet of the early morning. The house was a spralling manor built in a massive gardens. The house was a serious of rooms and and plazas and opened collomed halls. The Archmage stood with his Warlord standing next to one of the colloms looking out over the gardens. The collom was a delacitly carved staute of a mirish maiden. Eubratosa stood there and looked at the staute. It was a representation of the Havancrada, the mirrish goddess of the nature, he felt it appropriate that she had been choosen to guard the gardens of the Celamyrsa home.

"So Burcancy has placed and intresting request upon us." The Warlord said. It had been many years since the Sinari war and she had but never really returned to her old wardrobe. She still wore leather armor all the time with a sword at her side, but she had taken to wearing a white robe over the armor.

"Yes." The archmage said. His face was still very young even though his hair was a very dignified grey now. "I know." He stepped out into the garden and began to walk along the gravel path. The warlord followed her boots making crunching noices as she walked across the gravel.

"What are we going to do about it." The warlord said. The Archmage did not answear right away. He walked over to a pool with a staute of an old Mirish Queen standing in the middle. The Archmage stood and looked at his ansestor.

"We do not have many true friends in the world. Burcancy has been a very loyal friend and I can not causally dismiss that." The Archmage said as he lowered his hand to run it through the water.

"So we are going to go to war with the Vraa'al?" The Warlord said. She raised her eyes brow in suprise. War was rarely something the Archmage even considered.

"No." He said looking at his Warlord for the first time. "Well not now anyway." The Warlord sat down on the bench seeing no reason to countune standing. "We will help them with crowning. We will stand behind Villard in this."

"And we will look into the Vraa'al situation and see how would be the best way to act." The Warlord said with a nod of her head.

"Yes, at this moment I am more intrested in the World Egg." The Archmage said. His hair seem to gleem in the ealy morning sun. "The Ka'Shari are looking for it at the order of there Gods, and the Dreaming is in an uproar about this."

"So are we going to try and settle it?" The Warlord asked.

"Maybe. That depends on what we are up against." The Archmage said. Then he turned to look at Ria and gave her a sly smile. "I am starting the training of th Warmages again, so you will finally be able to fufill you dream and conquere a new world.

She just gave his a dirty look and stood up. "I will arrange your escort for the corrination."

The Archmage just laughed. She allowed a smile to cross her lip as she left the garden.

Actions 1 & 2: Searching for the new world.

There seems that a new world has emerged. Mir realises that there seems to have been a lot of people who are looking into this and seeming to fail. The Archmage is create three groups to look into this. The first group is going to look into the various groups that went looking for this new world. They are to gather as much information as possbile about these various groups and were they looked and look into their information sources. This is the main group. The second group is to focus on looking for Prince "Habar" The are to try to see if they can figure out who this charater is. The last group is to spend its time looking difrectly for the gateway. They are to gather information about the gateway directly and see they are ab le to find the gateway.

Difficulty: Hard -1 Weight: Double +1 Fudge Point: +1

Action 3: Countine training the warmages

The warmages training has been put on hold for the past little while. The Archmage has ordered the warmages to contiune there training. The Archmage is hoping to gather enough for another coutrie to be tained. That is a lot of wha they will look into is finding students for another coutrie.

Difficulty: Hard -1

Action 4: The crowning of the new ruler of Burcancy.

Villard is retiring from rule of Burcancy and his heir is going to take the throne. He has invited the Archmage and mir to participate. Even with all of the bad things that happened last year. Mir is going to stand besides Villard in his desion. Mir would be willing to help and do what ever is requested to help with the corination.

Difficulty: Easy +1

Action resolution

Action 1-2: Searching for the new world

Resolution: Diff = Very hard (-2) + Dice (+2) + Extras (double: +1) = +1 Success

Dice:

  • Other groups: +1
  • Search for Prince "Habar": -1
  • Gateway: +1
  • Fudge point (1): +1

Results: The Mirrish agents succeed in finding a way to the new world. A powerful gate, preferably in Dreaming, is needed, and as ingredients dragon parts are considered the most working solution. Although they do not guarantee success: the new world has an extreamly powerful gatekeeper who so far has never been defeated. Of the many groups that have attempted entry to the new world, only a select few have actually gotten in.

Interpretation:

Action 3: Countine training the warmages

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

Dice:

  • Quantity: +1
  • Quality: +1
  • Accidents: 0
  • Popularity: -1

Results: (Hard: +1,+2,0,x,x,x)

Interpretation: The decision to continue War Mage training is not a popular one, and many still speak against it, remembering the accidents in the past. Still, interest among pupils is high.

Action 4: The crowning of the new ruler of Burcancy

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

Dice:

  • Burcancy: +1
  • V'raal: -1
  • Other countries: -1
  • New king: -1

Results:

Interpretation: an assasination attempt is made during the crowning seremony. The target is not King Villard, but his son. The assasination fails due to pure luck, altough the new King is left with severe wounds. The assassin - a V'raal - kills himself when escape proves impossible.

Actions for Ka'Shari

Action submission

Actions 1-4: Search for Rahi

Thanks to the Eerith, we now know /who/ Rahi is, if not where. It figures she'd be Sinari -- the one region we have least reason to explore, since it has so few seacoasts. However, the Kalatemke'Shylni and the Wanderers are being encouraged to look for her -- or rather, to learn her history, her beliefs, what might interest her, and where she might be now.

Per their advice, our goal is to find something that would interest her sufficiently to leave her isolation. She is encouraged to join us for a vacation in places she may not have seen much of (oceangoing vessels) and perhaps even to see those dragon puppies we've found.

Weight: Quadruple Factors: A fairly far-flung information network - and efficient message passing mechanisms. +any help the Goddesses might throw our way. Negative: We don't know the Sinari deserts or people as well as we do some others. On the other hand, we both represent cultures that aren't as well understood by the run of the mill member of other races. Results: +++: She chooses to come with us and help ++: She helps us with the information we need (whether or not we can understand it...) + to --: We find her and learn what interests her (to varying degrees of veracity)


: Angry Eerith and a deliberately hiding Seeress?

Action resolution

Action 1-4: Search for Rahi

Resolution: Diff = Hard (-1) + Dice (-1) + Extras (quad: +2) = 0 Mixed results

Dice:

  • Goddess help: 0
  • Eerith: -1
  • Finding her: +1
  • Rahi's interests: -1

Results:

Interpretation: Rahi is located, but she is not really interested in hearing the Ka'Shari out. The Goddesses promise to come and speak with her.

Actions for Kaeir

Action submission

The orders are brief, but fairly straight forward. The Republic of Kaeir, disappointed at the disappearance of peace, still nevertheless is committed to supporting its proto-republican friends in Taltheran, whilst continuing its own internal developments.

Ibrahim

Action 1 (Single): Raise Tal Legion.

Expeditionary Commander Basiluddin and Consul Jafaarsan call for a revolutionary crusade to aid Kaeir's brothers in Taltheran, calling for volunteers to enlist in a Tal Legion to help once and for all rid the Midsea of the hated royalist spawn of Agrigax. The emigrant republican Houses from Taltheran are particularly encouraged, the vast majority of whom are hardline Tallist republicans. And so the call to arms goes out across the Republic for many a brave young patriot to join the struggle for liberty and the Republic.

A force of 10,000 is expected to be raised, comprised largely of Taltherani emigrants and militant republicans.

Weight: Single (1 of 1) Difficulty: Normal Factors: + Republican zeal + Success of Tirmaeiri campaign + militancy of Taltherani emigrants

Action 2: Supply Saltrim Conclave.

As the first military action in aid of the Taltherani anti-royalists, the Senate orders the Guard onto alert. The 1st Division remains in Port Kaeir, whilst the 2nd Division is stationed at Crownsbane Keep. The 3rd Division however is sent into Southern Taltheran to protect trade routes to Saltrim, so that supply lines to the Conclave can be kept open.

Weight: Single (On-going) Fudge: 1 Difficulty: Normal Factors: + Saltrim influence in southern Taltheran + Proximity of Crownsbane Keep + Royalist Taltherani forces limited to Tal City + Reputation of the Kaeirean Guard

Action 3: Complete Crownsbane Keep.

Following the success of the first year, the construction of the fort is completed.

Weight: Single (2 of 2 years) Difficulty: Normal (success of previous year) 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 using Tirmaeir produce for the construction. + Lack of threat from Taltheran + Accumulated success from 1444

Action 4 (Ongoing): Blockade Tal City.

The entire Fleet is ordered to conduct a general blockade of Tal City, though the level of trade in Tal City is minimal as a result of the bitter civil war raging there. The action is ordered by the Admiralty in order to prepare for an assault on the royalist forces later.

Weight: Single (On-going) Difficulty: Normal Factors: + Fleet experience of blockading Tal City + Republican zeal

Action 5: Tal Legion marches to Saltrim.

The Tal Legion having been formed, Expeditionary Commander and Hero of the Republic, Lord Basiluddin, leads the Legion to Saltrim to meet up with the Saltrim Conclave, before marching on Tal City.

Weight: Single (1 of 10). Difficulty: Normal Factors: + Friendly attitude of key members of the Republican government. + Conversion of prominent Republican leaders (Basiluddin, Jafaarsan). + Completion of Millat Shanari Holy Tower in New Tirmaeir

Action 6: Panchayyah Trade.

Commissioner Talaan, third member of the colonial triumvirate at Rimriver-town amongst the Panchayyah, along with his Secretariat colleague, continues his 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 (4 of 6) Difficulty: Hard Fudge: 1 Factors: + Cooperation of intelligence service and merchants + Previous success in extending trade + Panchayyah alliance + Panchayyah stability + Initial contact with Ban Horroth made - New trade

Action resolution

Action 1: Raise Tal Legion

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

Dice:

  • Republican feelings: +1
  • Kaeir popularity: 0
  • Troop quality: -1
  • Troop quantity: 0

Results:

Interpretation:

Action 2: Supply Saltrim Conclave

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

Dice:

  • Troop maneuvers: -1
  • Popular support in Saltrim: 0
  • How rest of Taltheran reacts: 0
  • Fudge points (1): +1

Results:

Interpretation:

Action 3: Complete Crownsbane Keep

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

Dice:

  • Resources: -1
  • Quality of work: +1
  • Supporting forts and battlements: -1
  • Fudge points (2): +1

Results: (+3,0) -> +2 Success

Interpretation:

Action 4: Blockade Tal City

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

Dice:

  • Scope of blockade: +1
  • Reaction of other nations: +1
  • Troop morale: -1
  • Preparation for assault: -1

Results:

Interpretation:

Action 5: Tal Legion marches to Saltrim

Resolution: Diff = Normal (0) + Dice (-2) + Extras (extra: -1) = -3 Severe failure

Dice:

  • Kaeir diplomacy: -1
  • Tal Legion performance: -1
  • Saltrim conclave reaction: 0
  • Reaction of other factors: 0

Results:

Interpretation:

Action 6: Panchayyah Trade.

Resolution: Diff = Normal (0) + Dice (0) + Extras (extra2: -2) = -2 Failure

Dice:

  • Kaeir diplomacy: +1
  • Trade route: 0
  • Ban Horroth reaction: 0
  • Ban Horroth goods: -1

Results: (Normal: +1,+3,0,0)

Interpretation:

Actions for (Society)

Action submission

Action resolution

Action 1-4

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

Results:

Interpretation:

-- Andrew Janssen - 13 Nov 2004

Topic revision: r2 - 13 Nov 2004 - 06:50:15 - Andrew Janssen
 
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