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:
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