Events for 1453
Videssia [+4]: Under the threat of the Ice Demons, the Videssians
are united under one flag. In the safety of the coastal areas,
they regroup, make plans, and then start to push back the Ice Demons.
Parglug [-4]: A second army of the Ice Demons attacks Parglug from
south.
Ice Demons: As perceived from the Floating City and from news
elsewhere, the Ice Demons have obviously divided into a number of
smaller armies. At least one of the armies is attacking Parglug from
southeast, and another one has cut through Videssia and is now
quickly approaching the Tana border.
Actions for Sedonia
Action submission
Story 1
The Inner Council was meeting in emergency session. Besides the usual
members, the Archprelate of the Order of Sedon was also present.
Roger Finn, the Foreign Minister, stood and addressed the Council.
"Gentlemen, ladies, I have today received a dispatch from our Ambassador
to Parglug. He reports that Parglug has been attacked by the Ice Demons,
and that the government of Parglug has officially informed him that they
are activating the mutual defense provision of the MidSea Federation
Treaty. They are requesting our aid."
The Duke of Tirroth, Minister of Finance, said, "Why do we care? Parglug
is a thousand miles away."
"We care because the United Provinces became signatories to the Treaty
when the late King Villard of Burcancy agreed to return Vizinia to our
control," Finn replied. "We have a moral and legal obligation to respond
to their request."
"Responding will be difficult," said Raden Ghere, Minister for Special
Projects, "given that the Tanimbar will not allow us to march troops
through their lands."
"I think we can take it as a given that we will have to send any troops
by sea," said Prince Arden, the Council President. He looked first at
his father-in-law, the Count of Rochlyn and then at General Worral Yann.
"Which troops can we spare?"
"Well, Legio I is in the far southwest right now, too far to recall in a
timely fashion," said the General. "Legio IV in Vizinia is closest, but
it's completely committed to the reconstruction efforts there. Legio V
is committed to the Casovian border, and Legio III is scattered all
along the Selarian Border. That leaves Legio II in Tirmar. We can spare
them the easiest, and they're already relatively close to the ports at
Gomel and Inibar."
"We should also consider activating one or more of the reserve legions,"
added the Count. "If we send Legio II to Parglug, we can activate one
reserve legion to take over border security in Tirmar, and another to go
to Vizinia and take over from Legio IV, freeing it up to send to
Parglug, also."
"How long would it take to get Legio II to Parglug?" asked Prince Arden.
The Archprelate of Sedon spoke for the first time. "The dispatch riders
can notify the farthest outposts of Legio II in a bit more than two and
a half days."
"Then it'll take them about five and a half weeks to march to the
ports," the General chimed in.
"Five weeks?" asked Dr. Vellin, the Interior Minister. "That's no more
than 10 miles a day."
"The larger the body of men, the slower it travels," General Yann
responded. "If we force-march, we might reach 15 miles a day, but that
would be pushing things very hard."
"All right," said Prince Arden, "it'll be more than a month to get the
Legion to the ports. Then what?"
"We'd send half the legion to Inibar and half to Gomel, to reduce the
strain on the civilians," said the Count of Rochlyn. "After that, it's
the Navy's problem." He turned to look at Admiral Coll.
"We don't have enough ships to take the whole Legion and baggage in one
trip," the Admiral said thoughtfully, "and the ports can accomodate only
so many ships. If we can commandeer shipping in the harbor here and at
Inibar and Gomel, we can probably take 500 men at a time from each port.
It's 11 days' sailing from Inibar and Gomel to Aseria, so a 22-day round
trip, 1,000 men per trip, makes five trips total . . . it would take 110
days to complete the transfer, over three months, assuming we use the
same ships.
"On the other hand, if we can get some help from Mir, Burcancy, and
Kaeir, and if we commandeer some additional ships from Calabar and
Vizur, so that we don't have to recycle the ships . . . 55 days, not
quite 2 months."
The Count looked at the other Councilors. "I propose that we order Legio
II to Aseria to support the Parglug, and that we send messages to Kaeir
and Mir requesting assistance in moving the Legion. Any objections?" No
one spoke. "It is so ordered, then," he said. The Count turned to the
General and the Admiral, and said, "Draft the necessary orders,
gentlemen, and send them immediately, fastest possible transport. Inform
the Legate of Legio II that under no circumstances is he to allow his
force to be committed to combat until the entire legion is assembled.
Until they're all in place, he can provide training and advisors to the
Parglug, no more. When the entire legion is assembled, he is to work
with the Parglug. However, he is not to throw away his troops."
He turned next to the Archprelate of Sedon. "Send messages to Kaeir,
Burcancy, and Mir, asking for any ships they can spare. Use the Great
Ravens; they're the fastest messengers we have."
"What about calling up the reserves?" asked Raden Ghere.
"We should hold off on that," responded the Duke of Tirroth. "Our
recovery from the war years is still fragile."
"I concurr," added Prince Arden. "Let's not be premature."
"Any objections?" asked the Count. "No? All right, any other urgent
business? No? Very well, we are adjourned."
Story 2
"Tell me about Legate Martros. What manner of a man is he?"
The Count of Rochlyn put down his knife and fork, and thought for a
moment before answering his son-in-law's question. "If I were to
describe Valen Martros in three words, I'd say he's brave, intelligent,
and lucky. Definitely lucky."
Prince Arden quirked an eyebrow quizzically. "Oh? How so?"
The Count sipped his wine, and smiled. "He's the only man I know of in
the last hundred years to climb up the ranks from legionary to legate,
and only the fifth man to do so in the entire history of the Legions."
"I think I met him, once, when I was a little girl," said Princess
Agatha, the Count's daughter. "Grandfather was at home, and he had
brought some friends for dinner. Wasn't Valen Martros the one who had
those awful scars on his left arm? I remember him pulling a silver coin
out of my ear."
The Count laughed. "Yes, that was Valen, all right. He's always had a
soft spot for children--he's got six of his own, now, and his oldest
just made him a grandfather."
"How did he manage to rise so high?" asked Prince Arden. "I assume it
was with Great-Uncle's patronage?"
"That's right," the Count said. "Valen joined the Legions in 1419, when
he was 17. He grew up in an orphanage in Caladyn run by the Lucians. The
director of the orphanage thought Valen would make a good priest, so he
made sure Valen got a good education. Valen had other ideas, though, so
he ran off and signed up with Legio II as soon as he was old enough.
"Since he had his letters and numbers, and he was a big, handsome, young
lad, his centurion promoted him to signifer. He carried the century's
standard, and in camp he did the paperwork.
"As you know, Legio II was among the forces that my father, the Duke,
took north to fight the Sinari. Legio II was part of Master Scourge
Labon's division during the Battle of Unnirand. The legion got hit hard,
and when it was over, Valen was a centurion.
"During the breakout from Unnirand, Father was struck from his horse
during the crossing of the Wyr. Valen and his century held off the
Sinari and got Father out safely. By the end of the Long Retreat to
Talishara, Valen was the First Spear of Legio II. Of course, by the time
they reached Talishara, Legio II was at half-strength."
The Count paused to sip some wine, and continued: "At Talishara, they
reorganized. Legio I's survivors were attached to General Marak's army,
while Legio VII and Legio IX were disbanded and the survivors folded
into Legio II." He brooded for a moment. "Talishara was . . .
indescribable. I had been with Father as an aide-de-camp since the
start of the Sinari War, and I thought I knew war--but Talishara was
something else again."
"Anyway, when the dragons came, Father never hesitated. He literally
pulled one out of the sky with a harpoon; I don't know where it came
from, and he's never said. That's how he lost his right index finger, to
the rope on the harpoon. Anyway, he brought it down, and we fell on it.
We were hacking away at it, like ants swarming a caterpillar ten time
their size, except the 'caterpillar' was breathing fire. That's what
scarred Valen' arm, dragonfire."
The Count shuddered at the memory, before saying, "Between them, Valen
and Father managed to hack off the dragon's head. After it stopped
thrashing, Father promoted Valen to Tribune on the spot.
"After the Sinari War, we came back home to find Sedonia in chaos, the
Empress vanished, Zenos in rebellion. Father put Valen in command of the
III Heavy Ala of Selarian Cavalry at first, but by the end of the Civil
War, Valen was effectively the commander of all of the Duke's cavalry.
After the Thalsedon Compromise, Father arranged for the Regency Council
to promote Valen to Legate and give him command of Legio II in Tirmar.
"Father also found out from the Order of Lucia's records that Valen was
the illegitimate son of the Baron of Martros. The old Baron and his
legitamate sons had backed Zenos during the Civil War, so afterwards,
the Duke had them executed and arranged for Valen to become the new Baron."
The Count looked at Prince Arden. "Father has always seen Valen Martros
as another son, and he's spent years grooming Valen as his chosen
replacement."
"Doesn't that make for some friction?" asked the Prince.
"Not really," replied the Count. "I know my limitations. I'm a born
staff officer; I lack the talent and the charisma for field command.
Valen's competent enough at paper-pushing, but his real talent is for
tactics and operational maneuver. And, more importantly, he has
experience in working with forces from other countries.
"Given the situation that we've sent him into, he's probably the best
possible choice."
Story 3
Tirmar Province's capital, Zayura, was a sleepy city in a sleepy region.
The only real threats to the region were the Morvali tribes to the
northwest and the interminable civil war smoldering over the border in
Taltheran. II Legion had been part of the original occupation force when
Empress Yzara had annexed Tirmar, and then had been with the Duke of
Caladyn and the Mir at the Battle of Talishara. They sat out the
Sedonian Civil War, spending the years recruiting back to full strength
and running patrols along the borders.
Nothing much ever happened in Zayura.
Until one day in spring a dispatch rider of the Imperial Postal Service
came galloping up to the gates of II Legion's fortress headquarters in
Zayura and announced that he had messages for the Legion Commander.
The legionaries who had opened the gates for the messenger smiled as
they watched him hurry into the headquarters building. Everyone in the
fortress knew that Legate Martros desperately wanted a transfer from
what he loudly described as a "dead-end" posting. Perhaps he'd finally
got that transfer to the General Staff he'd been praying to Mithrac for.
* * * * *
Legate Martros was buried in paperwork. The thought occured to him, as
it had many times before, that the Legions truly ran on paper. He was
composing a letter to the Ministry of War in Thalsedon to justify the
use of emergency funds to replace the roofs of four barrack blocks. The
bean-counters at the Ministry did not seem to understand the great
importance of keeping soldiers warm and dry. Thus, when his aide entered
the room, he looked up in relief. "What is it, Legionary?"
"A messenger, sir. Imperial Postal Service, from Thalsedon. He says his
dispatches are urgent."
"Well, show him in, then. Whatever the dispatches are, they can't be any
worse than this garbage."
The legionary saluted, and turned to let the messenger enter the office.
The dust-covered rider marched up to the Legate's desk and handed him
a sealed letter. Martros broke the seal on the letter, and read the
contents quickly. As he read, his expression became set.
"Is there an immediate reply, my lord?" asked the rider.
"Tell the Council that I hear and obey," said Martros.
"Very good, my lord," said the rider. "If you would just sign here,
please?" He handed the Legate a receipt.
Martros quickly scribbled his signature on the paper and handed it to
the rider. As the rider left, the Legat turned to his aide and said,
"Summon my staff, immediately."
* * * * *
The gate guards who had been chuckling over the prospect of Legate
Martros being transfered stopped smiling when they heard the Legion's
trumpeters suddenly play "Attention" followed by "Officers' Call".
Suddenly, things seemed more serious.
* * * * *
Twenty-five officers crowded into the meeting room in the Headquarters
building. Ordinarily, there would be more, but at present only 1st and
2nd Cohorts were stationed in Zayura. The centurions of those cohorts,
the Prefect, the six tribunes, and II Legion's chief priests packed the
room, filling it with a low murmur of conversation and the smell of
perspiration.
The conversation, if not the perspiration, stopped when Legate Martros
strode to the front of the room and turned to face his officers. After a
moment, he began to read from the sheet of paper in his hand:
"To Legate Valen Martros, Baron Martros, Officer Commanding II Legion,
Greetings.
"The Ice Demons having invaded Parglug, the Parglugi government has
invoked the mutual-defense clause of the
Mid Sea? Federation Treaty and
has asked for our aid. You are therefore directed to assemble your
command in Inibar and Gomel for transport to the city of Aseria. Ships
will be provided there from the Navy, the Realm of Mir, and the Republic
of Kaeir.
"You are to provide all necessary aid to the Parglugi in defending their
kingdom from the Ice Demons, but the protection of your command shall be
your first priority.
"Signed, General Worral Yann, Chief of Staff."
The Legate rolled up the paper and shoved it into his belt. "We have
marching orders, gentlemen and lady. Senior Tribune, our current
strength and dispositions?"
Senior Tribune Casco, the Legate's second-in-command, immediately
replied, "All units are at full strength at last report. 1st and 2nd
Cohorts, the Legion Hospital, and the Legion Staff in Zayura with 1,440
men total; 3rd & 5th Cohorts garrisoned in Inibar with 960 men; 4th &
6th Cohorts in Gomel, also 960 men; and 7th through 10th Cohorts and the
Cavalry Squadon on border patrol, 2,040 men. 5,400 men, total."
"All right," Martros said, "Here's what we're going to do. Senior
Tribune, I want you to take a quartermaster detachment from the Staff
and ride to Inibar. As soon as there are enough ships available, take
the detatchment and 3rd Cohort and sail for Aseria. When you get there,
I want you to make arrangements for housing and food for the Legion. The
Council will be picking up the tab; you'll be given letters of credit on
the merchant firm of Cavri and Sons.
"Tribune Janos, you'll ride with the Senior Tribune to Inibar and
coordinate the loading of the transports. After 3rd Cohort leaves, 5th
Cohort will be next. 2nd, 9th, and 10th Cohorts will also be leaving
from Inibar.
"Tribune Ronir, you'll go to Gomel with me and coordinate there. I'll
take 4th Cohort first, then you're to send 6th, 7th, and 8th, in that
order. The Cavalry Squadron will also embark at Gomel; I want them in
Aseria as soon as possible, but you might have trouble finding enough
ships for their horses."
The Legate turned to look at the First Spear of 1st Cohort. "1st Cohort
will be the last to leave; half will go through Inibar and half through
Gomel."
Turning to the Camp Prefect, Martros said, "Since I'm leaving with the
4th, you'll be in charge here, Adros. Before you leave Zayura, make
arrangements for maintaining the fortress until the Legion returns. I
want you to be the last man on the ships."
The Legate addressed to the Legion's priests. "Father Ahern, Mother
Jula," he addressed the Coronite and Lucian priests, "I want you two to
coordinate the Legion's rolls. Make sure that we know who every
legionary's next-of-kin is for death notification and pension pay out."
Turning to Astron, the Mithracite, and Crello, the Arlovan, he said, "I
want you to prepare the Legion Hospital to move to Aseria. Father
Crello, you'll go with the Senior Tribune to Aseria and secure a
building there for a hospital. Father Astron, I want you to make sure
that each Cohort has one of your Mithracite surgeons with it, and that
every ship has at least one medic on it."
"Finally," Martros said, "representatives from Kaeir and Mir should be
arriving soon to coordinate the move. I want each Cohort to have men
assigned to act as liasons with our allies. You have your orders;
Dismissed!"
Story 4
". . . And they're certain that the Sedonian commander will be Valen
Martros?" Ria asked the messenger from Mir.
"Yes," he replied. "They are sending him with II Legion. All of his
centurions are veterans of the Sinari War, and most of his other
legionaries fought in their Civil War. He will be willing to serve under
a unified command."
"Very well. You are dismissed," said the Warlord, turning back towards
the maps in front of her.
As she studied the maps, she heard Reese speak from behind her. "If only
Labon and Duke Yarrow were here, this would be quite the reunion."
"Oh, I wish they were here," she replied, "I'd rather deal with known
qualities than unknowns! Burcancy's soldiers are skilled enough, but
their best Officers have been going to the Fleet, not the Army. As for
the poor Parglug, anyone who isn't good is dead, which wouldn't be a
problem, except we need all the warm bodies we can get!"
Ria looked at the map in frustration. "If only we could understand what
the Ice Demons want, we could act instead of react, but look at this
map: An initial attack into Torphan, that, as far as we know, didn't
accomplish anything; then an attack against Videssia from the east, and
against Parglug from the southeast. What are they up to? What do they want?"
"You haven't guessed?" said a voice from the corner of the room.
Ria and Reese both spun to face the speaker. After a second, the shadows
wavered and a tall figure stepped forward. Tall and slim, he was
humanoid, with blue skin, black hair, red eyes, and pointed ears.
"Vraa'al!" cried Ria, jumping to her feet and drawing for her sword, but
the Dark Elf held up his empty hands to forestall her.
"You have nothing to fear, Warlord. Ahlgren Darksword considers his debt
of honor to the House of Villard settled. He sends me with information,
and a warning," he said. "Put away your weapon, and hear my words, for I
speak for the High Lord."
Ria glanced at Reese, who nodded slightly. "All right," she said as she
sheathed her sword, "what does your Master have to say?"
The Vraa'al's eyes danced for a moment. "You ask for the what and the
why of the Ice Demons? Consider this: Fourteen years ago, the old King
of the Wood and his Scepter vanished." He glanced at Reese, "The Eerith,
of course, helped hide this. Also fourteen years ago, someone tried to
steal the Exquaestio's
Book of Travels. The Thief failed, but he
killed two anradan.
"For the next few years, rumors begin to swirl in Dreaming of a
'World-Egg'. Indeed, Warlord, nine years ago, your people began
investigating those rumors . . . as did the Ka'Shari, among others. Then
the Ice Demons attacked Torphan four years ago. Three years ago, a group
of Rohain operating here in Burcancy vanishes under mysterious
circumstances. The Rohain sent to follow up also vanish. Last year, an
Espiri named Trelan began his own investigation, which led him from
Burcancy to Mir to Thalsedon, where he disappeared during a sudden,
unseasonable, and highly localized windstorm.
"You want to know why the Ice Demons are acting as they are, Warlord
Riacrada? Ask yourself: Who do they worship?"
Ria frowned, puzzled, and said, "Garr, Calra, Ertoslator, Sul, Yaga,
Scorax, and Malacor."
"And what do their gods have in common?"
This time Reese answered: "They are all cursed. The minds of Scorax and
Sul were destroyed, Calra is doomed to perpetual flight from pursuit,
Yaga is bound by the Will of Demerhaze and must obey her, Ertoslator
cannot hold his shape for longer than an hour, Malacor is cast out of
the Dreaming and entombed in the northeast isles, and Garr is also cast
out and entombed upon Qaiyore."
The Dark Elf smiled. "Ah, but Garr was more than cast out and entombed.
When the goblin-gods made war upon the gods of Men, Garr and Mithrac met
in mortal, or, rather, immortal combat. Mithrac clove Garr in twain with
a mighty blow, but Gods are not easily slain. Once, if the two halves of
Garr's body were brought together, he could have regenerated, but he has
been on Celandra too long.
"The Father of Goblins seeks to become whole again, Warlord . . . and to
do that, he needs power, immense power, such as a World Egg might contain."
As the Warlord and the Eerith looked at each other with wild surmise,
the Vraa'al said, stepping back into the shadows, "A final warning: be
careful whom you trust. The Ice Demons are not the only worshippers of
Garr on Qaiyore, after all."
With that, the Dark Elf disappeared into shadow as if he had never been.
Actions
Action 1: Mutual Aid and Defense
Weight: Single
Description: The Sedonians send a legion by sea to aid the Parglug
against the Ice Demons. The legion in Tirmar will embark at Gomel and
Inibar, and disembark at Aseria. Aseria is chosen due to its position
on the Burcancy/Parglug border--any troops from Burcancy will be
rallying there. Messages are sent by Raven to Kaeir, Burcancy, and Mir,
asking for ships to help transport the legions.
Difficulty: Normal (but see below)
Modifiers: I'm leaving it up to Ibrahim and Jason as to whether or not
Kaeir and Mir send any aid. If they each spend an action on sending
ships to help transport the legion, and those actions succeed, the
result of this action should be modified positively.
Fudge Points: Any from the action description above.
Subparts:
- Legion moves to Inibar & Gomel
- Embarkation & Sea Voyage
- Disembarkation & Reformation
- Weather
Suggested Results: Only a -3 or worse is a complete failure; -1 to -2
represents either a long delay or severe storms; success greater than +1
represents getting to Aseria faster than 55 days.
Action 2: Building the Spy Network
Weight: Single, strategic
Description: This is a continuation of the work of previous years--no
radical changes in course.
Difficulty: Hard
Sub-parts:
- Insert 'deep cover' agents
- Hire analysts
- Develop counter-espionage
- "Special Projects"
Action 3: Renovation and Repair, Part 2
Weight: Single, strategic
Description: Following the report of the surveyors, the Regency Council
decides to start repairing the military roads of Vizinia this year.
While the work of designing and building the roads will be paid for out
of the Ministry of the Interior's budget, most of the surveying and
construction will be done by the Legion based in Vizinia, with local
labor hired as needed. Time to completion is estimated at four to six years.
Difficulty: Normal
Fudge Points: 0
Sub-parts:
- Surveying
- Grading
- Paving
- Bridge Building
Action 4: Making an Imprint
Weight: Single, Strategic
Description: Davor, Raden, and Lecon have a working press, and some
promising leads on paper, ink, and type metal. What they really need is
money. They approach the Order of Lucia with a proposal: in return for
financial investment now, once the press is perfected, they will agree
to print basic reading and arithmatic primers for the Order's schools at
cost. They also approach the Ministry of Special Projects for funding.
Sub-Parts:
- Finding the right materials for ink
- Finding the right materials for type
- Getting money from the Lucians
- Getting money from the Ministry of Special Projects
Action resolution
Action 1: Mutual Aid and Defense
Resolution: Diff = Hard (-1) + Dice (00+0) + Extras () = 0 Mixed results
Dice: fp=1
- Legion moves to Inibar & Gomel: 0
- Embarkation & Sea Voyage: 0
- Disembarkation & Reformation: +1
- Weather: 0
Results: Initial troop transports by Sedonia's own ships go smoothly,
but the help from Kaeir and Mir is delayed, and after they arrive and
embarg on the voyage, a terrible storm breaks out which sinks more than
a third of the ships. Most of the rest are driven on the coasts badly
damaged. Rumors of Things grabbing hold of the boats and pulling them
under are abound...
Story:
by Andrew
Aseria:
"How bad is it?" asked the Warlord Ria.
Legate Martros grimaced. "It's bad, very bad. The storms hit the
trailing edge of the second wave and all of the third. 3rd, 4th, 5th,
and 6th Cohorts were in the first wave, and are at full strength. 2nd,
7th, and 9th are at half- to three-quarter strength. 1st, 8th and 10th
were hurt the worst, under half-strength. Two of my junior Tribunes,
Janos and Ronir, drowned. Fortunately," he said gesturing to two of his
officers, "First Spear Lacon and Camp Prefect Adros survived."
He looked around the gathered commanders and advisors. "Unfortunately,
the 1st, 8th, and 10th had some of my most experienced veterans. 3rd,
5th, and 6th are good troops, but 2nd, 4th, 7th, and 9th Cohorts are
mostly recruits.
Martros looked even gloomier as he said, "We also lost all of the siege
engines for 1st, 2nd, 7th, 8th, 9th, and 10th Cohorts, and the Cavalry
Squadron's mounts. It's a good thing I didn't bring the cavalry ala
attached to II Legion, or the toll would have been worse.
"To sum up, Warlord, I have around 3,000 men fit for duty, and another
600 in hospital who may yet recover. I have merged the survivors of 8th
and 10th Cohorts into 1st
Cohort Until? I can procure more horses, I have
no integral scouting force. I have lost over half my siege engines--the
onagers are less important than the ballistae. I am short on valuble
supplies. My troops are in poor morale, many of them are still weak from
seasickness. In short, my legion in its current state is only suitable
for standing on the defensive."
The Duke of Parflax leaned forward, and asked, "And what of the rumors,
Legate? We've all heard them. Can you speak to the truth or falsity of
the reports that the storms were not natural?"
"I can not, your Grace, but First Spear Lacon can. Lacon?"
The grizzled, scar-faced First Spear nodded to the Legate, then said,
"We were three days out of Gomel when the weather started to turn ugly.
It clouded up suddenly, about an hour before sunset. The rain started
about two turns of the glass later.
"It rained all night, and into the next day. About noon, the wind began
to pick up, and by midafternoon, it was blowing a gale. It was dark as
night, too, and the temperature dropped so fast, it made men collapse
from the shock.
"The ship I was on, the /Saucy Lady/, was a Kaeiran trader that had been
chartered into service. Captain Lembraas was a traditionalist; before we
sailed, he'd had priests of the Sea-Lord and Wind-Lady bless the ship.
Most of the other Kaeiran captains were Millati--they laughed at the
Captain, those that didn't call him an infidel behind his back. They
stopped laughing on the evening of the fourth day, when it started to sleet.
"The attacks started after sunset on the fourth day--I assume it was
after sunset, although we hadn't seen the sun since noon. By then, any
one on deck had to tie themselves to something, or risk going over the
side--the waves must have been 20 feet high, crashing over the decks.
Most of the men didn't bother going on deck to be sick anymore--the hold
was like one of Demerhaze's Halls of Nightmare.
"I had gone on deck to see how bad things were; I'd heard the crew
worring about ice building up on the deck and rigging. I was looking
right at /Queen of Kashaartown/ when it happened.
"Four or five giant tentacles came shooting up out of the sea, and
wrapped themselves around the /Queen's/ hull. Then, they pulled her down
under the water, crushing the hull as they dragged it down. Even over
the storm, you could hear the screaming."
The First Spear swallowed hard. "I was at the Bridge at Unnirand. I
helped kill a dragon at Talishara. I fought in the Civil War. But I
never saw anything like what destroyed the /Queen/.
"Anyway, after the Queen was dragged down, there were tentacles
everywhere. The convoy scattered. We ran before the wind. Captain
Lembraas swore afterwards that by rights we should have lost a mast,
running before that wind with full sail set. I'm a soldier, not a
sailor, so I don't know if that's true.
"But I do know that that storm was unnatural. I do know that I've never
seen anything like those tentacles before. I do know that we survived.
And I do know that not one of the Kaeiran captains who refused to have
their ships blessed by the Sea-Lord and Wind-Lady survived." The First
Spear fell silent, gripped by strong emotion.
"Thank you, First Spear," said Ria. "I think I begin to understand more
about what it is we truly face here." She exchanged a glance with Reese.
"I think we should now turn our attention to our options."
"Legate Martros, can your Legion fight?"
The Legate rubbed his left forearm thoughtfully before replying,
"Defending a prepared position, yes. Conducting a meeting engagement or
going on the offensive, no. Morale is shaky, and so is their health.
I've sent word to Thalsedon, requesting reinforcement, but it takes
time, and Tanimbar refuses to let us cross their territory, which adds
to the problem. In any event, even at full strength, I'd prefer to stand
on the defensive."
"Why, Legate?" asked the Duke of Parflax. "You're not known as a timid man."
"Records from the Second Invasion suggest that meeting the Ice Demons in
an open field fight is the worst possible thing you can do, your Grace.
The Ice Demons will almost always outnumber you enough to be able to
envelop at least one, if not both of your flanks. If your troops aren't
in prepared positions, the Demons will roll right over you," replied
Martros.
"The best way to fight them, if you don't have dragons at your beck and
call,"--here the Legate looked at the Warlord--"is to find a chokepoint
where you can anchor both your flanks. Then, you site your artillery to
create beaten ground, so that the Demons can't reach you without coming
under fire. You need plenty of archers, ideally, and fire arrows if you
can get them."
"Can your men defend Aseria from the Ice Demons?" asked Reese.
"Not as it stands now," said Martros. "The city's defenses are
inadequate. The old wall is practically falling down, it's too decrepit
to mount ballistas and onagers safely, and there are too many blind
zones. Also, we're too vulnerable to encirclement--the walls don't
enclose the whole harbor. If the Ice Demons besiege us here, they could
bring up engines to block ships from entering the harbor--and they are
capable of doing that.
"If, on the other hand, you can buy me enough time, and I can use the
population as labor, my legionaries can construct an earth-and-wood wall
around the whole city and harbor, ensuring our supply line . . . and our
escape route. Give me a month. We won't be able to man the walls fully
by ourselves, of course."
"All right, then, Martros," said the Warlord, "We'll see if we can buy
you that time."
Action 2: Building the Spy Network
Resolution: Diff = Hard (-1) + Dice (---+) + Extras () = -3 Serious failure
Dice:
- Insert 'deep cover' agents: -1
- Hire analysts: -1
- Develop counter-espionage: -1
- "Special Projects": +1
Results: (Hard: +2,+1,+2,+1,x,x)
Action 3: Renovation and Repair, Part 2
Resolution: Diff = Normal (0) + Dice (-0+-) + Extras () = -1 Failure
Dice:
- Surveying: -1
- Grading: 0
- Paving: +1
- Bridge Building: -1
Results:
Action 4: Making an Imprint
Resolution: Diff = Normal (0) + Dice (0+0+) + Extras () = +2 Success
Dice:
- Finding the right materials for ink: 0
- Finding the right materials for type: +
- Getting money from the Lucians: 0
- Getting money from the Ministry of Special Projects: +
Results: (0,+2,x)
Lecon, the Alchemist who joined Raden and Davor last year, develops a
suitable alloy for casting type: It's meltable at a reasonable
temperature, it stands up well to wear, and it's fairly cheap to make.
The lead in it may be poisonous, but nobody's perfect.
Mixing the ink is still giving the boys problems, but they have an ink
that works well enough, and Lecon is confident the recipe can be improved.
Davor and Raden approach the Order of Lucia for funding first. However,
the priest they speak to tells them that the Order simply doesn't have
the funds to offer more than token support. He does agree to arrange an
appointment with Minister Ghere for them.
Davor and Raden approach the meeting with the Minister of Special
Projects with some trepidation. They bring some samples of their current
press's product to show him: an introductory geometry textbook, a copy
of the play
The Merry Maid of Roth Mythysa, and a chapter from Emperor
Bucerad's
Tactics and Logistics.
Minister Ghere looks over the samples. Then he asks Davor and Raden a
question: can their press produce blank forms that can be filled in
later? They say, of course. Ghere asks more questions, about the size of
the typefaces, the speed at which the press can work, the possibility of
illustration, and the cost of building presses.
When the boys have answered his questions as best they can, Minister
Ghere smiles and reaches into his desk drawer. He hands a goggling Davor
a draft on the imperial treasury for 10,000 imperials, and says, "Don't
spend it all in one place, boys."
Summary of year (by Ibrahim)
Looks like a year of utter disaster for Kaeir.
Most of the first two squadrons sunk or wrecked beyond use, and the
third squadron weakened and somewhere offshore of the Tana/Videssian
coast. In the aftermath, the surviving ships probably will attempt to
regroup with the third squadron before deciding what to do.
The Millati receiving a severe reversal of missionary success,
compounded even more by the almost complete destruction of the two
squadrons sent to aid the Sedonians. Popular non-Millati attitudes
become negative in Kaeir, and downright hostile amongst sailors,
dockers, marines and merchants (in Kahshaartown the population had never
been very open to the Millati at all, turn violent, burning down the
small Holy Tower there). Amongst the various sections of the Kaeirean
Millati church, opinions are split over the significance of these
events. The Keeper, Arlhan van Kahshaar, is particularly incensed at
the ignorant behaviour of the Millati captains (after all, Millati dogma
does not disbelieve in the existence of the various gods, just that they
are not worthy of true worship), as well as being greatly upset at the
complete lack of magical protection available to the Millati.
Interesting times await the Millati church, in Kaeir as well as further
north.
In the NE Midsea, the situation in Rimrivertown is beginning to worsen.
Trade is yet to be affected significantly, but political relations with
the Panchayyah Grand Shaman and the Ban Horroth have been greatly
undermined.
All of which of course will impact negatively on the Kaeirean Consul,
Sanus Jafaarsan.
Actions for Kaeir
Action submission
Action 1: Send 3 squadrons to assist Sedonians in transporting troops
to fight Ice Demons (Strategic/External/Special action).
Weight: Single (1 of 3 year action).
Difficulty: Normal (for transportation) / High (??) (for 3rd squadron).
Description: As a result of the request for Kaeirean assistance, the
Senate orders three squadrons of the Fleet to sail to Sedonia (each
squadron numbering ten ships, and each ship capable of carrying 200
troops and supplies). The third squadron though is sent on a secret
mission to capture a group of Ice Demons first, before joining in the
transporation efforts.
Sub-components of actions (Juuso, please advise if these should be
separate actions):
a) The squadrons sail south to assist in the transportation of troops
for the duration of the crisis. The ships will be manned by the usual
compliment of Fleet sailors and marines. Four brigades of Tirmaeiri
Rangers (400 Rangers in total) drafted into the Information Secretariat
for this special operation, divided up amongst the ships of the third
squadron, will be sent as additional protection (the mounted Rangers are
known for their strong archery), and will be accompanied by a dozen
Information Secretariat field officers.. The first and second squadron
will commence transportation operations immediately.
b1) The third squadron though, will south southeast and past Videssia,
landing near the Tana/Videssian border, and will beginning scouting the
coastline for a bands of Ice Demons. The third squadron has been told
that their mission is critical, as the Information Secretariat needs to
study the biological abilities of the Ice Demons.
b2) Once a suitable band has been found (ideally numbering 200-300), the
Rangers, supported by the marines, will endeavour to ambush the band and
capture the all female goblins in the band and a sufficient number of
males. Instructions from the Information Secretariat specify that 20
females should be captured, and 40 males. The Rangers are suited to
such an operation, as they are experts at operating on rough terrain and
in the wilderness, and their use of shortbows and bolas are perfectly
adepted to capturing goblins. Should the Rangers encounter overwhelming
odds against themselves (orders are that they should only engage when in
a superior position), they are to retreat to the ships and land at
another location and try again.
b3) The third squadron continues to move along the coastline, following
the goblins, storing any prisoners in the special cages and shackles
erected in the holds of the third squadron, until a sufficient number
has been captured. This way the Rangers can continue to be operate
on-shore without the need for a permanent base to hinder them, supported
as they will be from the third squadron off the coast.
b4) Once the quota has been captured, the third squadron rejoins the
first two, and joins in the transportation efforts, sending the three
ships holding the Ice Demons back to Port Kaeir.
Factors:
+2 Transportation a routine action, something the Fleet does often
between New Tirmaeir, Port Kaeir and Rimrivertown.
+1 No sea-based threats to transportation.
+1 Maritime skills of the Kaeirean Fleet.
Sub-action B:
(above factors also)
+2 Tirmaeiri Rangers skilled at operating in rough conditions and living
off the land.
+1 guerilla style raids from the sea not expected by the Ice Demons.
+1 Tirmaeiri Rangers mounted, the Ice Demons on foot.
+1 Ice Demons will be hampered by the more temperate conditions of the
Tana/Videssia borderlands (being used to the frigid climes of the far
south).
-2 Tana/Videssia borderlands an unfamiliar landscape.
Key Elements: General-Secretary Karl von Kahshaar of the Information
Secretariat, Information Secretariat, Tirmaeiri Rangers, Republicnan Fleet.
Questions:
- Is this even remotely possible? The Information Secretariat is
staking a lot on this seemingly mad gamble to retrieve alive a breeding
group of Ice Demons.
- Is it possible to conceal the secret mission? Certainly it would be
easy enough at sea, and unless the Rangers are sighted by someone in the
Tana/Videssia borderlands, no problems would occur until the ships
returned to Port Kaeir, where the transporting of the Goblins to secure
facilities within the Information Secretariat would pose a risk.
- Whilst Kaeireans by and large have no historical experience with the
Ice Demons, some members of the third squadron may not fully understand
the official explanation given. Does their training and discipline
overcome their doubts?
- Are the Sedonians planning anything questionable whilst their friends
assist them in transporting Sedonian troops?
Suggested outcomes:
Terrible! The Tirmaeiri Ranger brigades are overrun, and the ships of
the third squadron are captured by Ice Demons! The captains of the
first and second squadrons are at a loss to explain what has happened to
the third squadron, and official enquiries to Port Kaeir receive only an
embarrassed silence as reply. The fate of the ships of the third
squadron remains unknown, a worrying turn of events considering its ten
ships can transport 2000 warriors. In the Senate, even the Lord-Consul
distances himself from the General-Secretary, who has become the object
of scorn for many.
Mixed. Whilst transportation efforts are successful, the third squadron
encounters considerable difficulties in locating any goblin bands along
the coastline of the Tana/Videssia borderline, only locating a small
band at the end of the year.
Success! The first and second squadrons join in the transportation
efforts, and the third squadron successfully locates a number of goblin
bands moving along the coast. Initial raids are successful, securing
two females, and the Rangers quickly become accustomed to both the
terrain and hunting the goblins.
Fudgepoints: Note sure.... how many do I have?
Action 2: Millati Evangelisation (8 of 10)
(Strategic/Internal/Expansion)
Weight: Single
Key Elements: The Keeper, Millati converts, Millati preachers.
Description: The Millati community continues its evangelisation program
in Kaeir, numbering now almost a twentieth of the Kaeirean population.
The Millati missionaries now are almost all Kaeirean, with the original
Shanari preachers only operating in Port Kaeir and New Tirmaeir. The
heightened status of the Keeper, proven by the continuing success at
winning the masses over to the Path, is now able to reduce his reliance
on the powerful and wealthy.
Difficulty: Normal.
Background factors:
+ Leadership of the Keeper.
+ High status converts
+ Kaeirean leadership of Millati community (elevated status amongst
Kaeireans)
+ Solid financial resources of the Keeper to support preachers (no
longer dependent on the rich and powerful).
+ Continuing trend towards conversion.
+ Accumulated experience of preaching to Kaeireans.
+ Exploitation of the importance of collective social units in Kaeirean
society (families, houses, clans)
+ Crownbane district now strongly Millati
+ Millati community in every Kaeirean town/city.
+ No area of Kaeir really "anti-Millati" anymore (disinterested at worst)
- New religion
Questions:
- How effective is the shift by the Keeper away from relying on the
support of the elites?
- Has this translated into a improvement in attitude amongst the
non-Millati commoners?
Action 3: Improvement of relationship with Grand Shaman of the
Panchayyah (Tactical/External/Diplomatic)
Weight: Single.
Difficulty: Hard (Grand Shaman already sceptical).
Key Elements: Lord-Governor Hoacoatl of Rimrivertown, Grand Shaman Sri
Nagavallur of the Panchayyah, Grand Chief Sri Dhesker of the Panchayyah.
Description: Following the debacle of the previous year, Hoacoatl tries
to make amends with the Grand Shaman, by taking the necessary steps (in
Panchayyah culture) to obtain the Grand Shaman's approval and
agreement. Ignoring the protests of some of his officers, and
reinvigorated by the renewed support from the Lord-Consul back in Port
Kaeir (news of the debates in the Senate having arrived in Rimrivertown
recently), Hoacoatl proceeds to secure what he sees as the final
necessary component for a secure and stable Rimvertown. In particular,
he humbly asks the Grand Shaman what could be done to make his "ugly
village of the foreigners" less ugly, and requests advice in that respect.
Factors:
+ Support of the Grand Chief.
+ Public support of the Lord-Consul for Hoacoatl.
- Negative reaction of the Grand Shaman from the previous year.
+ Hoacoatl's cultural sensitivity.
Questions:
- Is the Grand Shaman interested?
- How do the Kaeireans in Rimrivertown react (and does Jafaarsan's
support make a difference)?
Action 4: Kaeirean mission to the Ban Horroth
(Strategic/External/Diplomatic).
Weight: Single (3 of 5).
Key Elements: Lord-Governor Huacoatl, Information Secretariat Captain
Murhanuddin and his delegation of 11 advisors, Ban Horroth Trader Caste,
Ban Horroth Priestly Caste, Ban Horroth Warrior Caste.
Description:
Peace has returned to the capital of Banbakh, and the Kaeirean dozen are
able to mix more freely (to a degree) with the Ban Horroth. At the
suggestion of Trade Elder, and at the invitation of a number of Outer
Princes from the east, the two Guard engineers and one of the
Information Secretariat officers leave under armed escort to survey the
fortifications in the eastern valleys and develop suggestions on
possible improvements.
Though things are still tense, the Warrior clans have put their swords
away, and blood is no longer being spilt (at least for now).
The Grand Abbott, Elder of the priestly caste, still remains mildly
hostile though, and Captain Murhaniddun continues to meet with him in an
effort to bring him round to a more positive perspective on the
Kaeireans. Murhanuddin also begins discussing with the Trader Elder the
possibility of meeting the Crown Prince, who is expect to molt soon, and
ascend the throne.
Commercial bribes continue to be used, in the hope of enticing more
neutral clans in the Priestly and Warrior Castes, and turn the critical
mass in favour of Kaeirean trade into a strong majority. The training of
the Trader Militia continues, which now exceeds the Warrior Army in
skill and tactical ability.
Difficulty: Hard.
Background factors:
+ Murhanuddin's efforts to persuade Grand Abbot.
+ Majority of clans now in favour of Kaeirean trade.
+ Still peaceful relations from Kaeireans (Some Ban Horroth begin
thinking that maybe not all humans are "evil"?)
+ Existing established trade with Ban Horroth.
+ Commercial benefits to clans if trade with Rimrivertown not effected.
+ Help in improving eastern fortifications (positive for both factions
in Banbakh and amongst the Outer Princes)
+ Enhanced strength and status of Party of Trade from Kaeirean aid and
weapons.
+ Many clans content to wait until the Crown Prince molts and takes his
throne.
- Appearance of armed foreigners from the west at a time when foreigners
from the east are attacking.
Questions:
- Is it possible for the Grand Abbott to be persuaded by Murhanuddin's
diplomacy?
- Can the Guard engineers develop plans for improving the fortifications?
- Have the Warriors caste really pulled back from civil war?
- What does the Crown Prince think?
- When will the Crown Prince molt and become an adult (anytime in the
next 1-3 years apparently)?
- What is happening with the Razanian raids from the east?
Action resolution
Action 1: Send 3 squadrons to assist Sedonians in transporting troops
to fight Ice Demons
Resolution: Diff = Hard (-1) + Dice (-0--) + Extras () = -4 Serious failure
Dice:
- Sail south: -1
- Third squadron mission: 0
- Third squadron capture: -1
- Luck: -1
Results: The help sent to south never gets there. There are terrible
storms during the transportation which downright sink half of the ships, and
drive the rest on the rocky coasts near Zelkor, where part of them are
shipwrecked, or become otherwise unusable. The third squadron remains
mostly intract, but the rangers who travelled inlands suffer terrible
casualities and withdraw quickly. Of the 2000 rangers in the squadron,
only half come back.
Story, by Ibrahim:
From the Secret Diary of Sir Balroqayn, captain of the Tirmaeiri Rangers
(retired). Discovered in his private correspondence and papers in 1520
by his descendents, and shared with Society of Scholastics researchers.
The southern Midsea, sometime in 1453.
I write this not knowing what month or day we are in, nor where we are.
My navigator assures me are but a month away from Port Kaeir, but my
eyes recognise any of the stars, and the waters seem strangely coloured.
Needless to say, our mission to the South was a disaster, though it had
started with such good and strong omens and prospects.
Almost nine-tenths of the first two squadrons are lost, and half the
Rangers dead.
We set out from the Noble Green Republic three squadrons of ships and
forty companies of Tirmaeiri Rangers (some thousand men) strong. We
sailed easily to the South, where the 1^st and 2^nd Squadrons sailed to
Sedonia, and we accompanying the 3^rd Squadron sailed east.
Few of us, knew the exact nature of the mission charged to the 3^rd
Squadron. Strange as it was, it seemed relatively simple. Overwhelm a
small band of goblins, and bring them back to the Republic.
After another month of sailing, our scout ships located a small, easily
defended peninsula on the Tana-Videssia border, surrounded by rocky
hills and a single ravine that followed a small river into the
tablelands further inland. Establishing our camp there, the ships
prepared to scout further along the coast when a terrifying storm
struck, pushing the entire squadron away into the deep sea. Assuming
the squadron would return when the weather calmed, we began to carry out
operations (little did we know that the squadron was beset by a most
demonic storm for months on end, unable to find good weather or safe
harbour).
The Ten Companies, the famous Ranger scouts under Captain Quetzal van
Kiviri, set out almost immediately to conduct scouting operations deep
inland. Quetzal sent back regular reports, allowing us a complete
picture of the disposition of goblin forces and humans in the region (or
so we thought). Quetzal identified several villages in the tablelands
east of us, and on that basis the main body of the Rangers began moving
in conduct the lightning raids that would gain us the required goblin
captives.
I myself led the main body of the Rangers east, our troops and horses in
good health and ready for the combat ahead. However, almost immediately
problems beset us. Contact with Quetzal was lost, and without Quetzal's
intelligence, the troops began to become nervous. Food began souring,
and men and horses began falling ill.
The night before our planned raid, we were camped in the dark in the
hills above a large (but outnumbered) goblin camp that Quetzal had
located a month before. Despite the normal difficulties, things were
going according to plan. It was in the wee hours of the morning, as we
moved into position for our dawn raid, however, that things went
horrifyingly wrong.
Suddenly the short horn blast of engagement was heard from the left
flank, then the right, the vanguard, and then, worst of all, the rear.
The sound of combat soon was heard all around - the clash of metal, the
grunt of fighting, and the cries of the wounded and fallen. At that
point I saw the my long-held suspicion that the prohibition against
magic was foolish, made fact. Balls of green and red fire flared in all
directions, consuming whole companies of men in their hellish maws,
filling the air with the stench of roasted flesh. I soon became aware,
from my central position, of a sound that overlayed all others, a
horrible bone-chilling sound like a thousand drums and a thousand
howling infants. As the sun rose, I realised our true predicament.
The valley below was filled with horde of nightmare creatures and
twisted impersonations of mortals, whose numbers had crept under the
cover of darkness to cover both our flanks in a pincer movement. Never
had a reconnaissance report been so wrong, I must remind my
sword-brother Quetzal he needed his re-drilled into him, in a
short-lived thought.
Yet our rear was not completely surrounded, and grasping at the
opportunity I called a general retreat. Horns blaring, I galloped ahead
to lead the rearguard in the push through the thin goblin lines at the
back, breaking through them after a long, bitter hour. Finally able to
break away from the slower enemy, we returned to our base camp after
many days of hard riding, and began to reinforce our field
fortifications. Of the twenty-five companies that had left the main
camp (some 625 men), only fifteen companies had made it back. Of the
Ten Companies, no news was to be had at all. They were presumed lost.
A day later, the goblins attacked, pushing us back down into the ravine
after days of bitter fighting, where we finally held them. Rumours
abounded of foul creatures that stalked the darkness between campfires,
and of spirits that tormented the dreams of sleeping men. Thankfully,
the Rangers had never been taken in by the Millati preachers, and a few
older warriors knew enough priest-lore to craft amulets, charms and
wards to protect our dreams from these wraiths.
My own dreams though, properly nightmares, seemed to lack all such
protection, as they were of an endless black river that led into a black
sea, and of my lost sword-brother Quetzal, his body trapped beneath evil
black waters.
For months we fought, unable to escape for lack of ships, unable to flee
for the besieging demons. The ravine river began to run black, its
waters tasting foul, and causing any who drank it to grow ill and die.
Miraculously though, the spring around which the camp had been
established remained pure, its waters holding off the foul blackness
that flowed from the ravine and out to sea. Many men reckoned it to be
a sacred spring, and indeed it seemed blessed, its waters capable of
healing wounds and keeping infection at bay. This was our sole source
of hope in these dark months, as we held the goblins off by the thinnest
thread (though to my mind now it seems they were tormenting us, for my
scouts told of a multitude of goblin warriors vast beyond our own
numbers at the other end of the ravine).
And then the ships were sighted. Far off, on the edge of the horizon,
those noble ships of green sail could be seen. Yet for weeks they
remained just that, gradually coming closer, but never close enough.
This hope was short-lived though, as the goblins made a push against us
the like we had not encountered. Waves of demonic warriors mounted on
steeds of savage giant wolves hit our lines again and again, an
inexhaustible supply of evilness against our very finite number of
troops. Worse still, reports came in of lost sword-brothers spotted
amongst the goblin ranks, their skulls split upon and their throats
slashed, yet bearing arms against their own sword-brothers. Soon our
lines broke, and goblins poured in through the ravine, over our lines,
and we retreated back to our final line of defence.
When all hope was lost, a final ray of light pierced the darkness. From
the rear of the goblins came the roar of a Tirmaeiri horn, followed by
the roar of many of its kin. Thundering through the ravine and into the
rear of the goblins came the lost Ten Companies, the green banners of
their lancers flying high as they charged the enemy (though only 8
actual company banners could be seen). At the head charged Captain
Quetzal, his naked body covered in twisting black markings, and riding
the most foulest goblin-wolf I'd seen so far, hacking his way through
the enemy.
The enemy panicked, with the goblin archers and shamans at the rear
quickly falling to the Scouts. Taking advantage of the confusion, I
ordered the surviving troops to make a renewed push at the confused
enemy, who broke under the two-way pressure, whole sections fleeing back
up the ravine.
Wherever Quetzal had been, he had come at the right time. The goblins
were routed, and our lives temporarily safe. Those pitiful few men who
had survived, cheered for Quetzal and his Ten Companies.
Minutes later, a shout went up from the shore. The ships, so long on
the horizon, were now suddenly only a kilometre away. The cheering,
already hearty, was renewed twicefold as we realised not all of us were
fated to die in this accursed place.
By next morning, all of us, the health and wounded, the sane and insane,
were loaded on the ships. And as we waited for the sailors to complete
preparations to set sail, the goblins returned to the camp, burning all
that we had left behind.
The journey back to Kaeir was only marginally less weird and terrible.
After a month, we met up with the shattered remnants of the 1^st and
2^nd Squadron, and their tales of fearsome sea monsters that had eaten
ships whole.
All this time I had watched Quetzal, who had been talked little of what
fate had befallen his Ten Companies. What he had told me, and what I
had picked up from some his men, was that shortly before our planned
assault on the goblin camp, Quetzal and his men had been ambushed by a
large force of goblins and taken prisoner.
Quetzal and his officers were held separately from the rest of the men,
though both were moved further inland, where the Scouts realised a
terrible fate awaited them. Imprisoned in muddy pens at the base of a
great mound, the men of the Ten Companies watched as one by one they
were slowly led up the hill to meet presumably grisly ends in weird
night-time rituals that glowed sickening colours of red and green.
Every three nights meant another dead Scout, presumably at point of a
shaman's dagger.
According to Quetzal, after three months, or after thirty men as he put
hit, it was Quetzal's turn. Hauled before a dozen wizened goblins,
wearing cloaks made from the fur of their giant demon-wolves, Quetzal
was tied spread-eagled on a gore-encrusted circular stone at the top of
the great mound. Throughout the night the twelve goblins, now obviously
shamans, danced, prayed and chanted, as they tattooed twisting, moving
black spirals and sigils into Quetzal's skin, until their chanting
reached a crescendo and the earth began to shake.
Suddenly, blinding white light pierced the all-embracing dark clouds and
dispelling the reddish glow that had hung in the air. The earth split
open, swallowing the shamans, and loosening the pegs that held Quetzal
to the ground. Pulling himself free, he tore down the mound to the
cages that held his Scouts, where many had become free, their cages
shattered in the tremors.
Quickly freeing the others, Quetzal and his men realised the goblins had
fled, leaving the Scouts' horses (save for a good two dozen that had
been eaten) and weapons. After gathering what edible supplies they
could find, Quetzal and the Ten Companies took to their steeds,
retracing the path the they been transported along. For almost a week
the travelled westward back towards the coast, not encountering a single
soul, human or otherwise, until they came upon goblin campfires at the
mouth of the ravine that led to our camp.
That was what Quetzal told me. However, the man who led the charge that
saved us was not the same sword-brother I had said farewell to when he
left to go scouting. Something was..... different.
Not Quetzal.
And not only Quetzal. All of his officers were strangely different, and
I soon noticed that they were avoiding contact with the other Rangers.
Perhaps it was the trauma they experienced at the hands of the demonic
shamans. Perhaps, as war is hell, and always has been, and what they
went through was definitely a grade worse then the normal. But there
was something undefinable, unnameable that unnerved me, something in
their.... behaviour.
Balroqayn van Ayn,
Crownsbane Keep.
Action 2: Millati Evangelisation
Resolution: Diff = Normal (0) + Dice (--0-) + Extras () = -3 Serious failure
Dice:
- Shift to own income: -1
- Improvement in attitudes: -1
- Evangelization: 0
- Reaction of other religions: -1
Results: (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)
Action 3: Improvement of relationship with Grand Shaman of the
Panchayyah
Resolution: Diff = Normal (0) + Dice (0-0-) + Extras () = -2 Failure
Dice:
- Grand Shaman: 0
- Kaeir pop reaction: -1
- Jafaarsan's support: 0
- Luck: -1
Results: (Normal: +2,x)
Action 4: Kaeirean mission to the Ban Horroth
Resolution: Diff = Hard (-1) + Dice (-+--) + Extras () = -3 Serious failure
Dice:
- Grand Abbott: -1
- Warriors caste: +1
- Crown Prince: -1
- Razanian raids: -1
Results:
Actions for Exquaestio
Action submission
Events
* Last year's attempt to survey across the Straight of Winds from
Orasaren to Celamyr failed.
Action 1: Festival Year (to gain converts)
Description: A Festival Year puts large amounts of effort into spreading
knowledge about Exquaestio and the services it offers. Ecclesia should put
special effort into contacting their neighbors, talking about Exquaestio,
and sharing Exquaestio services with non-members. Anradan are supposed to
concentrate more on missionary efforts, while not letting go of their
regular duties. Espiri not involved in fighting the Ice Demons are called
upon to make a spectacle of their powers in front of non-quaestae. The
efforts of the espiri and rohain fighting the ice demons are announced to all.
Difficulty: Single, Insignificant? (+4), 8 Fudge Points
Factors: + low penetration, + magic, + reputation, + sophistication, +
craft, - area sophistication, - area intolerance, o relations, + pre-planning.
Results: Travelers, Respected, Wealthy, Religious
Action 2: Kingdom of Junder (2 of 3 1st)
Description: The many states of Junder have allied under the threat of the
Ice Demons, but are not truly unified. Exquaestio lends its aid to bringing
together a council of all factions to discuss how Junder may become truly
unified.
Difficulty: Single, Easy (+1), 0 Fudge Points
Factors: + Threat of Ice Demons, - Opposing Needs, + Exquaestio Scholarship
Results: Merchants, Barbarians, Nobles, Freeholders
Action 3: Magic Artillery (1 of 2? 1st)
Description: Faced with the threat of the Ice Demons, Exquaestio attempts
to bring together magical techniques suitable for lesser mages that will
hurt or kill large numbers of demons at a range that doesn't immediately
risk the mages involved. (This is an end-run around the lack of gunpowder,
attempting to replace cannon with a magical technique. It seems to me that
the techniques already exist, and just need to be brought together.)
Difficulty: Single, Normal? (0), 0 Fudge Points
Factors: - cultural factors, - for lesser mages, + Tana Dragonwrights, +
Contacts with Mir, + Exquaestio craft and scholarship
Results: Amplification, Range, Preparation, Storage
Action 4: Fighting the Ice Demons
Description: All rohain and a majority of espiri make their way to the
nearest front to assist in the fight against the ice demons. Exquaestio
also throws their (very minor) weight into getting governments to sent aid
to those nations most under threat. (Tanimbar to Burcancy and the Free
Cities to Tana, though they will settle for the Free Cities aiding Videssia.)
Difficulty: Single, Normal (0), 0 Fudge Points
Factors: + many, - many
Results: Casualties, Territory, Reputation, ?
Action 5: The Pantheon (2 of 6 #6)
Description: (Creating the pantheon breaks down into six elements: Site
Selection, Site Survey, Obtaining Funds, Planning Construction, Gathering
and Purchasing Materials, and the Construction itself.)
Difficulty: Extra, Normal (-1+0), 0 Fudge Points
Factors: - Resources + Crafts o Tolerance in Cormenaera o Relations in
Cormenaera o Scholastics.
Results: Purchase, Transportation, Labor, Distance From City
Action resolution
Action 1: Festival Year
Resolution: Diff = Easy (+1) + Dice (++++) + Extras () = +5 Superb success
Dice: fp=8
- Travelers: +1
- Respected: +1
- Wealthy: +1
- Religious: +1
Results:
Action 2: Kingdom of Junder
Resolution: Diff = Normal (0) + Dice (00++) + Extras () = +2 Success
Dice:
- Merchants: 0
- Barbarians: 0
- Nobles: +1
- Freeholders: +1
Results:
Action 3: Magic Artillery
Resolution: Diff = Very hard (-2) + Dice (0+00) + Extras () = -1 Failure
Dice:
- Amplification: 0
- Range: +
- Preparation: 0
- Storage: 0
Results: (x,x)
Action 4: Fighting the Ice Demons
Resolution: Diff = Normal (0) + Dice (+0-0) + Extras () = 0 Mixed results
Dice:
- Casualties: +1
- Territory: 0
- Reputation: 0
- Luck: -1
Results:
General Comments: The year was marked by bad luck. Communications went
astray, weather turned foul or fair at the worst possible times, and the
Demons showed an uncanny knack for ambushing allied scouts while their own
scouts got through. However, the various magic users agreed that very
little magic was involved, most of this was "ordinary" bad luck. The one
exception were the storms in the southern
Mid Sea? . Those were due to magic,
and several Parglugi priests of Marmdal died simply lessening their
effects. (A circle of Mirrish sorcerers eventually joined with the priests
of Marmdal to end the storms, but only after their worst damage had been
done.)
Army of the West (Parglug): The Legion arrived later than expected and no
help was forthcoming from Tanimbar and very little from Junder.
However, the attack against the Parglug was not as fierce as initially feared.
Although southern areas are badly damaged, the Army of the West can
finish their fortifications in relative peace.
Army of the Southeast (Celoa): They discovered that demons did have a
supply chain. Unfortunately, they also discovered that the demons
"missing" from the front lines were guarding that supply chain. They also
discovered that the demons have actually set up communities in conquered
territory to produce food for their front-line troops. The result was a
stalemate of raid and counter-raid across eastern Videssia.
The supply line turned out to be quite thin. More like a communication line even
than a supply chain. The bands do provide supplies but those are gathered
by looting, and the bands of Ice Demons continuously move around.
East-Central Army (Videss): Communications ran astray and the East-Central
Army never managed to join up with either the Southeast or Northeast
Armies. Nevertheless, they were probably the most successful of the four
armies, inflicting severe casualties by striking against the flank of the
Demon front-runners. At the end of the year they hold the mouth of the Imbros.
Army of the Northeast (Tana): While the Free Cities volunteered to
send some troops to aid Tana, they were not accepted. The Tana prefered to
handle the defense on their own. Which turned out to be a mistake.
Tana plan to inflict maximum possible casualties as far south of the Imbros
as possible while falling back was generally successful. But like everyone
else, the Tana amazons underestimate the power of the Ice Demon
horde and are unable to hold them on the southern side of the river.
The year ends with the Demons firmly in control of both
sides of the Imbros (with the East-Central army perched on their flank).
Tana's only satisfaction was that they had salvaged or burned all supplies
and shelter before the Demons managed to take possession.
Action 5: The Pantheon
Resolution: Diff = Normal (0) + Dice (---+) + Extras (extra: -1) = -3 Serious failure
Dice:
- Purchase: -
- Transportation: -
- Labor: -
- Distance From City: +
Results: (Normal: +1,x,x,x,x,x)
Actions for Mir
Action submission
The castle of the duke of Parfax was suddenly alive as messangers came running throught the castle. Ria stood quietly in the grand dinning room. The only room large enought to hold all of the required leaders the room had been transformed into a battle room. Maps were spread across tables every were.
Reese stood quietly behind her as she paced. "It has been a long time." Reese commented
as Ria pulled a map from the pile.
"Only a blink of an eye for us." She said. "Why can't the world just stay quiet.
If I never had to fight a war again I would be grateful."
Ria and Reese turned to look at the door as it banged open. King Opozoya Villard
entered the room. Behind him came Glarwin and a very pretty young woman. Ria paused
to look over the new King. He was an apprentice sorcerer know and seemed to be growing
into his title as King.
"You Majesty," Ria said with a bow. She was amazed at how true family features
bread true. Opozoya Villard did not have to imagen what he would like when he grew
older, all he had to do was look at his father, grandfather, and great-grandfather.
"Warlord." Opozoya Villard said. "What is the problem. The way the servent
came charging in I thought the castle was on fire."
"I am sorry your majesty. I would perfer to explain when everyone is here."
Ria said again with another bow.
"Oh course." Ria watched as Opozoya Villard took the young ladies hand. They began
to talk as Glarwin stepped closer.
"Good to see you Ria." Glarwin said coming and giving Ria a hug. Ria returned the hug.
"Who is the young lady?"
"The daughter of Duke Parfax. Opozoya proposed the last week." Glarwin said.
"That is good to hear." Ria commented.
Soon other military officals arrived, and began to take their sear around the
room. After a few moments the room quieted down and the occupants turned their
attention towards Ria.
"I am sorry to report that the Ice Deamons have invaded Parglug." Ria said
quietly. The room fell silent for a long moment. Then suddenly various part
of the room exploded with curses. Finally the room fell silent.
"Well maybe it is a good thing we keep half the army here." King Opozoya Villard
commented as he motioned for Ria to contiune. Ria pulled out a map and began
to show them where the invasion had started.
News: King Opozoya Villard is engaged to the daughter of the Duke of Parflax.
Action 1,2, 3, 4: War.
Half of the Mirrish/Burcancy Army has been positioned along the Burcancy border and
the other half is along the Videssian coast. Most of the the Troops in Burcancy
will move to Aseria were they will join up with the Cedonians, and form their
they will join with the Parglug troops to drive out the Ice Deamons. The rest of
the Burcancy group will remain along the border. Half of the troops in Viddessia
will be moved by part of the Burcancy Navy to join the troops in Aseria. The Mage
artillery and the Burcancy Wealther mage are to uses wind spells to move the ships
quicker. The half that remains in Videssia will contiune to help the Videssians in
fighting off the Ice Deamons. One of Warmage groups will remain with the half in
Videssia. The rest will be brought to join with the Aseria group. Mir is also
preparing one of its dragons to join the military if it is needed. It will not
actually go Aseria but shall travel to the Duke of Parflax castle (Parflax is
the territory in Burcancy which borders Parglug.)
Difficutly: Normal
Fudge Points:
Weight:Quadruple
Factors: With eyes in the floating city that may give some bonuses since we can
watch were they go.
Action 5: The Navy
Mir and Burcancy will send ships to help move Cedonian troops. A fourth of each
fleet will travel to help move the Cedonian troops to Aseria. Sorcerers and Weathermage
are to be station on the ship to help create favorable winds. Part is being used to
move troops from Videssia to Aseria (covered above), and the rest will contiune to
either bring in supplies.
Diffiuclty: Normal
Fudge Points:
Weight: extra
factors: Mir and burcancy have been working on shipping and navy exercises for several years recently.
Action resolution
Action 1-4: War
Resolution: Diff = Normal (0) + Dice (00--) + Extras (quad: +2) = 0 Mixed results
Dice:
- Parglug/Burcancy: 0
- Logistics: -1
- Videssia: 0
- Luck: -1
Results:
Action 5: The Navy
Resolution: Diff = Easy (+1) + Dice (----) + Extras (extra: -1) = -4 Severe failure
Dice:
- Weather: -1
- Coordination w/ Sedonia: -1
- Cooperation w/ Sedonia: -1
- Luck: -1
Results: There are terrible storms during the transportation which downright
sink a third of the ships, and drive most of the rest on the rocky coasts near Zelkor,
where part of them are shipwrecked, or become otherwise unusable.
Actions for (Society)
Action submission
Action resolution
Action 1:
Resolution: Diff = () + Dice () + Extras () =
Dice:
Results:
Action 2:
Resolution: Diff = () + Dice () + Extras () =
Dice:
Results:
Action 3:
Resolution: Diff = () + Dice () + Extras () =
Dice:
Results:
Action 4:
Resolution: Diff = () + Dice () + Extras () =
Dice:
Results:
--
Juuso Vesanto - 02 Apr 2005