Events for 1455

East Torphan [-5]: King Opozoya Villard marries Chesliana, daughter of the Duke of Parflax. While en route to the Royal Winter Palace in northern Burcancy, the troupe of the King is attacked by a strong party of Ice Demons (or goblins, possibly from Tanimbar) led by a Demonspawn. The King -- apparently the main target -- is rescued by heroic action on the part of the Royal Guard, but receives a vicious blow on the head, and falls into a coma for three months. His newly wed wife is slaughtered along with most of the entourage.

The attack doesn't stop there. Immediately after the attack, the whole country is torn by sudden acts of terror: assassinations, poisoned wells, and fires.

The Eerith [-3]: Several Eerith leave to investigate what is happening in northern Tana. Word is that the Ice Demons have reached the northern coasts of the Tanamir sea, and have stopped their rapid advance. But after this, the reports stop. The Eerith have been captured, destroyed, or have switched sides...

  • The Inquisitor of Kaeir groans at this news, and turns to the sole Eerith that has resided in the Republican Palace these last thirty years, asking: "how is this possible for creatures such as Eerith? Is this the work of mortal humans, or something else? What could capture or destroy an Eerith? More significantly, are there factions within the Eerith?" The reply: "How? Any created being is subject to being uncreated. And mortal humans can be as powerful as any being. The Eerith were long held captive, although it was as much our own work as others. We are here to serve and advice, not to command, after all. As to the last question: yes. It is all a matter of viewpoint."

Ice Demons: The army attacking Parglug has been destroyed. In the east, led by Exquaestio Preceptor Lars, the Mid Sea? troops manage to cut the advancing Ice Demon lines into two parts. The front guard continue fast approach towards north, while the bulk of the army are delayed and partially blocked in Tana. By the end of the year, the advance units of the Ice Demons are somewhere in the northern coasts of the Tanamir Sea, but the bulk of the army is scattered along a long line between southern and northern Tana, wrecking havoc (and possibly gathering supplies). The Tana have regrouped along the coast, but they are too few in number to push the Demons back. There are reports of Ice Demons in Burcancy, but it is unclear where they have got there from, or if they are actually Tanimbar Goblins.

Vraa'al / Sedonia: As a consequence of the Vraa'al actions in 1454, many of the High Lord's supporters and family find it convienient to 'disappear' and leave Arelcar. Empress Yzara and Prince Barnardus manage to escape the Island on the Imperial Postal Service's regular mail boat from Thalsedon, along with a few other humans, Vraa'al, and human-Vraa'al halfbreeds. The Empress's return to Sedonia hands the Government a political hot potato during a hotly contested election year.

A meeting

by Andrew

"How, by the Halls of Nightmare," snarled the Warlord, "did those misbegotten /acratalesi/ manage to /deblaquo/ us over like this?"

The Allied War Council collectively drew back in shock. The two Balpuri words that the Warlord had used were very obscene, and for Ria to use such language was nearly unheard of.

The Council had just received word of the attack on King Opozoya of Burcancy and his wife. The Duke of Parflax was not present--he had withdrawn to his quarters at the news of his daughter's murder, and would not leave them. As for the other commanders, they were still in a state of shock.

"I think, Warlord," said General Martros, "we have underestimated the Hand of Garr yet again. It seems obvious now that the Horde which attacked Parglug was a feint of some kind, perhaps to draw our attention both from the Horde in Tana, and from the cult's activities in Burcancy. We now face an Aureltemerrac, a War of Mist and Terror, where our enemies slide through our fingers like quicksilver. Both Sedonia and Mir have fought such wars in our rise and fall, and we both know the only way to win such a war is to be as ruthless as the enemy."

"Therefore," he continued, "I say we should tear the Hand of Garr out of Burcancy, root and branch! We should have the army scour the countryside and the cities, killing any goblins or cultists we find, destroying their temples."

"Hear, hear!" cried out a Burcancy officer. "And, we should burn the thrice-damned Goblins out of Tanimbar, too! As long as they're there, like a cancer in our gut, we can never be secure! Kill them all!" He sat down to the cheers of his fellow Burcancy officers.

Actions for Mir

Action submission

Actions 1 & 2: Helping Burcancy

(Andrew is using an actions to search the country side for Ice Daemons and I am using one to search the cities.)

The infantry will sweep through the cities trying to find cultist and any Ice Daemons in the cities. They will be escorting a group of Priests for Coron, Lucia, Miacradasa and Demerhaze. One of the groups of warmages will also be helping searching the cities.

Prince Nepoya will be granted the uses of the Pendant of Truth to search the Burcancy goverment. After the attack on the King it is suppected their is a cult member to be found in Burcancy goverment some where. Fauve Monde will be the first location where the search will start followed by Unster, and so forth.

After uncovering the agent in Mir. Mir would have contiuned to sent reports to the address in Unster. Mir will be sending three of its secret agents (you know the ones Juuso) to follow the lead and to track down the Hand of Garr and discover as much information as is possible. They will be provided with magical assistance in the form of spells and also minor magical objects to help discuise their presence and appearance, and also to communicate quickly back to Mir.

Difficulty: Hard Weight Double Fudge Points: 1

Actions 3: The Gods.

See that this war is seeming to be turning into another (un)holy war, Mir is going to appeal to the Divine. The Archmage will be leading the priesthood in praying for guidence from Miracradasa, the Elder and Lesser Gods in perventing the return of Garr, and the goblin gods. The Priest of the Oracle of Talishara are also going to perform the nessiary cerimonies seeking a revelation from the Oracle.

Difficulty: Normal (Performing the nessiary cerimonies is not that hard. Weather the gods/Oracle answear is really up to Mir and they can do very little to affect it. Most of the choice is up to the Gods/oralce.)

Weight: Single Fudge Points: None

Actions 4: Presure.

Mir and Burcancy will both be apealing to Tanimbar to join in the crusade against the goblins. They will reminded them of the fact that they are members of the south midsea alliance. They ask for help against the goblins. They also promise that when Burcancy has been restored to order and the eastern force Daemon forces have been destroyed they will help Tanimbar against their own goblins.

Difficulty: Normal Weight: Single Fudge Points: None

Action resolution

Action 1 & 2: Helping Burcancy

Resolution: Diff = Hard (-1) + Dice (00-+) + Extras (double: +1) = 0 Mixed results

Dice: fp=1

  • Infantry in cities: 0
  • Prince Nepoya: 0
  • The Lead to Unster: -
  • Luck: +

Results:

Action 3: The Gods

Resolution: Diff = Normal (0) + Dice (++++) + Extras () = +4 Great success

Dice:

  • Miracradasa: ++
  • Elder & Lesser gods: +0
  • Goblin gods and others: +0
  • Oracle: +-

Results: The gods don't want Garr back, and decide to take a direct hand in the matter...

Action 4: Pressure

Resolution: Diff = Normal (0) + Dice (-0++) + Extras () = +1 Success

Dice:

  • Tanimbar government reaction: -
  • Tanimber popular reaction: 0
  • Tanimbar vs. goblins: +
  • Luck: +

Results:

Actions for Sedonia

Action submission

Action 1: Building the Spy Network

Weight: Single, strategic

Description: This is a continuation of the work of previous years--no radical changes in course. Hopefully, either this year or next year will be the last year for this strategic action, which will have been running for 13 years at the end of this year--exactly as long as Exquaestio's spent trying to build the Pantheon (only with rather better success).

One change does occur this year--Minister Ghere tries to recruit some of the Vraa'al & half-Vraa'al who left Arelcar with the Empress. His chance of succeeding in recruiting them is perhaps not that great--the ones who aren't inclined to immediately go to ground & hide are loyal to the Empress and her children. But, given the Vraa'al reputation, Ghere feels he must at least make an attempt at recruitment or be derelict in his duties.

Difficulty: Hard

Sub-parts: * Insert 'deep cover' agents * Hire analysts * Develop counter-espionage * Try to recruit from the Arelcar exiles

Action 2: Persuade the Empress to step aside

Weight: Single

Description: The return of the Empress Yzara to Sedonia--in an election year!--throws Sedonia's politicians into an uproar. Most of them are old enough to remember Yzara when she first came to the throne as a teenager: a face and figure like a goddess', a mind like a steel trap, a will like iron, and a vocabulary like a sailor's, all wrapped around a driving determination to reconquering the Empire at all costs.

Quite frankly, most Sedonians today, nearly 60 years after Yzara took the throne, couldn't care less about reconquering the Empire. This includes all the peasants, most of the city-dwellers, and a majority of the nobles. The Empress' involuntary exile on Arelcar means that she did not experience the aftermath of the Sinari War, nor did she live through the long, drawn-out Civil War. In the opinion of many nobles, she's too

out-of-touch and too set in her ways to remain as Empress. The fact that, if allowed to remain as Empress, one of Yzara's first acts would be the dissolution of the Regency Council is also driving Sedonia's leaders.

Therefore, the Count of Rochlyn, Prince Arden, Minister Raden Ghere, Minister Aldin Vellin, and the Dukes of Roth Mythysa and Tirroth meet privately with Empress Yzara in early 1455 to try and persuade her to abdicate in favor of her 30-year-old son, Prince Arden.

Difficulty: I'm going to call it as Normal, as I think the various factors on either side balance out. On the one hand, Yzara doesn't want to abdicate. On the other hand, she's not stupid and knows that there's very little she can do given that all the Legions answer to the Council. On the gripping hand, Yzara sees herself as a Sedonian patriot and wants to do what's best for Sedonia. The question is, what's best?

Sub-parts: * Peasant Reaction * City Reaction * Noble Reaction * Yzara's Reaction

Action 3: Bobbing for Ice Demons

Weight: Single

Description: Given the attacks on King Villard and the suspiciously low number of Ice Demon casualties at the Ha'ash Et Uta, the Allies become convinced that there are Ice Demon & cult infiltrators in Burcancy. General Martros loans his legions and some of his priests to the Burcancy & Mir to use in patrolling the cities, while he commands the Selarian, Burcancy, and Parglug cavalry in their sweeps of the countryside.

The cavalry patrols escort priests of Coron, Lusia, Demerhaze, & Miracradsa on search-and-destroy missions seeking pockets of hidden Ice Demons in the Burcancy countryside. The cavalry is there for ordinary demon-killing; the priests are there in case of vampires or Demonspawn.

Difficulty: Hard

Fudge Points: 1

Sub-parts: * Finding Ice Demons * Finding Cultists * Eliminating Ice Demons & Cultists * Keeping Friendly Casualties Low

Action 4: Hitting the Campaign Trail

Weight: Single

Description: 1455 is an election year for the Commoners' Circle. The Empress' return has upset the political balance of power, just as Prince Arden's arrival did. In the election, the Urban League is likely to maintain its hold on Sedonia's cities, but the rural areas that the Grangists control are seen as vulnerable by the Constitutional Monarchists, and the Imperial Loyalists. The Con Mons? and the Imp Loys? find themselves battling for votes in the rural districts: right-centrists versus far-right-reactionaries.

Difficulty: Normal

Sub-parts: * The rural farmers * The urban poor * The urban tradesmen * The merchants

Note on resolution: A success represents an increased Constitutional Monarchist bloc in the Commoners' Circle; a failure represents an upset and take-over of power by the Imperial Loyalists.

Action resolution

Action 1: Building the Spy Network

Resolution: Diff = Hard (-1) + Dice (--+-) + Extras () = -3 Severe failure

Dice:

* Insert 'deep cover' agents: - * Hire analysts: - * Develop counter-espionage: + * Try to recruit from the Arelcar exiles: -

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

The only success this that Raden Ghere has in his efforts to build a secret service come in counter-espionage. Unfortunately, that success reveals that the service is thoroughly penetrated and compromised. Also, most of the Arelcar refugees want nothing to do with the Sedonian Government, choosing to either disappear or side with the Empress.

Action 2: Persuade the Empress to step aside

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

Dice:

* Peasant Reaction: - * City Reaction: 0 * Noble Reaction: - * Yzara's Reaction: 0

Results:

The peasants and the nobility react with strong negativity to the efforts of the Government to have the Empress abdicate. The people of Thalcedon have largely mixed feelings on the question. Yzara herself, while finding both sides of the argument persuasive, decides in the end that abdicating would be more harmful to Sedonia than not.

Action 3: Bobbing for Ice Demons

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

Dice: fp=1

* Finding Ice Demons: + * Finding Cultists: - * Eliminating Ice Demons & Cultists: + * Keeping Friendly Casualties Low: +

Results:

The cavalry sweeps find evidence of areas where Ice Demons had camped in secret for a time. Following the tracks, they manage to intercept and destroy several smallish bands of Ice Demons. Not all, though. There are several already cold tracks leading which suggest that the Demons either went west towards Parglug & Junder, or north into Tanimbar.

The sweeps do find a village near where King Opozoya was attacked which had been taken over by Cultists. While no Shadowspawn or Ice Demons are present, they do find a small coven of Hand of Garr Cultists led by a human vampire. The village is purified with minimal casualties. Overall, General Martros is satisfied that the Ice Demons have left Burcancy. Unfortunately, that means that they are someplace else . . .

Action 4: Hitting the Campaign Trail

Resolution: Diff = Normal (0) + Dice (0-00) + Extras () = -1 Failure

Dice:

* The rural farmers: 0 * The urban poor: - * The urban tradesmen: 0 * The merchants: 0

Results:

The Empress's return upset Sedonia's balance of power. After an election which saw high turnout among the urban poor, the Constitutional Monarchists find themselves forced into an uneasy three-party coalition with the Imperial Loyalists and the Urban League. Hanging over everyone's head after the election is Empress Yzara's announcement of a plan to reform Sedonian government.

Actions for Exquaestio

Action submission

Exquaestio Actions 1455

Events

* Exquaestio grows by 15% (16.051% remaining). * The Bishop of Tana is killed in a demon raid. His replacement is a female tana who had held the rank of Priest. She becomes the first woman to hold a seat on the Conclave. * The rohain put off appointing a new Preceptor (until the Demon War ends). The Training Master (a paladin) is appointed Interim Preceptor. A signifer is raised to paladin and appointed Master of Magic to hold the Rohain Seat at the University of Mirbalpur.

Action 1: Magical Alliance

Description: Having figured out how to share divine authority, Feroze repeats the offers made in 1452 to open Exquaestio's magic to allied deities. Offers were made to Demerhaze, Miracradsa, Arrumanthus, and Arlova.

Difficulty: Single Normal (0), 0 Fudge Points

Factors: - Feroze is an outsider, + Offers of new knowledge to existing gods, 0 Offers made to gods on outskirts of existing alliances.

Results: Training, Acceptance, Sophistication, Diversity = .

Action 2: Tanimbar Goblins

Description: Exquaestio attempts to encourage trade with Tanimbar's goblins and prove they are not associated with the demons currently causing fear in the Burcancy.

Difficulty: Single Normal (0), 0 Fudge Points

Factors: - hostility towards goblins, + existing relations, + current knowledge, + value of goblin art, 0 Tanimbar hostility towards other governments.

Results: Burcancy, trade, relations, Tanimbar =

Action 3: Rebuild Rohain

Description: After the battle of Lildra last year the rohain are demoralized and disorganized. Lacking the ability to affect the battles in the northeast the rohain attempt to rebuild their organization.

Difficulty: Single Routine (+2), 0 Fudge Points

Factors: + established organization, + religious support, + government support.

Results: +2, morale, organization, communications, resources = .

Action 4: In-house Press (1 of 3?)

Description: Something has to be done about Exquaestio's information bottleneck. This action gives Exquaestio Printing craft (or increases the existing craft). They will be starting out with block printing but switch to movable type as soon as it's available.

Difficulty: Single Normal (0), 0 Fudge Points

Factors: - resources, + scholarship, + philosophy

Results: Personnel, Equipment, Organization, Popularity = .

Action 5: Group Magic (1 of ? #1)

Description: Exquaestio attempts to develop magic by training magic-users to use group magic and non-mage assistants. This will increase Exquaestio's magical prevalence.

Difficulty: Extra Hard (-1-1), 0 Fudge Points

Factors: + magic licensing, + example of Mir, - fundamental change,

Results: mage reaction, non-mage reaction, religious dedication, general popularity =

Action resolution

Action 1: Magical Alliance

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

Dice:

  • Training: +
  • Acceptance: -
  • Sophistication: +
  • Diversity: +

Results: While the gods are not enthusiastic about Feroze's suggestion, Demerhaze, Miracradsa, and Arlova accept his offer of alliance in order to act decisively against Garr. This immediately affects espiri magics, but will require time to affect the magics of the more traditional religious orders. Other gods also offer cooperation, but not to the point of sharing divine authority.

Action 2: Tanimbar Goblins

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

Dice:

  • Burcancy: +
  • Trade: +
  • Relations: -
  • Tanimbar: +

Results:

Exquaestio is able to demonstrate that the goblins currently in the Burcancy do not come from Tanimbar. Unfortunately the open revelation of Exquaestio's dealings with the goblins sours relations with Tanimbar for a few years and slows missionary efforts. Sour as relations become, certain individuals are still more than willing to profit from trade with the goblins.

Action 3: Rebuild Rohain

Resolution: Diff = Easy (+1) + Dice (++-+) + Extras () = +3 Great success

Dice:

  • morale: +
  • organization: +
  • communications: -
  • resources: +

Results:

Though numbers remain low, the rohain recover their will and discipline. Though all contributed, it was a priest (Night's Daughter) sent by Demerhaze who turned the organization in the face of the lack of leadership caused by last year's deaths.

Action 4: In-house Press (1 of 3?)

Resolution: Diff = Normal (0) + Dice (--00) + Extras () = -2 Failure

Dice:

  • Personnel: -
  • Equipment: -
  • Organization: 0
  • Popularity: 0

Results: (x,x,x)

Though most agree that this is probably the best solution to Exquaestio's information problems, difficulties with funding and finding trained people prevent the project from progressing.

Action 5: Group Magic (1 of ? #1)

Resolution: Diff = Very hard (-2) + Dice (+00-) + Extras (-1 extra) = -3 Severe failure

Dice:

  • mage reaction: +
  • non-mage reaction: 0
  • religious dedication: 0
  • general popularity: -

Results: This is an opening action. Based on the result I would say that it's a 'Very hard' action with a pool of 3 successes, or 'Hard' action with 6 successes required.

Though popular with mages, the idea of this project goes over poorly to the general populace. Still, a beginning is made.

Actions for Kaeir

Action submission

Republic of Kaeir - 1455

1. The Brotherhood of the Night.

Under the leadership of the Keeper Arlhan, a number of magically capable Millati from the various sects form a militant sorcerous order to combat dark magicks and uphold the new doctrine concerning magicalism. The Brotherhood of the Night takes the Keeper's 10 Points as guiding principles for its purpose and actions. Motivated by the debacle in the Southern Seas, and the rumours of foul creatures travelling the land, the Keeper Arlhan and his supporters move to act. The Brotherhood, once developed, will be capable of fighting the spiritual forces of the Demon Gods and of hunting creatures such as Shadowspawn. Interestingly, the Red Wolf, Arlhan's philosophical opponent amongst the Millati, does not join the Brotherhood of the Night (being in strong disagreement with Arlhan).

The initial one year action is simply to establish the brotherhood and recruit all like-minded Millati. A longer, later action would be to develop it into an effective "militant sorcerous order".

Weight: single (1 year action).. Difficulty: Moderate. Elements involved - the Keeper of the Southern Tower, Arlhan von Kahshaar; Millati believers with magical backgrounds. Factors: + First opportunity to develop and use magic for believing Millati + Excellent PR opportunity for Millati

2. The Green College

At the same time, under the auspices of the Office of the Inquisitor and the still functioning University of New Tirmaeir, a centre of scholastic study and training dedicated to all magical arts and traditions is founded - the Green College. The main purpose of the Green College is to kickstart the development of sorcery and sorcerous arts in Kaeir, and create a skilled body of magic users in the Republic (both of which being in a very poor state of affairs currently).

Admission is open to all who are able to display magical abilities or potential. Successful applicants gain board and a modest allowance upon entry into the elementary studies. Students who successfully complete their studies will gain full citizenship (if not previously held - and bonded servants and slaves upon admission gain immediate emancipation). Graduate students who progress onto the proposed advanced studies will gain the title of magister, entry into the minor aristocracy that the title entails, and state support for their own continued studies and research.

The faculty is recruited from the small but capable circle of established magic users in the Republic (citizens mostly already associated with the Inquisitor, Lord Karl van Kahshaar). The Inquisitor takes the nominal office of the Chancellor of the College, appointing his Special Advisor, the shaman Erhad von Celtelathi (chief representative to the Republic from the shamans of the Green Lady) to both the office of Vice-Chancellor and the Chair of Elemental Magic, and the controversial Scaltast von Gomel is appointed to the Chair of Philosophy and Theology. Other Chairs are filled by less well-known citizens (including a number of the shamans of the Green Lady). Of the Chairs that remain unfilled, requests are made to potentially interested sorcerers overseas.

The most significant part of the founding of the Green College is to gain the support of the Green Lady, by the forming of an agreement between the Inquisitor and the Green Lady (using the shaman Erhad von Celtelathi as her intermediary) to allow her shamans to teach in the Green College.

Weight: single (1 of 10 year action). Key Elements: the Inquisitor Karl van Kahshaar, magic using Kaeireans, shamans of the Green Lady, the Green Lady herself. Difficulity: Hard. Factors: + First public opportunity/outlet for magic using Kaeireans + Opportunity for magic using Kaeireans (free and non-free) to improve their social position (citizenship, scholarships, emancipation). + Public confirmation of new State policy on magic (approval, legalisation). + Further proof that the reforms of the Great Council from the previous year are serious. + Open policy by the Green College towards religion and magical traditions - Its a new institution of higher learning devoted to magic! - Magic's deteriorated status during the period of the early Republic

3. Preparation for the raising of 9 new divisions of the Guard.

The new Consul of the Republic, Lord Boris van Adin, orders the development of the necessary infrastructure for nine new divisions of the Guard that will be raised (some 9000 troops) next year. Barracks are built across the Republic, and the equipment, supplies and logistics needed for such a recruitment is planned for and implemented. Planning is also given to which districts of the Republic the manpower will be recruited from.

Planning is conducted by the Office of the Commander of the Guard, and by the Arsenal, both of which are located in Port Kaeir, under the direction of the Consul Lord Boris van Adin.

Weight: single (1 of 1 year) Difficulty: Insignificant (its just construction/supply - nothing difficult) Key Elements: Guard Engineers, the Consul, the Arsenal. Factors: - The market (supply of necessary resources). - Logistics of planning and constructing barracks and developing supplies for each division. + Peace time (therefore no scarcity). + Spreading out of locations of new divisions (no excessive demand placed on any one region for supplies). + Local support (added economic stimulus).

4. The House of Quetzal Von Kiviri, Hero of the Debacle in the Southern Seas.

Quetzal von Kiviri, former First Captain of the Tirmaeir Rangers, and the hero that saved Rangers from destruction at the hands of the besieging Demons, having retired from military life, organises a trading house. Using his cashed in pension and accumulated wealth, Quetzal von Kiviri seeks to turn himself into merchant-lord of a medium-sized trading house, which if successful, will effectively make him a minor noble. A large number of his officers, who had also resigned their commissions, join him in his trading venture.

Weight: single (1 of several not as yet determined years). Difficulty: Normal. Key Elements: former First Captain Quetzal von Kiviri, his former officers, the market. Factors: + Considerable wealth pooled by Quetzal and his men. + Heroic status of Quetzal.

5. Appointment of a Trader Commissioner to the Saltrimi Protectorate of the Southern Marchlands

Lord-Consul Boris van Adin sends Lord Basiluddin back to the Saltrimi Protectorate of the Southern Marchlands, with a diplomatic appointment as Trade Commissioner to the region (officially he will be minor bureaucrat with the title of Magister, working under the Ministry of Trade and Customs).

Weight: single. Difficulty: Normal. Key Elements: Lord Basiluddin, the Consul, Ministry of Trade. Factors: + Politically neutral appointment. + Will be supported by his old troops, "the Legion of the South".

Secret action: 6. Appointment of the Marchmagister

The Senate secretly appoints Lord Basiluddin as the Marchmagister, governor of the Northern March and commanding officer over all forces in the Northern March (the Northern March, or Saltrimi Protectorate of the Southern Marchlands as it is known to all of the Midsea save for the Kaeirean Senate).

Publically though, Basiluddin is addressed as Magister Basiluddin, Trade Commissioner, and possesses no political role or influence over the Saltimri Protectorate of the Southern Marchlands. He merely "advises" the current Commander of Basiluddin's former troops (though in reality, Basiluddin has resumed command of his Legion, but to the eyes of the public, this is not the case).

Weight: single. Difficulty: Normal. Key Elements: Lord Basiluddin, the Consul, "Legion of the South" Factors: + Secret appointment. + Will be supported by his old troops, "the Legion of the South".

Action resolution

Action 1. The Brotherhood of the Night.

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

Dice:

  • Millati doctrines: 0
  • Recruitment quantity: -
  • Recruitment quality: 0
  • Luck: +

Results: Only a few people suitable for the Brotherhood are found, and willing to join. In a stroke of luck, the Brotherhood stumbles upon a small cell of Hand of Garr in Tirmaeir, and demolishes it. This generates good publicity, and recruitment next year would be Easy (+1).

The Brotherhood of the Night

In 1455, in the wake of the schism amongst the Kaeirean Millati (for its impact on the mother church in the Calarnar, see Balin's "Schism and Factionalism in classical Akbari") and the collapse of the anti-magic policies of the Republic, the Kaeirean Millati established a quasi-monastic order devoted to fighting dark magicks. The Brotherhood of the Night based its philosophy entirely upon the Millati religion (indeed, its members are almost always exclusively Millati), and in particular upon Arlhan's 10 Points thesis. As such, it has fought spiritual and magical forces of the Demon Gods. Most controversially, it has when able, opposed efforts to open gateways to the Dreaming, termed "Joinings" in the language of the Brotherhood. Generally though, its activities focus on the detection, tracking and elimination of the minions of the Dark Lords. Its most noteworthy actions in the first few decades of its founding was the hunting of Shadowspawn during and after the Demon Wars of the 1560s.

Furthermore, the influence of Millati theology on the Brotherhood of the Night has given rise to the development of a new style of magic that has been drawn from existing styles and traditions, but altered by the Millati worldview and the Brotherhood's own needs. Little is known of this style, as the Brotherhood's secrets are its own, but it is known to emphasise warding, detection, . The Brotherhood is known to use warding tattoos extensively due to the martial nature of the order, a practice perhaps initially inspired their Shadowspawn prey.

The name, Brotherhood of the Night, is a classic example of the philosophy of the order. In Millati theology, a cardinal principle is that the separation between Celandra and the Dreaming should never breached. Amongst the most conservative Millati, this principle extends to a prohibition against magic. The schism of the 1560s saw the creation of a number of sects, though it was only the Arlhanist and the Marlupinist sects that survived in the long term in Kaeir. Though the Brotherhood has recruited from the various sects, it is philosophy of Arlhan, first Keeper and first Abbott of the Brotherhood, that has had the influenced the Brotherhood the most. This can be seen in the highly symbolic term "Night", representing the Brotherhood's conscious adoption of sorcery to deal with the nightmares that exist in the Dreaming and from there enter into Celandra (in a sense, the Brotherhood is chooses to be "awake" so that it may deal with things of the "Night").

Though it has never been a large order, its strength has lain not in its numbers but in martial and sorcerous skills of its members, popularly called Nightbrothers. Much of the Brotherhood's time is spent on training and study, and active duties usually are devoted to the spiritual monitoring of the communities they live within, seeking to detect signs of dark magicks. Nightbrothers normally operate in small groups or as individuals. This can be seen in the Brotherhood's first military operation, where the Brotherhood in 1455 discovered a coven of Garr cultists in New Tirmaeir. Using their limited resources, a dozen Nightbrothers tracked down and eliminated the coven using a combination of steel and sorcery (even discovering potential leads to covens elsewhere).

In its early years, the Brotherhood was limited to the territories of the Kaeirean Republic, though it soon after spread back to the mother church in Akbari, and wherever the Millati faith spread in the Midsea. It is customary for at least one member of the Brotherhood to be resident in any reasonably sized Millati community (with smaller communities being visited regularly by journeymen). A Nightbrother is distinguishable from other Millati by their black cloaks (symbolising their "awakened" status) and dark green clothing (symbolising their commitment to the Millat, or Path), and the ornate tattoos covering their chest and arms.

The headquarters of the Brotherhood is located within the compound of the Holy Tower of the South in New Tirmaeir city, and the office of Abbott of the Brotherhood has always been occupied by the Keeper of the Holy Tower.

Balin san Balin, "Brotherhood of the Night", from "Religions of the Midsea" (Society of Scholastics, Port Kaeir branch, 1600).

Action 2. The Green College

Resolution: Diff = Hard (-1) + Dice (00++) + Extras () = +1 Success

Dice:

  • Green lady: 0
  • Teachers: 0
  • Students: +
  • Foreign reaction (Mir, Sedonia, Taltheran): +

Results: The Green College is successfully established

A modest number of skilled sorcerers are recruited to the faculty, and an unusually large number of students admitted into the elementary studies programme at the College (possibly due to the lack of opportunity for magical studies previously). A significant number of students are admitted under the emancipation initiative. Most importantly, the blessings of the Green Lady are obtained, and the Kaeirean shaman Erhad von Celtelathi takes over the daily administration of the College as Vice-Chancellor (the Chancellor of the College being but a nominal position) as well as the Chair of Elementalism.

Scaltast von Gomel takes the Chair of Philosophy and Theology. Popular approval of the Green College is widespread, and is seen as an omen of the leadership of both the new Consul, Boris van Adin, and the Inquisitor, Karl van Kahshaar. The highly liberal approach of the Green College, attracts many and draws considerable support from the wider community. Amongst the Millati who possess magical talent, it is the more liberal that are attracted to the Green College (the conservatives preferring the Brotherhood of the Night).

Action 3. Preparation for the raising of 9 new divisions of the Guard.

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

Dice:

  • Resources: -
  • Logistics: -
  • Population reaction: -
  • Luck: 0

Results:

Despite efforts to coordinate between the Office of the Commander of the Guard and the Arsenal, logistics and planning are a nightmare. Sourcing of material is utterly chaotic, with excessive quantities of one material obtained, and other essential items not obtained at all. In particular, an overenthusiastic administration planned for five new divisions, ignoring the fact that the population can only support two new divisions at this time.

Despite the chaos, barracks and supplies for two divisions are obtained. The Great Council, seriously disturbed at the fiscal waste, requests that the Consul and the Senate promptly sort out the affair. Not a promising start to Consul Boris van Adin's new office.

To further compound the problem, popular reaction to the prospect of two new divisions being raised is considerably low. The military is never an overwhelmingly popular occupation, and it forces many to question the Consul's determination to pursue a peaceful foreign affairs policy. It is unclear how successful recruitment will be in 1456.

NOTE:

Given that Kaeir has a population of around 634000 (Tirmaeir, Celtelath and Celtehar combined), Kaeir should be able to support a standing military force of around 10,000 (1.5% of the population). Currently it has 4 divisions (the 1st, 2nd and 3rd division of the Guard, plus the Tirmaeiri Rangers) amounting to 4000 troops, the semi-official Legion of the March in Saltrim (1000), the Colonial Guard (600 in Port Jabau and Rimrivertown), and 2400 men in the Fleet (1600 marines, 800 crewmen). 5400 oarsmen are used by the Fleet, and are a mixed population of slaves, indentured labour, paid labour (the current policy is to phase out slave labour in favour of paid oarsmen). Total military expenditure (including sailors and oarsmen, excluding cavalry costs) is around 370,000 Kaeirean ducats (and 900,000 ducats for food and miscelaneous supplies). A Kaeirean ducat is equivalent in weightage to an Imperial, and currency dates from the ancient Duchy of Kaeir.

It should be able to raise and two more divisions (2000 men) in light of its population and revenue.

The Fleet consists of 40 ships (all of which are on permanent duty). The Fleet therefore consists of 800 crewmen, 1640 marines and 4480 oarsmen. 6928 men in total (the oarsmen being largely criminals, bonded servants or slaves). The Navy consists of two fleets of 20 ships each (2 galleass, 10 galleys, 5 galliots, and 5 carracks to each fleet), both of which carry out convoy duties for Kaeirean traders around the Midsea. In addition, all Kaeirean merchant ships though may be converted into ships of war at a moments notice (it being mandatory for all ships to carry a set quantity of swords, crossbows/bows).

A Kaeirean galleass has 32 oars (32 x 3 x 2 sides = 192 rowers per galleass). 192 rowers, 60 marines, 25 crew, 1 captain. Total manpower = 278. The Kaeirean galleass is a far more sophisticated version of the galley, being capable of holding larger numbers of men, and is capable of carrying artillery (or archers/mages). It has one row of oars with three rowers to each oar, three masts and a centred keel.

A Kaeirean galley 25 oars (25 x 3 men x 2 sides = 150 rowers per galley). 40 marines, 20 crew, 1 captain. Total manpower = 241. The Kaeirean galley is a simple affair, with one row of oars, three rowers to each oar, two masts and a centred keel.

A Kairean galliot has 18 oars (18 oars x 2 men x 2 sides = 72 rowers per galliot). 20 marines, 10 crew, 1 captain. Total manpower = 103. The Kaeirean galliot, similiar to the galley, is simple, with one row of oars, two masts, a centred keel, yet only 2 men to each oar.

Action 4. The House of Quetzal Von Kiviri, Hero of the Debacle in the Southern Seas

Resolution: Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results

Dice:

  • Commercial success: +
  • Marketing success: -
  • Old officers: 0
  • Luck: 0

Results:

Quetzal von Kiviri successfully establishes his trading house, Von Kiviri. His generous pension payout helps him establish himself, as do contributions by unknown investors. With his capital, and the support of several of his former officers, Quetzal is able to purchase three caravels and successfully make one trading trip to the markets of Port Jabau. On his return, he makes a modest profit.

In doing so, Quetzal is accepted amongst the ranks of the merchants and lesser nobility (the "Young Houses" in the jargon of Kaeirean titles and hierarchy).

Action 5+6. Appointment of a Trader Commissioner to the Saltrimi Protectorate of the Southern Marchlands

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

Dice:

  • Troops reaction: +
  • Lord Basiluddin: -
  • Coverup: -
  • Luck: +

Results: The troops welcome Basiluddin back to Saltrimi. But Basiluddin himself is not too happy with the assignment (he was looking forward for something new), and is not too careful with his words about it... Luckily, this does not matter, since people tended to assume Basiluddin to be in the lead anyway.

Basiluddin, though considerably unhappy about the assignment from Lord-Consul Boris van Adin, but as a patriotic citizen of the Republic, he does his duty. Returning to the Saltrimi Protectorate, he sets about improving the position of the Legion of the March (realising that the Senate wants a secure and stable March on their northern border before he is allowed home).

There is little reaction from Taltheran, who though seeing through the pale subterfuge of Basiluddin's title of "Trade Commissioner", are in little position to challenge what is already accomplished fact. The Conclave Saltrim for the time being, is happy not to have the other Taltherani cities interfering in its own affairs (and thus undermining Saltrimi autonomy).

Monology

["Midpoint", military camp of the Legion of the March, and administrative centre of the Saltrimi Protectorate of the Marchlands, located mid-way on the Saltrim-Crownsbane Keep road.]

Basiluddin turned to his trusted right-hand man, the Commander of the Legion of the March, Masgrix Ollnor, "I have invited Sergeant Barax tonight for a reason. I trust him, and I know the men trust him,for he is an old republican and a true son of Kaeir. He was amongst the two dozen that took the old throneroom during the revolution, so he knows things that you do not know. He is also a bit of a gossip-monger, which is to our benefit now, as I want what we will discuss to be nkown by the men as well."

"I was sent back to Midpoint in protest, Masgrix Ollnor. I am getting old, and I am tired of being in the field and of camp food. We have made somewhat of a home here for ourselves", gesturing to the military settlement outside the window that was bordering on being a proper village, "but I have a home, and family, back in New Tirmaeir. And there are other things that the Republic needs me for. And I am old, and of course none may escape death."

"We did not come up here to Saltrim to be led by me. We came to Saltrim to try to help a Republic flower in Taltheran. That effort has failed, as the Taltherani have found their own solution to their troubles. That leaves us one responsibility, our duty to the Green. Therefore, we must use what we hold here for the benefit and protection of Kaeir.

By establishing the Northern March, or the Southern March as we call it to the Taltherani", smiled Basiluddin, "we secure the Republic in its most vulnerable quarter from the accursed monarchs of Tal or any attempt to oppress the Green Land once again."

Basiluddin paused, letting the import of what he was saying sink into his lieutenant, Masgrix Ollnor, and from the grizzly officer, Barax, who had been but a boy during the Revolution. Basiluddin then took off his sword, unsheathing it and laying it on the table in front of them.

"Our responsibility is to hold the Northern March. This is our obligation to the Republic, our rite of responsibiltiy as those people inclined towards the Green Lady would say."

Basiluddin paused again, pointing at the sword on the table before them, "this sword planted the sapling that was the Republic when it was first born. We had cultivated the seed long before that, but this was the blade that gave birth to the Republic."

Barax gasped, recognition dawing in his eyes, "Lord Basiluddin, is this it? I had not thought of it all these decades", he said, a mystical tone creeping into his voice. Masgrix Ollnor looked at the sword. It was a simple blade, almost standard issue for the Guard, save for the hilt denoting a high-ranking officer, and the out-dated colours of the old Principality.

"It is, Barax", Basiluddin replied. "I have kept it all this time, using it when necessary. I think it has been somewhat of a charm for me. Young master Masgrix Ollnor, Barax knows this blade from when we fought our way past the handful of royalist troops into the throneroom of the old Palace, before the Green standard we know so well was raised there. With this blade I dug the hole in which the seed of the Republic was sown. In the throneroom we fought the Prince and his personal bodyguard to the last man. That foolish sop of a Prince was snide almost to the last, until the realisation set in that his few supporters were dead or had abandoned him. In the end, it was with a single thrust the whimpering mess that was the Prince was dead and the Republic was born."

That was the first time I used it for something truly great. The second time was during the Tirmaeiri Campaign. One of the dozen officers who infiltrated the Czar's camp carried it, and struck the blow that left the Czar mortally wounded. The first time it was used for greatness it gave birth to the Republic, the second time it reunited northern Tirmaeir with Kaeir after a millenia of separation and secured the Republic, something I am told the Green Lady is thankful for. I would imagine the storytellers will come to call it the Double-Crowned, having drunk the blood of a prince and a czar. Though I am not a man of magic, I believe it has a power of its own, having changed the course of history and and the fates of many."

With that, Basiluddin picked up the sword by the blade and presented it pommel first to Masgrix Ollnor. "As you both know, I have no intention of remaining in Saltrim any longer than I need to. The worse thing that can happen is for me to die here. The men must allow their loyalty to the Republic to transcend their loyalty to me. I give you this sword, Masgrix Ollnor, as you are the man most capable of leading the Legion. The fact that you hold my sword clearly identifies you as my successor in the Legion, and the heir to my legacy amongst the Kaeirean military. Should you fail to hold the Northern March, Kaeir would be drawn into a war it cannot afford. Perhaps it could triumph in a war with Taltheran, but it would destroy the successes and progress it has made these last ten-twenty years."

"You are the Commander of the Legion of the March, Masgrix Ollnor, and I am the Marchmagister. I will only be in the March as long as is necessary to review and improve the defences of the March, ensure it is integrated as a coherent administrative region, and to complete the transfer of power and authority from myself to you, Masgrix Ollnor."

Actions for Rhudyn

Action submission

Rhudyns actions for 1445

Last year Rhudyn began to prepare her armies in annticipation of the fall of Tana, Rhudyn formed an alliance with Aixelsydan and the Northern free cities, and northern Tana to unite a force to defend our land on the penninsula. (Juso said its cool)

1&2.The large force of the armies will move to the narrow neck of land between the mountains and the sea, a good valley location. This place will be a must for the ice demons to enter, possibly for food. We will statrigically place our archers, mages, and calvalry and other units. We create fortifacations for archers, trenches, walls with spikes, ground traps, triggered traps, small forts, larger forts, burning pitch, strattigically placed burning pitch blcks that fall over and spill its contents down little trenches. Diff-hard W-double fudge points-0

3.use the northern Tanan scouts to keep watch on the goblin army, get people to flee to us and burn the land and everything before the goblins can reach it for food and such. Diff-hard w-single fudge-0

4.prepare country for war, call up malita, prepare food stock, strengthen forts and city walls, watch supply routes and make sure army is receving enough, and begin to enlarge harbors. Diff-norm w-single fudge-0

Action resolution

Action 1-2: Fortifications

Resolution: Diff = Normal (0) + Dice (+0+-) + Extras (double: +1) = +2 Success

Dice:

  • Geographical feasibility: +
  • Cooperation with allies: 0
  • Morale: +
  • Luck: -

Results:

Action 3: Evacuation and burned land

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

Dice:

  • Cooperation with Tana: -
  • People reaction: 0
  • Effectivity: +
  • Luck: +

Results: The command structure of Tana is in chaos, and they cannot properly support the evacuation operations. However, the border areas are cleared, luckily in such order that the Ice Demon's advance scouts only find burned fields.

Action 4: War preparations

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

Dice:

  • Malita: -
  • Reserves and resources: +
  • Fortifications: +
  • Food supply: +

Results:

Action x:

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

Dice:

  • :
  • :
  • :
  • :

Results:

Actions for XXX

Action submission

Action resolution

Action x:

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

Dice:

  • :
  • :
  • :
  • :

Results:

-- Juuso Vesanto - 05 Jun 2005

Topic revision: r2 - 30 Jul 2005 - 13:10:22 - Juuso Vesanto?
 
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