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