Events for 1456
Rhudyn (+4), Tana (+3): The gods, led by Miracradasa and Feroze, decide to intervene and aid the campaign against the Ice Demons. A smallish battalion of handpicked men (approx. 500), joins forces with Rhudyn army and together they crush the Ice Demon's advance troops, where the Rhudyn had them pinned as a result of last year's campaigining. Gathering momentum from Tana, and backed up by the dragon from Mir and the gods, the army hits hard the Ice Demon main force (which had spread all over northern Tana anyway).
The Ice Demons are broken. With their advance units crushed,
the rest seem to loose their purpose. Many take to the Tavar
mountains.
The spearhead of the campaign were the men (the "Spectaculars") handpicked by Mirrish & Exquaestio mages who acted as the conduit for the power of the gods. The men were selected based on their endurance, both physical and mental: the first to withstand the heavy toll imposed on their mortal bodies, and the second to withstand
the equally heavy battering on their minds, and still be able
to operate. The magic placed on these men was specifically
designed to counter the power of the vampires, and included
abilities similar to what warmages in a coterie manage, plus
a gift of clairvoyance from Feroze.
Of the 500 men, only 85 survived the campaign. Furthermore,
most of the fatalaties did not occur directly due to the battle,
but due to exhaustion of the body, or the mind.
Ice Demons, Aixelsydan (-3): The eastern army is also scattered, and partially destroyed. Unbeknown, a strong group of Ice Demons settles in the northern tip of the Tavar mountains, near the border of Aixelsydan.
Sedonia: In the summer of 1455, shortly after Empress Yzara's return from exile, Princess Agatha, wife of Crown Prince Arden, gives birth to a boy. Named Yarrow after his maternal grandfather, it is clear from his appearance that the blueish skin, black hair, and red eyes of his Vraa'al ancestors are dominant traits, although the blue tint to young Yarrow's skin is much less intense than that of his father, and his eyes are more of a copper-red than a blood-red.
Actions for Exquaestio
Action submission
Events
- Exquaestio grows by 15% (1.051% remaining). Plans are made for a festival year in 1457.
- The new rohain Research Master arrives in Mirabalpur.
- Mirafelle's son Ulysses becomes an apprentice Sorcerer.
- A riot in the Free City of Damaris is blamed on Exquaestio and the religion is outlawed. The High Council decides to end all missionary efforts in Damaris and work in more accepting areas.
Action 1: In-house Press (second 1 of 3)
- Description: Exquaestio continues to try and get a printing business set up.
- Difficulty: Single Normal (0), 0 Fudge Points
- Factors: - resources, + scholarship, + philosophy
- Results: People, Training, Equipment, Need = (?,x,x).
Action 2: Group Magic (second 1 of 6)
- 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: Single Hard (-1), 0 Fudge Points
- Factors: + magic licensing, + example of Mir, - fundamental change,
- Results: popularity, dedication, training, funding = (?,x,x,x,x,x)
Action 3: The College of Sorcery
- Description: Exquaestio's chairs in Mir's College of Sorcery are up for review. Mira prepares a large report covering developments in Exquaestio magic over the past decade.
- Difficulty: Single Easy (+1), 0 Fudge Points (note: spend 2 fudge points for each level this difficulty is below +1 if needed.)
- Factors: + massive increase in Exquaestio's magical knowledge, + Mirafelle's political ability, + chair already exists, - foreign religion, - nontraditional study.
- Results: funding, term, duties, chairholders = .
Action 4: Malfeasance and Correction
- Description: About a dozen espiri and a score anradan are discovered to be abusing their powers and offices. The divine hierarchy brings the situation to the notice of the anradan and pulls the magic of the offending espiri. With these malfeasances brought to light, the anradan discipline their own members and attempt to spin assurances that problems that arise within the hierarchy will be dealt with quickly and honestly.
- Difficulty: Single Normal (0), 0 Fudge Points
- Factors: various
- Results: espiri consent, espiri authority, anradan consent, anaradan authority = .
Action 5: Rebuild Guard
- Description: With the recovery of the rohain Exquaestio attempts this year to rebuild its temple guard. Where at all possible injured and crippled veterans returning from the Goblin Wars are selected.
- Difficulty: Extra Easy (-1+1), 0 Fudge Points
- Factors: + established organization, + religious support, + returning veterans.
- Results: morale, organization, resources, membership = .
Action resolution
Action 1: In-house Press (second 1 of 3)
Resolution: Diff = Normal (0) + Dice (+-0-) + Extras () = -1 Failure
Dice:
- People: +
- Training: -
- Equipment: 0
- Need: -
Results: (x,x,x)
While a little progress is made this year, it is offset by the general view that there is no need to hurry on this project.
Action 2: Group Magic (second 1 of 6)
Resolution: Diff = Hard (-1) + Dice (00++) + Extras () = +1 Success
Dice:
- popularity: +
- dedication: +
- training: 0
- funding: 0
Results: = (+1,x,x,x,x,x)
Magic-users in several areas rally behind the project to get it off the ground.
Action 3: The College of Sorcery
Resolution: Diff = Easy (+1) + Dice (+-+-) + Extras () = +1 Success
Dice:
- funding: +
- term: -
- duties: +
- chairholders: -
Results:
The college is very impressed with Mira's report and renews the chairs in
Exquaestio magic. They decide a similar report would be appropriate in five
years and set that period before the chairs will need to be renewed. They
do insist that new chairholders be acceptable to them as well as
Exquaestio, and that the chairs not be left vacant for extended periods. In
compensation, the college increases funding to allow for increased salaries
and a larger staff.
Action 4: Malfeasance and Correction
Resolution: Diff = Normal (0) + Dice (++-+) + Extras () = +2 Success
Dice:
- espiri consent: +
- espiri authority: +
- anradan consent: -
- anaradan authority: +
Results:
Quaestae are generally pleased to discover that Feroze is taking such a
personal interest in his ecclesia. Espiri authority increases to Fair, and
consent to Great, anradan authority increases to Fair. However, the belief
that anradan are chosen by mortals and not the gods generally decreases
anradan consent Poor.
Action 5: Rebuild Guard
Resolution: Diff = Easy (+1) + Dice (-00-) + Extras (extra -1) = -2 Failure
Dice:
- morale: -
- organization: 0
- resources: 0
- membership: -
Results:
Insufficient willing soldiers were mustered out this year to provide a
needed core for the guard.
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.
Difficulty: Hard
Sub-parts:
* Insert 'deep cover' agents
* Hire analysts
* Develop counter-espionage
* Cryptography & Steganography
Fudge Points: 2, if I have them banked.
Action 2: A Gradual Withdrawal
Weight: Single
Description: The Sedonian Government decides that the immediate threat
to Burcancy and Parglug from the Ice Demons is largely ended.
Accordingly, they decide to bring the troops back home. Just to be on
the safe side, the withdrawal will be gradual and overland. General
Martros is ordered to turn command of II Legion over to his Senior
Tribune, who receives a promotion to Legate, and who will march II
Legion back through Tanimbar across Sedonia to Tirmar. Martros will
remain in Burcancy, in overall command of I and IV Legions, who will be
returning to Sedonia in 1457 and 1458, respectively. Martros' temporary
promotion to General is made permanent, making him the second-ranking
serving officer in the Legions.
Senior Surgeon Astron Pithate is asked by Martros to remain behind and
run the base hospital until the last of the Legions pulls out--Pithate
agrees to do so.
The new Legate of II Legion is warned to be on the look-out for any sign
of Ice Demons in Tanimbar, but he is not to be drawn into a pitched
battle or long pursuit.
Diffficulty: Normal.
Sub-Parts:
* March Across Tanimbar
* Avoid incidents with civilians
* Avoid incidents with Ice Demons
* March Across Sedonia to Tirmar
Action 3: A Modest Proposal (No, not that kind!)
Weight: Single
Description: Senior Surgeon and Patriarch of the Order of Mithrac Astron
Pithate was favorably impressed by the potential ability of Tania Kerili
and the other Exquaestio healers attached to the Allied Army. As a
result, he decides to flex some of his political muscle. He writes a
letter to the Archprelate of Mithrac proposing that the Order offer a
group of scholarships in the fields of medicine, engineering, and
natural philosophy at the University of Thalsedon to Exquaestio espiri.
Pithate acknowledges the doctrinal differences between the Sedonian
Church and Exquaestio, but he points out that the Order of Mithrac has
always emphasized orthopraxis over orthodoxy (right actions over right
beliefs), and that Tania's actions as a healer certainly demonstrate
that her heart and the hearts of her co-religionists are in the right place.
He also sends a letter under seperate cover to his wife, a Matriarch of
Arlova, describing his plans and suggesting that her Order might want to
consider being a co-sponsor of such scholarships. A similar letter is
sent to an old friend in the Order of Demerhaze.
[Note that this action is to convince Pithate's superior that offering
such a scholarships would be a good idea. Any actual offers would be
contingent on the success of this action, and would be an action in 1457.]
Difficulty: Hard. The Espiri Sedonian or a member of a
Sedonian-connected religion. However, Pithate is nearly certain to be
the next Archprelate of Mithrac, and his words carry much weight in the
order. Also, the Demerhazites would generally be predisposed to support
him. In addition, Pithate points out that most Exquaestio members are
from former Imperial possessions, and as such, it can be argued that
under its charter the University has a duty to accept them as students.
Sub-parts:
* Convince the Order of Mithrac to offer the scholarship
* Convince the Order of Arlova & Order of Demerhaze to co-sponsor
the scholarship
* Convince the University to admit foreign students of different
religion.
* Actually get the letter to Sedonia in a timely fashion.
Fudge Points: 2, if enough are left after action 1.
Action IV: Through a glass, clearly (1 of ?)
Weight: Single, strategic
Description: Sedonians have been using spectacles to correct presbyopia
for several centuries. A young lens grinder named Ion of Thalsedon,
afflicted with myopia, reasons that if a properly shaped piece of glass
can magnify near objects, surely it must be possible to make a lens that
can focus and magnify distant objects? In his spare time, he begins to
experiment with different shapes and grinding techniques, in an effort
to find some way of correcting his own vision.
Difficulty: Normal. (This is strategic because he's working on it in his
spare time between commissions).
Sub-Parts:
* Find the right shape for the lens
* Develop a grinding technique
* Obtain materials
* Chance factor
Fudge Points: If enough are left after actions 1 & 3, 2 points.
Action resolution
Action 1: Building the Spy Network
Resolution: Diff = Hard (-1) + Dice (+00+) + Extras () = +1 Success
Dice: fp=2
- Insert 'deep cover' agents: +
- Hire analysts: 0
- Develop counter-espionage: 0
- Cryptography & Steganography: +
Results: (Hard: +2,+1,+2,+1,+1,+1)
Finally! It's almost done!
Action 2: A Gradual Withdrawal
Resolution: Diff = Normal (0) + Dice (--+-) + Extras () = -2 Failure
Dice:
- March Across Tanimbar -
- Avoid incidents with civilians -
- Avoid incidents with Ice Demons +
- March Across Sedonia to Tirmar -
Results: Unfortunately, something about Sedonians & Tanimbari just
doesn't mix. Every time the II Legion passes through a town, they get
rotten fruit or worse chucked at them. Finally, the commander decides to
strike across country. The Legion's progress slows to a crawl, and by
the end of the year, they barely make it to Vizinia. Relations with
Tanimbar deteriorate.
Action 3: A Modest Proposal (No, not that kind!)
Resolution: Diff = Hard (-1) + Dice (+0-+) + Extras () = 0 Mixed results
Dice: fp=2
* Convince the Order of Mithrac to offer the scholarship +
* Convince the Order of Arlova & Order of Demerhaze to co-sponsor the scholarship 0
* Convince the University to admit foreign students of different religion -
* Actually get the letter to Sedonia in a timely fashion +
Results: While Pithate's influence in his own order is enough to
persuade the Order of Mithrak to offer the suggested scholarships, the
Arlovans take a "wait and see" approach, although the Demerhazites agree
to support the scholarships. The University, however, does not want to
admit foreign students, although they have no legal justification for
their position.
Action 4: Through a glass, clearly (1 of ?)
Resolution: Diff = Hard (-1) + Dice (+0--) + Extras () = -2 Failure
Dice: fp=2
- Find the right shape for the lens +
- Develop a grinding technique 0
- Obtain materials -
- Chance factor -
Results: Strategic action (Hard: x,x,x,x)
Ion quickly determines the right shape for a lens to correct
nearsightedness, but the shape is difficult to grind. More importantly,
it's difficult to obtain enough clear glass for his experiments, and his
business takes time away from his experiments--smoked-lens spectacles
suddenly become fashionable in Thalsedon's merchant classes.
Actions for Mir
Action submission
Action 1: Restart the Warmages training.
With the war settleing down. Mir is again turning its attention towards
the training of its warmages. This year will be spent praticing many of
the new ideas, and drills that have emerged over the war years. They will
contiune as always to focus on training the current warmages and also
finding more canidates.
Difficulty: Hard
Weight: Single
Fudge Points: (Depends on how many I get.)
Action 2: The army
After years of war both the Mirrish and the Burcancy army are going to be
given a rest. Slowlly over the year various sections of the army are going
to be given a break and allowed to return to their homes so that they might
rest. During this time Mirrish and Burcancy generals will be meeting with
Tanimbar generals/goverment to cordinate the efforts for reclaiming the
Tanimbar country side from the tanimbar goblins so that once again the country
side can be safer for the people. Both Mir an Burcany feel that during this
time would be a good opertunity to give the military a much need rest before
starting the tanimbar goblin campaign next year.
Difficulty: Normal
Weight: Single
Fudge Points: (Depends.)
Action 3: Southern Expedition.
Mir seeing that while its Dragon hord is slowelly growing wants to give it
a little of a push. From information gathered early and a old map that has
been found Mir is going to being a exploration of the southern coast of
Qaiyore to find wild dragons and more importantly their young/eggs. This
year will be spend out fitting five ships for a couple year exploration,
and this year will also be spent studing, and gathering as much information
as is possible about dragons in the south, and the southern coast in general.
The expidition will be lead by Prince Asuada, the second son of Prince Niotrosa.
Difficulty: Hard
Weight: Single
Fudge Points:(Depends)
Actions 4: The Gateway
After half a decaded the Sorcerers turn their attention back to studing the
gate to the new world. Mir is once again going to study the gardian to see
how it is possible to get past it. They are also going to spend more time
and effort studing these new worlds. No direct actions are to be taken, but
just to do what Mir is good at. Study the gate and its guardian.
Difficulty: Hard
Weight: Single
Fudge Points: (Depends)
Action resolution
Action 1: Restart the Warmages training
Resolution: Diff = Hard (-1) + Dice (++++) + Extras () = +3 Great success
Dice: fp=1
- New ideas: +
- Experiences from the 3rd Ice Demon war: +
- Finding new candidates: +
- Luck: +
Results: (+2,+1,0,+2,+3,x)
After the 3rd Ice Daemon War the effectivness of the Warmages the popularity of the program has once again reached high levels. After many years of not searching the ranks of apprentices they are were suprised to find a large number of students who were meet all of the qualifications. The new tactics developed during the war are also highly popular among the Warmages.
Action 2: The army
Resolution: Diff = Easy (+1) + Dice (00--) + Extras () = -1 Failure
Dice: fp=1
- Return to home: 0
- Negotiations with Tanimbar: 0
- Tanimbar goblins: -
- Luck: -
Results:
The military while not happy about only haveing a short time off made effect us of the time. The planning setions with Tanimbar do not produce much anything and frankly the only thing that is agreed upon is to start working along the Tanimbar/ Burcancy Border. Unfortantly a message in regards to the impeding war against the Tanimbar goblins manages to fall into their hands. They beging to attack military post and corriers which further hampers the planning for the invasion.
Action 3: Southern Expedition
Resolution: Diff = Hard (-1) + Dice (+0-0) + Extras () = -1 Failure
Dice: fp=2
- Setting up the ships: +
- Information on south coast: 0
- Information on dragons: -
- Luck: 0
Results:
Preparing the ships was quickly and effectively done the information gathering section turned out less productive. Most of the information about dragons had been gathered over the year and much of the effort was to be focused on collecting it and compiling into one main source that could be used by the expadition. Information was also being gathered about the southern coast and they were able to gather usefull information but not much before the disaster hit.
Professor Umbosian, head of the Special Research Program,had been placed in charge of compiling all relavent information about dragons into the resource that could be used on the expadition. He took his work home with him. Unfortantly he took a good deal of the dragon matterial home with him.
The disastor struck when Professor Umbosian's wife discovered that he was cheeting on her and visting a brothow (sp). Prostatotion is illegial under Mirrish law, but until the reign of Eubratosa it had not been heavely enforced for a thousand years. This underground brothow is was called the Guild of Ladies of negotianble affections.
Well Soraisa, Professor Umbosians wife upon discovering her husband cheeting threw out ALL of her husband things. This unfortantly included ALL of the dragon information he had brought home to work on. It took the rest of the year to find all of these resources and then to restore many of them. Every Archivest and librarian had to been called into help perserve the and restore the documents. They even sent request to librarians from the University of Thalsedon for help.
The entire Speical Research Program had to be reorganized and new guidlines and rules instated. To say the least Professor Umbosian was stripped of his title and currently occupies a jail cell. His wife, after a VERY long conversation with the Archmage was let go with out punishment.
The only good thing to come out of this was the shut down of the Guild of Ladies of Negotionable Affections.
Actions 4: The Gateway
Resolution: Diff = Hard (-1) + Dice (+++-) + Extras () = +1 Success
Dice: fp=2
- The gate: +
- The guardian: +
- The new world: +
- Luck: -
Results:
Very rarely,
if ever, anybody gets in. Invariably (but it's hard to be sure),
they are natives of Celandra (not from the Dreaming). The Guardian
of the Gate is an extreemly powerful being, possibly the Omog
itself, meaning that the World itself decides who gets in. It is
impossible to know in which cases does it allow passage. Nobody
has ever come out of the gate.
Actions for Rhudyn
Action submission
Some aspects of my actions are from my history that is being written and
expanded. I have included a few elements of it in here to briefly explain
the actions.
action 1 & 2: alliance-
after the successful alliance of the northern free cities with Rhudyn we
are going to approach the northern free cities about a trade alliance
between our territories. we will focus on Anaduan since we have the most in
common. the alliance will include reduced tariffs and an agreement for
trade protection from piracy and other nations. with the civil war in
Videssia and Cormenaera removal from the Orasareni Defence Alliance. the
ODA seems to have fallen apart and the agrements have not been inforced.
there for Rhudyn will attempt to form a trade alliance which is less
dictating then the ODA, but will still improve the trade in eastern Midsea.
difficutly: hard
weight: double
fudge points: (Juuso do I have any?)
action 3: Fighting force
When cedonia invaded Rhudyn in the Eastern invasion of 580. The rhudyn
patriots were driven into the mountians. during sedonian rule they
attempted to stamp out the patriots in the mountians and the men in the
mountians developed into a ranger, mountian man to fight against them.
resently during the ice demon invasion these men proved useful in supplying
the military with food and fighting the ice demons. so the king and the
light council after hearing reports of these fighting men is seeking to form
these rangers into a miliatry unit that the country can use.
difficutly: normal
weight: single
fudge points: ?
action 4: internal trade
there are four main cities in Rhudyn. three cities are along the coast the
capital, Rhudyn being one of them, and the fourth is located by the
mountians. the king wishing to expanded the trade is starting a project to
expanded the harbors in the three cities. he is starting at the city of
Rhudyn. Rhudyn is located on the Ri'Semaida about ten miles from the coast,
and while ships are able to dock at Rhudyn their is a harbor city located at
the mouth where all forigen ships dock. These are the docks that are to be
expanded this year and then in the next few years the other cities will be
expanded. After the expansion of the harbors attention will be turned to
the road system. the ancient mirrish and sedonian roads will be restored to
full fuctionality, and then they will focuse on adding more roads allowing
greater access for the military, the farmers, and the miners.
difficulty: normal
weight: single
fugde points: ?
Action resolution
Action 1 & 2: alliance
Resolution: Diff = Hard (-1) + Dice (-0+0) + Extras (double: +1) = 0 Mixed results
Dice:
- Anaduan response: -
- Other northern free cities: 0
- Southern free cities: +
- Luck: 0
Results:
Action 3: Fighting force
Resolution: Diff = Normal (0) + Dice (-0-+) + Extras () = -1 Failure
Dice:
- Mountain men response: -
- Cultural differences: 0
- Conscription: -
- Luck: +
Results:
Action 4: internal trade
Resolution: Diff = Normal (0) + Dice (-0-0) + Extras () = -2 Failure
Dice:
- Work on harbors: 0
- Work on roads: -
- Sufficienty of resources: 0
- Luck: -
Results: Strategic action (Normal: x,x,x,x,x,x,x,x)
Actions for Kaeir
Action submission
Kaeirean Events:
- The Keeper undertakes a long-delayed pilgrimage to the Holy City of
Akbari deep in the Calarnar. With him goes a large convoy of pilgrims,
both Arlhanist and Marlupinist. There he will meet the Talis (literally
"The Binder" in the sense that as leader of the Millati faith, he binds
the community together), head of the Millati church.
The Arlhanist creed has proven to be popular amongst many Shanari clans,
though the influential Faymiyuniyya faction (the descendents of the late
Conveyor, Faymiyun, and their supporters) have been strongly influenced
by Marlupin's writings.
- Though Hand of Garr cult in New Tirmaeir was destroyed by the
Brotherhood of the Night, evidence gathered before and after the
Nightbrothers' assault on the cultists show that there was significant
contact with cells in Port Kaeir, and even more significantly, with
merchants in Taltheran and Jabau. The Brotherhood informs their Millati
brethren in Jabau, as well as informing the Inquisitor of Kaeir, Karl
van Kahshaar.
Action 1: Green College development (2 of 10 years).
Weight: single
Description: The Green College takes in its second intake of
students. Diplomatic requests are sent to Mir and Sedonia, requesting
assistance in terms of developing the Green College (hopefully being
able to recruit graduate students from Sedonia and Mir to the faculty of
the Green College).
Difficulity: Hard
Factors:
+ Green Lady (successful agreement of previous year)
+ Growing student population
+ Previous years' foreign reaction (Mir, Sedonia, Taltheran)
Fudge-points: 1
Action 2: Brotherhood of the Night (2 of 10 years)
Weight: single
Description:
The Brotherhood continues its efforts to establish itself, recruiting
suitable candidates amongst the Millati in Kaeir, as well as the nearby
regions possessing Millati communities (Mirrish Tirmar, Saltrim, Jabau,
the Shanari, Bel'Adne). The novices recruited the previous year begin
their apprenticeships as well.
Currently the Brotherhood has 8 Masters (A Master of Sorcery, a Master
of Healing, a Master of Alchemy, a Master of the Sword, a Master of the
Bow, a Master of Ceremony, a Master of Fighting Arts, a Master of the
Shadow Arts, and the Master-Instructor). A much larger number of
Nightbrothers (26) from a range of backgrounds and with varying degrees
of experience. Around a hundred novices have been admitted so far.
Recruitment is comprised of two components - skilled Millati magic
users, and young novices with potential.
Elements: Brotherhood of the Night, Millati communities.
Difficulity: Easy (Hand of Garr success previous year)
Factors:
+ Success of previous year
+ Wider area for recruitment (larger potential number of recruits)
+ Quality not quantity is the recruitment strategy
Fudge-points: 1
Action 3: Strengthen the Northern March (a.k.a. the Saltrimi
Protectorate of the Southern March)
Weight: single (2 of 3)
Description:
Basiluddin sets about strengthening the Northern March's infrastructure
and organisation. He has a series of hill forts constructed used timber
and rammed earth, employing paid local labourers to assist in the
construction. He also purchases all supplies needed for the
construction from locals. Where he is able, all supplies for the Legion
are bought from local farmers etc.
A series of strategic battle plans are also drawn up in the event of a
Taltherani invasion by land or sea, so as to be prepared.
Furthermore, to gain further support from the local populace, he orders
the reduction of taxes collected in the March to be reduced to 50% of
what had been previously paid to Saltrim. Any short-fall in revenue is
covered by aid from Crownsbane Keep.
Elements: Osric Basiluddin, the Legion of the March, native population
of the March
Difficulity: Moderate (+0)
Factors:
- Taltherani/Saltrimi reaction/influence.
+ Presence of Basiluddin himself.
+ Enhanced morale of the Legion.
+ Tax reducation
+ Impact of spending on local economy (people are working and getting
paid for their products!)
0 Local indifference?
Questions: With little reaction from Saltrim or Taltheran in the
previous year, is there any this year?
Fudge-points: 2
Action 4: Recruit a new division.
Weight: single.
Elements: the Guard, the general populace.
Description:
Following the difficulties of the previous year, it is decided to limit
expansion to just one new division.
With one division of a thousand men being comprised of four columns, and
each column comprised of ten companies, it is decided to recruit the
four columns from the four main regions in Kaeir - Tirmaeir, Celtelath,
Celtehar and Port Kaeir - so as to spread around the manpower drain.
The new division, the 4th Division, will be stationed just outside New
Tirmaeir in the currently empty barracks built there last year.
Currently the 1st Division is located on the outskirts of Port Kaeir,
the 2nd in New Tirmaeir, and the 3rd at Crownsbane Keep. The Tirmaeiri
Rangers' are located in northern Tirmaeir. The Colonial Guard are
located largely in Rimrivertown, with two companies located in the
Kaeirean mission in Port Jabau.
Difficulity: Normal(+0)
Factors:
+ Excessive preparation of previous year (preparation had been for five
divisions)
+ Recruitment of division from all over Kaeir (preventing any region
having a major drain of mainpower)
- Failure of previous year
Fudge-points: 1
Action 5: Trade Convoys / Compilation of maps
Weight: single (1 of 2).
Description:
In order to promote Kaeirean trade and more consistent commerce with
other markets, the Consul organises a trading expedition to Razan as
part of a two stage programme to establish an annual trading expedition
from Kaeir to Razan and then Celpalar. The expedition consists of a
squadron of 5 caravels from the Fleet and a further 5 merchant caravels.
Critical to the expedition is the recruitment of a dozen Aixelsydanese
and Razanian navigators to help with the Straits and the Razan-Celpalar
leg of the expedition.
Beginning in Port Kaeir, a squadron of the Fleet (5 caravels) and 5
merchant carracks sets sail from Port Kaeir, stopping at the ports of
the northern Midsea - Saltrim, Corryn in Morvali, Port Jabau, Milakanur,
Rimrivertown, Aixelsydan. After passing through the Straits of
Annorrur, the expedition then sails on to Haran and then Aryisa. On the
return leg, the Convoy stops in Rhudyn and Mirabalpur before finally
returning to Port Kaeir.
At Aryisa, if the situation is favourable, and the expedition in good
condition, it shall wait for the southern winds and then sail on north
to Celpalar. The decision is left to the expedition commander, who
shall decide whether to attempt the leg to Celpalar, or return to Port
Kaeir to attempt the Celpalar leg at a later date.
Though some risk is involved in the venture, the successful completion
of the expedition will mean that Kaeir will be able to conduct a trading
convoy on an annual basis to Razan and possibly even Celpalar.
Critically, extensive charts of the entire journey will be made.
Elements involved: the Fleet, the Merchant Houses, the Green College.
Difficulity: Hard
Factors:
+ Experience in the Northern Midsea (Fleet & Merchants)
+ Success in the 1430s at navigating the northern Midsea
+ Experience further afield (Merchants)
+ Resources and support contributed by merchants and the Fleet to expedition
- Limited experience in Straits of Annorrur
- Limited experience on Razanian coast
- Treacherous waters of Annorrur (Aixelsydanese modification of Straits
- circa 1410s-1420s)
Questions:
* How much do the merchants support the expedition (assumably they do)?
* To what extent can the Green College magically aid the expedition?
* Are the magicks of the Green LAdy even useful away from her domain?
(probably not)
* How successful is Kaeir in obtaining/recruiting Aixelsydanese navigators?
Fudge points: 5.
Action resolution
Action 1: Green College development
Notes: The last year action was the one that set the stage, so to speak.
That was a success, so from now on, the action has difficulity Normal.
And I'm setting the success pool size to 6 instead of 10 because that sounds
about right. If you want, you can increase it back to 10 (for increased
prestige at the end of the action).
Resolution: Diff = Normal (0) + Dice (0-+0) + Extras () = 0 Mixed results
Dice: fp=1
- Teachers: 0
- Students: -
- Prestige: +
- Luck: 0
Results: (0,x,x,x,x,x)
The Green College is now well and truly established as a functioning
higher institution of learning. The College possesses a complete
faculty, the remaining faculty positions having been filled by sorcerers
recruited from overseas, in particular Mir, Sedonia, Milakanur, even
Taltheran (though in that case it is a few wise members of the Wizard's
Guild reading the writing on the wall for Taltheran, and getting out
before things go truely sour). With its energies devoted to teaching
the first cohorts of the College, little else of significance is left to
be said. The 1st cohort is now half-way through their elementary studies.
Action 2: Brotherhood of the Night
Notes: Same thing here, except that the initialization
result was Mixed. Difficulity normal, success pool size 8.
Resolution: Diff = Normal (0) + Dice (000+) + Extras () = +1 Success
Dice: fp=1
- Organisation: 0
- Resources: 0
- Mission: 0
- Luck: +
Results: (+1,x,x,x,x,x,x,x)
The Brotherhood of the Night builds on its previous successes.
Lodges of the Brotherhood now exist in all major Millati centres - New
Tirmaeir, Port Kaeir, Crownsbane, Port Jabau, Akbari, and even two
fledgeling ones in the Bel'Adnese cities of Sarnabar and Lachel. Aside
from this, nothing significance is expected to happen until 1459, when
the 1st apprentices will undergo their initiation rites. In the
meantime, a good number of mature, experienced novices are granted
conditional initiate status in light of their age and experience
(receiving full initiation after a short probation).
The Masters of the Brotherhood have continued their investigation to the
best of their ability into Garrism in the northern Midsea, sending what
information they obtain to Republican and Millati authorities, as well
as concerned parties in the southern Midsea (Sedonia, Mir, Exquaestio).
Action 3: Strengthen the Northern March (a.k.a. the Saltrimi
Protectorate of the Southern March)
Notes: hmm... when did this strategic action start? The last year's
result was failure.
Resolution: Diff = Hard (-1) + Dice (+++0) + Extras () = +2 Success
Dice: fp=2
- Money (big spending, less taxes): +
- Hill forts: +
- Taltheran: +
- Luck: 0
Results: Strategic action (Normal: x,x)
Again the political forsight of the now aged Osric Basiluddin is
made plain, as his actions in retaining the Saltrim March, and in
maintaining a degree of influence in Saltrim City are validated by
developments in international politics.
The transportation and military infrastructure of the March is enhanced,
though it has yet to reach the level of development of mainland or
insular Kaeir. The attitude of the local aristocracy, already inclined
towards the aristocratic republicalism preached by Basiluddin, will
probably be even more inclined towards Kaeir as some of the great powers
of the Midsea muscle in on Taltheran.
Most significantly though, the Legion of the March is now in an
excellent position to ensure Kaeir's interests in Taltheran (namely, the
Saltrim March, and Saltrim city). Such a fact will greatly strengthen
Kaeir's position at the conference to be held in 1457.
Action 4: Recruit a new division
Resolution: Diff = Normal (0) + Dice (00--) + Extras () = -2 Failure
Dice: fp=1
- Preparation from last year: 0
- Recruitment: 0
- Resources: -
- Luck: -
Results:
It is clear to Consul van Adin that the populace is not as interested in
a larger military as the Great Council and the Senate are. This is
probably due to the fact that many with an adventurous frame of mind
have been drawn towards the opportunities in the the Saltrim March and
the Eastern Trade. Little over a single column (250 men) is raised,
leaving the new division grossly undermanned (25% strength) and with
weak morale.
Action 5: Trade Convoys / Compilation of maps
Resolution: Diff = Hard (-1) + Dice (+++0) + Extras (extra: -1) = +1 Success
Dice: fp=5
- Support from merchants: +
- Green college aid: +
- Aixelsydane navigators: +
- Luck: 0
Results:
The return of the Northern Convoy to Port Kaeir after six months of
sailing is a source of great jubilation, and greatly enhances
Lord-Consul Boris van Adin's status.
The Northern Convoy successfully navigates the northern Midsea,
traverses the Straits, and reaches the major Razanian ports. Trade with
all the ports of the northern Midsea and Razan picks up.
Plans are made to extend the Northern Convoy route in 1457 to Celpalar,
after the commodore of the convoy wisely decides to return to Port Kaeir
to collate the numerous maps and charts made during the expedition, and
to better plan the 1457 convoy to take advantage of the winds to and
from Celpalar.
The Kaeirean method of convoying (in addition to the traditional private
shipping) ensures regular, safe and on-schedule commerce, providing for
a far more stable price market in the northern Midsea.
The fledgeling trading house Von Quetzal, who had heavily financed a
carrack participating in the ground-breaking expedition, reaps great
profits as a result of the insight of its master Sir von Quetzal.
Actions for XXX
Action submission
Action resolution
Action x:
Resolution: Diff = () + Dice () + Extras () =
Dice:
Results:
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Juuso Vesanto - 5 Jun 2005
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Juuso Vesanto - 30 Jul 2005