Events for 1458

Burcancy [+3]: The Kings spies are able to uncover a large group of Cult of Garr in the city of Yoole. They are able to take the group out before word of their discovery get out.

Exquaestio [-2]: Burcancy, in its furry over the Exquaestio actions in Tanimbar, expells the Exquaestio religon from the country. King Opozoya Villard is reported to have said. "We will not allow any organization in this country that will support Treason!"

Milakanur [-3]: The yearly river floods do not come this year causes a sever drought this year.

Taltheran [-4]: With the mass exodus of talented guild members, and the threat of Kaeir, Sedonia and Mirrish invasion the remaining guild/merchant houses are unable to control the goverment and are also unable to work together. The country seeing the unstability and fighting of the merchant houses falls into chaos (or the start turning to the three invaders)

Rhudyn [+3] / The Tana [+5]: The daughter of high positioned Rhudyn noble within the buracracy marries the only living child of the former Queen She? of Tana. She takes on the aspect of her husbands culture and soon the influence spreads among the noble of the buracracy. Soon Tana art, clothing and even their aspects of their language is found all over Rhudyn. It become very popular among the Rhudyn, both high and low for things that are Tana. The Tana Princes influences smooths over the efforts to unit the countries. The two countries appear to be well on their way to union.

Actions for Mir

Action submission

Actions 1: Holy Annexation

With the Exquaestio actions last year Mir has grown distrustfull of the Exquaestio church. The Exquaestio have shown that they are willing to intervein in countries poltics. In responce to the Exquaestio actions Mir is going to take actions. Their first order of buisness is the removale of the university chairs from there control. From now on the chairs will be choosen by the University.

This is but the first order of buisness. The more important part is the relationship of the Exquaestio church to Mir. The Mirrish state church has always been the religious organization to govern the worship of the Gods in Mir. The Mirrish goverment has declared the organization of a branch of the Mirrish Church for the worship of Feroze. The Exquaestio church as it was in Mir is no longer allowed. The clergy of the old Exquaestio Church in Mir are allowed and even encourage to join the Feroze branch of the Mirrish Church. All Exquaestio owned land or property in Mir will be confiscated for the uses by the Feroze branch. Any Exquaestio church functioning outside of the Mirrish State Church will illigal and will be closed and clergy arrested, if mirrish citzens, or returned to there native countries, if not citzens.

The Mirrish Church will contiune to allow the Exquaestio to suggest leaders for the Feroze branch, but they must be citzens of Mir, and approved by the Caerimonia Council. The doctrine of the Feroze branch will contiune to come from either their god directly or from any doctrinal decleration from the main Exquaestio branch. As for missionary work. The Feroze branch will follow the rules which have been established for all member fot he Mirrish State Church. Missionaries must be lisenced, and are only allowed to preach with in their own churches, and at autherized locations.

Difficutly: normal fp:

Subparts * Mirrish State Churchs reaction * Exquaestio in Mir reaction * Exquaestio outside of Mir reaction * Luck

Actions 2: Goblin War

With difficutly of the past few years to organize the military efforts of Mir, Burcancy and Tanimbar. Mir will be spending this year working with the Tanimbar generals to figure out a way for the three armies to work together. With Tanimbar's own huge success Mir will be seeing what it is that Tanimbar needs from its allies.

Subparts * Stratagies * Coperation * What resources are need * Luck

Difficutly: normal fp:

Actions 3 & 4: Political Annexation

Mir and Sedonia will be moving in together to take their territories in Taltheran. Mirs navy will blockade the city of Tal, and part will attempt to move up the river to blockade the city of Pran as well. Mirrish troops will be marching on Tal to quickly surrond the city. They will be loaning Sedonia some Mage Artillery and a group of Warmages. Mir will be sending its army to besige Tal. They will be takeing most of the Mage Artillery, and their own group of warmages. They will also be sending the dragon along with them. The Dragon will not be used against the city, but will be instructed to fly over the city. Mir will also bring its own siege engines into place around the city. Between the mage artillery and the Seige engines their main effort will be to breach the walls. The Mage artillery and the After Mir has blockaded the harbor and surronded the city, and of course sent the dragon flying over the city, they will offer the city of Tal a chance to surrendor peacefully. Hopefully they will but if not Mir will move to besiging the city. If Mir is able to take the city quickly the will march to help the Sedonians in Pran.

Much of this will be made easier since much of Taltheran is once again in Civil War.

Tal will be offered the following terms of surrendor. - If they surrendor immediately and disolve all of the merchant guilds they will be granted the right of full citzenship. The guildmasters will still be allowed to keep their wealth. - If they surrendor during the seige or once the walls are breached then they will it will take two years for them to become citzens. The guildmasters will be arrested and the guilds disolved. Tribute in the form of 5000 Miral or its equivalent for each year until they are citzens. -If they do not surrendor they the city will be ransaked, and burned.

Difficutly: Normal (Taltheran Civil War) Weight: Double fp:2

Subparts: * Intimidating the people of Tal into giving up * Besieging Tal, cutting it off from outside supply * Breaching the walls * Sending ships to Pran

Action resolution

Action 1: Holy Annexation

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

Dice:

* Mirrish State Churchs reaction: + * Exquaestio in Mir reaction: + * Exquaestio outside of Mir reaction: - * Luck: +

Results:

Action 2: Goblin War

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

Dice:

* Stratagies: 0 * Cooperation: 0 * What resources are need: - * Luck: -

Results:

Action 3-4: Political Annexation

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

Dice: fp=2

* Intimidating the people of Tal into giving up: + * Besieging Tal, cutting it off from outside supply: + * Breaching the walls: 0 * Sending ships to Pran: -

Results:

Actions for Panchayyah

Action submission

Action 1- continue internal river security (2nd of 10

years) continues as previously with added help from the Kaeir as part of the rim river project, and focusing more towards the coastal areas to leverage that advantage. factors Allied Tribes response Non allied tribes Location of stations Materials

Action 2- rim river city projects (initial term 5 years-

2 years joint action) Along the same line as item one, but focusing on rim river city, also with Kaeir cooperation (see pending Kaeir turn). staged objectives for the first year are beginning the creation of a major shipyard on the inland side of rim river city, using the dredge up dirt from the ship yard to raise the land, and setting up irrigation, then housing for the workers, then moving on to a modest market place expansion to gain export revenues. The church of the caiman will provide elemental spells, and temple locations in the new city will be distributed based on contributions by the various organizations to the construction project. The project will be supervised by honored son of the grand chieftain, Teotaken, with aid from his father, and discussed via the rim river council. factors creation of new temples and market stalls market expansion by building ocean going ships temple approvals and support labor commitment from tribes

Action 3- war preparations (1 year)

The objective is to train for the upcoming battle against Stihlweese tribe on the northern most portions of the upper river territory. dealing with further development of toxins, strategy, scouting, training, preparations, and weapons acquisition. war preparations will be lead by honored son of the grand chieftain, Cacamao, with aid from his father and the Kaeir. village headmen may also train. factors Philosophical orientation: Conquest unlimited weapon purchasing from Kaier with training and support Stihlweese failing to honor the big laws and the way of the land. division of land and spoils based upon level of alliance and contributions to the battle.

Action 4- return of the holy order (term 5 years)

In the ancient days the pah possessed powerful holy warriors (think Aztec jaguar knights mixed with the militaristic orders of the crusades). They had eventually grown too numerous and powerful to be managed and the resulting conflict brought the tribes to the fragmented state that they are in today. As a show of power and to convince tribes that the new trading relationships that the old ways have not been forsaken. To prevent the errors of the past The number of elite warriors will limited to 300, and expand only in proportion to the growth of the united tribes. The process involves using the sacred venom pulque to give the warriors the ability to sense vibrations in the earth, and a predictive double vision that shows people's movements in battle. then special acupuncture and mystic treatments continue to make every altered warrior the equal of roughly 20 men in battle. and finally the chosen temple of the warrior given them additional abilities in there area of expertise. to be considered for the gift of this power a warrior must bring back a blood sacrifice from a battle, and be from a tribe that follows the small laws. there is a 25 percent fatality ratio.- see religion and magic post. Additionally The holy orders draw power from the sacred stones and conquered land of the 100 arm serpent, so they have no expanded abilities in lands that do not border their own. factors. desire for conquest historical concerns temple contributions candidate recruiting

Action resolution

Action 1:

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

Dice:

  • Allied Tribes responce: -
  • Non allied tribes: +
  • Location of Stations: +
  • Materials: 0

(1,0,x,x,x,x,x,x,x,x,x)

Results:

Action 2:

Resolution: Diff = Hard (-1) + Dice (+-0-) + Extras () = -2 Faiulre

Dice:

  • creation of new temples and market stalls +
  • market expansion by building ocean going ships -
  • temple approvals and support 0
  • labor commitment from tribes -

Results:

Action 3:

Resolution: Diff = Normal (0) + Dice (000-1) + Extras () = -1 Failure

Dice:

  • Training 0
  • Toxics 0
  • strategy 0
  • Preperations -

Results:

Action 4:

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

Dice:

  • desire for conquest +
  • historical concerns +
  • temple contributions +
  • candidate recruiting -

Results:

Actions for XXX

Action submission

Action resolution

Action x:

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

Dice:

  • :
  • :
  • :
  • :

Results:

-- Juuso Vesanto - 15 Oct 2005

Topic revision: r1 - 15 Oct 2005 - 18:38:46 - Juuso Vesanto?
 
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