Events for 1460
Buracncy +4
Opozoya Villard is able to find a new queen. She is Crastyle, the
daughter of one former Talterhan Merchant houses, and is the first cousin three times removed from Agrigax Milarandos. She also has magical talents. The wedding accures in the begining of year by the end she has given Opozoya a son. They name their son Nepoya Villard.
Kaeir +1
Even despite the finasial losses last year the Houses in Saltrim rally behind the Republic in a effort to fully integrate the new territory.
Parglug +1
They manage to kill one of the sea Monsters, and the monsters leave the Parglug coast after that.
Shanari -2
A movement in the western Shanari tribes brings back the worship of the old Shanari pantheon. As once again priests and shamans begin to emerge for the old gods. It does seem that they do know the ancient ways.
Videssia -2
The Aranda river floods causing havic in both Videss and Celona. As
much of the river districts in these two cities are flooded. Rioting start in the both of these cities.
Zelkor +2
The Zelkor's unearth an old secret route that leads under the city to the pass of the cliff. The water around the clifff will allow the access of small ships.
Actions for Mir
Action submission
Actions 1 & 2: Protectorate of Corryn
The Archmage of Mir asting in his capasity as High Priest over Mirrish State Church
calls a meeting of Priests sent to the Protectoret. He work on finding the priest
that need to be replaced. Then he wil send new priest to first and formost
work with the Tower of South so that they can stand together. They will also
attend the meeting to help give the nessisary support.
Difficutly: Hard
Weight: Double
Actions 3: Tanimbar
Mir will contiune to support the Tanimbar war against the goblins.
After last years attempts to penatrate the Goblin fortifications Mir
is sending one of the dragons to help brake through the golbin
fortifications. The Warlord also using the mages abilties puts them
to uses to gather intelligence about the goblins activities.
Difficutly: Normal
Weight: Single
Actions 4: The long await expedition.
After delaying the southern expedition Mir once again begins to
gather a fleet together with enought supplies to last for two years,
and also the supplies for extreme cold. Having already gathered
information Mir will also put scholars incharge of looking over
the map that had been discovered to see if they can once again to
see if they are able to successful interpet the meanings in the map.
Difficutly: Normal
Weight: Single
Action resolution
Actions 1 & 2: Protectorate of Corryn
Resolution: Diff = Hard (-1) + Dice (+-+0) + Extras (double: +1) = +1 Success
Dice: fp=2
- Identify problems: +
- New priests: -
- Cooperation: +
- Luck: 0
Results: Swift action on the part of the archmage gains favour
from the people. Although it is hard to find properly diplomatic
priests, the personal involvement of the archmage brings results.
Action 3: Tanimbar
Resolution: Diff = Normal (0) + Dice (0+-+) + Extras () = +1 Success
Dice:
- Using dragon: 0
- Military action: +
- Reaction internal: -
- Luck: +
Results: The dragon is great boost on troop morality, although it
is of less use than thought against the essentially underground
tunnels of the goblins. Still, extra vigilance brings a boon: a secret
way (used to smuggle in supplies) to one of the main strongholds is
discovered, and that stronghold is taken easily after that.
Action 4: The long await expedition
Resolution: Diff = Normal (0) + Dice (+---) + Extras () = -2 Failure
Dice:
- Gather supplies: +
- Collect fleet: -
- Interpreting map: -
- Luck: -
Results: It is very hard to find captains to brave the icy waters
on the open ocean outside
Mid Sea? . The Ka'Shari are known to have
travelled there, but they are gone.
Actions for Kaeir
Action 1. Saltrim Port Reconstruction (Survey)
Difficulty: Normal 0 (++++) = +4 Success
Fudge points: 2
Survey +
Saltrim reaction +
Other domains reaction +
Luck +
Action 2 - Protectorate of Corryn
Difficulty: Hard (-1) + (++00) = + 1 Success
Fudge points: 2
Meeting +
Cordination with Mirrish +
Local 0
Luck 0
Action 3 - Panchayyah campaign
Difficulty: Normal (0) + (- - + 0) = -1 Failure
Cordinate with Panchayyah -
Supply routes -
organization +
Luck 0
The campaign never gets off the ground as the Panchayyah spend much
of their year looking into the burned out fortress from last year and
searching for the raiders.
Action 4 - The Green Bondsmen
Difficulty: Hard -1 + (+++-) = + 1 success
Fudge points: 2
Transforming Avin +
giving the bond +
reaction of gods +
reaction of other Millati areas -
The Gods support the move and Avin changes, and the member of the
Brotherhood begin to recieve the bond. Unfortantly many of none Kaeir
Millati are unhappy with the move. Feeling that it is a return to
paganism.
Action 5 - Survey of Port Jabau
Difficulty: Normal 0 (+-00) -1= -1 Failure
Extra action
Fudge points: 2
gather information +
Infiltrate -
survey 0
Luck 0
The recent move of the new Milkanur King(or what ever his title) has
complicated the relations with Jabau. The recent increase in guards
catches several of the agents trying to infiltrate into the local
organization.
Action 6 - Tolmersa Naval Mission.
Difficulty: Easy +1 + (-++-) -2 = -1 Failure
surveying -
expantions +
reaction at Tolmersa +
luck -
In reality the only failure is that fact that the survy came back
saying they need more resources then they actually did, and large amounts
of money were waisted on the expations.
Actions for Sedonia
Action 1: War Drums, Part 1: Wooden Ships and Iron Men
Difficulty: Normal 0 (+0++) = +3 Success
Subparts:
+ Supply construction materials +
+ Construct ships 0
+ Recruit sailors +
+ Train sailors +
Fudge Points: 2
Action 2: War Drums, Part 2: I Want
YOU For The Imperial Legions
Difficulty: Normal 0 (++00) =+2 success
Subparts:
+ Activate & deploy Legions VIII, IX, and X +
+ Recruit legionaries for Legions XI through XX +
+ Equip legionaries 0
+ Deploy new legions to Zelkor 0
Fudge Points: 4
Action 3: The Siege of Zelkor
Difficulty: Hard -1 (+-0-) -2 Failure
Subparts:
+ Damage/destroy granaries +
+ Damage/destroy Prince's Palace -
+ Render harbor unusable 0
+ Suppress Zelkori counterfire -
Fudge Points: 2
The Graneries were heavely damaged, and several ships were sunk in
the harbor, but the Zelkori counterfire was able to severly damage the
Sedonian artillery.
Action 4: Through a Glass, Clearly
Diffculty: Hard 0 (+0++) = +2 Success
Subparts:
+ Maintaining production of lenses +
+ Finding merchants/traders to sell the new spectacles in other
cities 0
+ Experimenting with magnifying the very small +
+ Experimenting with magnifying the very distant +
(Hard: 0,+2,+1,+2) = +1 Success
Action 5: Persons of Interest
Difficulty: Normal 0 +(0++0) -1 = +1 Success
Subparts:
+ Maintain cover 0
+ Gather information +
+ Analyze information +
+ Luck factor 0
Actions for Rhudyn
action 1: Turning Tana
Difficulty:Normal 0 (0-00) +1 = 0 Mixed Results
Weight:Double
Fudge Points:1
Military0
Magic -
Kings Visit 0
Fortifications 0
Action 2-3:Internal Trade again??
Difficulty:Hard -1 (00-+) + = 0 Mixed Results
Weight:Double
Fudge Points:1
Expand Port 0
Highway 0
Roads -
Luck +
Actions for Shanari
Action 1: Those Sacred Baratiyyah
I am talking with Kalev about some ideas and waiting for his responce
to resolve this one.
Action 2: A Scent of Gold
Difficulty: Normal 0 (0+--) = -1 Failure
Subparts:
The extent to which there is gold to be found in Kelshiri 0
The brothers ability to find it +
How guilty the brothers feel about abandoning their personal mission to
see that no Kelshiri miss the light of He Who Is One -
The helpfulness of the natives -
Action 3: Those Crazy Baratiyyah
Waiting for reply for this one
Action 4: Non Traditional Treasury
Difficulty: Normal 0 (+-++) = +2 success
Subparts:
Whether the Bolari try to do anything about this insult +
The reaction of the Faymiyuniyya -
How much more efficient Olab can make the treasury +
The reaction of the rest of the Commonwealth to it being harder to
dodge taxes. +
Actions for Milakanur
Action 1: My Milakanur
Sa'eerts as first action in his kingdom vows to impove relations with
the people of Jabuar. The area is approximately 15% Milliate, a
religion common to the Calanari Desert. In an effort to improve relations
with the few Milliate that remain in his kingdom, Sa'eerts meets with the
leaders of the Milliate group located in Jabaur. After much
deliberation they agree on a treaty that the nation of Milakanur will declare a
national holiday in honor of the Milliate's most sacred holiday. The
treaty also prohibits any religious persecution, as well as proselyting.
Difficutly: Hard -1 (+++-) +1 = +2 success
double action
Subparts
Meeting with the Millate +
Establishing a Millate holiday +
Treaty +
Luck -
Action 2: Establish Contacts
Sa'eerts sends Manusch to Rhudyn to discuss the flow of trade.
Rhudyn has expressed a desire to purchase several tons of the black
sulflower. Though this may take a while to gather, Sa'eerts establishes a
branch in his cabinet to aid in the growth of the sulflowers in Milakanur.
This cabinet would also be responsible for additional research on its
uses as well as the uses of other plants native to the Milakanur
terrirtories.
Difficutly: Normal 0 (0---) = -3 Failure
Rhudyn 0
Establishing Sulflowers Industry -
Search for other wanted resources. -
Luck -
Action 3: Prepare Fortifications
In 1428 the construction of the Great Wall began. Sa'eerts Orders
that these walls be fortified and that a similar wall be built around
Jabuar. Sa'eerts increases the number of guards that patrol the area and
keep watch over the trade port to ensure the treaty made with the high
Milliate and to keep the port secure.
Difficulty: Normal 0 (+0+0) = +2 Success
Gather resources for Building wall +
Begin building wall. 0
Increase troops in Jabuar +
Luck 0
Actions for XXX
Action submission
Action resolution
Action x:
Resolution: Diff = () + Dice () + Extras () =
Dice:
Results:
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Juuso Vesanto - 07 Jan 2006