Events for 1461
Aixelsydan -5: The goblins in the southern mountians begin to invaded
the southern territories. The Aixelsydan troops are quickly pushed out
of the southeastern sections of the southern territories. Rumors
coming out of the Aixelsydan is that the goblins are better equiped then the
Aixelsydan troops.
Milakanur +1: The current Per-Aa Sa'eerts, gains support among the
Millat in his territories after last years legilization of the religion.
The Morvali -1: The western tribes begin to speak against the council
for the lose of Corryn.
The Saraa +3: A Saraa claiming to have come to them from the dreaming
arrives. He brings with him several pieces of the broken ark. He
tells the Saraa that they have served their penances, but they are still
bonded to this world. They must recover the remaining pieces of the ark
for further insturctions.
Torphan +1: Torphan is able to catch a group of Garr cultist
stationed in the capital.
Actions for Mir
Action submission
Action 1: The Southern Expedition
The Southern Expedition has the nessisary supplies, and has a few ships. The first wave of ships will be sent out and down along the coast. Their primary object will be to follow the coast until they can find a sutible harbor location near one of the locations on the map. The Expeditions is to be extremely cautious. They are taking five Sorcerers with directions to keep in contact with Mirabalpur. The expedition is to see what potentials sits they find, and if it is safe to establish a small coastal enclave in preperations for next year. If it is not yet safe the expedition is to stay to the ships and move locations every somemany days
A second and third expedition will be preped for departer next year. Most of the focus will be to get more ships so that it might be possible to set up a permant settlement along the southern coast. Mir will offer some handsom rewards to the captians who will take this mission.
The ancient map has been copied, and one of them sent with the first wave, the original is going to contiune to be studied this year.
Difficutly: Hard
FP: 2 if I have them
Weight:
First Wave
Prepare Second and Third Waves
Study Map
Luck
Action 2: Tanimbar War
Mir will contiune to help with the Tanimbar war. Still using the dragon Mir will uses it to try and find supply movements. The Warmages and mages will contiune to uses there magics to gather information.
The military will contiune to help Tanimbar in its attacks on the goblins
Difficutly: Normal
FP: None
Weight: Single
Dragon
Warmage, mages
Troops
Luck
Action 3 & 4: Warmages
With many of the wars Mir is involved in Mir has had many chances to experiement with the Warmages. This year Mir will gather the various new ideas, into the training of the warmages, and with the addition of of Tal, Mir will search the new ranks for any potetials trainess.
Difficulty: Hard
FP: 2 if I have them
Weight: Double
New Ideas
Quality
Quanity
Luck
Action resolution
Actions 1: The Southern Expedition
Resolution: Diff = Normal (0) + Dice (+++-) + Extras () = +2 Success
Dice: fp=2
- First Wave: +
- Prepare Second and Third Waves: +
- Study Map: +
- Luck: -
Results:
Action 2: Tanimbar War
Resolution: Diff = Normal (0) + Dice (-4) + Extras () = -4 Severe failure
Dice:
- Dragon: -
- Warmage, mages: -
- Troops: -
- Luck: -
Results:
Action 3 & 4: Warmages
Resolution: Diff = Hard (-1) + Dice (++-0) + Extras (double: +1) = +1 Mixed results
Dice: fp=2
- New Ideas: +
- Quality: +
- Quantity: -
- Luck: 0
Results: (Hard: +2,+1,0,+2,+3,+1) -> final result = 9/6 = 1.5 = +2 Success
NOTE: the results for Warmages conclude the action. Mir now has a working
training program for Warmages, which produces Coteries at a rate of 1 per
5 years. There are more Coteries in training, but the mortality/burnout
rate among the students is still high.
Sedonia
Action 1: Wooden Ships and Iron Men, pt. 2
Weight: Single
Results: Normal 0 + (+00+) =+2 Success
Subparts:
* Construction of Ships +
* Recruitment of Sailors 0
* Recruitment of Officers 0
* Training +
Action 2: I Want
YOU For The Imperial Legions, pt. 2
Weight: Single
Results: Normal 0 + (0000) = Mixed Results
Subparts:
* Recruitment & Training 0
* Equipment 0
* Deploying XVII & XVIII to Kajir and Taltheran 0
* Deploying XIX & XX to the western border 0
Action 3: The Siege of Zelkor
Weight: Single
Results: Hard (-1) + (-00+) = -1 Failure
Subparts:
* Sea Blockade -
* Breaching the Walls 0
* Persuading the Zelkori to surrender when the walls breach 0
* The Sack or Occupation of Zelkor +
See Description in Zelkors actions
Action 4: The Trans-Casovian Expedition
Weight: Single
Results: Hard -1 (++0-) = 0 Mixed Results
Subparts:
* Survive natural events (rapids, forest fire, disease) +
* Survive animals +
* Contact tribes in friendly fashion 0
* Complete the survey -
After the Sedonian troops cross the mountians the come in contact
with Torphanies troops that while polite insite they return back over the
mountians. The excitance of Torphan troops this far north does intrige
the court back home. The Sedonian troops were not actually able to
gather weather this was an actually part of torphan or just an area under
annexation.
Rhudyn
Action 1: Nations Hooking up
Result: Normal 0 + (0+++) = +3 Success
Weight:Single
Fudge Points:1
Military 0
Magic +
Feast +
Fortifications +
Action 2:Hard Hats on
Results:Hard -1 + (0---) = -4 Failure
Weight:Single
Fudge Points:1
Expand Port 0
Highway -
Roads -
Luck -
The goblin and army movement have distracted all the resources and
workers from the improvements.
Action 3: Lions and tigers and Goblins ohh my!!!
Difficulty:Normal 0 + (+++-)
Weight:Single
Fudge Points:2
Move Troops +
Secreacy +
Foriegn Aid +
Luck -
The troops are moved into place, with the greatest amount of secracy.
Milakanur promises to come to Rhudyns aid, while Mir promises that they
will provide supplies and other resources, lets Rhudyn know that at
this time a military presence is not possible, the army having been out
in the feild for the past several years needed to rest.
Tanimbar
Action 1: Troop Movements
Results: Normal 0 + (+0+-) +1 Succcess
Objectives:
Troop movement to Border +
Fortify goblin lines 0
Improve Border forts +
Luck -
Action 2, 3, & 4 Supplying and Evacuating Zelkor
Diffculty: Normal 0 (+0+-) + 2 = +3 Success
Objectives:
Sending Convoys with Supplies +
Setting up refugee camp 0
Evacuating Citizens +
Luck -
Tanimbar is able to move large amounts of citzens.
Kaeir
(Which of the long term projects will you be contiuning and dropping?
you have a lot of them.)
1. Saltrim Project
Weight/Duration: Single weightage/Normal difficulty/2 turns.
Results Normal 0 (+000) = +1 Success
suparts
supplies +
building 0
support 0
luck 0
Fudge points: 2
Norma (+1,x)
2. Guard Expansion
Weight/Duration: Single weightage/Hard difficulty/2 turns.
Results: Hard -1 (+000) = 0 Mixed Results
subparts
expand Guard +
expand Rangers 0
none citzen recuritment 0
Luck 0
Fudge points: 3
3. Fleet Expansion
Weight/Duration: Single weightage/Normal difficulty/2 turns.
Results: Normal 0 + (+0--) = 0 Mixed Result
subparts
building first van +
building second van 0
recruitment -
Luck -
Fudge points: 3
Normal (0,x)
Action 4: Passage for Zelkori refugees
Weight/Duration: single action / normal difficulty / 1 turn.
Result Normal 0 + (---+) = -2 Failure
Send Fleet -
Refugees -
Desired refugees -
Luke +
Unfortantly Zelkor and Tanimbar seem to have some sort of Allaince
and the evacuation while preceding does not seem to include Zelkor as
part of it.
Zelkor
Action 1 Flee!
Results: Normal 0 + (+-0-) = -1 Failure
Subparts
Bank Documents +
City Documents -
Moving the records 0
Luck -
The Bank Documents are really the only documents that survive the
moveing. All others were either left behind or water damaged on the
ships.
Actoin 2 Flee! (Some more)
Difficutly: Normal (It would be hard if Tanimbar had not also spent
an action to help)
Result: Normal 0 (00++) = +2 Success
Subparts
Organize Citzens 0
Organize supplies 0
Travel to Free Cities/Anaduan +
Luck +
With Tanimbars help the citzens of Zelkor are effectively moved out
of the city.
Action 3 BURN!
Results: Hard -1 (+000) = 0 Mixed Result
Subparts
Hold Sedonia +
Destroy city 0
Flee 0
Luck 0
Action 4 Ship of Fools!
Difficulty: Hard -1 (++++) +3 Success
Suparts
Curse +
Attack Fleet in Harbor +
Attack any fleet coming south +
Return and Lead People to Free Cities +
The Exodus of Zelkor.
Qaiyore watches as Sedonian troops begin to squeaze the Prinicpality
of Zelkor. In the midst of this the Zelkorian Princes is heard by his
people. "We will never surrender to Sedonia."
In a well cordinated effort the Zelkor and Tanimbar fleets are able
to move over two hundred thousand people to a series of refugee camps
located just south of the Tanimbar line, and several thousand more who
were not in the city during the seige manage to cross over the Tanimbar
border.
The Sedonian Bloackade arrived to late to prevent most of the
evacuation, and with their one permitted convo Tanimbar manages to move the
last of the Zelkors citizens that are in the city and willing to leave.
The Sedonia troops quickly discovered why Zelkor withstood the second
Goblin invasion, as they discovered the strength of its walls, and the
fact that most of the ground underneath the city is rock.
Finally about midsummer the walls of Zelkor were breached, and as the
Sedonian's entered the city they found the city burning or destoryed.
Zelkors once gracious buildings were being licked with flames. The
grand statues that once stood guard over her were defaced and toppled.
General Martros order the destruction of what remaind of the city.
General Martros arrived at the harbor in time to watch as the Sedonia
Bloackade was once again desimated by the desperate Zelkor fleet.
Unlike last time battle when the Sedonian fleet was being destoryed they
fleed back to Thalsedon.
Before he left the Prince laid a cure one the city that the ghosts
would haunt the ruins for all except a leader who will resist the rule of
sedonia. This curse was left insribed above the throne of Zelkor.
Traveling north the fleet attacked and destoryed a few ships, but
soon turn around and returned to the Refugee camps of Tanimbar. Loading
as many citzens as possible the Tanimbar and Zelkor fleet follows the
Princes son's trail to the Anaduan.
Soon word of Zelkors exdus reaches across Midsea, as countless
Merchants vessals come across the floating nation.
(Numbers: About 210.000 flee with the prince, 50,000 are still live,
but 10,000 of them have fleed to either Sedonia or Tanimbar and not
joined the exdous, or left with Kaeir. The remaining either died over the
past three years of war or died during the sack of the city or
otherwise unaccounted for.)
Shanari
Action 1:
Result: Normal 0 + (+-+0) = +1 Success
Subparts:
The willingness of the Moriyah to accept his claims +
The willingness of the Mor'Nagb to accept his claims -
The willingness of the Jabuar to accept his claims+
The ablity of his sister to keep him out of trouble 0
Action 2:
Result: Normal 0 + (00+0) +1 Success
Subparts:
The accuracy of the map 0
The usefullness of the map 0
The intrest of the other tribes +
The intrest (and awarness) of peoples outside of the Commonwealth 0
Action 3:
Diffculty: Hard -1 (+00-) = -1 Failure
Subparts:
The degree to which the Milakanur guards in Jabau have actually stopped
persecuting the Milati +
The interest the flamboyant building of the tower garners among
non-Milati Jabau 0
The interest the favorable trade dealings garners among non-Milati
Jabau 0
The extent this intrest translates into conversion -
Action 4:
Difficutly: Hard -1 + (++00) = +1Sucess
Subparts:
Convincing Council members of the Faymiyuniyya +
Convincing Council members of the Moderates +
Convincing tribal delegates to the Council 0
Convincing other members of the Council 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
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Juuso Vesanto - 15 Feb 2006