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:

-- Juuso Vesanto - 07 Jan 2006

-- Juuso Vesanto - 15 Feb 2006

Topic revision: r1 - 04 Mar 2006 - 04:27:36 - Jason Heaps
 
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