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Rhudyn

Action 1-2: Coming together Difficulty:Normal Weight:double Fudge Points:0

The main focus this year is on military corrdination and political support in their nation. The king will begin a whisper campaign throughout the land to pull the people into a stronger sense of patriotism. He wants rumors of the streangth of Rhudyns forces to be passes around and the fact that Rhudyn brought the allaince together to break the last ice demon invasion. He will use this to ensure backing of the population and also to get the word to the southern part of Aixlydon that Rhudyn is willing to give it's all to ensure the saftey of the population that not to long ago was a part of Rhudyn itself. Banners will be hung in cities and the northern borders to show support againts those that fight the ice demons. There will also be rumors started of the horror that the demons are bringing upon the land that they have taken over. The mages will continue to recruit and work with the Tanan mage towers and learn about each other. Military Magic

Action 3-4: Lions and tigers and Goblins ohh my part 2!!!

With forces in place and supplies comming from Mir and the aid in arms coming from Milikanar moral is high. The outpost on the path through the mountains will be streangthened. Th part closer to Aixlydon will be watched carefully by the scouts and mage towers. The mages will keep this part more natural as to not atract attention. Trade ships will have scouts aboard to survey the coast line and keep track of Aixlydon forces. The mountain men will be used to survey and tabs on all ice demon movement and forces. The war will be watched very closely. The navy will continue to steangthen their forces and technology. Mostly this year is just more preperation and planing.

Action 3-4: Coming together Difficulty:Normal Weight:double Fudge Points:0

Rhudyn Results

Action 1-2: Coming together Difficulty:Normal Weight:double Fudge Points:0

Increase Patriotism 0 Propagada 0 Military 0 Magic +

Normal (000+) = +1 Success

Action 3-4: Lions and tigers and Goblins ohh my part 2!!!

Ships 0 Fortifications 0 Mountian Men - Mage +

Normal (00-+) = 0 Mixed Results

Tanimbar

Action 1& 2: Moving back

Normal (00-+) = 0

Objectives Deployment back to Front 0 Taking over Mirrish positions 0 Intelligence gathering - Luck +

The Tanimbar military is able to move back to its previous positions along the goblin front. Unfortantly they between the moving of troops and the loss of magical gathering systems little information is gathered on the enemy this year.

Action 3& 4: Marcus' Dream (there will be story behind this, has yet to be written)

Hard -1 (++00) = +1 Success

Objectives Travel to Mir + Getting in to see Torphan Ambassador + Negotiations 0 Luck 0

The ambassedor allows the Tanimbar

Sedonia

Action 1: Who ya gonna call?

Difficulty: Base of Hard (+1)--However, since this is a strategic action, I'm going to take 1.5x as long to resolve it, in exchange for a reduction in difficulty of 1 to Normal. In other words, Jason, figure out how many successes you think I'd need at base difficulty, then multiply that number by 1.5

Normal 0+00 =+1

(+1,x,x,x,x,x,x,x,x)

Subparts:

  • Clear the ruins 0
  • Protect the workers +
  • Trap the ghosts in the palace 0
  • Find out just what they're really dealing with. 0

Action 2 & 3: Over the Mountains Type: Double

Normal (+--+) +1 = +1 success

Subparts:

  • Infiltrate the Trans-Casov and return safely. +
  • Gather information on the Torphani -
  • Avoid getting caught by the Torphani, tribals, or wild critters -
  • Transfer legions to the border with Torphan. +

Action 4: An unusual request

Kaeir

1. Saltrim Project (2 of 2)

Normal; (+---) = -2 Failure

Sub actions:

Hiring of further labor + Completion of remaining 10% of docks - Completion of shipbuilding section of Arsenal - Completion of manufacturing section of Arsenal -

Fudge points: 2

the depression is felt ever were in saltrim even in its attempt to build up the docks.

2. Guard Expansion (2 of 2)

Hard -1 (+0++) = +2 sucess

Subparts: - Recruitment of final 600 into Kingsbane Guard + - Recruitment of 800 more Rangers- - None citzens + - Luck +

Fudge points: 3

3. Fleet Expansion (2 of 2)

Norma (+00+) = +2

subparts completion of 2nd van recruitment + Saltrium 0 Emancipation 0 Luck +

Fudge points: 3

Shanar

Action 1: The Kelshiri Campaign (part 1 of 3)

Subparts: Morale Ability (cavalry in moutains and swamp... just living day to day is going to be a pain)- Kelshiri Native reaction 0 Dwi Coatl worshipers reaction (negative would be gurilla tactics, neutral would be no action, postive would be open war fare) 0 Luck +

Hard -1 (-00+) = -1 Failure

Actions for Mir

Action submission

Action 1: The Southern Expedition (strategic action)

Over the past couple years Mir has been sending several fleets south. And over the last year they have fortified a sit along the coast. As of this year the sit is offically named Neasopur. The sit of Neasopur had walls built around its location to act as a protection. Farms were planted and common house were raised. This year much of the complex attention will be focused on stabalizing the farms. Also a water storage system will be built for the long winter months. More permanant buildings will be constructed. Large barracks will be built this year to provided better shelter against the cold.

The fourth fleet will be sent to the sit, as the ships from the first fleet return. The fourth fleet will carry supplies, as well as a couple scholars who specialize in dragons. Attempts will once again be made to survay the lands around the settlement. attention will be paid to resources such as stones, and wood. Attention will also be paid to see what information can be found about the wild dragons in the area.

Difficutly:Normal Weight: double

Action 2: Temple of the Divine Mothers (Strategic)

The vaults under the Library in Mir still holds the original plans for the Temple of the Divine Mothers. Mir begins the process of makeing plans for the new building. While the original plans will be used and as much attention will be paid as possible to the old designs, there will be improvements made on the building to bring its style up to standard.

Mir will contiune to import the nessisary resources. This year at least they know exactly what resources will be needed. the resources will be stockpiled in preperations for the building. With the grounds cleared this year will be digging out the foundations for the buildings. Also artisan will be commisioned this year for the larger then life statues that will grace the complex.

Difficutly:Normal Weight: Single

Action 3: Do they ever die

With the rescent attacks by the remaining goblins, and reemergance of the mysterious beasts Mir once again moves to take action. Its military is still recovering from a decade at war, as so is unable to help that way. Instead they offer magical help. It will come in the form of communications and survalance. these offers will go to both Aixelsdyan, and Rhudyn.

In accordance with the aggreement with Rhudyn Mir will contiune to ship in supplies. This year most of the supplies will be food for the locals who have been driven out of there homes. This goes to both Rhudyn and Aixelsdyan. Offers will also be made to the Sedonian evacuation fleet

Difficutly:Normal Weight: single

Action resolution

Actions 1: The Southern Expedition (strategic action)

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

Dice:

  • Neasopur construction: -
  • Neasopur community: 0
  • Neasopur neighborhood: +
  • Dragon scholars: 0

Results: Neasopur is built on a promising site beside a good natural harbor. The natives around the area prove to be friendly, if somewhat primitive, and turn out to be a big help in getting the community started. The construction work proves to be more difficult than expected because of the lack of a good quarry. The walls around Neasopur are only partly stone.

The scholars find only no traces of dragons in this area, but the natives tell stories of them far to the south.

Action 2: Temple of the Divine Mothers (Strategic)

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

Dice:

  • Building on old plans: -
  • Resourcing: +
  • Foundations: -
  • Artisans: 0

Results: Combining old designs with modern ideas and improvements is not very easy. Building the foundations is delayed considerably by heavy rainfall during the best construction period.

Action 3: Do they ever die

Resolution: Diff = Normal (0) + Dice (0---) + Extras () = -3 Severe failure

Dice:

  • Magical help: -
  • Supply ships: 0
  • Sedonian help: -
  • Luck: -

Results: This year's military operations are cursed with bad luck. Due to a multitude of reasons, almost every operation is a new setback.

NPC

Aixelsydon vs Ice Daemons

Aixelsydon

Aixelsydon has gathered portions of its military and begin to attack the goblins that have invaded the lowlands. They are trying to push them out.

Difficutly: Hard -1 (000-) = -2 Failure

Aixelsydon, has been pushed back even farther and were only able to stop them in near the end of the narrow neck of land between the mountians and ocean. The goblins now control the eastern section of the southern shores of Aicelsydon.

-- Chad Powell - 04 Jul 2006

Topic revision: r1 - 17 Oct 2006 - 23:02:43 - Chad Powell
 
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