Rhudyn

  • The War

Actions 1-3 Difficulty: hard Weight 3

With two years of preparation Rhudyn makes its move into Aixelsydan. The army will move through the pass made in the southern range in Aixelsydan. The Army will split into two parts. The Larger portion will come up behind the Ice Demon army and push them into the Aixelsydan forces. The calvary will be used mostly as a driving force. The other part of the army will set up a trench line to hold of the demons from the south that resupplly the main demon forces. After a successful fort and trench line are set up the army will begin to send in forces to weaken the hold of the demons. The materials for this effort are all ready and will take a minimum amount of time to complete. The ships of the navy will meet with the fleet of Milikanar and wait until the word from the communication lines come through that the military has made contact and will move into the battle within the day. The navel fleet will use its new catapults developed to tear apart the demon forces from another battle front and the transport ships will then send the troops into the fray. The northern army will make its way down and will position its forces in the range to the south to hold off any evading forces. This is not a force that will engage in battle unless a four front diversion is called for. Their purpose will be to ravage any forces that are trying to run from a long range. They will stay concealed as much as possible during the day but at night they will light torches for each soldier to cause an appearance of grandeur, this will also give the appearance of having a force almost three times larger than what it is as every soldier normally does not have a torch for every soldier. The plan is to box in the ice demon army and eventually they will give up or be totally slaughtered.

Ok, this is complicated--first, the trench line and supply interdiction:

Hard (-1) + Triple (+1) + Dice (1,1,-1,0) = Success (+1) A defensive line of fortifications is established along the borders, and the Ice Demon supply line is cut off. Roughly 32,400 Rhudyni and Tanan troops are blocking the supply line.

Second, resolve the main battle (note that the size for Rhudyn is about three-fifths of its total forces with full mobilization, the remainder were used to cut the supply lines, and that the size for Aixelsydan represents about two-thirds of their total forces with full mobilization):

Rhudyn-Tana Force: Size 48,600, Force Good (+1) [Base of fair, +1 for surprise], Morale Good (+1) [warrior tradition +1]

Aixelsydan Forces: Size 76,000, Force Good (+1), Morale Fair (0) [defending homeland +1, lost last battle -1]

Ice Demon Forces: Size ~100,000, Force Good (+1)[will be Fair next turn unless supply reestablished], Morale Great (+1)[won last battle +1]


Rhudyn-Tana Battle Value: Force 1 + Morale 1 = 2 Rhudyn-Tana Dice: -1,1,0,1 Aixelsydani Battle Value: Force 1 + Morale 1 = 2 Aixelsydani Dice: -1,-1,-1,-1 Ice Demon Battle Value: Force 1 + Size 1 + Morale 2 = 4 Ice Demon Dice: 0,1,0,1

Result:

Rhudyn-Tana: ( 4 + 2 ) - ( 2 + 1 ) = 3 Ice Demon Superior Victory Aixelsydan: ( 4 + 2 ) - ( 2 - 4 ) = 8 Ice Demon Mythic Victory

Rhudyn-Tana Morale Check: 1 + Dice (-1,1,1,-1) = 1 Passed Aixelsydani Morale Check: 0 + Dice (0,-1,-1,-1) = -3 Failed, Routed

Ice Demon Casualties: 5,000 to Rhudyn-Tana, 5,000 to Aixelsydan

Rhudyn-Tana Casualties: 20,000 dead or unable to return to service

Aixelsydani Casualties: 55,000 dead or unable to return to service (40,000 in battle; 15,000 in rout)


Values for forces in the Southern Aixelsydan Theater, start of 1465:

  • Rhudyn-Tana:
    • Force: +1 Good (+1 from combat experience)
    • Size: 28,600
    • Morale: 0 Fair (-1 from losing battle)
  • Aixelsydan:
    • Force: 0 Fair (-1 from casualties)
    • Size: 21,000
    • Morale: -2 Poor (-1 from losing battle, -1 from routing)
  • Ice Demons:
    • Force: 0 Fair (-1 for cut-off supply)
    • Size: ~90,000
    • Morale: +3 Superb (+1 from winning battle)

Rhudyn-Tana had a good plan--but no plan survives contact with the enemy. There were far more Ice Demons than expected; coordination between units of the army broke down; there was inadequate preparation for dealing with goblin-vampires, wolf-riders, and Shadowspawn; there was no coordination with the Aixelsydani; and the Aixelsydani broke and routed.

The remnant of the Rhudyn-Tana forces retreats back to the old Aixelsydani fortifications known as the Timber Veil and dig in. Fortunately, the main Ice Demon force chooses to pursue the fleeing Aixelsydani army, which manages to reach Port Anorurr, the last port city on the southern shore in Aixelsydani hands. The Ice Demons begin a siege of the city with the main body. Near the end of the year, a force of about 50,000 detaches and begins marching south to reopen their line of supply.

  • Action 4
Monster in the East Weight: Single Difficulty: Normal

In response to the fleeing villagers from the mountain range the forts from the original Rhudyn movement into Tana will be used as temporary homes for the evacuees. The Tanan home force will be put into action to guard against panic. As the king does not know what he is dealing with, the real purpose of the Tanan forces going into action other than putting on a good face for the public and looking like something is being done they will be asked to find out what the monster is and why he is attacking. A group of mountain men will be hand selected and asked to do recon in this part of the range to help the Tanan forces. If they are successful they will be rewarded beyond what they could hope for.

Normal (0) + Triple (+1) + Dice (-1,1,1,0) = +2 Complete Success

The creature in the mountains turns out to be nothing more than a giant cave bear with a toothache. There is some discussion about killing it, but cave bears are the totem animal of the local Tana clan. A shaman is summoned, and uses his powers and skills to soothe the animal and extract the tooth. No longer in pain, the bear returns to its normal range.

Kaeir:

  • Action 1. Saltrim Project (4 of 5)

Elements: Ministry of Domestic Affairs, Ministry of Trade & Commerce, Saltrimi Houses, Saltrimi labourers and artisans. Weight: 2 actions. Duration: 4th of 5 turns (failure of 1463 prolongs the effort). Difficulty: Normal (majority of construction completed)

Factors: +Labour force +Majority of construction completed

Sub-parts: * Completion of remaining 10% of docks (+) * Completion of shipbuilding section of Arsenal (+) * Completion of manufacturing section of Arsenal (+) * (random factor) (0)

Result: Diff 0 + Dice (+,+,+,0) = Superior Success (+3)

Questions: Has supply of material improved? What impact has the reopening of the Port of Saltrim made on the Saltrimi economy and on the Reconstruction Project?

The construction of the docks and Arsenal is finally completed. The local economy begins to recover from recession.

  • Action 2. Millati evangelisation (2 of 10)

Elements: Darrgrixi College, Millati preachers (predominantly from Tirmaeir - thus of a similiar cultural background to Sedonian Timari). Weight: 1 action. Difficulty: Moderate.

Factors: +Experience of past two decades of missionary work. +Common cultural heritage of Timar, Saltrim and Kaeir (Old Principality of Timar). -Different state (Sedonian Timar).

Sub-parts: * Preaching to Sedonian Timar (some Millati found on Sedonian Timar border with Kaeir, but not many) (+) * Preaching in majority of Kaeir (moderate minority now not Millati (+) * Preaching in Dominion of Saltrim (significant minority is Millati) (-) * (random) (-)

Result: Diff -1 + Dice (+,+,-,-) = Complete Failure (-1)

The Millat gains ground in Sedonian Tirmar and Kaeir, spreading far enough that planning begins for construction of a second Tower in Zayura. Unfortunately, in Saltrim, internal dissension in the Millati community between Arlhanists and Marlupinists draws in the preachers, with the result that they spend all their time debating members of the opposing faction, instead of missionizing.

  • Action 3. Development Brotherhood of the Night (strategic action -
ongoing: 2 of 5)

Elements: Grandmaster Avan Nightwalker, Masters of the Brotherhood, Nightbrothers, the Green Lady (magic sub-part). Weight: 1 action. Difficulty: Normal. Factors: +Existing international/regional organisation and infrastructure +Grandmaster as the Green Lady's Agent

Sub-parts: * Recruitment (+) * Administration/Organisation (0) * Training (0) * Binding magic (0)

Result: Diff 0 + Dice (+,0,0,0) = Complete Success (+1) (+1,+1,x,x,x)

Mir:

  • Actions 1

The southern colony. (Doubled, Strategic)

build up colony. Fortify colony. peaceful contact with locals. Find dragons Gather info these dragons habbits/movements

Results: Diff (0) + Mod (+1) + Dice (0,0,-1,0) = Mixed Results (0)

Establishing the colony proceeds well, and the natives seem helpful enough. However, several of the sorcerors in the colony complain about the natives smelling 'oddly' or 'unpleasant', although the ordinary colonists notice nothing. The guards on the walls report seeing odd shapes outside the walls at night.

Also, at certain times, the natives discourage the colonists from visiting their villages, and the colonists are asked to stay away from certain 'taboo' areas.

Oddly, when asked about the Ice Demons, the natives just smile toothily and say that the Demons have never bothered them.

A region where dragons roost is located about 100 miles south, but it lies at the top of a steep cliff with no obvious means of access from the ground. Observation on the ground is possible, but any access to the roosts would require mountaineering equipment.

  • Action 2

Decresing warmage training burn outs.

find out new ways to teach figure out what causes burn outs try to decrease burn out rate.

Results: Diff (0) + Dice (1,0,1,-1) = Complete Success (+1)

Careful experimentation shows that burn-out results when a warmage becomes intoxicated/overstimulated on their own adrenalin. Essentially, they lose their cool, lose control, and try to draw more power than they can handle or the coterie can safely provide, usually resulting in the deaths of the supporting mages and the death or burn-out of the warmage and channeler. By adding the teaching of calming meditations to the warmage curriculum, the mortality/burn-out rate falls to half of what it was.

* Action 3

The Temple to the Three Mothers. (Normal, Single, Strategic)

Build it.

Results: Diff (0) + Dice (1,1,1,0) = Superior Success (+3) (+3,x,x,x,x)

Better weather allows the construction crews to make up for lost time, and the new techniques in construction also help speed up the process.

In addition, the chief architect uses the services of several engravers and a recently imported Sedonian printing press to make multiple /accurate/ copies of the master plans, enough for all the crews on the project.

Sedonai

  • Action resolution

  • Action 1: Who ya gonna call?

Subparts:

  • Clear the ruins +1
  • Protect the workers +1
  • Clear the lesser ghosts from the city 0
  • Search other archives and question prisoners +1

Result: 0 (normal) + 3 (dice) = 3 Great success

Progress: (+1,+3,x,x,x,x,x,x,x)

Description: The Zelkor crew manages to locate some areas which seem to be safe from most ghosts and spirits, including the most potent ones. These seem to be mostly on the fringes of the city, which are easiest to clear of the debris. These act as safe havens for the workers, and provide a great lift on the morale.

  • Action 2: Lines in the Dirt

Subparts:

  • Apologize 1
  • De-escalate -1
  • Ask the questions and get an answer 1
  • Negotiate the border -1

Result: 0 (normal) + 0 (dice) = 0 Mixed result

Description: With news of the changes in government, the Ambassador initially courtiously (sp?) accepts the apology of the Prince. But later the tone changes, when response from the Torphani Emperor arrives. Officially, the response states that the ruler, not the servants, is responsible for the actions, and therefore a simple change of servants is insufficient as a show of goodwill. The relations remain icy. Unofficially, it seems that the incident is being used to gain political leverage within Torphani empire.

  • Action 3-4: Operation MERCHANT PRINCE

Subparts:

  • Travel to and enter Rimrivertown +1
  • Follow, capture, and interrogate the von Kiviri director 0
  • Break into the Von Kiviri offices and recover papers +1
  • Leave Rimrivertown safely with the information. +1

Fudge Points: 2

Result: -1 (hard) + 3 (dice) + 1 (double) = 3 Great success

Description: (since I submit this result so later, whatever happens, happens at the end of the year...) The operation is highly succesfull, the only failure is being unable to interrogate the captured von Kiviri director: he dies, by suicide or by external measures, during the capture. (I'll leave rest of the details to you.)

  • Action 5: Blockade

Subparts:

  • Block Ice Demons trying to leave +1
  • Block other parties trying to reach the Ice Demons 0
  • Protect merchant shipping transiting the straits +1
  • Weather 0

Result: 0 (normal) + 2 (dice) - 1 (extra) = +1 Success

Description: as evil tongues tend to say, blockade is something that Sedonia has much practice in... no major incidents.

Topic revision: r1 - 20 Oct 2006 - 22:12:07 - Chad Powell
 
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