Rhudyn
Actions 1,2,3
The War with support from calvary, tar pits, fire pits, all sorts of mass trap lines and such all the while heavy artillery taking out the incoming masses. Walls being built with pike lines all the works. The same stratagem as the war before. The goal is to make such a mess of the advancing army that the long range weapons rip them apart as they try to advance over the field of battle. The forts built will be placed upon large mounds of dirt, the outside area will also have large walls of dirt, three barriers to be exact. The army will fall back as the army approaches making the fort a death trap for attackers. The ice demons will have to rake all three huge dirt walls before they can even begin attacking the forts. The whole time arrows and boulders and traps are taking them out. The army will fall back from the walls before the enemy is to close simply because there is no need to die on the walls, as they retreat the next wall will be giving them support already causing mass casualties to the ice demons. The retreating group will station with the next wall and fight making the second wall even harder to break. The mounds will be higher each time so that the highest point is the fort over looking each dirt barrier with the barrier closest to the fort over looking the next and so on. Realizing that that if the forts fall all the troops inside will die there will be multiple mages in the forts mainly for battle support, healing, and communication but also as the last resort to teleport themselves and as many soldiers as possible out of the fort to designated portal safe areas. There will be multiple forts like this across the siege line and also at main cities. The calvary will be in two large groups scouting the area. One will be sent with some of the war mages to the siege line for support. The mages will be able to transport from fort to fort and line to line to give word on the enemy. Because of this information will travel quickly from all group. The area where the siege line is at is in fact a very thin piece of land from the coast to the mountains. Due to this navel range support will be effective in the defense of the siege line. This will keep the ice demons from being able to concentrate fully on the forts and siege line in an effort to divide their forces and attention. When word of the ice demons approaching the siege line is given the calvary will be placed in the mountains from the south. When the battle starts the calvary will hold ranks and wait for the signal to advance. The fort stationed on the coast will fall after putting up a descent fight the troops will fall back to the fort where as mass teleportation will be ready to begin. They will transport to the fort next to them. The others that are still holding off the demons will light the fort on fire and evacuate out the a small tunnel in the back concealed by a rock from the outside. A part of the tunnel will be designed to collapse on trigger to keep the demons from following them. The far fort on fire is the signal for the Cavalry to begin. In the sense of victory of the fall of the first fort the ice demons will hopefully be lured into a false sense of victory and begin to push hard and fast on the other forts. This will leave them weak from their south eastern flank. It is here that the calvary will strike first. The calvary will have the goal of riding into the leader ring of the invading army and taking out their leaders before they know what happens. Magic will be in use to keep the calvary from being seen while in wait. It will seem as if their are boulders at the base of the mountain. The northern army will be heavily beefed up and will march down from the base down to the siege line taking out any ice demon forces in the process. As this force travels south they will be asking for assistance from any able hand. They will even combine with Aixlidon forces if they will join. The King himself is riding out with this group for many reasons one being morale which will be important here. His son will be riding out as well to the siege line to help the men there.
- Results: Diff (0) + Triple (1) + Dice (-1,1,0,1) = +2 Success
The fortifications on the northern border are completed, with the old
Aixelsydani Timber Veil converted into the second largest complex of
fortifications in Qaiyore--only the Torphani Wall is larger. However,
the main body of Goblins in Aixelsydan ignores Rhudyn and its forts,
concentrating their efforts on taking Port Anorrur.
The troops cutting the Ice Demon supply line are also reinforced to
about 45,000 and build fortifications. There is some naval support, but
the Rhudyn ships have to travel through the Straits of Anorurr and into
the Outer Ocean, and only a few are capable of prolonged operation in
the wilder seas there.
The blocking force gets a +1 for their defensive works. The northern
force would have had a +2 bonus if they had stayed to defend, but it's
moot since they attack.
For battle resolution, see below.
Weight 3 Difficulty Hard- sub. defending the forts Normal
Action 4 resuplly all forces
With word of the supposed monster in the east being taken care of the rest of the forces except for the bare minimum for safety of the home land will be moved. Even the men of Tana will be asked to go to the battle of the north. Ships will be used for mass and quick transportation. A decent force will be sent to the siege line but most will go the northern forces. With these forces all nessacery equipment will go also. Word will also be communicated to Milikanar that land troops are needed, as well as Mir. With plenty of navel force in act from several different lands the real test will be on the ground. A call to arms will be given to all citizens able to fight within the southern aixlydon lands. Every man with a sword or a bow can and will help in this battle. No one will be forced to do so but it will be a big effort to get troops and support for Rhudyn on its old soil that was once home.
Weight-1 Diff. Norm.
- Results: Diff (0) + triple (+1) + Dice (0,1,1,0) = +3 Superior Success
About 60,000 men are mobilized. 20,000 reinforce the blocking force,
10,000 man the minimum defences needed, while the other 30,000 go north.
However, Rhudyn's economic determinants are reduced by -1 for the next
year, due to the loss of manpower. The longer the forces remain
mobilized, the longer the penalty will last.
Results
Milkanur:
Aid Aixelsydan against the Ice Demons Difficulty: Normal Result: Diff (0) + Dice (1,1,-1,1) = +2 Success The Milakanuri contribute ~12,000 soldiers to the defense of Port Anorurr. +1 to Aixelsydan's defense of the city.
Aixelsydan:
Reinforce Port Anorurr and hold out against the Ice Demons Difficulty: Hard, but may be improved by the actions of others.
Results: Diff (-1) + Mod (+1) + Dice (0,1,0,1) = +2 Success By stripping their northern garrisons to the bone and instituting a draft, the Aixelsydani raise 20,000 troops to bolster the 21,000 in and around Port Anorurr. The reinforcements, combined with the aid from various sources gives +1 to Force and Morale.
Ice Demons:
1. Attack Port Anorurr
Ice Demons: The Ice Demons split their forces in half, ~50,000 attacking Port Anorurr, and ~40,000 trying to reopen their supplies. No force is larger than twice the smallest, so no size modifiers. Demons lose 1 force for being out of supply.
Force 0 + Size 0 + Morale 3 = BV 3
Port Anorurr Defenders:
The reinforcements from Milakanur, the aid of the Sedonian Navy, and the Kaeiran Nightbrothers bolster Aixelsydani Morale. Master Scourge Raban, the anti-demon talents of the Nightbrothers, and Sedonian siege engineering experience add 1 force, and an additional 1 force for being "in death ground".
Force 2 + Size 0 + Morale 1 = BV 3
Aixelsydani Relief Force: A Force of 1 for combat experience, Morale of 2 from the personal leadership of the King
Force 1 + Size 0 + Morale 2 = BV 3
(A[3 + (1,1,-1,1)] + R[3 + (0,1,0-1)]) - I[3 + (-1,1,-1,-1)] (A[5] + R[3]) - I[1] = +7 Mythic Allied Victory Ice Demon Morale Check: 3 + (-1,-1,-1,-1) = -1 Failed, Routed Aixelsydani-Milakanuri Casualties: 10,300 out of 53,000 Rhudyn Casualties: 10,860 out of 58,600 Ice Demon Casualties: Utterly destroyed, 50,000+
To summarize: The Ice Demons waste themselves against the walls of Port Anorurr in futile frontal assaults, while the defenders are constantly reinforced and resupplied by sea.
The Rhudyn attack on the Ice Demons' rear completely demoralizes them, and when the Aixelsydani and Milakanuri forces sortie, the Ice Demon forces are utterly destroyed in bloody battle.
Effects: Any force lead by Master Scourge Raban receives a +2 to Force and a +1 to Morale. Relations between Aixelsydan and Rhudyn, and Milkanur and Rhudyn, improve to +3 Superb. The King of Rhudyn receives +1 to his Influence and Consent permanently.
2. reopen their supply line south.
Ice Demons: The Ice Demons split their forces in half, ~50,000 attacking Port Anorurr, and ~40,000 trying to reopen their supplies. No force is larger than twice the smallest, so no size modifiers. Demons lose 1 force for being out of supply.
Force 0 + Size 0 + Morale 3 = BV 3
Rhudyn:
The defenders get a Force of 2 for being dug in behind strong defensive works, and a Morale of 1.
Force 2 + Size 0 + Morale 1 = BV 3
R[3 + (1,1,0,-1)] - I[3 + (0,1,0,-1)] R[4] - I[3] = +1 Rhudyn Victory Ice Demon Morale Check: 3 + (-1,0,0,0) = +2 Passed Rhudyn Casualties: 10,000 out of 45,000 Ice Demons: 20,000 out of 50,000
The Ice Demons are repulsed in heavy fighting. Due to their severe loss at Port Anorurr, next year they will probably try to infiltrate southward and escape, rather than be chased down and killed.
Mir:
All Actions
Rebuilding of Mirabalpur. (stratigic action)
Earthquakes are not at all new to the city of Mirabalpur and like any
other time the nessisary resources are pulled into dealing with the problem.
As according the ancient plans laid out in the early stages of the
realm a tent city is set up outside of the wall of Mirabalpur. All
citzens who's house were destroyed or are unlivable at the moment will
be move out to the tents. Prist and sorcerers will be sent out into the
city to help with the injured and to help move people to safty as
quickly as possible.
The first part of the year is to be spent cleaning the city of
rubble. The main areas of consern will be the harbor and the warehouse
districts, and along the river.
Attempts will be made to salvage what resource can be rescued from
the various buildings. Mirabalpur's buildings style has been set by
city law for centeries and so the nessisary resources are known, and the
resources are being sent into the city from various parts of the Empire.
Mir also sends request to Burcancy, Tanimbar, the Eerith and Sedonia
for aid in rebuilding.
After the warehouse/harbor/river districts are cleaned rebuilding of
thoughts vital buildings will begin. Next will beging cleaning of major
roads and houseing areas, and then rebuild thoughts areas to.
The Palace and the University will be cleared of all rubble, but no
attempt to fix will take place this year. The university being a park
like campus took damage, but the biggest problem in rebuilding will be
restoreing the time consuming art and such. The Ancient Section of the
Palace of Sorcery was structurally untouched by the earthquake. The
Imperial section took the most damage, and while still structrually
sound the building will still take years to restore to its former glory.
The Sorcers, Priest, militia, and the dragons will be called out in
full force to help with the clearing and rebuilding. Mirabalpur will in
the rebuilding contiune its current construction building standars,
which hold updates for the latest building styles.
Eubratosa will be moved against his will to the temple of Miracradsa
in Puramyr. It was said that there the goddess appeared to her first
high Priest and the founder of the Celamyrsa line. After it is
discovered that he will no longer be able to walk Eubratosa will return
to the capital to direct the restoration of the city. He will return to
the city not looking as a criple but riding the patriarch dragon's back,
not surronded by imperial pomp and ceremony, but as father figure.
Difficutly: Normal
Weight: Quadruple
Subparts
Aftermath
Clearing
Rebuilding
Luck
Ok . . . strategic action. I'm going to say five successes to complete
the major restorations, with complete restoration of all the fine
architectural details five years after the end of the strategic action.
Diff (0) + Quad (2) + Dice (0,1,1,0) = +4 Superior Success
Mirabalpur's emergency management plan works like it's supposed to. The
rubble in the trading districts is rapidly cleared, followed by the
roads and residential districts. Supplies flow in from around the
Mid Sea? : stone and wood from Burcancy and Tanimbar; construction tools,
heavy equipment, engineers, and doctors from Sedonia; and medical and
magical assistance from the Eerith. Despite the conflict over the goblin
war in Tanimbar, even Exquaestio sends humanitarian aid.
Fortunately, Mir has for the last few centuries had more houses than
people to live in them, and so the displaced population is quickly out
of tents and under roofs. As far as rebuilding goes, a good start is
made. The Sedonian engineers conduct a survey of the city, taking soil
samples, and are able to map several areas near the harbor and the river
where the ground would be unstable in an earthquake. They suggest
either turning these areas into parks or using magic to strengthen the
ground, although the second option would require regular maintenance.
Kaeir:
Action 1. Millati envangelisation (3 of 10)
Elements: Darrgrixi College, Millati preachers.
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).
+Established community in Sedonian Timar
Sub-parts:
* Preaching to Sedonian Timar (success to date)
* Preaching in majority of Kaeir (minority now not Millati)
* Preaching in Dominion of Saltrim (significant minority is Millati)
Results: Diff (-1) + Dice (-1,1,1,-1) = -1 Failure
The Millat's spread is slowed by the spread of the conflict between
Arlhanist and Marlupinist from Saltrim. Surprisingly, the core of the
dispute is not over doctrine, but over governing practices and procedures
The Marlupinist creed does spread in Sedonian Tirmar.
Action 2. Fleet expansion (1 of 2)
The Senate orders the construction of a further two Vans for the
Kaeirean Fleet, with the aim of producing a single new Van by the end of
1465, and a second Van by the end of 1466, adding a total of 40 new
ships to the Fleet.
Elements: Arsenals of Kahshaarton and Saltrim, and minor Arsenals of
Port Kaeir and New Tirmaeir.
Weight: 1 action.
Difficulty: Normal.
Factors:
+Successful expansion of Fleet in previous years
+Great building capacity (two major ship-building yards, 2 minor
ship-building yards).
Sub-parts:
* Recruitment
* Administration/Organisation
* Training
* Binding magic
Fudge: 2 points
Results: Diff (0) + Dice (-1,0,-1,0) + Fudge (2) = 0 Mixed Results
Construction on the first van is completed, but unexpected supply
shortages place the completion of the second van next year in doubt. A
group of private yards owned by House Von Angrix-Kiviri has bought up
large amounts of lumber and cordage, driving up costs of those items
throughout Kaeir. The supply disruption should even out by 1467.
Action 3. Military preparation (Secret action).
Under orders from the Senate, the Kaeirean General Staff begin
preparations for the liberation of the Port Jabau. Two Vans of the
Kaeirean Fleet, the Kaeirean Marines and all available Kaeirean Guard
units are to be involved.
As a cover, the official reason for the military preparations is
Kaeirean assistance against the Ice Demons in the Straits of Annorr.
Only the Senate, the Office of the Inquisitor and the General Staff know
the actual purpose of preparation.
Military units to be used in the operation (6000 men):
- the Czarsbane Guard of New Tirmaeir (a thousand men)
- the Kingsbane Guard of Port Kaeir (a thousand men)
- the Green Guard of Lokton-on-Port Kaeir (a thousand men)
- the Crownsbane Guard of Crownsbane Keep (a thousand men)
- Third Van and Fourth Van (forty worships in total).
- Marines of the Third and Fourth Van (a thousand men in total).
The Grandmaster will contribute a large number of Nightbrothers to the
operation, ideally hoping to commit a dozen Nightbrothers are also sent
by the Grandmaster to assist each Guard unit, and a Nightbrother to each
of the forty warships(meaning a total of 88 Nightbrothers). The
Kaeirean lodges of the Brotherhood of the Night should be able to supply
the necessary number, but the Grandmaster Avan Nightwalker will look to
the Shanari, Morvali and Bel'Adnese lodges if numbers are short.
Liberating the Gateway to the Holy City should be sufficient enough
force to motivate the Nightbrothers, not to mention their obedience to
the mission of the Brotherhood and the vision of the Grandmaster. To
the surprise of many, the Grandmaster volunteers himself for the
operation, and places himself in charge of magical military operations.
Merchant vessels are also drafted in if needed for transportation, under
existing State law that require merchant-houses to contribute warships
to any war-effort.
Elements: Kaeirean Republican Guard, Kaeirean Fleet, Kaeirean General
Staff, Office of the Inquisitor, Brotherhood of the Night.
Weight: 1 action.
Difficulty: Hard (secretive)
Factors:
+Recent successful expansion
+Knowledge of Port Jabau (intelligence and frequent Kaeirean travel
through Port Jabau)
+Long term planning for conquest of Port Jabau
+Participation of the Grandmaster Avan Nightwalker
Sub-parts:
* Strategising
* Logistics
* Training
* Ability to muster enough Nightbrothers from Kaeir firstly, and region
generally, within the year.
Fudge: 2 points.
Secrecy Results: Diff (-1) + (-1,1,1,1) = +1 Success
Action Results: Diff (-1) + (-1,0,0,1) + Fudge (2) = +1 Success
The Kaeiran forces achieve strategic and tactical surprise. The Port
Jabau garrison surrenders immediately. The only Kaeiran casualty is a
soldier who trips and breaks his wrist disembarking from his transport.
Unfortunately, Milakanur is outraged at what they see as an incursion
into their sphere of influence, and Aixelsydani is furious that the
reinforcements they were hoping for were a cover for invasion. Relations
between Kaeir and Milakanur fall to -4; relations between Kaeir and
Aixelsydan fall to -2.
The only thing that keeps Milakanur from retaliating against Kaeir with
an attack on Rimrivertown is their commitment to defend the Aixelsydani.
Action 4. Magical assistance (duration uncertain).
Alarmed at the prospect of a permanent Garrist sphere of influence on
the shore of the Straits of Annorrur, Grandmaster Avan Nightwalker sends
two dozen Nightbrothers (including two Master) to help overcome the
siege of Annorrur.
The two dozen will also use the opportunity to test the limited
binding magic the Brotherhood has been able to develop to date, as the
practical experience will surely prove valuable in improving the binding
magic later.
The two Masters are also instructed to use any opportunity to study
captured or killed Shadowspawn so as to further understand the demonic
variety of the binding magic.
Elements: Brotherhood of the Night.
Weight: 1 action.
Difficulty: Normal.
Factors:
+Recent successful expansion
+Knowledge of binding magic (compared to others fighting the Ice Demons)
-Inexperience in wartime conditions
Sub-parts:
* Defence of Annorrur
* Testing of binding magic
Results: Diff (0) + Dice (0,1,0,1) = +2 Success
The Night Brothers play a key role in the defense of Port Anorurr,
killing several Shadowspawn. The binding that links a demon to its host
proves to be almost identical to the binding magic used by the
Nightbrothers, with the exception of certain changes which allow the
demon to take direct control of its host's body in certain circumstances.
For more information, see below.
Tanimbar:
Action 1 & 2: The Offensive Continues
(4 of 5 completed)
With the goblins pushed out of their main regions and into the
forests toward the western frontier, the goal changes from engaging main
goblin groups to funneling them west to the border. Escape routes to
the left are to be left for the goblins, with the Tanimbar generals
hoping that the goblins will take those routes rather than fight. With
this in place, hopefully any major conflicts will be avoided but if the
goblins dig in, the army will attack before any major fortifications are
in place. To help with this, scouts are to report any of the respective
groups of goblins moving to join with one another and the army will, if
plausible, deter any such joining. Once the goblins are driven to the
border the army will force them a small distance over and then return to
begin setting up the watch forts that will be put in place.
Difficulty: Hard
Objectives:
Attack any non fleeing goblins
Funnel to the west
Prevent groups from joining
Luck
Results: Diff (-1) + Double (+1) + Dice (1,0,0,-1) = 0 Mixed Results
The Tanimbari army is successful in uprooting pockets of stubborn goblin
resistance, but without the support of Mir's dragon, mopping up leakers
who aren't fleeing west is very, very difficult. Still, the majority
(90%) of the surviving goblins flee west towards and over the Torphani
border.
Action 3: Preparing for the rebuilding
With the end of the war close at hand, Queen Katrina and the Council
of Merchants has been tasked with making the preparations for rebuilding
the roads, cities and mines that used to exist before the goblins
settled in after the Sedonian retreat. Using the intelligence gather by
scouts during the campaign, they are to make a plan for getting workers
and settlers into the area as quickly as possible, as well as setting up
way-points for the supply caravans. In addition to map the routes,
sites must be identified for rebuilding. They must also identify the
populace that will be moving into the area, as well as the merchants who
will be supplying the goods.
Difficulty: Normal
Objective:
Analyze Intelligence reports
Identify populace
Identify merchants
Luck
Results: Diff (0) + Dice (1,1,0,-1) = +1 Success
Despite some minor bad luck, the rebuilding plan comes together
successfully. +1 bonus to any rebuilding actions started next year.
Action 4: Marcus' Dream (
I have a major write up to do on this, I'll
try to get it in as soon as possible)
While enjoying the conversations with the Torphani Ambassador, Marcus
now realized that getting an embassy set up in the Torphan capital is an
impossibility at the moment. Changing his focus, Marcus begins to shift
to a possible trade post along the border, hoping that the incentive of
increased economy will be enough to start the process of a formal
diplomatic relationship between the two countries. He has drawn up a
plan, emphasizing the advantages of Torphani goods coming into the rest
of the midsea region. The tricky part will be in presenting the plan in
such a way that it with not threaten the Torphani isolationist views to
greatly. Also, this will mean getting an exact border area from the
Torphani ambassador.
Difficulty: Normal
Objectives:
Presenting plan
Emphasizing advantages to economy
Getting Torphani exact border
Luck
- Results: Diff (0) + Dice (-1,-1,-1,0) = -3 Severe Failure
The Torphani Ambassador completely rejects all of Marcus' proposals.
Worse, he has learned of Tanimbar's plan to drive its goblin population
into Torphan, and is not at all happy about it. The Ambassador warns
Marcus that if the Tanimbari continue with their plan, the Empire of
Torphan will retaliate.