Rhudyn
Action 1&2: War, what is it good for?
Difficulty:Normal
Weight:Double
Fudge Points:4
With the defeat of the ice demon in southern Aixelsydan it seems that the ice demons are retreating southward. They will hit the siege line try to break through and continue on. In response the siege line will continue to receive supplies and men through the pass. With the ice demon force reduced to 20,000 the Rhudyn northern force will be split with 30,000 following them towards the line. The plan is as follows. A representative will be sent to the ice demons southward to try for a plan of diplomacy. Rhudyn wants to know what they want. The ice demon forces moving from Aixelsydan will be encountered as it does not seem wise to let such a force join others to the south. The 20,000 left behind will begin helping to rebuild many of the towns in Aixelsydan as well as manning the wall, as well as build forts and outpost along the eastern coast facing the ocean. Ports will be built along the way to help the resupplying ships to pass with more ease. Any natives that somehow survived the ice demon invasion will be taken in and helped. The Aixelsydon recruits will be informed of the plan that Rhudyn has of following the ice demons southward and any who wish to help can. Also their will be men who are staying to help rebuild the destruction left in the ice demon wake. A top member of the light council will be the representative to the ice demons. He has special instructions on what Rhudyn is ready to do to be rid of this reoccurring war. If the demons wish to farther north across the straights, Rhudyn is prepared to give them ships for transportation. This of course is not known to many as other nations will greatly look down upon this. The King greatly hopes that this is the desire of the demons. The ships will be from the impounded yards of pirates and such. There will be supplies to last a week on each one. If the demons agree to this then the ships will arrive shortly as they will be stationed at a new port on the eastern side of the coast. a weeks time will be given for the movement of the ice demons if they choose to do so. After this the an army of around 40,000 troops will move in to assure the movement of the ice demons from the area. 20,000 will be left at the siege line to assure its safety. In the meeting with the king of Aixelsydon Ronara will tell of his plan. he wishes the further help of his neighbor to assure success in this plan. Once the demons are at sea, after a few days they will be encountered by a surprise force of hopefully several nations. The plan is to sink the demons and destroy them before they can do anything. After all these ships are ships of illegal trafficking which holds a lot of cargo or they are old pirating ships which no longer have any weapons. Of course there is no sign of this given to the light council member who is to carry out diplomacy. No lies can be detected if there are none to tell. When the demons set out, word will be sent to Mir, Ayrisia, and the Razanians in order to warn them and beseech them for any navel support possible. Since the ice demons have lost two wars consecutively in a row to Rhudyn and her allies, this should appear as a hand of peace being outstreachted. If there are ice demons still in the area, depending on if they are hostile or war ready forces will engage if opposition seems minimal fall back if it looks like a butt kicking is coming their way or move in peacfully and monitor and help with food and shelter if needed. Rhudyn will not take pleasure in killing wemon and children even if they are goblins, taking those steps make us no better than them. However they will not help an occupying army of opposition unless it is to get them to leave.
Action 3: A Kingly council Difficulty:Normal Weight:Single Fudge Points:4
With the wall now in hands of Rhudyn and many cities and forts as well it would be easy for the Aixelsydan king to get ruffled the wrong way. During the meeting between the to Kings another important matter to discuss other than the ice demon war is the war between Aixelsydan a generation ago. Ronara will offer to buy back the Southern straight. In its condition it will certainly be a burden upon the Aixelsydan kingdom. As well as offering a purchase Ronara will also offer an alliance of peace, free trade, and strength in times of war. The two kingdoms he assures will work together on controlling the straight and will be friends in all ways. Talking of his fathers death after the war Ronara explains that another war over the same territory will do nothing but destroy the two kingdoms permanently and allow foreign forces to walk in on a whim and take what they will. Ronara also offers his second daughter to the king for himself or one of his sons as a show of genuity. Of course he already has asked for his daughters consent. He also points out that already their are numbers of his men helping to repair the South of Aixelsydan.
Action 4: A league of their own Difficulty:Normal Weight:Single Fudge Points:0
To counter act the down slide of the economy due to the lack of men a new program has been started. This program allows women and younger children to work. The Government has opened up many establishments for mass production of war ships, siege weapons, carts, arms, cloth, and food among other things. There are mass farms under the supervision of elemental mages, and town services weekly to report on the war. Any good story or heroic tale that has come from the battle is told as well as grieving done for those lost. The Elders believe that this will give a great steroid shot to the economy which will greatly improve the welfare of all citizens. Economy.
Sedonia
Action 1: Who ya gonna call?
Difficulty: Normal
Progress: (+1,+3,+3,+2,x,x,x,x,x)
Fudge Points: 2
Subparts:
* Clear the ruins +
* Examine Safe Zones 0
* Clear the lesser ghosts from the city +
* Search other archives and question prisoners 0
Action 2: Spheres of Influence
Difficulty: Normal (the nation of Haran does stand between the two
and celpalar and Mir will join with haran to keep its borders via a
treaty. Also normal razanian paranoia of outsiders.)
Subparts:
* Negotiate cash payment 0
* Area of Base -
* Number of Sedonian troops to be stationed at base +
* Luck factor -
While Sout seems up to some type of help agianst the Arysian they
don't feel that allowing for sedonian or any other contry to have any
type of permanant base within there small territory.
Action 3: Cleaning House
Difficulty: Normal
Fudge points: 2
Subparts:
* Support the Kaeiran action in Port Kaeir +
* Raid Von Kiviri properties in Sedonia concurrently with Kaeir raid 0
* Seize contraband and ships +
* Auction seized goods, if any. 0
You an ibraham understand whats going on here have fun.
Action 4: I think we need a better boat
- 0 (0 + 0 -) = 0 Mixed Results
Subparts:
* Hull Design experiments 0
* Sail plan experiments +
* Research into 'alternative' propulsion methods 0
* Recruit Ka'Shari shipwrights -
Results
Rhudyn:
Action 1&2: War, what is it good for? Difficulty:Normal Weight:Double Fudge Points:4
Double(+) + Diff(0) + Dice(---0) + 4fp(++) = 0 Mixed Results
The efforts of the Rhudyners aiding the Aixelsydani reconstruction go very well. Unfortunately, the clever plan to lure the Ice Demons into a trap fails when the Ice Demons kill and eat the emissary from the Light Council and his escort. It is apparent that the Ice Demons have no interest in negotiation.
The Ice Demon survivors split into small family groups and infiltrate south along the eastern coast under the cover of darkness, heading into unexplored wilderness.
Action 3: A Kingly council Difficulty:Normal Weight:Single Fudge Points:4
Diff(0) + Dice(00+0) + 4fp(++) = +3 Superior Success
The Aixelsydani agree to surrender control of the southern shore of the Straits of Anorurr to Rhudyn in exchange for the second daughter of the King of Rhudyn marrying the eldest son of the King of Aixelsydan. The Aixelsydani ask that both keep a military base on oppisite sides of the straights to help maintain joint control and peace..
Action 4: A league of their own Difficulty:Normal Weight:Single Fudge Points:0
Diff(0) + Dice(000+) = +1 Success
The various programs are a success, especially in Tana, where women have traditionally had more rights and privileges than in Rhudyn. The economic penalties from the losses in the war are offset. However, now that the women have been given these opportunities, they will not easily let them go again.
Tanimbar:
Action 1: Forts Difficulty: Normal Objectives: Building Forts Scouting goblin settlements Analyzing intelligence Luck
Diff(0) + Dice(+0+0) = +2 Success
The forts are completed rapidly, but goblin settlements prove difficult to find. However, the scouts do find the remains of the old Sedonian Imperial roads in the formerly goblin controlled region. With only minimal repairs and a major effort at brush-clearing, the old Imperial Highways can be reopened.
Action 2: Clearing the table Difficulty: Hard Objectives: Finding and Tracking remaining Goblins Eliminating any Goblins found Map making Luck
Diff(-) + Dice(00++) = +1 Success
The Goblins prove to be stealthy and elusive--many of their settlement were partially underground and disguised, and after several centuries of forest life, the Goblins are very good at hiding. Fortunately, it appears that the initial sweep was very thorough, and the mapmakers get on with their jobs undisturbed.
Action 3: The Building begins Difficultly: Normal Objective: Advance party travel to site Advance party prep at site Building road Luck
Diff(0) + Dice(0-0+) + Bonus(+) = +1 Success
The advance party reaches the site without serious incident and begins prep work, only to have most of it washed away in a series of severe summer thunderstorms. However, thanks to the discovery of the more-or-less intact old Sedonian road network, the work on restoring the roads goes very well.
Action 4: Mir Difficulty: Easy Objectives Loading supplies Travel Unloading supplies Luck
Diff(+) + Dice(-0-0) = -1 Failure
Summer storms result in much of the supplies being lost at sea.
Mir:
Action 1-4: Give Peace a Chance Difficulty: Hard (-1) Weight: Quad
Diff(-) + Weight(++) + Dice(00++) = +3 Superior Success
Mir successfully mediates a peace treaty between Kaeir and Milakanur, averting a war that might have engulfed the entire Mid Sea?. The final treaty essentially follows the second Kaeiran draft, with the only minor change being the addition of two Sedonian and Mirrish representatives to monitor treaty compliance until 1468 when administration is turned over to the Jabuasi sanoukh.
Action 5: Rebuilding Mirabalpur (+4,x,x,x,x) Difficulty: Normal Weight: Extra
Diff(0) + Weight(-) + Dice(0---) = -4 Severe failure
The loss of the shipment of Tanimbari relief supplies hurts the rebuilding. Worse, a second, milder earthquake occurs, subsequent to which the city's water supply is discovered to be contaminated. The Mir and the loaned Sedonian engineers clean and repair the reservoirs, but not before an outbreak of dysentery begins in the City. Rebuilding halts while resources are redirected to controlling the outbreak and treating the sick.
Kaeir:
Since the war is called off due to treaty, I will resolve only the anti-Shadowspawn action.
6. Putting one's house in order Elements: the Grandmaster, dozen Nightmasters, Sedonian agents.
Difficulty
Hard.
Duration
1 turn. Factors: Grandmaster's knowledge of binding magic. Brotherhood's experience of demons and of binding magic (Port
Annorrur siege). Grandmaster as Agent of the Green Lady. Sedonian expertise. Large number of shadowspawn. Political sensitivity.
Diff(-) + Weight(++) + Dice(0+--) + 8fp(++++) = +5 Extraordinary Success
Ibrahim, I'll leave the full write-up on this to you, but the high points are: * Clean sweep of Shadowspawn in Port Kaeir * Capture or Killing of Quetzal von Kiviri * Successful rescue of untainted van Angrix family members * Minimal casualties to the raid team/bystanders * Destruction of the von Kiviri compound by use of the Torphani demon-dispersers. The Torphani demon-dispersers are very powerful fireworks, with spells written in Glyphica Arcana on the inner casing. The energy of the explosion activates the spells. The duration isn't very long, but then, it doesn't need to be.
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Chad Powell? - 04 Jul 2006