Rhudyn Actions for 1467
Action 1: Making a stand
Rhudyn begins their task of bringing their close friendly nations to a
trade agreement with one another. Beginning with Aixelsydan King Ronara
begins a tour around parts of
Mid Sea? . While in Aixelsydan he will visit
with his daughter and son-in-law as well as the king. Fine jewels from the
mountains will be given to the King and Queen.
Ronara will also offer an invitation for the King to visit anytime he
wishes.
After enjoyable company it is time for serious business. King Rhudyn means
to keep his promise to Kaeir. With a complete national alliance already in
place he will ask for Aixelsydan to close the Kaeir embassy demand that the
inhabitants return back to Kaeir and take up the boycott against Kaeir
allied with Rhudyn. King Rhudyn believes that if they can stand up against
the Ice Demons they can stand up to anything that they believe in. United
they demand the respect of Kaeir. The ideal will be pushed that because of
the Keairean lies and misdeed they do not deserve prosperity from trade with
their nations. He will also inform him of the other nations that will be
asked to join them in the act of Kaeirean boycott and free trade.
Weight: 1
Difficulty: Easy
Fudge Points: 3
Factors:
+ Ice Demon War
+ Port Jabua Incident
+ Recent Kaeirean deceit against Aixelsydan
+ Exsisting alliance between the two nations
+ A visit from the King himself and his family
+ Aixelsydan Relations with Milikanur
- Kearean ambassador
Action 2: Milikanur
After his stay King Ronara Rhudyn will go with his fleet to Milikanur
visiting the King. There will be a shipment of granite given to the king to
show what kind of stone Rhudyn has to offer from her mountains. This stone
is excellent for defensive buildings which should be of interest to them
seeing that they were almost invaded from the east by the Panchayyah.
Rhudyn will give Milikanur 50 tons of free granite to build up their
defenses on the east.
During his stay he will explain what Rhudyn is doing to right the wrongs
that were done to their nations and ask for the support of the might from
Milikanur. Milikanur will join in on the boycott on Kaeir.
The deal offered is free trade between Rhudyn, Milikanur, Aixelsydan and
any other nations that join them. This will be a great benefit for them as
that they don’t trade with Kaeir now that they don’t have Port Jabua.
It will also give Milikanur a chance to stick it to Kaeir in a way that
they didn’t see coming much like the Port Jabua incident. After all
Milikanur does understand Kaeir dependence on trade.
Weight: 1
Difficulty: Easy
Fudge Points: 2
Factors:
+ Ice Demon War
+ Port Jabua Incident
+ Recent Kaeirean deceit against Milikanur
+ Superb relations between the three nations
+ A visit from the King himself and his family
+ Feelings of vengeance that may be harbored against Kaeir
Action 3: Last Stop
On the way back to Rhudyn Ronara will stop by all of the free cities for
brief stays. He will explain the situation and ask for their alliance.
Kaeir being far away for many of the free cities they won’t feel the effects
of exportation as they stay closer to home. However Kaeirean trade does
help them some.
This being, the King will explain of the other nations joining this
coalition and that it will greatly increase the amount of trade coming in
from Aixelsydan and Milikanur. With assurance of backing in trade that the
free cities might need he will urge them to boycott Kaeir and close their
embassies or enclaves.
Weight: 1
Difficulty: Normal
Fudge Points: 3
Factors:
+ Trade alliance with Rhudyn
+ A visit from the King himself and his family
+ Recent improvement of relations with the southern free cities
+ Distrust of Keairean foreign policy after Port Jabua
+ Support of Aixelsydan and Milikanur
- Fear of Kaeirean backlash (although support from the other three nations
should cancel this out)
- An ununified land
Action 4: Get’er done
Finally having the chance to return to finishing up the highway and
cleaning up after the ice demons Rhudyn will use her current workers and
have soldiers help for a few months on their way home. They will receive
assignments depending on present location and will be doing various things.
In the east the soldiers will be establishing better ports and bases; in the
south they will be repairing scrying towers. In the east they will be
finishing up ports and the major road system that has already been started.
In the north they will continue to build homes and repair cities. They will
also construct a large navel base in Port Annorrur.
As there are already supplies being poured into the economy from the
previous year and continuing there will be no problem of having ready
materials in appointed locations.
Weight: 1
Difficulty: Normal
Fudge Points: 0
Kaeirean events for 1467
Port Jabau
The Kaeirean Republic has found itself the largest property owner in Port Jabau as a result of the Kaeiro-Mirrish Treaty. The Ministry of Commerce announces it will sell these properties at below market prices to merchants willing to establish trade and commercial compounds in Port Jabau. Within a few months, the Kaeirean population in Port Jabau swells as Kaeirean merchants plying the Trans-Calarnar trade route take advantage of the glut of property.
Port Kaeir
The Van Angrix-Kiviri union is over, with every member of the Von Kiviri dead or fled from the country. In an ironic twist, the assets and property brought into the union by Quetzal von Kiviri are inherited by his wife Lady van Angrix, giving the Saltrimi house even greater wealth and influence than it possessed before the Saltrimi recession, and returning it to the ranks of the great Twelve Families. In a surprising move, Van Angrix begins a series of litigations to reacquire property seized from Von Kiviri in the previous year during the Kaeiro-Sedonian joint operations, claiming the right of inheritance through marriage.
New Tirmaeir City
The Grandmaster Avin Nightwalker recuperates in the Mother-Lodge of the Brotherhood of the Night, having sustained serious injuries during the attack on Quetzal von Kiviri and his shadowspawn. Avin however, from his bed, continues his development of the Brotherhood's binding magic with the same two dozen Nightbrothers that had fought the goblins at Port Annorrur and participated in the assault on the Von Kiviri.
New Tirmaeir City
War having been narrowly averted, the country returns to a calmer and more commercially minded pace of life. The Home Guard is dispersed, and individual citizens return to their homes and occupations. In New Tirmaeir City, when the time comes for the special guard unit formed temporarily for the Kaeiro-Milakanuri War to be disbanded, the House Guard (comprised of House militia companies), a number of Lords express their dissatisfaction at missed chance for war, adventure and the commercial opportunities that arise therein. Going against the grain, these Lords decide to form a mercenary legion comprised of their house troops, to be made available for hire to legitimate customers in the Midsea. And so, the Midsea Legion is born, numbering between 500 to 1000 professional soldiers.
Kaeirean 1467 actions
1. Develop Kaeirean Enclave in Port Jabau
With the successful signing of the Kaeiro-Mirrish Treaty of Port Jabau, Kaeir begins work on fulfilling the terms of the treaty.
The mass purchasing of half of the Milakanuri colonists' property, and those remaining colonists that choose to accept the Kaeirean buyout offer, will see a good majority of property in the port owned by the Kaeirean state.
The urban infrastructure of the port is also developed, with the streets, sewers and water supply upgraded throughout the port. The Kaeirean Mission in Port Jabau is upgraded and renamed as the Special Mission of the Kaeirean Enclave of Port Jabau (the Mission-Magister is also promoted to the new rank of Enclave-Magister).
A timetable for the withdrawal of the Kaeirean Republican Guard units is drawn up and implemented. Only the Lokton Guard unit remains, and is transferred to the Colonial Guard under the command of the Office of Colonial Affairs (the unit though is allowed to keep their traditional colours and insignia from the Celtehari town of Lokton).
Finally, the property purchased from the Milakanuri colonists is sold to Kaeirean merchant houses active in the Trans-Calarnar and northern Midsea trade - under the condition that they establish functional trade compounds in them, and that the Republic has a buyback right should the house later put the property up for sale.
a. Purchase of Milakanuri colonists' property. b. Development of urban infrastructure in Port Jabau (the town and the Kaeirean Quarter within it). c. Discussions with Jabuasi sanoukh about handover process. d. Gradual withdrawal of Kaeirean Republican Guard and Kaeirean Republican Fleet. e. Conditional sale of ex-colonist property to Kaeirean merchant houses (requires establishing a permanent, occupied trading compound in the port, and fully manning the farms bought as well).
Weight: Double (2 actions) Difficulty: Normal Duration: One Turn
Elements: Kaeirean Republican Guard, Office of Colonial Affairs, Kaeirean Diplomatic Corp.
Fudge points: 2
2. Aixelsydanese relations
In light of weakened relations with the northeastern nations, the Senate appoints as Ambassdor to Aixelsydan Lord-Heir Rodriq van Basiluddin, grand-nephew of the late founder of the Republic, Lord Osric van Basiluddin. Like most nobles of Van Basiluddin, Rodriq was born in Aixelsydan before the mass migration of his clan to Kaeir at the request of the Basilludin clan's most famous son, Osric van Basiluddin. It is hoped that appointment of the future lord of House Basiluddin, a man fluent in Aixelsydanese and at home in both Kaeirean and Aixelsydanese culture will provide the Republic the best means to repairing relations with Aixelsydan.
Ambassador Lord-Heir Rodriq van Basiluddin's brief will be to promote trade between Aixelsydanese and Kaeirean merchants, and more importantly, restore the once good relations between the Aixelsydanese and Kaeirean governments. Rodriq is given considerable authority by the Senate in any negotiations to achieve this. A secondary brief given to Rodriq is to facilitate the improvement of relations between Aixelsydan and its fellow-Alorathean neighbour, the Panchayyah.
Weight: Single Difficulty: Hard Duration: One turn.
Elements: Lord-Heir Rodriq van Basiluddin, Kaeirean Embassy in Aixelsydan, Aixelsydanese government.
Factors: + Historical relationship between two countries + Kaeirean merchants frequent visitors to Aixelsydanese ports - Port Jabau Incident - Ice Demon war - Kaeiro-Rhudynese arguements + Possible role Kaeir can play in improving relations with the Panchayyah
Sub-actions: 1. Acceptance of Lord-Heir Rodriq van Basiluddin's appoint as Ambassador 2. Degree of interest by Aixelsydan in improving relations 3. What opportunities exist for future improvement of relations
Fudge points: 2
3. Millati evangelisation continued
With the return of Kaeir to a peaceful status, the evangelical Darrgrixi houses renew their efforts at evangelisation in the NW Midsea, with particular emphasis on Sedonian Timar and Saltrim.
Elements: Missionaries from Darrgrixi College in Crownsbane, Crownsbane College. Weight: One Duration: of Difficulty: Normal
Elements: + Logistical support from Darrgrixi College + Previous successes + Expanding Millati communities in these regions (support from these communities and their Millati Towers)
Mir 1467
Continue rebuilding the city (Stratigic)
Resolution: Normal (0) Dice (0+--) Double (+1) = 0 Mixed results
Watersystem/sewage 0
trouble spots +
rebuilding -
luck -
Result: (+4,0,x,x,x)
Rebuilding continues, but there are some unforeseen setbacks. The
quarries nearest to the
city are becoming depleted, and stone needs to be brought in from
further. Additionally,
some legal issues are raised over who is responsible for the costs of
rebuilding in some
privately owned, but publicly used buildings, such as the baths.
- Actions 3 & 4: Contiune building up the colony. (stratigic)
Resolution: Normal (0) Dice (+-0+) Double (+1) = +2 Success
Natives +
observe dragons -
build up colony 0
Luck +
Result: (?,?,+2,?,?)
Natives continue to accept the Mirrish colonists, and are starting to
realise the
benefits of new trade opportunities.
I'm unsure how many actions there have already been for colony building.
Hence the question marks. But I'd say its success pool is 5, to establish a
small colony and associated garrison. Quite small, actually, since it is
so far away.
Celpalar
Action 1: I like my ocean-front property
Weight: single
Difficulty: Normal
0 (0+-+0 = +1 Success
Factors
Move colonist 0
Take control +
Build -
Luck +
There is no objection to the moving of colonist, and no opposition to taking
over new territories, but most of the effort being spent in controling the areas
distracts from the building of much besides basic communities.
(you will need to make this a multi year action.)
Action 2: Time to make a little room for growth
Difficulty: Normal
0 (++++) = +4 success
Again will need multi year actions for this.
Action 3 & 4: The best defense is a good offense
Weight: double
Difficulty: Hard
- (+0-0) + = 0 Mixed Results
Subparts
Aryisa +
land troops. 0
position troops -
luck 0
Negotiations are entered and Aryisa seems fine with the idea, but they insist on
Celpalar help conquring there southern areas first in face of Sedonian attempts
to support the south. Pointing out that Sedonian presences here would inhibit
the unification and possible prevention. Celpalr toops while able to land are
unable to get deloped beyond coast, as Razanian is smelling a rat.
Kaeir
1. Develop Kaeirean Enclave in Port Jabau
Weight: Double (2 actions)
Difficulty: Normal
0 (+-++) = +4 success
Infrastructure of onclave +
Jabua responces -
prepare troop removal +
sale +
everything goes over well, except the locals tribes object, more of in the way
of complaining over dinner, but no seriously, to the Kaeir bying of land they
feel should be theres for purchasing. Over all everything comes out of Kaeirs
liking.
2. Aixelsydanese relations
Weight: Single
Difficulty: Hard
- (+0--) = -2 Faliure
Factors:
Sub-actions:
Ambasador +
Relations 0
Trade -
Luck -
Fudge points: 2
The Aixelsydanese are willing to listen, but flately refuses any treaties from
Aixelsydan, and closes there markets to Kaeir trade, and prohibit trade with
Kaeir.
3. Great Council Reform
Weight: Single.
Difficulty: Normal (they have the numbers!)
Duration: One turn.
Elements: Evangelical houses, Millati houses, other houses.
0 (0-00) = -1 Failure
Factors:
+ Evangelical/Millati coalition majority
+ Foreign crises having a domestic impact
- Supporters of Kaeirean secularism
Sub-actions:
1. The vote. 0
(since the vote itself was 0 = mixed results I am roling for the
individual subjects. Is that okay)
Removal of Lord inqisitor +00+ = +2
Milliate State church -++-- = -2
2. Secular/merchant faction reaction -
3. Ability of Kaeirean civil society to handle this change 0
4. Reaction of military 0
The votes rage across the bord. The current consul is removed, but the
appointment of Avan as Consul is opposed by the secular and merchant factions.
It is felt and agreement runs through out the populase and military that the
head of the brotherhood of night should nor be appointed as consul. So
objection to Avan himself is minimal, its having him holding double jobs.
Rhudyn
Action 1: Making a stand
Weight: 1
Difficulty: Normal
Fudge Points: 3
+0++
Close +
Expell Embasy 0
Tripe +
luck +
Action 2: Milikanur
Difficulty: Easy (thought very hard and any other year I would have said normal,
but with the Kaeir's Jabua actions, and the fact Milakanur with the lost of
Jabua has no trade with Kaeir.)
Fudge Points: 2
+ (+-0-) = 0 Mixed Results
Close Trade +
Gift -
Trip 0
Luck -
Milakanur agrees to now go into any trade deals with Kaeir, but the present is
delayed by ocean storms. Over all Milakanur only promises to not to enter into
any trade deals with Kaeir. Unfortantly Sedonia intelligence agency catches
wind of the deal.
Action 3: Last Stop
Weight: 1
Difficulty: Normal
Fudge Points: 3
0 (+0+-) = +1 Success
Northern Free cities +
Southern Free Cities 0
Trip +
Luck -
The Northern Free cities being heavy trade partners come to an agreement, but
the southern cities polity decline
Action 4: Get’er done
Weight: 1
Difficulty: Normal
Fudge Points: 0
0 (0-+-) = -1 Failure
To much attention is spent focusing on the trade embargo.
Sedonia
Action 1: Who ya gonna call?
Difficulty: Normal
Progress: (+1,+3,+3,+2,x,x,x,x,x)
0 (++0+) = +3 Success
Subparts:
* Clear the ruins +
* Examine Safe Zones +
* Clear the lesser ghosts from the city 0
* Search other archives and question prisoners +
(could I please get a write up of what has happened so far in this endevor.
Then I will send out a write up for the progression. Thanks.)
Action 2: I think we need a better boat
Type: Double, Strategic
Difficulty: Normal
0 (000-)+ = 0 Mixed Results
Subparts:
* Hull Design experiments 0
* Sail plan experiments 0
* Research into 'alternative' propulsion methods 0
* Recruit Ka'Shari shipwrights -
Action 3: A simple idea
Type: Single
Difficulty: Hard
Subparts:
* Find appropriate materials (crystal, metal, combination of both?) +
* Assembly 0
* Testing for functionality, safety, ease of use, reliablity,
reusability -
* Luck +
- (+0-+) = 0 Mixed Results
While the idea does have merrit and a few protypes are developed. The cost is
discovered to be extremely high as the materials that are needed rare, and the
protypes are fairly unstable. Luckly no one has been hurt in the process but it
might only be a matter of time.
(will make a write up for the material in a couple days. Have some ideas and
want to finish thinking them through. Then will send them out. Thanks)
Jason
--
Chad Powell - 04 Aug 2006