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Events

The Great North-West War (this is for last year just so we know the results.)

Terebuani (0++0) = +2 Hisaria (0-+-) = -1 Hria (+-+-) = 0

(Love trying to resolve a three way war.)

The ruins of Myr-Kun are once again the sit of a major battle. The little village that was rebuilt there is once again destroyed. The Armies of the Hisaria and Hria having ignored the Terebuani march on what is the most startic location with in the area, the site of the former magical city of Myr-Kun. As the battle was reaching its end it appeared that Hria stood to hold the city. The two forces even as they withdrew were attaked by the terebuani forces. In the end the Hria forces withdrew orderly from the battle. The Hisaria troops fleed in defeat from the victorious Terebuani forces.

Events

Torphan +4: Rumors spread to Mir, and along Torphanise borders that the Days of the Child-God have begun. As to what this means Torphanise Ambassoders won't devolge. All that the Mirrish Embassies can find out is that the regents have been deposed, and the Child-Emperor ruled supreme.

(Yes I have a plot here, and no I am not going to reveal it at this time.) ; )

The Amo'Trall -2: A large forest fires sweeps through the Amo Trall lands south of Tavar Pass. Resources are strechted to the extent this year for the southern tibes, as they are pushed north to dwell around the Tevar Pass.

The Shanari Commonwealth -5: The very foundation of the commonwealth is shaken. The underground movement of the past decade has come to fruition. The child Boy-Prophet Ereli ab Liam ay-Martusam, with his never named, light eyed sister, voices has been heard by the people of Shanari. No actual conflict has been raised but a very large percent of the country has taken up their ancient roots. The Boy-Prophet, while supporting a less Millati goverment supports a stable goverment over the people. The commonwealth discovers that parts of the military has either converted or holds strong sympathies towards the movement.

The Great North-Western War: After the defeat at Myr-Kun, the two turn there attention to trying to focus on the mountians themselves.

Kaeir

Rhudyn

1. The North

After repairing damages in the north and establishing a strong military influence that is self supportive in the region, local elections will be held for the judges to take place and the nobles in the area will be given responsibilities due to them after attending court with the King. All government systems will begin implementation.

Weight: Single. Difficulty: Normal Fudge Points: Duration: 4 turns

2. I would walk 500 miles

With the completion of a sophisticated road system running through North and Centeral Rhudyn trade is booming internally. Now towns, cities, and villages are not so far apart. With solid stone as roads that will hold against time the king sees it as time to connect the nation. The process is known and the methods are proven so the highway that ends in old north central Tana will be extended all the way down to the southern border and the rest of the way North. The roads will travel across the north as well.

Weight: Single Difficulty: Normal Fudge Points: Duration: 2 turns

Factors: + Current roads making goods available extremely faster than before + known practice and methods + More developed north - Undeveloped south - Weather

3. Families should be together

The soldiers that are still busy keeping their country safe in the east have served loyally for the past several years. Many of these volunteers have been from home for a time. In response the King is offering free land in the east to these men if they wish to move their families their while continuing duty. Many forts, bases, and ports have now been established and the area is safe for more people. The military will build houses for the incoming families of the soldiers in areas by such places. Some of the heroes of the war will be offered Nobleship for their heroic deeds and they will be given charge of duties that a noble charges. The families moving to the east to be with their soldiers will be offered passage on vessels free of charge. In the North the soldiers will begin a rotation period but by now most of the soldiers should be from the area as volunteers were taken to fight the ice demons and to rebuild the land starting a few years back.

Weight: Single Difficulty: Normal Fudge Points:

4. The Milikanur wall

The safety of Milikanur from land invasion is an ongoing process that Milikanur started up again while beginning repairing the great wall in 1460 and Rhudyn would like to help her friend finish its endeavors. The needed stone will be shipped over to Milikanur and the top of the engineers who were recently involved in the revamping of the Earthen Veil will go to Milikanur to help with the construction.

Weight: Single Difficulty: Normal Elements: Milikanur engineers, completion already done on defenses, shipping,

Factors: + Similar past actions + Milikanur need for defense + Previous experience of Engineers - Storms - Foreign reactions

Celpalar

Action 1: New Colonies

Weight: single, multi-year (5-10)

Description: The colonies were able to establish themselves quite nicely last year. The main isle of Celpalar will continue to send supplies and extra colonists to help with expansion, fortification, and exploration of the new isles. Also, the colonies on the isle of Golaren will be building a road network to connect to the new colonies.

Difficulty: Easy

Objectives: 1. Send more colonists and supplies 2. Establish road network (Golaren) 3. Build and fortify colonies 4. Explore the northern islands (artifacts, extra colony sites)

Factors: Good seafaring skills Colonies are already established

Action 2: A new school

Weight: single, multi-year (3-10)

Description: With the amazing success of the harbor defense chains, the Assembly has decided to create a magical smithing school. This school will bring together the best smiths of the country, along with some of the most powerful mages with the hopes of creating some of the best armor and weapons that the world has ever seen. Also, by establishing a school they will be pooling together the best talents of both the smiths and the mages. Another benefit of this school is that it will create the capacity of equipping the Celpali army with superior weapons. Any surplus could then be sold to other countries for a good price.

Difficulty: Normal

Objectives: 1. Establish a school 2. Call in and test the smiths 3. Call in and test the mages 4. Begin working on new ways to enchant metal from the smiths (primarily weapons and armor)

Factors: Celpalar has a relatively obedient society The country as a whole will benefit by a better outfitted army

Action 3: Let's see what else we can do over here

Weight: single

Description: One half of the standing troops that are positioned on the border of Taranta will be pulling back to the coast, along with an equal number of militia. They will be pulling back under the cover story that the Celpali spy network has picked up rumors of a massive Aryisian offensive at the country of Sargor. (Or Haran if Aryisa has to go through Haran to get to Sargor. The map is not that clear, and I don't think that the debate that we had on city-state size was resolved.) The militia that was called to Taranta will remain on the border for two reasons. The first is to dissuade any fears that Celpalar is abandoning the northern Razanian kingdoms, and the second is to keep them in an advantageous position for future offensives.

However, the troops will be going to the southern border of Aryisa to help them with their offensive push to take Sout and Sargor before any western influence can be brought into those two countries.

Also, the troops will try to keep secret who they are when they land. They will not be flying Celpali colors when they land or when they begin fighting, at least not until next year. While it won't take long for the Razanian kingdoms to discover what happened, at least they won't be showing off the betrayal.

Difficulty: Easy (they're just pulling out and going sailing. This doesn't have anything to do with the actual battles they will fight in the southern half of Aryisa.)

Objectives: 1. Pull troops out 2. Sail to southern Aryisa 3. Integrate with Aryisan troops 4. Secrecy

Factors: Celpalar has a good defensive spy network, and a good relation with the Razanians. This means they should be able to keep their movements secret until they land in Aryisa. That means pulling out should be relatively easy.

Action 4: Time to for a bloodless war.

Weight: single

Description: The militia standing troops that were left on the border will begin to silently pull away from the border and begin infiltrating Taranta. This will be done at night, and will only be one or two squads at a time. The small number of missing troops should not be noticed by the Tarantans because the Celpali will have kept their camps separate from the foreigners. Once again, the troops that are moving will not be flying their colors in locations where they should not be, as stealth is their main objective. They will target the officials and leaders of the country, and will do a coordinated strike (by date) to capture as many of them as possible. These leaders will then be held as hostage for control of the country. The troops that remain on the border will also conduct a strike against the troops that remain on the border. The attack will happen at night, in hopes of catching as many people as possible unarmed. It will be explained to the troops on the border that their leaders have been captured, and that they are to surrender. Once the surrender has taken place, the Aryisan army that was at the southern border will be asked to march through to the northern border of Taranta in order to fortify it against Taran and Farnor.

The main idea in this move is to shed as little blood as possible while capturing the country.

Difficulty: Normal

Objectives: 1. Secretly pull troops from the border 2. Position troops throughout the country 3. Perform the coup to capture Taranta 4. Have Aryisa move their troops from the southern to northern borders of Taranta

Factors: These are the crack troops of Celpalar They have gained the trust of the Razanians Defensive spy network Alliance with Aryisa (troops will have already arrived in Aryisa by the time this happens)

MIR

Action 1 & 2: Rebuilding Mirabalpur.(stratigic)

The building of the City of Towers contiunes this year. Mir will work on resovling the political issues that arise after issues like the earthquake. This years the legal disputs that have arrisen over responcibilites are addressed. They will be brought before the Archmage Eubratosa himself.

A new sources of stone will be searched out as well. The first preferences would be withing mirrish territory, but quality will be a major factos. The City of Sorcerers has high building standers and its governing body is supportive of maintaining thoughts.

The rebuilding process will contine once again finishing to work on the public buildings

Normal Double

Political rebuilding stones luck

Action 3: Southern colony (stratigic)

The building of the southern colony is to contiune. Mir will contiune to improve the city so that it can be one part with any city on Midsea. Mir wants its colony to know that they are important to it. Mir will begin preperations for a teleporting room within the city. This year just the ground work for the room will be laid. This will allow for faster communications between the Mirabalpur and the colony.

Will also contiune there work on observing the dragons in the area. again none will be taken but careful opservations will be made with them.

The colony is also asked to gather information of the ice deamons. This is in hopes of being able to help oppose any future invasions of the Daemons. this includes asking the locals how they deal with the daemons.

Normal Single

building dragons info luck

Action 4: Preparing for the future. (stratigic)

The Archmage Eubratosa and King Opozoya Villard have been talking. As per the sugggestion made at Opozoya Villards corrination the union of the two magical orders. This year will be spent not in actually uniting the two organizations but in working out the contract.

The two magical orders have been friends since the inception of the Burcancy brotherhood. This is put the first step in preperations for the uniting of the two countries when Opozoya Villard takes the throne.

This year efforts will be taken to figure out what type of time frame the unification would take. The question oh how integratied the orders would become. Mir will be pushing for Burcancy to have be reconized with in the Brotherhood, but for it to more merge with Brotherhood.

Normal (there magic users willing to take the time that is needed) Single 2 fudge points.

Time frame leadership merging luck

Sedonia

First, events:

+ The Sedonian Emperor hires the mage Ulysses of Mirabalpur, son of the espiri Mirafelle, as a tutor for his magically-talented daughter Yzara (and, in a few years, his nephew Ahlgren). Ulysses is to provide both ordinary and magical tutoring for Yzara. Besides room-and-board and a stipend, Ulysses will receive training from Prince Barnardus in Vraa'al magic. (I'd discussed this off-list with Jeff, BTW)

+ The project to find ways of storing magical energy is suspended temporarily. While some success was had, the results are too dangerous for practical use or study. The government will look for a suitably remote location for further experiments.

+ General Valen Martros, Baron Martros, is knighted for his services in the Sinari War, the Sedonian Civil War, and the Ice Demon War. He is also awarded the title of Duke of Pran.

Action 1: Who ya gonna call?

Type: Single, Strategic Description: The ruins are now over half cleared, and the lesser ghosts raised by the Prince's curse are laid. Work begins on rebuilding the dockyards and port.

The rubble clearance continues, as does the search of historical records for mention of the powerful spirit the Prince's Curse called up. The researchers begin trying to chase down references to the creature called a "banshee" by the Zelkori.

Difficulty: Normal Progress: (+1,+3,+3,+2,+3,x,x,x,x)

Subparts: * Clear the ruins * Examine Safe Zones * Clear the lesser ghosts from the city * Search other archives and question prisoners

Action 2: I think we need a better boat

Type: Single, Strategic

Description: The new Sedonian Institute of Naval Architecture continues work on designing the next generation of Sedonian ships. The goal is to move away from reliance on galley-type ships, with their high manpower requirements due to the oarsmen and poor deep-water performance, and to develop designs that rely more on either sail-power or 'alternative' power and are capable of operation in the waters outside the Mid Sea? . Initially, the project is one of experimentation with scaled models.

Two propulsion methods being looked at are propellors and paddle-wheels. The first involves a screw driven by a crank shaft turned by a crew of men (the real-life early submarine C.S.S. Hunley was propelled this way); the second involves a treadmill driven by men or oxen driving a giant paddlewheel (the ancient Chinese used this to propel riverine warships). Magical methods, such as calling on water-spirits to pull ships along, are also considered.

Difficulty: Normal

Subparts: * Hull Design experiments * Sail plan experiments * Research into 'alternative' propulsion methods * Recruit Ka'Shari shipwrights

(This is a duplicate of last year's action since absolutely no progress occured last year.)

Action 3: Redeployments

Type: Double

Description: The Imperial High Command decides to rotate the deployments of the Legions as follows:

Thalsedon: 1st, 3rd, & 4th Cohorts, 14th Legion Tirroth: 5th Cohort, 14th Legion Caladyn: 6th Cohort, 14th Legion Inibar: 7th & 8th Cohorts, 14th Legion Gomel: 9th & 10th Cohorts, 14th Legion Tolmersa: 2nd Cohort, 14th Legion Zayura: 1st, 2nd, & 3rd Cohorts, 15th Legion Pran: 4th-8th Cohorts, 15th Legion Losela: 9th & 10th Cohorts, 15th Legion Roth Mythysa: 4th & 7th Cohorts, 13th Legion Vizur: 5th & 8th Cohorts, 13th Legion Kelsh: 6th & 9th Cohorts, 13th Legion Tiraren: 1st, 2nd, 3rd, & 10th Cohorts, 13th Legion Zelkor: 16th Legion

Wyrtal Border & Kajir: 3rd, 6th, 7th, & 9th Legions Hansari Border: 1st, 4th, 17th, & 19th Legions Casovian Border: 5th, 12th, 18th, & 20th Legions Torphani Border: 2nd, 8th, 10th, & 11th Legions

The Legions will not all begin relocating at once; rather, the redeployment will occur in four phases over the course of the year with five legions moving in each phase.

4 years after this major redeployment is complete, the Legions will

regularly rotate their deployments on a staggered four-year cycle. For example, Legions 1, 2, 3, 5, and 13 will rotate in years 4, 8, 12, 16, and 20; while Legions 4, 6, 8, 12, and 14 will rotate in years 5, 9, 13, 17, and 21. This rotation is a peace-time rotation; in time of war, normal transfers and rotations are suspended.

Difficulty: Normal

Subparts: * Winter Phase * Spring Phase * Summer Phase * Autumn Phase

Results

Anaduan

Action 1 & 2 "Sustaining the

masses" Weight: double

Supreme Cathaldera Artral Bileeth, Prince Eda Arracht, and Governor Delari take a trek away from the homeland and meet with the leader of Anacir on their way to the ports on the eastern shore. While in the city of Anacir, the Governor is presented with a peace offering of jewels and talk of a trade contract. From the ports of Anacir, the three dignitaries travel to capital of Rhudyn where they request a court with the king. At the meeting, they offer a trade contract thus solidifying the current trade agreement between Rhudyn and Anaduan. As a offering of good faith, Cathaldera Bileeth offers to leave the 30,000 unarmed mercenaries in Rhudyn to use conditionally as desired. In the trade contract, Anaduan offers 50,000 mercenaries in exchange for food and raw materials. On their return, the three men again stop in Anacir and speak with the Governor offering 10,000 mercenaries in exchange for food and raw materails. They also propose the idea of a single unified currency between the two lands. Difficulty: Normal (0)

0 (00+0) +1 = +2 Success

A confirmation of the trade relations is agreed upon by the rhudyn trade agreement. (rhudyn? what do you say?)

Action 3 "A Home for Anaduan"

Weight: Single

After training for the first part of the year, 125,000 of the standing army travel to Daua and aid the locals in construction of a stone castle for the Supreme Cathaldera and the Grand High Council. Governor Urid, Governor of Achitecture and Construction predicts that the construction will take 5 years to complete with the current ammount of labor. The castle will be able to house the Supreme Cathaldera, his court, place for each of the Grand High Council when they are away from their homes for matters of the empire, a Council meeting room, and place for VIP visitors. Difficulty:Normal

0 (+0+-) = +1 success

started a five year project (1,x,x,x,x)

Action 4 "A Place of Learning"

Weight: single

One of the universities constructed for the purpose of study is converted into a Seminary for Magi. The location of the Seminary is kept a secret and applicants are pre-tested before admission. Less than 10 will be admitted each year. Difficulty: Normal (0)

0 (-00-0) =-2 Failure

The school fails in its intial starting do to attention spent else were

will be an eight year progect.

Sedonia

Action 1: Who ya gonna call?

Difficulty: Normal Progress: (+1,+3,+3,+2,+3,+1,x,x,x)

0 (00+0) = +1 Success

Subparts: * Clear the ruins 0 * Examine Safe Zones 0 * Clear the lesser ghosts from the city + * Search other archives and question prisoners 0

The lesser ghosts are fairly well cleared. (where were you looking for banshiee references?)

Action 2: I think we need a better boat

Difficulty: Normal

0 (+0--) = -1 Failure

Subparts: * Hull Design experiments 0 * Sail plan experiments + * Research into 'alternative' propulsion methods - * Recruit Ka'Shari shipwrights -

Action 3: Redeployments

Difficulty: Normal

0 (00-0) + = 0 Mixed Results

Subparts: * Winter Phase 0 * Spring Phase 0 * Summer Phase - * Autumn Phase 0

The get moved.

Rhudyn

1. The North

Weight: Single. Difficulty: Normal

0 (0++-) = +1 Success

local election 0 implementation of government programs+ Luck +

(+,x,x,x)

2. I would walk 500 miles

Weight: Single Difficulty: Normal

0 (++0+) = +3 Success

action 2 Highway to the border + sub roads + getting stone 0 transporting stone +

(+3,x)

3. Families should be together

Weight: Single Difficulty: Normal Fudge Points: 3

0 (+0--) = -1 Failure

transporting families + building structers 0 offered nobleship for heroes - rotation periods -

Rumors of the monters and Ice deamons in the area causes the people to be really hesitant about crossing the mountians into new lands.

4. The Milikanur wall

getting stone 0 transportation of stone + engigners travel + working with milikanur +

Weight: Single Difficulty: Normal

0 (0+++) = +3 Success

Celpalar

Action 1: New Colonies

Weight: single, multi-year (5-10)

Difficulty: Normal

0 (---0) = -3 Failure

Objectives: 1. Send more colonists and supplies - 2. Establish road network (Golaren) - 3. Build and fortify colonies - 4. Explore the northern islands (artifacts, extra colony sites) 0

The war and expansion are to much for the celpalar people. While supportive of the war efforts they declare to much is being demanded from them. The citzens of celpalar demand the goverment cease trying to drive them from there homes to new lands. While no actually attacks on the goverment are made protest are scene in the streets.

Action 2: A new school

Weight: single, multi-year (3-10)

Difficulty: Normal (magical stuff of this sort is normal or higher.)

0 (+00-) = 0 Mixed Results (0,x,x,x,x,x,x,x,x,x)

Objectives: 1. Establish a school + 2. Call in and test the smiths 0 3. Call in and test the mages 0 4. Begin working on new ways to enchant metal from the smiths (primarily weapons and armor) -

(several factors here. One no magical weapon is really perminatant. Two the classical rpg type weapons/armor are not found in Celandra. Most magical weapons/armor are blessed or something of that sort by gods or something, but in the end it is such that it only gives flavor to the game not actual benfits to an army. Also it takes a while to create just one of these weapons. Months of cermony anc such. (Unless I miss understood our desions on magical artifacts) Now Magical artifacts are to be found, but the creation of a magic artifact is something either given by the gods themselves or the ultimate creation of a legandary craftsman. Which is possible to do but they tend to be few and far between. So while this school is established in the end this will just be a flavor aspect not an actual states contributer to celpalar. Which is just avaiable to a society.)

Action 3: Let's see what else we can do over here

Weight: single

Difficulty: Hard (your are trying to be sercrative and actively lying to the Razanians and military movements like this is ever easy.)

-1 (-+-+) = -1

Objectives: 1. Pull troops out - 2. Sail to southern Aryisa + 3. Integrate with Aryisan troops - 4. Secrecy +

The razanians don't supect anything. There are issues in the movements of troops though. supplies and events at home make it so while the troops arrive officals are unable to put all of there attention towards troop movement

Action 4: Time to for a betrayal

Weight: single

Difficulty: Hard (you are doing stealth )

-1 (0++0) = + 1 Success

Objectives: 1. Secretly send militia troops from the border 0 2. Secretly send standing troops into Taranta + 3. Gather intel on Taranta + 4. Standing troops will pull south into Aryisa 0

The information is gathered with no problems.

Kaeirean 1468 actions

1. Great Council Reform

Weight: Single. Difficulty: Normal (they really have the numbers now!)

0 (+-0-) = -1 Failure

The reforms occur but the new senate is less then popular. (Ibrahim I am sorry I can't roll well on this.)

2. Aid to the Talis of the Commonwealth of the Shanariyya (pending

results of first action)

Weight: Single Difficulty: Normal? (depends on Commonwealth reaction/GM)

0 (+---) = -2 Failure

Sub-parts

1. State of Commonwealth government? + 2. Loan of Guard units/Offer of credit/arms - 3. Brotherhood of the Night - 4. Regional reaction -

The Commonwealth politly thansk Kaeir, but firmly informs the Kaeir that this is an internal matter. The commonwealth says that if they were to except aid at this time they would show themselves as weak. The general view is that Kaeir aid would just make the commonwealth a Kaeir puppet. The commonwealth while worried about the pagens also understand how to play its local game of politics and seems to be doing well at this moment.

3. Transfer of Port Jabau to Jabuasi

Weight: Single Difficulty: Normal

0 (+-+-) = 0 Mixed Results

Sub-parts:

1. Transfer of authority/government + 2. Pullout out of all troops save for Enclave Guard - 3. Sale of remaining land to Jabuasi + 4. others reactions -

The transfer of authority goes over well, and the Jabuasi are extatic about the sail of extra land to locals and give praise to the Kaeir over it. Unfortantly stroms at sea prevent and delay the departer of troops at it damages the fleet sent to move them. Jabua allows the Kaeir to stay and eve helps fixing the ships. Other countries do not appresiate the delay though.

4. Implementation of Kaeiro-Celpalari trade agreement

Weight: Single Difficulty: Normal (the main issues have already been resolved)

  1. (00+0) = +1 Success

Sub-parts: 1. Sailing north from Razania to Celpalar 0 2. Setting up of trade establishments (administration, logistics) 0 3. Initiation of trade + 4. Luck 0

Mirrish action results:

Action 1 & 2: Rebuilding Mirabalpur.(stratigic)

Resolution: Normal (0) Dice (-000) Double (+1) = 0 Mixed results

Political - rebuilding 0 stones 0 luck 0

Result: (+4,0,0,x,x)

Action 3: Southern colony (stratigic)

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

building + dragons 0 info - luck -

Result: (?,?,+2,?,?)

Action 4: Preparing for the future. (stratigic)

Resolution: Normal (0) Dice (+000) = +1 Success

Time frame + leadership 0 merging 0 luck 0

Resolution: Normal (0) Dice (+000) = +1 Success

Time frame + leadership 0 merging 0 luck 0

Result: either due to common origins, frequent contact, or straight luck, the two organizations have much in common, and the merging from purely organizational point of view would be relatively easy. What is not easy is the political part of very powerful organization. A minimum of 3 years is the expected timeframe (strategic action, 3 years, difficulity normal, after Opozoya takes the throne).

juuso

-- Chad Powell - 12 Sep 2006

Topic revision: r1 - 13 Sep 2006 - 18:27:27 - Chad Powell
 
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