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)
- (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