Events
Avatar +1:
The city experences a boom as a undiscovered iron deposit is
discovered within its borders.
Bel'Adne -3:
Plague travels down the Mantol river. Mantol is unmearcefully
raveged by the plague. The Bel'Adne Goverment moves to prevent the plague from
speading farther into the coutnry, but milati zelots (not all milate just
zelots)who are opposed to the mageocracy causes issues in Sarnbar gate closer,
and the goverment finally triumphets after reports causes the other citzens to
storm the gates closed. *
Arysia +4:
The Aid to a Sargor general turns traitor, and supplies Arysia with
needed defensive information about the southern kingdoms.
The Hansari -1:
the Hansari tribes along northern border flee upon hearing
about the plague. As of yet no actually reports of Plague occur amoung them.
Hria -3:
A bought of plague stricks the city of Ro, and quicky spreads to
the Hria city of Shalpath. Bega seals the city to prevent the plague. Maripai
unfortantly seals its walls to late, but of the three plagued cities manges to
keep some control, while Tora manages to close its gate soon enought to aviod
the plague The armies of Hria stay out of the country avoideing the plague. *
Laria'rathi -2:
A hurricane strickes the northern coast.
The Saraa +4:
The pieces of the ancient ark of the the people has finally
been gathered. The movement towards the older ways arrises within the race.
- The plagues in each of these places happen in mid year in the height of
summer. So there reports won't arrive in midsea until the latter part of the
year. also I am going to write up more about the Bel'Adne event in story.
Actions
ARAYSIA ACTIONS 1469:
- Action 1+2: The war continues
Weight: double
Description:
Key forces will maintain there positions on the Arysian borders to ward
off any raids or attacks, while a force lead by Duke Savoren of an
estimate of 20,000-25,000 troops will launch a coordinated attack against the
south, hoping for a swift conquest. The war effort will focus on Sout,
where the largest concentration of Razanian barbarians can be found.
Though this info is not shared with Celpalar, the Arysian soldiers have
instructions to be as agressive as possible, even if this means civilian
casualties.
Objectives:
1. Finish troop and supply movements
2. Coordinate plan of attack with Celpalar troops
3. Start an agressive campaign into Saragor and Sout
4. If possible, eliminate its rulers.
Factors:
- joint effort
- agressive campaign will most likely result in conflict and increased
resistance
+ Arysian forces are well-trained and experienced
+ Arysia possesses defensive information on Saragor, thanks to a
general's aid turning traitor
+ hatred for Razanians
- Action 3: We're doing the right thing!
Weight: single
Description:
To keep morale within Arysia high, Regent Alvar IV will start an
extensive propaganda to keep people quiet. This program will include
several visits by the regent himself to key locations.
The goal of this campaign is to decrease unrest amongst Razanian
citizens within Arysia, and to raise morale amongst his own people,
convincing them that the war they're fighting is a good one, and that
the barbarians surrounding them want nothing more than their
destruction, including that of the Razanians who have "betrayed" them by
living in Arysia.
Besides speeches and debates, this campaign will also include small
cultural improvements, such as cultivating new grain fields, improving
existing commercial buildings, and similar actions.
Objectives:
1. Convince Razanians within Arysia that their kin outside Arysia want
them dead or imprisoned
2. Convince own citizens that this war is a just one
3. Visit key locations and, besides making appearance, gather intel on
any opposing factors to Arysia's goals.
Factors:
+ hatred for Razanians
+ Arysian populance supports already existing moral values and desires
- distrust of Razanians towards regent and Arysia
Anaduan
- Action 1 "A home for Anaduan (2nd year)"
Weight: Single
Construction continues on the Castle of Dura with 125,000 of the soldiers.
Construction methods improve, thanks to improved tools provided by Rhudyn.
The University of Architecture and Construction developed 3 new vital
building methods, making the Castle the first building of its kind in this
portion of
Mid Sea? . 1) Limestone Mortar. The mortar is extremely strong, yet
never fully sets and remains somewhat flexable, providing medium shock
absorption from seige, and great absorption due to earthquakes. 2) The base
(first 2.5 meters high) is constructed of river rock, creating a very
strong foundation, difficult to penetrate, while the rest of the walls are
made of brick, able to sway and give up to 1 meter at its highest point
without suffering severe structural damage. All outer walls are at least 3
meters thick. 3) A wooden "T" is placed in each inner wall, creating srength
and flexibility, allowing inner walls to sway much more than normal durring
earthquakes.
Difficulty: Normal (+1 for new, inovative tools)
- Action 2: "A Place of Learning (2nd year)"
Weight: single
Conversion of a current University to a Magi Seminary school continues.
Difficulty: Normal
- Action 3: "A Learning Expidition (1st year"
Weight:singe
A handful of students from the University of Anaduan take an expidition to
Rhudyn to study upgraded methods of raw material extraction, farming, and
metal working. 2 year action.
Difficulty: Normal
- Action 4: "Trade with Anacir"
Weight: single
Ambassador Baue and Gov. Delari return to Anacir and continue trade
negotiation. At the end of the talks, Anaduan agrees to trade 10,000
armed mercenaries in exchange for food and raw materials from Anacir. Both
nations prepare to implement a currency to take effect in the following
years based on labor (100 leftas = one day's work of a farmer/smite).
Difficulty: Normal
Kaeir
Kaeirean Events:
* The Midsea Legion, alarmed by reports of the plague to the north, pack their
backs and go home. (potentially a catastrophic move I realise)
* The Republic adopts the formal name "Holy and Green Republic of Kaeir" in
all formal correspondence, notices, declarations and
publications.
* The new Lord-Consul of the Republic, Grandmaster Avan Nightwalker, begins
the first year of his office. It is noted that in all
documents, discussions and conversations in which Lord-Consul Avan is speaking
in an official capacity, he uses the plural pronoun we/us/our instead of the
singular. When asked why, his reply is that "We speak for the Lady, the Land,
and the People, not myself."
* The Great Council elects five lords from the Millati/merchant backgrounds,
three Evangelical lords, one Basiluddinist lord, two Secularist lords and a
Traditionalist lord. The four Keepers of the Towers of Port Kaeir, Crownsbane,
New Tirmaeir and Saltrim join the Senate under the religious reforms of 1468.
An interesting selection, revealing that even in its support for the religious
reforms, the Great Council prefers that the Senate continue in its role of
representing all major interests, and of encouraging "lively" debate in matters
of policy, particularly in the fact that several majorities can be formed in the
Senate, depending on what issue is being debated at the time.
* The newly appointed Subgrandmaster of the Brotherhood, Cyril Nightwalker
(formerly the Master of Arms, and a member of the Council of Masters), continues
into his second year of office, after a very very very eventful first year. The
Subgrandmaster announces the appointment of Malthus Nightbrother, originally of
Rhudyn, as the Lodgemaster-nominate to the Dura Lodge project.
* Morvali devotional music, adapted by Morvali Millati into a style called
Qawwat, begins to rapidly gain popularity in Kaeir after a visiting troupe
invited by the Evangelical Darrgrixi Missionary College in Crownsbane, performs
in New Tirmaeir city. In the Qawwat style, singers of incredible range sing in
an intensely mystical state, the atmosphere of which proves highly infectious
with audiences. Qawwat songs are poems consisting of couplets sharing a rhyme
and refrain, the contents of which revolve around Millati religious themes such
as Divine Love and Love of the Divine as well as the intense personal inner
struggles that a believer would go through to obtain such clarity of thought.
Though technically poetry recitations performed to music, the mystical music
proves both entertaining and deeply moving for many Kaeireans.
---------------------
1469 Actions for Kaeir
- 1. Kaeirean Govt: Enter into negotiations with Milakanur
Having completed the transfer of Port Jabau to the Jabuar, the newly elected
Senate decides to enter into discussions with Milakanur regarding a peace treaty
and the normalisation of relations.
A Special Ambassador to Milakanur is sent by Port Kaeir. His mission in the
first year is simply to start the process of dialogue with the Milakanuri
government, and to establish what issues and demands there
will be in negotiations with Milakanur over a peace treaty.
The first year will not see the concluding of any agreement, merely the laying
of groundwork.
While the nature of the mission is conciliatory, the Special Ambassador is by
no means going to Milakanur with his tail between his legs.
Elements: Special Ambassador, Senate, Milakanuri Government,
Kaeiro-Mirrish Treaty.
Duration: one turn (precursor to a 2nd longer action)
Difficulty: Hard (Port Jabau 'Incident')
Key Factors:
+/- Milakanuri attitude/degree of interest
+ Kaeirean influence on Panchayyah
+ Purchase of Milakanuri property in Port Jabau (compensation)
Sub-parts:
* initiating dialogue
* Mutual reaction/issues/demands
Fudge points: 1.
- 2. Evangelical Darrgrixi College, Crownsbane: Evangelise!
[Strategic action - Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)]
The religious reforms of 1468 have given new impetus to the missionary movement
supported by the evangelical Darrgrixi College in Crownsbane, NW Kaeir.
The primary focus of the missionary activity is still Sedonian Timar, as well as
the Kaeirean Dominion of Saltrim.
One innovation though is that Darrgrixi College has obtained permission from
the Senate (the Senate have decided only after the Diplomatic Corp and the State
Office of the Holy Tower of the South both did not
object) to missionaries being given accomodation in Kaeirean diplomatic missions
throughout the Midsea, though responsibility for their behaviour, as well as the
cost of supporting them, remains with Darrgrixi
College.
In sensitive regions/countries though, missionaries are not allowed to be
hosted by the local Kaeirean mission.
[By the way this is a non-governmental effort - the Kaeirean state does not
sponsor missionary activities, though prior to the religious reforms of 1468, it
would not have even considered allowing Millati
missionaries to take a call of nature in the "waterclosets", let alone rent
facilities at diplomatic missions.]
Elements: Darrgrixi College and their trained Millati missionaries, the local
Kaeirean diplomatic mission.
Duration: action 8 of 10 (Andrew? can i continue with the old strategic action,
or should it be a new one?)
Difficulty: Normal.
Key Factors:
+ Darrgrixi logistical and financial support
+ Similiar, though non-financial, support from the Office of the Holy
Tower of the South
+ Missionary experience
+ Moral boost from religious reforms
- Now dealing with new "markets"
Sub-parts:
* Sedonian Timar
* Saltrim
* Rest of the Midsea (no idea how likely success is, or even where)
Fudge points: 1.
- 3. Kaeirean Govt: Expedition to Lower Kelshir to survey for possible
settlement site.
The Senate orders three ships from the Northern Trade Convoy to stop over in
the Lower Kelshiri River delta to survey the area and identify a suitable
location for the proposed settlement. The Brotherhood of
the Night attaches six Nightbrothers to the mission, due to the mission's goal
of supporting the Commonwealth and the Millati "mother church". Several
merchants with experience in the Upper Kelshir also volunteer.
The expedition will map the area, and once they have located a good harbour site
in a suitable location with a fresh supply of water, then land and scout the
area for necessary resources as well as to identify
what if any tribes live in the vicinity.
If possible, the expedition is to establish good ties with any local tribes.
If a good site is located with sufficient water supply, and good resources, two
of the ships will remain behind and establish the
nucleus of the settlement. The third ship will return to Port Kaeir to report
on progress, where preparations for a reinforcement of men and supplies will
commence.
If the task is too big, then once the location is surveyed, the three ships
will return to Port Kaeir where preparations for a second permanent expedition
will commence.
Elements: Three ship Expedition (sailors, Marines), six Nightbrothers,
Kaeirean merchants.
Duration: One turn (depending on outcome)
Difficulty: Hard (unknown region)
Key Factors:
+ Kaeirean experience at establishing remote settlements (Rimriverton)
+ Nightbrothers experience with hostile magic/demonic types
+ Kaeirean merchants with Kelshiri experience
+ Kaeirean experience sailing to Razania, and some influence sailing to Celpalar
- Potentially hostile area
Sub-parts:
* Sail from northern Razania to Lower Kelshir
* Scout Lower Kelshiri Delta for good harbour
* Survey site and surrounding region
* Establish good ties with nearby locals, if any
* Establish nucleus of settlement, if possible
* Return to Port Kaeir
Fudge points: 2.
- 4. Kaeiro-Sedonian General Agreement on Technology and Education
Sedonia and Kaeir having agreed on an educational and technology exchange (See
Kaeiro-Sedonian GATE post), the Consul submits the treaty to the Senate (the
approval of the Great Council not being required as the treaty only applies to
technology and education).
Elements: Consul, Senate, Fleet, Guard, Arsenal-Magister of Kahshaarton,
University of New Tirmaeir.
Duration: One turn.
Difficulty: Very Easy.
Key Factors:
+ Kaeirean and Sedonian support
+ Support from Fleet and Guard (weapons technology)
+ Support from University of New Tirmaeir (educational opportunities)
+ Good existing ties between Kaeir and Sedonia
- Action 5. Application for an Order of Extradition to
the Court of the
Inquisition
The delegation from Rhudyn has applied to the Court of
the Inquisition for
an Order of Extradition for Bartholomeus Nightwalker
back to Rhudyn to face
punishment for crimes he has been convicted of
(multiple rape and murder?).
The issues facing the Court are primarily fundamental
principles of Kaeirean
law:
Is there a sufficient enough common legal ancestry, or
sufficient enough
commonality in form or principles between Kaeirean and
Rhudynese law for an
extradition to be considered?
Are there any similiar cases of extradition for
serious crimes in "Midsea
Common Law"?
Was the Rhudynese trial of a sufficient standard
according to Kaeirean legal
requirements (ie. would any of the evidence or
procedures have been
unacceptable to a Kaeirean court in a significant
manner)?
Is punishment under Rhudynese criminal law
sufficiently similiar to Kaeirean
criminal law, or are there gross and unusual
punishments that would be
repugnant to the principles of punishment, deterrance
and reform of Kaeirean
criminal law?
Elements: Court of the Inquisition, Rhudynese legal
delegation,
State-appointed defence lawyer.
Difficulty: Hmm... Normal in the sense that there is
an answer here, so its
doubtful that
no answer could be determined by the
Court.
Duration: One.
Sub-parts:
* Rhudynese application
* Court of the Inquisition's research into comparative
Kaeirean and
Rhudynese law
* Verdict
Celpalar Action
Weight: single, multi-year (+2,-3,x,x,x,x,x,x,x,x)
Description: The colonies are well established, but
every new city can
always use a few more citizens. After the civil
unrest that was displayed
last year, the Ephors have made the decision to ask
for volunteers for the
new colonies. That would remove unwanted pressure
from those who would
prefer to stay in their homes.
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: Normal
Objectives:
1. Send more colonists (volunteers) 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
Current war effort
Citizens willing to obey leaders
Weight: single, multi-year (0,x,x,x,x,x,x,x,x,x)
Last year the
Mage Craft? School of Smithing was built
in the capital city of
Maelmor. It took longer than expected to determine
the location and begin
the construction. Because of the delay, no recruiting
took place.
This year, construction will continue at the school,
but the focus will be
on recruiting and testing of new smiths and mages.
Now that the main
complex is constructed that task should be made
easier.
Difficulty: Normal
Objectives:
1. Continue building the 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: People of Celpalar are always willing to do
something for the
betterment of the country
The country as a whole will benefit by a better
outfitted army
Positive results already shown by the harbor chains
- Actions 3&4: Sustain the war effort
Weight: Double
Celpalar will be sending another 3000 troops to help
with the war effort in
Aryisa. The troops will be escorting a sizable fleet
of supplies, which
will include food stuffs, medicine, and improved
Celpali crafted arms and
armor for some of the Aryisan allies. These troops
will be integrating into
the Aryisan army on the southern border with the 8,000
troops who are
already gathered there. The 3000 troops on the
northern border will remain
there and help to fortify the land there.
Objectives:
1. Load supplies and troops
2. Sail to Southern Aryisa
3. Aid Aryisa in conflict in the South
4. Dig in in the North
Factors: Sailing skills
Militaristic Society
Availability of supplies
Joint colonization effort
Rhudyn
Internal 1469 events:
Luindon, a top member of the light council, returns after two years in the mountains searching for the lost ancient city. He returns with some maps drawn by himself and of the mountain range but without a location of the city. Luindon is not discouraged however and begins to make preparations to return to the mountains to search for the city next year.
Ishmut now a nation wide competition has its first National Championship game in which a team from Port Annorror won.
The Queen of Rhudyn dies at age thirty after a fall from a horse. The King begins the traditional two year period of morning.
Rhudyn Actions
Weight: Single
Difficulty: Normal
Progress (+1,x,x,x)
Fudge Points: 0
The continuation of fully integrating the southern straights into Rhudyn.
Subparts:
* Public education system in place
* Rebuilding what has not been done in the efforts since 1467 (2 more years
or what Jason. There have been around 20,000 troops in clean up and
rebuilding efforts in the past two years.)
* Propaganda of Rhudyn pride will be started in the region
* Bigger lots of land will be given to the people
- Action 2: I would walk 500 miles
Weight: Single
Difficulty: Normal
Progress: (+3,x)
Fudge Points: 0
The final touches of the road system are being put into place. The word
will be passed through out Videssia and Junder and other south east nations
of midsea that a road system is now in Rhudyn that will allow for safe foot
passage from southern Rhudyn to the straights of Annorror, even to the far
east side of the Tavar Mountains. This will encourage traders who wish to
have a better market like the straights but do not have the money to afford
a ship. It will also create a trade boom in south eastern
Mid Sea? between
nations. Guard booths will be set up along the highway to assure that
travelers have safe passage.
Subparts:
* Roads
* Stone
*Guard Booths
*Word to southeast nations
Weight: Single
Difficulty: Normal
Fudge Points: 5
With the war and the stunt in population growth the Guardian of the Tower
will have the Sun council begin emphasizing the beliefs of how posterity
becomes happiness. The religions of Rhudyn are going to push that the more
children the happier and that the more posterity the wealthier in truth,
wisdom, and joy a man and woman become.
Subparts:
* Clerical or religious leaders convincing
* Peoples acceptance
- Action 4: The Razinian War
Weight: Single
Difficulty: Normal
Fudge Points:3
The Razinian War is becoming bigger and is looking like it is going to get
ugly. To save the lives of Civilians the southern Razinians will be offered
a refuge in the Kingdom of Rhudyn. There will be transport ships that
travel to the kingdoms once twice a month. They will be dubbed citizens of
Rhudyn and will be given land in the eastern and northern part of Rhudyn if
they wish to stay, if not then they can travel to where they please. The
Celpali have been are in agreement with this method of clearing out people
and have assured that no ships, theirs or allies will touch any Rhudyn
vessels.
Subparts:
* Civilian transportation
* Razanian acceptance of Rhudyn rule
* Celpalar and Arysia allowance of shipping
Sedonia
Internal 1469 events:
The Thalsedon City Watch manages to keep the Kaeiran-Rhudynese tensions
from blowing up into riots by keeping the two nations' ships and crews
on opposite sides of the River Sedon.
Chancellor Aldin Vellin of the Urban League faction announces he will
not stand for reelection in 1470, instead leaving politics to take up an
appointment as Dean of Thalsedon University's School of Civil Engineering.
By midsummer, as rumors of plague come from the north, Sedonia
implements standard trade quarantine level 1 measures, requiring all
newly arrived ships and caravans to remain outside the harbors or city
walls for two weeks to try to keep disease out of the cities.
- Action 1: Who Ya Gonna Call?
Weight: Single, Strategic
Difficulty: Normal
Progress (+1,+3,+3,+2,+3,+1,x,x,x)
The Sedonians are aiming to finish the rubble-clearing this year if
possible and begin rebuilding key buildings. Meanwhile, the Order of
Coron finally decides to ask Coron directly about the nature of the
major spirit that haunts the ruins.
Subparts:
* Clear the ruins
* Begin rebuilding critical infrastructure
* Clear the lesser ghosts from the city and contain the greater
* Ask Coron just what the heck they're dealing with in Zelkor
(If I have any fudge points banked, Jason, I want them to go here, up to
the max.)
- Action 2: Kaeiro-Sedonian General Agreement on Technology and Education
Weight: Single
Difficulty: Very Easy (+2)
The Emperor signs the agreement, and orders the Sedonian technology
transferred to Kaeir as required. The ballistae, crossbows, and bolts
are are split into two separate shipments for safety.
If all goes well, the ships purchased from Kaeir will help advance
Sedonian knowledge of naval architecture, giving a future bonus to the
strategic action below.
Subparts:
* Deliver weapons
* Receive Ships
* Set up scholarships
- Action 3: I think we need a better boat Type: Double, Strategic
The Sedonian Institute of Naval Architecture continues its work.
Hopefully, the new ships purchased from Kaeir will get the project
moving again. With the new exchange scholarships, the Institute inquires
if the Green Univeristy has any classes in naval architecture.
Meanwhile, to support the alternative propulsion research, the Sedonians
begin recruiting alchemists along with monks of the Order of the Lord of
the Sea
Difficulty: Normal
Subparts:
-
- Hull Design experiments
- Sail plan experiments
- Research into 'alternative' propulsion methods
- Recruit Ka'Shari shipwrights
I wrotes these actions when I was very tired and as a result, I forgot
something very important. Action 3 should be single, not double, and add:
Weight: Single
As rumors of renewed war between the Razanians and Aryisa circle,
Admiral gyo Inibar of the Sedonian Straits Fleet diverts ten of his
twenty-five ships from anti-piracy patrols to evacuating Sedonian
merchants and their dependants from Sout and Sargor, (about 900 people)
along with the Sedonian Charge d'Affaires in Sargor and the Sedonian
Consular Agent in Sout. He appropriates two centuries (160 men) from the
cohort of 14th Legion that's stationed on Tolmersa, to use as security
at the Sout docks. The merchants, mostly dealers in food and weapons,
are ordered to turn their warehouses over to the King of Sout, to supply
his armies.
As space permits, gyo Inibar will evacuate Razanian women and children
to Tolmersa, from whence they can go to Aixelsydan, Rhudyn, Rimriverton,
or Sedonia.
Difficulty: Normal
Subparts:
* Contact Sedonians in southern Razania and alert them to evacuate
* Evacuate the Sedonians from Sout to Tolmersa in relays
* Turn over Sedonian-owned warehouses in Sout to the Razanians
* Evacuate Razanian civilians.
- Action One & Two: Mirabalpur
Mir will contiune to focus upon the rebuilding of the towered city. Focus
will contiune to be given towards dealing with any issues of legal
juristicstions. Also effortst will be extended to the reenforcing both material
and arcane wise of the troubled spots along the river.
Difficutly: Normal
Double action
Mir once again will contiune to focus on the building of the colony, and the
magical improvement of the farms. Mir is hopeing to bring the settlement up to
par with the cities of Midsea. Also there will be contiuned work on the
teleporting chamber in the city. Again efforts will be exerted to observe and
gathering information of the dragon tribes of the south.
Difficulty: Normal
- Actions Four: The Temple of the Three Mothers
Several years ago before the wars and turmoils of the last part of the decades
Mir started to rebuild the temple of the Three mothers. Once again the realm
turns its attention back to the rebuilding of that ancient edifices.
Needed materials are to once again be shipped in. the city had some storage
of them but they were sent to Mir in an effort to aid Mirabalpur's rebuilding.
Stone and resources are once again to be allocated to the temples.
The land which was cleared has become less prepared for building. So while
materials are being moved it the ground will once again be prepared for the
building that will soon rest on its grounds.
Difficutly: Normal
Milikanur Internal Events
A group of people led by Aj Bex Mausila attack a populated villiage of
Milati
in response to the Port Jabua incident sending Kaeir and the Milati a
message.
In response Bex Mausila is caught and executed a few days after by the Per
Aa
himself, showing that the Milati are still a recognized people in Milikanur.
Milikanur 1469 actions
The safety of Milikanur from land invasion is an ongoing process that
Milikanur started up again while beginning repairing the great wall in 1460.
The needed stone has been sent by Rhudyn and both engineers from Milikanur
and Rhudyn are working together on this endeavor. The wall has four years
of progress already.
Weight: Double
Difficulty: Normal
Duration: I say six more making it ten, what do you say Jason?
Subpart:
-getting stone
- Engineers from Milikanur and Rhudyn working together
-working the stone
- 3. Commonwealth Pagan Relations
In light of the religious change of the Commonwealth Milikanur is going to
move to establish better diplomatic ties with the people of the
Commonwealth. The representatives will establish contact with the pagan
religion of the Commonwealth and give them a representative to carry out
communication with Milikanur. Also the religious movement will receive a
gift of money as a show of good faith although this will be done under the
table.
Weight: Single
Difficulty: Normal
Sub Parts
-find a representative
-contact Pagans
- tribute gift
With the Execution of Bex Mausila the Per Aa is making sure the Milati know
that
they are not being held responsible for the Port Jabua incident that Kaeir
incited.
Weight: Single
Difficulty: Normal
Fudge Points:
Results
Rhudyn
Action 1: The North
Weight: Single
Difficulty: Normal
0 (--++) = 0 Mixed Results
Subparts:
* Public education system in place -
* Rebuilding what has not been done in the efforts since 1467 -
* Propaganda of Rhudyn pride will be started in the region +
* Bigger lots of land will be given to the people +
The country of Rhudyn discovered that they have one to many building projects
going on. They are just unable to get the needed materials to the location.
Also to many people are busy rebuilding there lives to actually allow themselves
or children to attend schools. National pride does swell through the area since
many of the people trace their ancestor back to the original Rhudyn occupation.
The country of Rhudyn discovered that they have one to many building
projects going on. They are just unable to get the needed materials to the
location. Also to many people are busy rebuilding there lives to actually
allow themselves or children to attend schools. National pride does swell
through the area since many of the people trace their ancestor back to the
original Rhudyn occupation.
Although there is little left to rebuild after the years of working the work
this year slows down becuase of slow progression of materials. The soldiers
in the area do work to accomplish what they can along side of the simple
folk.
Schools are built and teachers are put in place but due to the need for
helping hands at home after the war there is a low attendance. But the
system is in place and working.
With the giving of land to the people the awakening of the old ideals are
stirred in the blood of the locals and the pride of Rhudyn explodes in the
area. On the holiday of the Victory over the goblins the parade in Port
Annorur even outdid the parade in Rhudyn the city due to the mass amount of
local involvment.
Action 2: I would walk 500 miles
Weight: Single
Difficulty: Normal
Progress: (+3,x)
0 (+-0-) = -1 Failure
Subparts:
* Roads +
* Stone -
*Guard Booths 0
*Word to southeast nations -
Rhudyn needs to expanded its quaries. There is a large shortage of stone this
year. Also the southern nations prefer using shipping since it moves faster.
The roads are finished but not all of the are placed with stone that is
needed. Leaving some areas to be manage throughout the year until it can be
correctly done. Although a small influx of traders begin to use the roads
into Rhudny, it is not what Rhudyn had hoped for.
Action 3:
Weight: Growing room
Difficulty: Normal
Fudge Points: 5
0 (+,+,0,-)= +1 Success
Subparts:
* Clerical or religious leaders convincing +
* Peoples acceptance +
* Actual results 0
* Luck -
A priest telling the men to sleep more often with there wives. Need I say
more. Only point of note is that to much of the um “work” forces is scattered
trying to work on the kings projects. So overall there is no growth beyond the
norm.
A priest telling the men to sleep more often with there wives. Need I
say more. Only point of note is that to much of the um “work” forces is
scattered trying to work on the kings projects. So overall there is no
growth beyond the norm.
The growth of thepopulation does not begin to boom due to the projects
across the country that are being completed but the idea of larger families
is implemented into the mind of the people which is the overall goal that
was desired.
Action 4: The Razinian War
Weight: Single
Difficulty: Normal
Fudge Points:3
0 (+-0+) = +1 Succes
Subparts:
* Civilian transportation +
* Razanian acceptance of Rhudyn rule -
* Celpalar and Arysia allowance of shipping 0
Luck +
In big write up.
Sedonia
Action 1: Who Ya Gonna Call?
Weight: Single, Strategic
Difficulty: Normal
Progress (+1,+3,+3,+2,+3,+1,x,x,x)
FP:4 (It took me a little bit. I ruled that since the major point of the action
was dealing with a “foreign spell” and trying to get a god to respond (Just so
everyone knows. Gods/demigods/land/the oracle spirits all classify under a
different society when using actions to get an answers or acts out of them) so I
ruled as a max of four due to thoughts two aspects.
0 (++--)= 0 Mixed Results
Subparts:
* Clear the ruins +
* Begin rebuilding critical infrastructure +
* Clear the lesser ghosts from the city and contain the greater -
* Ask Coron just what the heck they're dealing with in Zelkor -
The priest gather to began information from Corron. The priests feel his
presences. They feel humor filling the room. The Archprelate entered a trance.
When he returned the presence of their god was gone. The god had rebuked the
Archprelates assumptions. He was informed that the greater threat was one of
creatures of Corron’s. Corron informs the Archprelete that he must personal
find out what the banshee as his punishment for his assumptions.
Action 2: Kaeiro-Sedonian General Agreement on Technology and Education
Weight: Single
Difficulty: Very Easy (+2)
+2 (+0-0) = +2 Success
Subparts:
* Deliver weapons +
* Receive Ships 0
* Set up scholarships -
Luck 0
Action 3: I think we need a better boat
Type: Double, Strategic
Difficulty: Normal
0 (++00) = +2 Succes
Subparts:
* Hull Design experiments +
* Sail plan experiments +
* Research into 'alternative' propulsion methods 0
* Recruit Ka'Shari shipwrights 0
Send me a private message about your alternatives methods.
Finally one of the few remaining Ka’Shari they could find was a drunkard. He
told them that the Ka’Shari had left this world. Then he began to ramble and
cry into his drink before he collapsed in sleep.
Action 4: Time To Go
Weight: Single
Difficulty: Normal
0 (+0+-) = +1 Success
Subparts:
* Contact Sedonians in southern Razania and alert them to evacuate +
* Evacuate the Sedonians from Sout to Tolmersa in relays 0
* Turn over Sedonian-owned warehouses in Sout to the Razanians +
* Evacuate Razanian civilians. -
Malkanur
1-2.The Wall
Weight: Double
Difficulty: Normal
Duration: I say six more making it ten, what do you say Jason?
0 (-000) +1 = 0 Mixed Results
Subpart:
-getting stone -
- Engineers from Milikanur and Rhudyn working together 0
-working the stone 0
- Luck 0
Rhudyn is having a shortage of stone. Other then that the wall continues.
(someone send me copies of all wall actions and I will create the time chart.)
3. Commonwealth Pagan Relations
Weight: Single
Difficulty: Hard (keeping gift secret and finding the boy – prophet.
-1 (0++-) = 0 Mixed Results
Sub Parts
-find a representative 0
-contact Pagans +
- tribute gift +
Luck –
They make contact with the leaders of the neopagen movement.
4. Port Jabua
Weight: Single
Difficulty: Normal
Fudge Points:
0 (00+0) = +1 Results
(Um I need something more in your description. I really have no way to write
a responses since I am really lacking a description of what you did. I got the
goal but not the process.)
Ayrsia
Action 1+2: The war continues
war results
Action 3: We're doing the right thing!
Weight: single
-1 (0++0) = +1 Success
Objectives:
1. Convince Razanians within Arysia that their kin outside Arysia want
them dead or imprisoned 0
2. Convince own citizens that this war is a just one +
3. Visit key locations and, besides making appearance, gather intel on
any opposing factors to Arysia's goals.+
4. Luck 0
Anaduan
Action 1 "A home for Anaduan (2nd year)"
Weight: Single
Difficulty: Normal
0 (+-0-) = -1 Failure
Resources +
New materials -
Building. 0
Luck -
Action 2: "A Place of Learning (2nd year)"
Weight: single
Difficulty: Normal
0 (---0) = -3 Failure
Action 3: "A Learning Expidition (1st year"
Weight:singe
Difficulty: Normal
0 (00+0) = +1 Success
Tools learning 0
Material learning. 0
General learning +
Luck 0
Action 4: "Trade with Anacir"
Weight: single
Difficulty: Hard (your trying to establish one currency.)
-1 (++-+) = +1 Success
Won’t agree to a same currency.
Anacir side of deal +
Anaduan side of deal +
Currency 0
Luck +
Celpalar
Action 1. The New Colonies
Weight: single, multi-year (+2,-3,x,x,x,x,x,x,x,x)
Difficulty: Normal
0 (--+-) = -2 Failure
Objectives:
1. Send more colonists (volunteers) and supplies -
2. Establish road network (Golaren) -
3. Build and fortify colonies +
4. Explore the northern islands (artifacts, extra
colony sites) -
The population is very happy were they are.
Action 2: A new school
Weight: single, multi-year (0,x,x,x,x,x,x,x,x,x)
Difficulty: Normal
0 (00+-) = 0 Mixed Results
Objectives:
1. Continue building the school 0
2. Call in and test the smiths 0
3. Call in and test the mages +
4. Begin working on new ways to enchant metal from the
smiths (primarily
weapons and armor) -
Actions 3&4: Sustain the war effort
War Results
Kaeir
1469 Actions for Kaeir
1. Kaeirean Govt: Enter into negotiations with Milakanur
Difficulty: Hard (Port Jabau 'Incident')
-1 (000+) = 0 Mixed Results
Sub-parts:
* initiating dialogue
* Mutual reaction/issues/demands
Fudge points: 1.
You and Malkalur work this out.
2. Evangelical Darrgrixi College, Crownsbane: Evangelise!
[Strategic action - Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)]
Difficulty: Normal.
0 (0+--) = -1 Failure
Sub-parts:
* Sedonian Timar 0
* Saltrim +
* Rest of the Midsea (no idea how likely success is, or even where) –
Luck -
Fudge points: 1.
(go ahead and continue with the previous one.)
Saltrim finally has some break through. The only countries that will allow
any missionary work are ones where there already have a significant militia
number. Basically it stays in the northern sections. And even in thoughts
countries there is no increases.
3. Kaeirean Govt: Expedition to Lower Kelshir to survey for possible
settlement site.
Elements: Three ship Expedition (sailors, Marines), six
Nightbrothers, Kaeirean merchants.
Duration: One turn (depending on outcome)
Difficulty: Hard (unknown region)
Key Factors:
-1 (+-00) =-1 Failure
Sub-parts:
* Sail to and from +
* Scout Lower Kelshiri Delta for good harbour -
* Survey site and surrounding region 0
* Establish good ties with nearby locals and local 0
Fudge points: 2.
The trip there is success. Overall it is discovered that the area is not
coastal friendly. There are no natural harbors. This has to deal with the
terrain and the river itself. The amounts of silt that come out of the river
would block any harbor with the first five years. Contacts with the locals goes
fine.
4. Kaeiro-Sedonian General Agreement on Technology and Education
Sedonia and Kaeir having agreed on an educational and technology
exchange (See Kaeiro-Sedonian GATE post), the Consul submits the treaty to
the Senate (the approval of the Great Council not being required as the
treaty only applies to technology and education).
Elements: Consul, Senate, Fleet, Guard, Arsenal-Magister of
Kahshaarton, University of New Tirmaeir.
Duration: One turn.
Difficulty: Very Easy.
+2 (000-) = +1 Success
Action One & Two: Mirabalpur
Mir will contiune to focus upon the rebuilding of the towered city. Focus will
contiune to be given towards dealing with any issues of legal juristicstions.
Also effortst will be extended to the reenforcing both material and arcane wise
of the troubled spots along the river.
Difficutly: Normal Double action
Resolution: Normal (0) Dice (00-+) Double (+1) = +1 Success
Rebuilding 0
Legal issues 0
Riverside -
Luck +
Result: (+4,0,0,+1,x)
* Action Three: The colony
Mir once again will contiune to focus on the building of the colony,
and the magical
improvement of the farms. Mir is hopeing to bring the settlement up to
par with the
of Midsea. Also there will be contiuned work on the teleporting
chamber in the city.
Again efforts will be exerted to observe and gathering information of
the dragon
tribes of the south.
Difficulty: Normal
Resolution: Normal (0) Dice (-0--) = -3 Severe failure
Building -
Dragons 0
Info -
Luck -
Result: (?,?,+2,x,x)
Bad luck this year. The wet season is exceedingly stormy, and the
colony suffers from a flood that undermines a large part of the
surrounding wall and several buildings.
* Actions Four: The Temple of the Three Mothers
Several years ago before the wars and turmoils of the last part of the
decades Mir started
to rebuild the temple of the Three mothers. Once again the realm turns
its attention back
to the rebuilding of that ancient edifices.
Needed materials are to once again be shipped in. the city had some
storage of them but
they were sent to Mir in an effort to aid Mirabalpur's rebuilding.
Stone and resources
are once again to be allocated to the temples.
The land which was cleared has become less prepared for building. So
while materials are
being moved it the ground will once again be prepared for the building
that will soon
rest on its grounds.
Difficutly: Normal
Resolution: Normal (0) Dice (+-+-) = 0 Mixed results
Resources +
Consent -
Site +
Luck -
Results: the popular opinion is that the rebuilding of
the city should come first before starting another building
project. However, resources and architects are readily available,
so the project can be started right away. Unfortunately, the
previously done work on ground preparation needs to be redone
because of damages caused by the quake.
Jason: I leave the size and difficulity of the project to you.
War Results
(3 + (00+0)) - (2 + (0-++))
4 - 3 = 1 Aryisa/Celpalar victory, by the skin of their teeth.
Sargor Morale Check:
(2 + (00-0)) = 1 Pass
Casualties:
Aryisa/Celpalar: 1,850
Sargor: 3,700
Suggested interpretation: Sargor's army, through clever tactics,
manages to stall the Aryisan and Celpali troops long enough for Sargor's
leadership and much of its population to flee to Sout. The Sargor General
manages to avoid an open-field battle until the end of the campaigning
season, when the Aryisans and Celpali manage to bring him to bay near
the mountains. The battle begins late in the day, and the Sargors manage
to hold out until sunset, when they withdraw into the foothills and
begin making their way south to Sout in a night march.
Sout incorporates the Sargor survivors into its army, and calls up all
its forces in preparation for the expected invasion next year. The
other Razanian kingdoms also begin preparing for war--they can see the
writing on the wall.
The Rhudyn and Sedonia ships set sail shortly after. The sedonia managed to
pull there people out, but the Razanian don't want to leave. so the ships leave
with minimall people.
Mir action results 1469
--
Chad Powell - 19 Sep 2006