Events
The Silver War come to either an end or a stand still. Hria is once again ravished by the plague. Its sealed cities manage to prevent the plague but it contiunes to ravage the country side of Hria. The Hria troops stay safely out of the country, but the locals travel into the mountians or south towards the ruins of Myr-Kun. The Hisaria pull their arms back to their own borders, and places restrictions on ships entering their harbors. It was just in time as a plague ridden ships arrives shortly their after.
The Saraa also move from their old villages. Once again taking up their arch the Saraa move. They are last scene dissapering into the mountians.
Bel'Adne is also struck by the plague. Their cities are safe as that is were the large supply of magic users resides. They manage to keep it in check within the cities. The western sections of the country are the most heavily hit by the plague. Unlike its plague across the mountians this one seems less contagious, so while it is still a problem it appears to take more to recieve it.
The razanian Kingdoms finally set aside their squabaling. Once again the Centuary council is called into play, and the countries prepare for war. The north and the west make agressive moves again Arysia.
Actions
Anaduan
Action 1: "A Home for Anaduan" (3rd year)
Construction continues on the Castle of Dura. Last year, although new
innovative tools were brought over from Rhudyn, there were simply too few of
them created to have a great impact on the building process.
Difficulty: Normal
FP: 1
Tools
Materials
Labor
Building
Action 2: "Boot Camp"
With the assembly of Ey Mavros Legeona ton Mystikon, the 13 soldiers spend
the year in intense training, the majority of the time being spent
in Vraa'al on a training expedition to master the art of assassination (for
a hefty price).
Difficulty: Hard
FP: 1
Skill
Travel
Training
Time
Action 3: "A Learning Expedition" (2nd year)
The students continue studying in Rhudyn, bringing their mastery skills to
an acute precision.
Difficulty: Normal
Study
Time
Luck
Luck
Action 4: "Around the world in 30 days (actually, more like 365, but you get
the idea)"
Ambassador Baue and Gov. Delari begin traveling along with 11,000 armed
Mercenary Soldiers to the northern free cities, including Roharen and
Belniar, to improve diplomatic and political relations. After visiting the
two countries, Governor Delari returns to Anecir with 10,000 soldiers to
leave with Anacir as agreed upon in their last summit meeting, and while
there, continues working with the Head of Trade in Anacir to design a
currency design of the Lefta.
Ambassador Baue continues on to Cormenaera with 1,000 Mercenaries to meet
with and begin diplomatic relations with the leaders of Cormenaera. They
talk of trade, alliance, military power, neighboring free cities.
Difficulty: Normal
Travel
Currency
Relations
Diplomacy
Action 5: "Redundancy"
A letter of intent is constructed and sent to all the nations of the Eastern
Coalition declaring Anaduan's loyalty toand acceptance of the Eastern
Coalition of Justice. The letter is signed by Supreme Cathaldera Artal
Bileeth, Ambassador Baue, Governor Ra'al (War & Military), Governor Delari
(Trade), and Governor Hiraul (Law & Imprisonment).
Difficulty: Very Easy
Letter
Luck x3
Results
Action 1: "A Home for Anaduan" (3rd year)
Construction continues on the Castle of Dura. Last year, although new
innovative tools were brought over from Rhudyn, there were simply too few of
them created to have a great impact on the building process.
Difficulty: Normal
FP: 1
0 (-0+0)= 0 Mixed Results
(1,0,0,x,x)
Tools -
Materials 0
Labor +
Building 0
Although construction continues forward, progress is slower than expected
due to a continued shortage of newer and more advanced tools.
Action 2: "Boot Camp"
With the assembly of Ey Mavros Legeona ton Mystikon, the 13 soldiers spend
the year in intense training, the majority of the time being spent
in Vraa'al on a training expedition to master the art of assassination (for
a hefty price).
Difficulty: Hard
FP: 1
-1(0-++) = 0 Mixed Results
Travel 0
Vraa'al Response -
Training +
Time +
The Vraa'al accept the large payment and teach the
MLt M? many valuable
skills, but there are a few particular tricks that they do not pass on. The
13 men return to Anaduan with a great new level of skill and training, and
back home they continue honing and bulding on those skills.
Action 3: "A Learning Expedition" (2nd year)
The students continue studying in Rhudyn, bringing their mastery skills to
an acute precision.
Difficulty: Normal
0 (+0-0) = 0 mixed Results
(+1,0)
Study +
Time 0
Luck -
Luck 0
The students return to Anaduan with a vast new knowledge in architecture and
construction. They immediately set out putting those skills to good use, as
well as mentoring other to pass this new-found knowledge on. On the way
back, it is discovered that 3 students have been left behind, and they must
turn around and pick them up. (The Luck - part)
Action 4: "Around the world in 30 days (actually, more like 365, but you get
the idea)"
Ambassador Baue and Gov. Delari begin traveling along with 11,000 armed
Mercenary Soldiers to the northern free cities, including Roharen and
Belniar, to improve diplomatic and political relations. After visiting the
two countries, Governor Delari returns to Anecir with 10,000 soldiers to
leave with Anacir as agreed upon in their last summit meeting, and while
there, continues working with the Head of Trade in Anacir to design a
currency design of the Lefta.
Ambassador Baue continues on to Cormenaera with 1,000 Mercenaries to meet
with and begin diplomatic relations with the leaders of Cormenaera. They
talk of trade, alliance, military power, neighboring free cities.
Difficulty: Normal
0 (+--+) 0 Mixed Results
Travel +
Currency -
Relations -
Diplomacy +
As the presence of Anaduan has not been felt in Roharen and Belniar in such
a long time, the reception of Ambassador Baue and Gov. Delari along with
11,000 troops is not a friendly one. Anacir gladly accepts the 10,000
mercinaries, but still, no agreement has been reached on the type of
currency. Relations with Cormenaera go very well and Ambassador Baue
promises to return in the future to continue talks.
Celpalar
Action 1: The
Mage Smith? School
Weight: Single
Description:
Now that the mages have arrived at the
school, it is now time
to focus on the smiths. The main focus will be
calling and testing the
smiths. Meanwhile, the mages will be able to consult
with each other as to
what they think they will be able to do to enhance the
power of Celpalar's
smiths.
Difficulty: Easy
Determinants: Good smiths already present in the
country
Sub Parts? : Pooling of the mages ideas
Calling of the smiths
Testing of the smiths
Luck
Action 2: Let's Finish This
Weight: Triple
Description:
The kings have convinced the ephors to
postpone further
construction on the colonies for the next few years.
Instead, 50,000 troops
are going to be sent to aid in the Razanian War. The
boats that carry the
troops are going to also assist in creating a blockade
to prevent further
supplies from reaching the Razanians from outside
countries. This blockade
will be focused in the Northern Razanians. The troops
will all be sent to
fortify the northern border. (along with the 3,000
Celpali troops already
stationed there.) Once all the troops have arrived,
then they will begin a
push into the Taranta. (I think that is the
southern-most northern kingdom)
Also, the troops in the south will continue with the
Aryisan army to push
into the southern Razanian kingdoms.
Difficulty: Hard
Determinants: Good military
Kings have total power over military procedures
More troops than economy can support without a
drawback. - I suggest that the drawback be placed
in
the form of more difficult actions when I resume
the colony plan, making it hard instead of
normal
Fudge Points: 3
Subparts: Load and send troops
Unload troops
Blockade
Luck
Results
Battle Value: +3 (Base of +1 Force and
Morale, +1 to Morale for defending homes)
Results: A(4 + (++0+)) - D(3 + (+0+0)) = +2 Celpalar Victory
Razanian Morale Check: (2 + (-+0+) = 3 Pass
Celpalar Casualties:
((50,000+49,450) / 2) * 10% = 4,973
Razanian Casualties:
(4,973 * 3) = 14,919
Ending Strength:
Celpalar: 45,027
Taranta-Taran-Farnor-Bernar: 34,531
The army of Celpalar succeeds in taking the rump Tarantan state,
driving
the united armies of the Northern Razania back across the River Taran.
Next year, however, the Celpali will have to force a hostile river
crossing, and the success of the western Razanian army means that
Celpalar needs to be sure its supply line to the coast and its rear are
protected, reducing the number of troops available for next year's
offensive.
WEST
Starting Strength:
Aryisa: 20,000
Minot-Karan-Narton: 45,800 (reflects full mobilization)
Aryisa Battle Value: +4 (Base of +2, +1 to Morale for defending
homeland, +1 to Force for the Timber Veil)
Minot-Karan-Narton: +3 (Base of +2, +1 for 2x size advantage)
Results: A(3 + (00++)) - D(4 + (0-+0)) = +1 Razanian victory
Aryisa Morale Check: (2 + (0-0+)) = 2 Pass
Razanian Casualties:
((45,800 + 20,000) / 2) * 10% = 3,290
Aryisan Casualties:
(3,290 * 2) = 6,580
Ending Strength:
Aryisa: 13,420
Minot-Karan-Narton: 42,510
The Aryisan defenders in the west suffer a serious loss to the combined
armies of the western Razanian kingdoms.
Cormenaera
Actions for Cormenaera 1470
Action 1 & 2 – Even unto the Ends of the Earth (aka Trade with Torphan)
Weight: Double, Strategic
Description:
Speaker Valhen, during the most recent session of the Assembly,
delivered a thunderous oration to a packed group of Assemblymen. In
ringing tones he conjured bold images of the proud history of
Cormenaeran – its artisans, merchants, and sailors making its name
known throughout all of Midsea.
“But countrymen, this is not enough. Our God is Manawydan, the Lord of
the Sea and Water himself. Like a ripple on the water, like the very
tides themselves – we cannot and must not be still. We cannot simply
content ourselves with what is. We must continue moving ever onward,
seeking what lies beyond.”
He then proceeded, with dazzling rhetorical skill, to link establishing
trade with the secretive Torphani Empire and immense opportunities for
new wealth. At the end of his speech, he had clearly rallied the
Merchant factions, the Prelates (who saw opportunities for enrichment
off of auguries, weather predictions, etc. for the journey) as well as
the Guilds behind him. Some few of the Lords felt there could be some
chance of self-enrichment and were also swayed, though most were not.
As such, with a vote of 95-55, the legislation was approved.
Contact would be made with the Torphani ambassador in Mir in an effort
to establish trade relations with the Empire. Given known xenophobic
attitudes on the part of the empire, the envoy would be empowered to
start negotiations seeking open access bilaterally between countries.
If unsuccessful with open access to markets, he would then be
instructed to seek a trade route terminating in a town/city on the very
periphery of southern Torphan, i.e. a well-defined trade enclave which
would afford controlled exchange of goods but avoid large scale
exposure of the empire to outside influences.
Difficulty: Very Hard
Factors:
+ Trade ++ Crafts
+ Excellent Ships and Navigation + Benefit of Scholar’s deciphering of
cryptic old texts on Torphani Empire, sharing rudiments of Torphani
language and cultural norms (Scholastics Sophistication +3)
- Long history of secrecy on part of Torphan.
Subparts:
1.Envoy sails to Mir
2.Meets with Ambassador (showing artisan wares, establishing request)
3.Negotiation via envoy and ambassador with the Torphani Empire
4.Establishing some form of trade relations
Action 3 – I get by with a little help from my friends
Weight: Single
Description:
The Cormenaeran Assembly, having observed the effectiveness of the
Eastern Alliance at choking off Kaeir’s trade efforts in the South and
East of Midsea without involving any entangling military requirements
over the last three years, opts to send letters to the members seeking
a place within it.
Difficulty: Easy
Factors:
+Good Relations with nearly all current member nations
+Significant trading force within southern Midsea
Subparts:
1.Sending letters by ship
2.Receipt of letters by member nations, principally Rhudyn (originator
of treaty)
3.Agreement on part of member nations to allow entry, principally Rhudyn
Action 4-South of the Border
Weight:Single
Description:
As an extension of action 3, the Assembly opts to send envoys to
Avatar, Daliir and Crisaeda in an effort to “share” the decision to
join the Eastern Alliance with them. All four refused to join three
years ago together. Having decided to join now, the Cormenaeran
Assembly wishes to encourage its southern neighbors to do likewise.
Difficulty: Normal
Factors:
+Good Relations with nearly all southern cities (no hostilities or
difficulties recorded over last 70 years)
+Significant if not premier trading force within Orasaren
Subparts:
1.Sending envoys by ship
2.Avatar Response
3.Daliir Response
4.Crisaeda Response
Results
Cormenaera
Action 1 & 2 – Even unto the Ends of the Earth (aka Trade with Torphan)
Weight: Double, Strategic
Difficulty: Very Hard
-2 (00-+) +1 = -1 Failure
Subparts:
1.Envoy sails to Mir 0
2.Meets with Ambassador (showing artisan wares, establishing request)
3.Negotiation via envoy and ambassador with the Torphani Empire -
4.Establishing some form of trade relations +
True to Torphani form they flatly refuses to allow anyone within
their empire. They are willing to allow for trade. Torphan offers
Cormenaera the opportunity to join the Imperial Route. The Imperial
Route is a trade route that travels through Parglug to the Parglug
city of Aseria and then to Mirabalpur, and then their merchants
purchase Midsea goods and returns. Torphan merchants travel to
"fairs" in both Aseria and Mirabalpur. Were these exchanges take
places. Torphan says they will be willing to trade with Cormenaera
merchants at either Fair. Oh course while willing to trade actually
allowing Cormenaera into either city for the fair is between
Cormenaera and the country.
The Cormenaeran Speaker presents these relatively minor concessions as
a victory before the assembly, especially in light of Torphan's history
of complete reticence to entertain outsiders. While this in and of
itself represents little, he assures the merchant and landowner
factions that this will be but the first step towards discovering
riches as yet undreamed. Letters (forthcoming) are written to both Mir
and Parglug asking for permission to establish Cormenaeran trading
enclaves for the duration of each of these fairs.
Action 3 – I get by with a little help from my friends
Weight: Single
Description:
Difficulty: Easy
+ (+-+-) = +1 Success
Subparts:
1.Sending letters by ship +
2.Receipt of letters by member nations, principally Rhudyn originator
of treaty) -
3.Agreement on part of member nations to allow entry, principally
Rhudyn +
4. Populace responces -
rhudyn to state its views.
You join, and gain all of the benefits their in stated. The locals
are not happy about the idea of being bound by a second ODL.
The Assembly, representing merchant and landowner factions, had voted
to join the Eastern Coalition as it appeared a means to improving
security abroad and strengthening trading interests within southern
Mid Sea? .
(Letter to Rhudyn, Eastern nations forthcoming, sorry for being belated.)
The people's negative views are taken seriously enough (as opposed to
opposition to the now historic ODL). In an effort to mollify them,
rumors and UNOFFICIAL propaganda is heavily peppered and proliferated
amongst town and rural folk alike. The gist is that the Eastern
Coalition is a group of southern Midsea nations seeking to block the
spread of Kaeier and its Millati faith - with its opposition to the Sea
Lord, and all other gods the Cormenaeran people hold dear, this
northern nation is pure and poisonous evil. Some of the people
listen...
Action 4-South of the Border
Weight:Single
Description:
Difficulty: Normal
0 (+-0-) -1 Failure
Subparts:
1.Sending envoys by ship +
2.Avatar Response -
3.Daliir Response 0
4.Crisaeda Response -
The cities need something significant to get them to join what they
view as a second ODL.
The Speaker and the Assembly are dissapointed in Avatar and Crisaeda's
responses, but are heartened that with sufficient incentives they can
potentially change their views.
Kaeir
1. Evangelical Darrgrixi College, Crownsbane: Evangelise!
Weight: Single, Strategic
Difficulty: Normal
Progress: 0,0,0,+1,+1,+1,+1,0,x,x
The primary focus of the missionary activity is still Sedonian Timar,
as
well as the Kaeirean Departmente of Saltrim.
Darrgrixi College (a private, non-governmental institution) shifts its
focus elsewhere to missionaries with a merchant background or
experience, targetting merchants in other nations. Such missionaries
continue to able to rent accomodation from Kaeirean diplomatic
missions.
Elements: Darrgrixi College and their trained Millati missionaries, the
local Kaeirean diplomatic mission.
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.
2. 2nd Surveying Expedition to areas surrounding the Lower Kelshir
Weight: Single, Strategic
Difficulty: Normal/Hard (less difficult than previous year's action)
Kaeir continues its effort to find a suitable location for a trade
settlement/light harbour in the vicinity of the Lower Kelshir.
Three possible locations are identified: the mouth of the central and
northern rivers on the Kelshiri Plains, and the island directly
northwest of the Lower Kelshiri delta. The surrounding area will also
be surveyed for potential locations - the Kelshiri Coast and the coast
of the Kiviri mountains immediately north of the Lower Kelshiri delta.
The expedition is seeking a suitable harbour with access to clean water
supplies, and a limited hinterland. If the island is suitable, then
the
expedition will examine the whole island's potential colonisation
value.
Lastly, the Lower Kelshir delta is examined once again for possible
sites for a magically created harbour.
In addition to the men included in the first expedition, the Republic
loans a company of Republican Guard Engineers to help in assessing the
value of raw materials for a settlement at any location identified as
being potentially valuable.
Elements: Three ship Expedition (sailors, Marines), six Nightbrothers,
Kaeirean merchants, Republican Guard Engineers.
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:
* Scout Lower Kelshiri Delta for possible site for magically created
harbour
* Survey site and surrounding region
* Establish good ties with nearby locals, if any
* Establish nucleus of settlement, if possible
Fudge points: 2.
Fudge points: maximum available for use.
3. Research Sedonian weaponry (from Kaeiro-Sedonian GATE)
Weight: Single, Strategic
Difficulty: Normal
Progress: 1 of 2
The General Staff of the Kaeirean military decide to begin research on
the weapons obtained from Sedonia, reverse engineering the weapons so
as
to learn how to manufacture them. A preparatory study of Sedonian
steel
will also be conducted, so as to discover the technique for
manufacturing it.
Elements: Arsenal of Kahshaarton, Arsenal of Saltrimcomte,
Master-Alchemist of Brotherhood of the Night, Professor of Alchemy from
the Green College.
Key Factors:
+ Green College
+ Brotherhood's alchemy skill
+ Arsenals' armaments and steel expertise
sub-parts
* Agreement of Brotherhood of the Night to help, in exchange for access
to alchemical research findings and demon-hunting crossbows.
* reverse engineering crossbows.
* reverse engineering siege weapons.
* preparatory study of Sedonian steel.
4. Diplomatic campaign in Daliir and Crisaeda
Weight: Single, Strategic
Difficulty: Normal.
In an effort to establish a diplomatic/commercial presence in the
southern Midsea, the Kaeirean Ministry of Commerce approaches the Free
Cities of Daliir and Crisaeda, hoping to negotiate trade agreements
with
both cities, and to establish autonomous trade enclaves in both cities.
No secret is made of the fact that negotiations have been opened with
both Daliir and Crisaeda, and if needs be, the Kaeirean delegations
will
use that fact to encourage the signing of commercial and diplomatic
agreements (i.e. if the other city makes an agreement with Kaeir,
you'll
be at a disadvantage etc).
The general terms offered by Kaeir in the negotiations are:
- access to Kaeirean trade
- The biannual Northern Trade Convoy would be extended to include the
Daliir and/or Crisaeda
- enhanced security by a Kaeirean diplomatic and commercial presence,
as
Kaeir does not take lightly other nations interfering in its trade, so
by playing host to a Kaeirean enclave, the freedom of the Free City
would be further strengthened.
- additional economic benefit to host city from increased Kaeirean
commercial traffic, and resident Kaeirean merchants, diplomats, and
their families.
- rent paid by Kaeir for lease of site for enclave
- further monetary boost to local economy for any necessary
infrastructure improvements
sub-parts:
- negotiations on trade
- negotiations on enclave
- Daliir response
- Crisaeda response
Results
1. Evangelical Darrgrixi College, Crownsbane: Evangelise!
Weight: Single, Strategic
Difficulty: Normal
Progress: 0,0,0,+1,+1,+1,+1,0,+1,x
0 (0+-+) +1 Success
Sub-parts:
* Sedonian Timar 0
* Saltrim +
* Rest of the Midsea (no idea how likely success is, or even where) -
* Luck +
Fudge points: 1.
2. 2nd Surveying Expedition to areas surrounding the Lower Kelshir
Weight: Single, Strategic
Difficulty: Normal/Hard (less difficult than previous year's action)
0 (+-0+) = +1 Success
Sub-parts:
* Survey site and surrounding region +
* Scout Lower Kelshiri Delta for possible site for magically created
Harbour -
* Establish good ties with nearby locals, if any 0
* Establish nucleus of settlement, if possible +
Fudge points: 2.
The island turns out to be suitable for a settlement. It does have a small
natural harbor. Unfortunately the harbor is located in the middle of the
rockiest part (most the rest is formed by silt) so expanding the harbor would be
hard. The location is free of natives though, and can support a settlement.
3. Research Sedonian weaponry (from Kaeiro-Sedonian GATE)
Weight: Single, Strategic
Difficulty: Normal
Progress: 1 of 2
0 (0000) = 0 Mixed Results
sub-parts
* Agreement of Brotherhood of the Night to help, in exchange for access
to alchemical research findings and demon-hunting crossbows. 0
* reverse engineering crossbows. 0
* reverse engineering siege weapons. 0
* preparatory study of Sedonian steel. 0
The Brotherhood of Night is willing to help, but the brotherhood is so busy with
their own goals that they only provided one member for the research.
4. Diplomatic campaign in Daliir and Crisaeda
Weight: Single, Strategic
Difficulty: Normal.
0 (0---) – 3 Failure
sub-parts:
- negotiations on trade 0
- negotiations on enclave -
- Daliir response -
- Crisaeda response -
The cities flatly tell Kaeir while they will continue any trade deals, and are
open to just trade, they refuses to become Kaeir puppets or pawns. Kaeir will
also note they turned down the Eastern collalition.
Rhudyn Internal 1470 events:
A new branch of the Bureaucracy is made, the public road and transportation
service. This branch will have charge of continually maintaining the roads
and building new ones as villages grow or routes develop. They will also be
in charge of the guard booths and having them properly posted and
maintained. Also a propaganda campaign will be used in the south to
encourage Videssian merchants that cannot afford ship passage or that wish
to travel by land to the straights to have more trade interaction to use the
new highly developed highway.
The Prince travels to all members of the Eastern Coalition and the southern
free cities. He also makes a short visit to Videssia and Junder as a token
of friendship.
Rhudyn Actions for 1470
Action 1: The North
Weight: Single
Difficulty: Normal
Progress (+1,0,x,x)
Fudge Points:
The North will continue in annexation. Seeing that the locals are having
problems just getting back to normal life, the military in the area will be
used to help in the things like farming and such to help the way of life
return to normal. They Military will continue to be a relief force for the
people. To counter act the too many building projects building projects
like homes and such will be concentrated on and the other things will be
left alone until the way of life is once again normal. Rich individuals
whom already are established will be asked to give significant contributions
to the relief efforts; such will be rewarded with lower noble titles.
Subparts:
* Military in the area helping the people
* Noble titles for contributions
*Building for the “people” first
*Luck
Action 2: I would walk 500 miles
Weight: Single
Difficulty: Normal
Progress: last year for last year’s failure
Fudge Points: 3
To start things off stone quarries will be expanded. This should help the
progress of the stone from the quarries to increase. The guard booths built
last year will be added onto so that they will house small patrols and hold
goods for emergencies.
A propaganda scheme will be started to spread word, not to the governments
but to the people of the South of Rhudyn of the new great road system that
can take them to the straights. Although not faster it will allow the
traders to have more trade on the travel and Rhudyn has set aside carts and
wagons for loan at the border so that those wishing to trade this way will
have able means if they didn’t before. The transportation will be free; it
simply needs to be returned at their destination which will be recorded upon
borrowing the item, and passing through any city. Ships will transport the
wagons and carts back down.
Subparts:
*Southeast nation traders
* Stone
*Guard Booths
*Luck
Action 3: The other War
Weight: 1
Difficult: Normal
Fudge points: 3
Semi-Secret
The deal with Celpalar is that Rhudyn vessels will help patrol the northern
coast while they are attempting a blockade with their allies. Talhanen is
to choose five pirate captains (the best) that will be given the specific
assignment of sacking and pillaging the Northern Razinian coast and their
ships. They will be given arms and supplies secretly while they will also
be given immunity status for their actions against the Northern Razinians in
Rhudyn, although this will not be let known. The ships will be able to dock
in Aryisa to repair when needed and restock and will also have Celpali flags
to fly in order to show alliance with Celpalar. These Pirates are going to
be made Privateers, secretly. Twenty five percent of their booty will be
turned over to Rhudyn upon their return and the captains will be granted
land where they choose with the stipulation that they may be asked later to
fulfill such duties.
The King will write an official document dating back ten years showing all
five captains as Rhudyn criminals so that if they are captured they will be
known to be wanted in Rhudyn. Rhudyn will pay a high price for their
delivery, alive only. This document is also secret and only a backup incase
they are captured. Each captain will be given a copy of this to assure upon
their capture they will be delivered to Rhudyn.
Subparts
*The Privateering of 5 Pirate crews
* Sacking Ships
* Sacking Ports
* Not being openly linked to Rhudyn, outside of the Celpalar and allies
knowledge that some Rhudyn ships will be in the area and that they are not
to be attacked
Action 4:
Weight: Growing room
Difficulty: Easy –building on an already successful action
Fudge Points: 2
With the known theology of larger families being better in place this idea
is to be placed into Rhudyn culture through religion.
The tower will continue to emphasize the Goddess Origemanda is not only the
goddess of magic but also families. Origemanda believes in joy of large
families. Not just Origemanda but all of the supported religions of Rhudyn
will hear this and realize that to achieve pure bliss the family unit must
grow. The hope is to have the idea planted in the heads of the people that
families of seven, eight, and nine children or more is what the normal is.
Subparts:
* Idea implanted in the peoples minds
* Acceptance
* Actual results
* Luck
Action 5: The Mountains
Weight: Single
Difficulty: Very Easy
Fudge Points: 0
The King orders a survey of the largest flight animal known in the Tavar
Mountains, the Hippogriff. The individual to do this will be a head
educator on Fauna from Ota'Rriej whom is known for his expertise in this
field. He will simply observe them in their natural habitat meaning, where
they live, what they eat, what they like and dislike and so on. Most of
this information is known but this is just a study to find out if the
information is correct.
* Travel to Hippogriff grounds
* Studying the Hippogriffs
* Matching results with previous studies
*Luck
Action 6: The Eastern Coalition
Weight: Single
Difficulty: Very Easy
Fudge Points:0
Word will be sent to the Royal Ambassadors that Rhudyn would like to carry
on involvement in the eastern coalition after the boycott ends. No
persuading will be done, the only thing that will happen is that the
Ambassadors will deliver a letter from the King saying that he thinks it
would be a good idea for the coalition to continue on and next year the
coalition should council on this along with the embargo on Kaeir.
Subparts:
*Writing the letter
*Ambassadors
*Literacy of other rulers?
*Luck (hoping ambassador doesn’t break his ankle in the road on his way to
the leader)
Results
Action 1: The North
Weight: Single
Difficulty: Normal
Progress (+1,0,+2,x)
Fudge Points:
0 (0++0) = +2 succes
Subparts:
* Military in the area helping the people 0
* Noble titles for contributions +
*Building for the "people" first +
*Luck 0
The annexation in the North continues to become proceed effectively. The
new focus on helping the common people gain back the lives that they lost
during the war gains support quickly. The commoners are eager to have
things return back to what they once had and are grateful for the help that
they have received. The level of high contributions from wealthy traders
amasses to a very high amount giving the King plenty of money to push from
the treasury into the Northern lands for rebuilding. The lives of the
common people are now back into place and the last year can be used for
finishing government buildings and rebuilding city walls and such.
Action 2: I would walk 500 miles
Weight: Single
Difficulty: Normal
Progress: last year for last year's failure
Fudge Points: 3
0 (+00-) 0 Mixed Results
Subparts:
*Stone +
*Southeast nation traders 0
*Guard Booths 0
*Luck –
Finally the massive road system in Rhudyn is complete. An excellent system
of well carved stone is laid from north to south and east to west connecting
the southern borders to the straits and the Tanamir Sea to the outer oceans.
Internal trade is expanding hugely with the roads in place and Rhudyn
seems to have shrunken in size for all of its inhabitants. The traders from
the south have heard of the new roads and ability to travel into Rhudyn and
visit many places all the way to the straits. Some have decided to look
into this new opportunity of trade. With time the trade on land with
southern nations will grow.
Action 3: The other War
Weight: 1
Difficult: Hard
Fudge points: 3
Semi-Secret
-1 (+000) = 0 Mixed Results
Subparts
*The Privateering of 5 Pirate crews +
* Sacking Ships 0
* Sacking Ports 0
* Not being openly linked to Rhudyn, outside of the Celpalar and allies
knowledge that some Rhudyn ships will be in the area and that they are not
to be
attacked 0
The privatering takes places. No one actually gets evidences proving its
supported by Rhudyn but there are suspicion.
The stolen goods increase the national treasure immensely for one year of
work. The endeavor is seen as a great success by the king and commissions
the Privateers to continue their endeavors in that region until the end of
the war under the previous agreement.
Action 4:
Weight: Growing room
Difficulty: Normal
Fudge Points: 2
0 (+0-0) = 0 Mixed Results
Subparts:
* Idea implanted in the peoples minds +
* Acceptance 0
* Actual results -
* Luck 0
The idea of larger families being what is normal and expected is now in the
minds of the Rhudyn population, yet due to the fact that making a child
takes nine months no dramatic increase in births is seen. Within the next
few years an increase in birth rates are expected.
Action 5: The Mountains
Weight: Single
Difficulty: Normal
Fudge Points: 0
0 (+0-0) -1 = -1 Failure
* Travel to Hippogriff grounds +
* Studying the Hippogriffs 0
* Matching results with previous studies -
*Luck 0
The efforts of Kinjoaom from the University of Ota'Rriej finds that the
previous studies on the diet of Hippogriffs is incluclusive and that the
social structure between the animals are much more intense than before
expected. All previous studies showed that they were solitary animals that
met once a year for breeding. However Kinjoam witnessed a large gathering
of Hippogriffs in the mountains that went against all previous studies
showing that hippogriffs have a set social structure and a need for
interaction.
Action 6: The Eastern Coalition
Weight: Single
Difficulty: Very Easy
Fudge Points:0
+2 (0000) -2 = 0 Mixed Results
Subparts:
*Writing the letter 0
*Ambassadors 0
*Literacy of other rulers? 0
*Luck (hoping ambassador doesn't break his ankle in the road on his way to
the leader) 0
Rhudyn simply gets out the word that it plans on continuing the eastern
coalition and wishes continual participation from the members that are now
participating and the new members that have joined.
Milakanur
Milakanur Action 1470
1) Building Strong... and Growing...(the Flintstone vitamin theme plays
softly in the background)
Milakanur has made new contacts from the meetings on the establishment of
the Eastern Coalition... This year Milakanur will attempt to use these
contacts for additional stone imports and will continue building on the
wall.
Weight: Single
Difficulty: Normal
Fudge Points:2
Duration: I say 5 more since the last year resulted in poor quary output
causing a lull in the wall construction.
-Stone
-Building the wall
-recieving stone from other places
-Luck
2) Council of the Per Aa
With an invitation to join the Coalition. The Per Aa's council meets to
determine the implications of joining the Eastern Coalition. It's ties with
and support from Rhudyn lead them to approve their signing with the Eastern
Coalition...
Weight: Single
Difficulty: Easy/ already signed last year.
Duration: While the Coalition stands goals of Milakanur and Coalition are
aligned.
-government reaction
-other nation reactions
-other nations joining
-Luck
Action 3 & 4 Secret:
Fudge points: 2
Weight: Double
Results
1) Wall
Weight: Single
Difficulty: Normal
Fudge Points:2
0 (+0++)
-Stone +
-Building the wall 0
-recieving stone from other places +
-Luck +
Rhudyn shipments of stone increase and stone that was bought in previous
years was delivered in addition to the yearly supply. And with increased
suppliers, in ak-Kartya and Adnan, Per Aa Raj Sa'eerts celebrates the
progress on the wall by offering the workers one week of leave where they
can seek their own personal pleasures to regain moral and rest a bit with
their families. Engineers predict that if current stone shipments increase,
their demand for stone would be met in 3 years rather than 4.5 as was told
to the Per Aa in the trade councils.
2) Council of the Per Aa
With an invitation to join the Coalition. The Per Aa's council meets to
determine the implications of joining the Eastern Coalition. It's ties with
and support from Rhudyn lead them to approve their signing with the Eastern
Coalition...
After months of deliberating with the members of the council agree to join
the Eastern Coalition. It is seen as a way to better relations with
Rhudyn. But it is also viewed by the people that Milakanur is again in
position to contribute to the major decisions of Mid Sea. As it was once a
vast society during the Avaerian wars. This is a step back into the front
lines of Mid Sea procaliming to all that Milakanur is not a force that can
be overlooked and it will be a formidable ally and dangerous enemy to
strike.
+ (0-++) +2 Success
Action 3 & 4 Secret:
(grins)
(GRINS BACK)
Sedonia
Action 1: Who Ya Gonna Call?
Weight: Single, Strategic
Difficulty: Normal
Progress (+1,+3,+3,+2,+3,+1,0,x,x)
With the rubble finally cleared, the Sedonians are free to turn to the
rebuilding process. The most critical tasks are to restore the roads,
water supply, sewers, and shipyards. Once the skeleton of a city is in
place, the bones can be fleshed out.
While this goes on, the Archprelate of the Order of Coron and six of his
most talented subordinates come to Zelkor to directly confront the
greater spirit that haunts the city. By necessity, this confrontation
must take place in the throne room of the Prince's Palace, which
unfortunately has been used by the Order as a ghost corral.
The Archprelate will confront the spirit in the Throne Room and try to
determine its nature, while his assistants keep him from being
distracted. The most important thing is to find the spirit's anchor, the
object that is holding it in the world of Substance. The Archprelate
believes that the inscription in the Prince's throne room is an anchor,
but he suspects there is another somewhere in the city.
Subparts:
* Begin rebuilding critical infrastructure
* Clear the lesser ghosts from the city and contain the greater
* Confront with the 'banshee' and identify it
* Find the spirit's anchor.
Action 2: I think we need a better boat
Type: Single, Strategic (0,0,+2,x,x,x,x)
The Sedonian Institute of Naval Architecture's prospects are looking up.
With the Kaeiran galleass and galliot to work from, and with the aid of
the Kaeiro-Ka'Shari shipwrights, the INA moves forward with their
efforts to design a new class of ship: the galleon.
Meanwhile, engineers begin experimenting with a different means of
propulsion. Sedonian river barges have long used paddlewheels driven by
men or oxen as propulsion--the Sedonians want to see if this can be
adapted to ships.
Difficulty: Normal
Subparts:
* Hull Design experiments
* Sail plan experiments
* Research into 'alternative' propulsion methods
* Luck
Action 3: Quarantine
Type: Single
With reports of plague in Hria, Hisaria, Terebuani, and Bel'Adne, the
Sedonian government implements quarantine protocols. Trade caravans
coming from the north and northwest will be held at the border for a
week, and any caravan the shows signs of plague will be turned back.
Ships arriving from northern
Mid Sea? ports will also be quarantined for a
week before being allowed to dock, and again, any ship carrying plague
will be refused permission to dock.
Healers of the Order of Arlova are alerted, and are moved to the
northern borders and the seaports, where plague, if it reaches Sedonia,
is likely to appear first. Firebreaks are created in the large cities,
to provide some containment and control if it proves necessary to burn
parts of the cities to control the plague.
Access to Palace Mount is restricted, and access to the Imperial
Residence even more restricted.
Difficulty: Normal
Subparts:
* Quarantine caravans
* Quarantine ships
* Move healers to high-risk regions
* Create firebreaks in the cities
Action 4: Election Year
Type: Single
Sedonian politics are going through an upheaval. With the retirement
from politics of Chancellor Aldin Vellin, the founder of the Urban
League movement, and the retirement of several other politicians of the
same generation from the other factions, a leadership change is in the
offing. However, the most important distinction between politicians in
this election is whether they support closer ties with Kaeir or Mir.
Many sitting Members of the Commons who thought they were in safe seats
(i.e. most of them) find themselves being challenged from within their
faction by challengers who take opposing views on the question.
It is known that Emperor Arden, Empress Agatha and Prince Barnardus
favor Kaeir, while Princess Irinia and the Duke of Caladyn (the Empress'
father) favor Mir. The Duke of Roth Mythysa, a cousin of the Emperor and
ninth in the line of succession, favors neither side, being more
concerned with relations with Torphan and Tanimbar. General Valen
Martros, Duke of Pran and Chief of the Imperial Staff has managed to
avoid the whole issue by going on an inspection tour of Sedonian border
posts which will put him conveniently out of the city during the height
of the political season. Similarly, Lord Admiral Tomas gyo Vizur has
arranged to be conducting an inspection of the Straits Fleet and
Tolmersa Island during the election season.
In essence, the question is: Will the pro-Mir or pro-Kaeir viewpoint
hold a majority in the Commons after the election? In this case, success
means a pro-Kaeir majority, failure a pro-Mir majority, and mixed
results no clear majority for either.
Difficulty: Easy (+1) - The Emperor's "thumb on the scales"
Subparts: Doesn't really apply, I just need a straight 4DF roll
Results
Action 1: Who Ya Gonna Call?
Weight: Single, Strategic
Difficulty: Normal
Progress (+1,+3,+3,+2,+3,+1,0,0,x)
0 (00-+) 0 Mixed Results
Subparts:
* Begin rebuilding critical infrastructure 0
* Clear the lesser ghosts from the city and contain the greater 0
* Confront with the 'banshee' and identify it -
* Find the spirit's anchor. +
The Archprelete himself is unable to contact the banshee itself. He does
discover that unlike the other ghost who seemed to be based on the inscription.
Upon entrances he discovered this one is contract based. Corron is one element
of contract, the banshee itself is another, and there appears to be two other
factors to the contract. The Archprelete suspects that the banshee's body is
either buried some were under the city, or its ashes was spread across the city
when the contract was signed. As to what this contract is will require actually
identifying the banshee. When he tried to confront the banshee itself the
banshee fired a warning shot. Unlike other ghost the Archprelete discovered the
Banshee has access to magic. The Archprelete's right hand is now crippled.
Action 2: I think we need a better boat
Type: Single, Strategic (0,0,+2,0,x,x,x)
Difficulty: Normal
0 (-+00) o Mixed Results
Subparts:
* Hull Design experiments -
* Sail plan experiments +
* Research into 'alternative' propulsion methods 0
* Luck 0
Action 3: Quarantine
Type: Single
Difficulty: Normal
0 (-++-) = 0 Mixed Results
Subparts:
* Quarantine caravans -
* Quarantine ships +
* Move healers to high-risk regions +
* Create firebreaks in the cities -
There are problems in quarantine the caravans. One plagued person does manage
to get threw, but dies before the priest can help. Other then the one person
nothing else happens.
Action 4: Election Year
I have asked Juuso to solve this since it affects Mir
Tora
Action 1: Colonizing the North Shore Bay
Weight: Single
Description: In an effort to expand, the Toran supreme council has
sent a colonizing force north to begin building a city on the
northernmost tip of the Toran coast. On the map you can see that there is a
blunt
peninsula jutting into the northern sea, and on the left side of that
peninsula there is a small bay. The city will be built there.
Initially, it will be a tree city like most other Toran settlements, but later
it will be expanded to the ground and include a primitive shipyard and
dock system. This action is just to say that the colonizing force is
on route to the coast, via dugout canoes down the river from the central
jungle. It should take them a week or two with the current helping
them, and when they arrive they will begin construction of the tree city.
Difficulty: Easy
Determinants: Tora knows how to build and repair tree cities; they've
been doing it for centuries.
Subparts:
1) organizing and equipping the colonizing force;
2) transporting the colony downriver in a fleet of dugout canoes;
3) selecting the exact site for the new city, erecting temporary living quarters and
beginning construction;
4) luck.
Action 2: Exploring the Ruins
Weight: Single
Description: For centuries, certain regions of the jungle have been
avoided by the Torans. These regions are the areas formerly inhabited
by the civilization that was encountered by the Avaereans when they
landed on the northern shores of Tora. Soon after the Avaereans defeated
this civilization and moved south, the civilization completely died out
for mysterious reasons. Torans have long been superstitious of the
ruins of the cities left behind, and avoided them. But now, in an effort
to familiarize themselves with their past and seek knowledge, the Toran
supreme council has sent an expedition to explore the jungle ruins of
the lost cities.
Difficulty: Moderate
Determinants: Torans are still superstitious about the ruins and
somewhat fearful; explorations will proceed slowly.
Subparts:
1) organize and equip expedition;
2) locate all ruins;
3)explore them thoroughly;
4) luck.
Results
Action 1: Colonizing the North Shore Bay
Weight: Single
Difficulty: Normal (building cities is never easy.)
0 (+-+0) = +1 Success
Subparts:
1) organizing and equipping the colonizing force; +
2) transporting the colony downriver in a fleet of dugout canoes; -
3) selecting the exact site for the new city, erecting temporary living
quarters and beginning construction +
4) luck 0
A sit is located but the people are not ready to flock to the new city with
out some more infrastructure.
This will need to be a 7 year multi year action at normal level
(+1,x,x,x,x,x,x)
Action 2: Exploring the Ruins
Weight: Single
Difficulty: Hard
-1 (+-0+) = 0 Mixed Results
Subparts:
1) organize and equip expedition; +
2) locate all ruins; -
3) explore them thoroughly; 0
4) luck +
Mir
Actions 1 & 2: Rebuilding Mirabalpur.
Mirabalpur is with in the final stages of its rebuilding. Much of the
actually rebuilding is finished. There are still a few buildings left to finish
repairing most of these being buildings that were in legal dispute. The
remaining public buildings are structural finished, but they still are in the
process of the final finishes.
The river sides will continue to be reinforced by the needed magic or
structural reinforcement in that area.
The Archmage Eubratosa will be instructing the mayors over each districts that
as the remaining buildings in their district were finished they were to hold a
celebration. Nothing elaborate, just a private neighborhood celebration in the
evening. The Archmage will also be re dedicating the necessary public buildings
that need it, this includes the Imperial Wing of the Palace of Sorcery, and
buildings in the university.
Difficulty: Normal
Weight: Double
Finish rebuilding
River Side
Celebrations
Luck
Actions 3: colony
Begin reconstructing the walls and buildings as needed. This is specifically
for the buildings damage by water or foundation issues. They will be also look
at fixing the foundations as need and shoring them up. The city will begin
preparations to build dykes along the local river, and any rivers that might
form during the a rainy season.
Difficulty: Normal
Buildings
Foundations
Dykes
Luck
Action 4: Anti-Plague
Mir raises protections on all trade that comes into its realm. All merchants
entering the borders will be questioned about were they and their crew has been
and sees if they have any contact with the plagued north.
All merchants will be checked over by Mirrish Sorcerers and quarantined for a
day if they have no contacts with any northern nations, two days if there is
contact with any northern nation.
Mir will using magical communication contact the Bel’Adne Government to gather
any information they can about the plague, and any magical or scientific means
used to cure the plague.
Difficulty: Normal
FP: 2 (If I have any.)
Stopping Merchants
Quarantine
Contact Bel ‘Ande
Luck
Results
Tanimbar
Action 1 & 2: Lets find the good stuff
Difficulty: Normal
0 (+--+) + = +1 Success
Objectives:
Survey for precious minerals and metals +
Map making -
Routes to resources found -
Luck +
Action 3: Exterminators
Difficulty: Hard
- (000+) = 0 Mixed Results
Objectives:
Find goblin hiding places 0
Attack any goblins found 0
Map Making 0
Luck +
Action 4: What are we able to do?
Difficulty: Normal
0 (--+-) = -2 failure
Objectives:
Report of Artisans in each city -
Report of Construction and Mining equipment -
Are there enough to fill immediate need? +
Luck -
--
Chad Powell - 17 Oct 2006