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

Topic revision: r1 - 13 Nov 2006 - 19:41:24 - Chad Powell
 
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