Events for 1471

Shanari Commonwealth -3:

The Neopagen movement has continued to grow. No more tribes have been full converted, but its numbers have grown to a full third of the population of the Commonwealth.

Parglug +5:

The Torphan trade route has managed to bring wealth into the realm of Parglug.

The Tora -1: Plague is begun to be seen in the southern reaches of Tora lands.

It seems to follow villages along the river

Jundar +5:

A Merchant Land Prince is finally successful in his bid for the High Princes Throne. He then makes a bold move, and in an effort approaches the Federation of Midsea, and is accepted by the countries in good standing.

The Northern Plague

The plague has spread through all of Hria, while Bel’Adne has developed some magic’s against the plague. They seemed to have maintained it though within the western reaches of the country. While causes are reported outside of Tora, Hria, and Bel’Adne they are single causes, and were always merchants who had traveled through one of the above listed countries.

The Razanian War

The Aryisa find themselves in a tight situation with their troops in the south and their armies in the west defeated and driven back. The Ayrisa invoke the treaty with Mir stating Mir would help them against Razanaian aggression.

Actions 1471

Anaduan

Action 1 "A Home for Anaduan" (4th year)

Construction continues on the Castle of Dura. The lead architects hope that they will be able to implement the new tools and techniques from Rhudyn.

Weight: Single Difficulty: Normal Tools New Techniques Materials Building

Action 2 "Things That Make Other Things Die" [SECRET ACTION]

Weight: Single

Difficulty: Normal

Action 3 "Bless you." As word of the plague increases, precaution is taken in the harbors, as well as the roads leading in to Anaduan. The military is called up to enforce the border and prevent entry of outsiders who may have been exposed. No ships are allowed directly in to the harbor. Weight: Single Difficulty: Normal Manpower Time Travel Luck

Action 4 "Howdy Neighbor" Ambassador Baue returns to traveling and visiting other nations to improve diplomatic relations. He steps up his agenda, visiting some of the nations of the Eastern Coalition (Milakanur, Aixelsydan, Rhudyn, and Anacir), as well as Comenaera, Roharen, and Belniar. This time, he travels with only a handful of royal guards. In addition, Gov. Delari travels to Kaeir in anticipation and talks of post-boycott relations.

Weight: Single Difficulty: Normal Aixelsydan response Reharen response Anacir response Belniar response

Sedonia

Action 1: Ratify the amendments to the New Tirmaeir Treaty Weight: Single Description: Having worked with Foreign Minister Rinn to develop the amended treaty, Emperor Arden now intends to get it through Parliament. He already has the opposition votes in his corner, and enough of the moderates in the governing coalition for passage, but Baron Viridlen, the Chancellor, and Duke Harald of Caladyn, the power behind the Chancellor, are both capable of using parliamentary procedure to stall or kill the treaty.

Before he submits the Treaty to Parliament, the Emperor meets privately with Chancellor Viridlen and the Duke of Caladyn. He reminds the Chancellor that under the Great Charter, the Chancellor needs to command both a majority in the Parliament, and the confidence of the Emperor. Arden informs Baron Viridlen that if the treaty fails to pass, he will sack the Chancellor, dissolve Parliament, and call an early election. The Emperor then informs the Duke that if he interferes with the treaty, he can forget about having contact with his daughter, the Empress, and his grandchildren.

Difficulty: Trivial (+4) (Base of +1, plus Arden's +3 Influence.)

Subparts: * Pass the Treaty * Intimidate the Chancellor * Intimidate the Duke of Caladyn * Finagle Factor

Action 2: Who Ya Gonna Call? Weight: Double, Strategic Progress (+1,+3,+3,+2,+3,+1,0,0,x) Description: The Order of Coron is determined to destroy the Banshee of Zelkor. They need to identify who at least one of the other two parties to the contract which created it is, and what happened to the banshee's mortal remains.

The Archprelate of Coron strongly suspects, from the Banshee's actions, that one of the two unknown parties must be Demerhaze, in her role as the Goddess of Vengeance. He also suspects that the Banshee was part of the Princely House of Zelkor in real life. He orders a search of the city for burial sites outside of normal cemetaries, and also orders the exorcism and ritual disposal of the contents of the tombs of the Princes of Zelkor and their families, along with similar treatment for any bodies found in the search of the city. With luck, the banshee's remains will be found and the curse broken with their disposal in the sea.

Difficulty: Normal Fudge Points: 4 Subparts: * Confirm Demerhaze's involvement * Identify the other party * Find the Banshee's mortal remains * Destroy the remains and break the curse.

Action 3:I think we need a better boat Type: Single, Strategic (0,0,+2,0,x,x,x) Description: The project to advance Sedonian naval architecture is finally gaining some traction, thanks to the GATE treaty with Kaeir. Working from the galleass and galliot provided by Kaeir, the Sedonians continue work on their new design, the galleon.

Meanwhile, work on alternative propulsion methods is abandoned as a distraction from the main task. The Sedonian navy begins construction of an initial class of ten galleasses as replacements for their oldest triemes, straight copies of the Kaeiran designs, but with Sedonian-designed weaponry.

Difficulty: Normal Subparts: * Galleon hull design * Galleon sail plan design * Galleass construction * Luck Factor

Milakanur Actions for 1471

>
> Action 1: The Plague
> Weight: Single
> Difficulty: Normal
> Fudge Points: 0

Milakanur is going to be placing all passengers from ships from the > northwest under quarantine for 5 days in a stockade built 10 miles away
> from
> Elanbur and outside of Milakanuri territory.
> The areas of quarantine will be 10 miles from the city of Elanbur on the
> coast. Provisions will be sent to them to keep them comfortable, but dead
> bodies
> will be burnt away from the city in an effort to cleanse the land of the
> plague. Milakanur citizens will be exiled as the cremation would violate
> their
> chance of incarnation. Nations from the west, north and outer north and
> west will be subject to such regulations including any Rhudyn ships that
> travel
> to such places. Letters have been sent to all effected nations to let
> them
> know of the precautions being taken to prevent any unexpected
> retaliations.(Consider this the letter)
>
> Subparts:
> *Building the stockade
> *destroying possible contamination
> *reaction of other nations/Milakanur citizens to exile.
> *Luck

Action 2: Going and Going Duration: 3 more years Difficult: Normal Fudge points: 0

Milakanur continues to recieve rock imports from Rhudyn and forementioned nations. Subparts * Rock supply * Healthy workers

Action 3: The Coalition Weight: 1 Difficulty: Norm Fudge Points: 0

The Per Aa meets with King Rhudyn to discuss the progress made with Kaier. Explains the satisfactory results that came from the treaty. Per Aa, Raj Sa'eerts is pleased with the results of the coalition and agrees to maintain his alegiance to it for another year. Per Aa takes this oppotunity to discuss further his plans to build a religious school and offers position and lodging for any religious scholar that may volunteer for the position upon completion of the school. Subparts: * Reaction of the people to another year of allegiance to the coalition

Action 4: Enter to Learn Difficulty: Normal Fudge Points:

Raj Sa'eerts orders the construction of Tzolebal Tioxari, a School devoted to the study of the gods. Upon completion invitations will be sent to the nations of Mid Sea to send amasadors to teach about their god and religion. The Per Aa sees this as an oppotunity to learn about the motivations of countries. Like his father he believes that the Milakanur roots are the ultimate road to a happy life after this one. However he believes that there are many teachings that may provide insights to greater keys of knowledge concerning death, life or resurrection. Subparts: *Stone/Lumber harvests * ? *Luck

[New: Forgot that this year needed to include the treaty reactions] Action 5: Treaty Reactions

The past 2 years have been filled with diplomatic meetings between Kaeir and Milakanur. A treaty was finally agreed upon and brought forth to the citizens of Milakanur to show them that Kaeir was in fact being punished for their invasion of Port Jabuar. The Per Aa waits for the reactions that may come from the citizens who suffered most from their hold on Port Jabaur.

-- Chief Scribe of the Grand Per Aa

Aj Eler Ban

Rhudyn Internal 1471 events:

King Rhudyn takes a new wife from Tana proper, the last distant female relative to the passed queen-she. A great celebration takes place in the roads of Rhudyn as the King arrives on his Raken with the new Queen. Symbolically the two traveled from the old Tana capitol to Rhudyn before being wed.

Loinel again takes leave into the Tavar Mountains to search for the ancient city.

Rhudyn Actions for 1471

Action 1: The North Weight: Single Difficulty: Normal Progress (+1,0,+2,x) Fudge Points:

The North will continue in annexation. With all the government branches in place this year will focus on the working of the system. To counter the small turn outs that took place before for elections, elections will once again take place in the local levels for judges. Propaganda to vote will be distributed and town meetings will be held. Subparts: * local elections * government systems working *voting propaganda for a better turn out *Luck

Action 2: The Plague Weight: Single Difficulty: Normal Fudge Points:

Rhudyn is simply going to be asking that all ships from the northwest be put on watch for a week before allowing harbor. The areas of wait will be one hundred yards from the city and it be given food and water, all wastes or dead bodies will be disposed of by fire away from the city. Nations from the west, north and outer north and west will be subject to such regulations including any Rhudyn ships that travel to such places. Letters will be sent to all effected nations to let them know of the precautions being taken to prevent any unexpected retaliations. Subparts: *keeping the boats away *destroying possible contamination *reaction of other nations *Luck

Action 3: The other War Weight: 1 Difficult: Normal Fudge points: 2

The pirating continues but there is more.

This year a naval invasion will be practiced in Bernar. A full naval division will be dispatched along with 15,000 troops and 5,000 Calvary(5,000 troops from Anaduan). Permission has already been granted to land in Celpalar or Aryisia territories if needed. The force will invade a day after a pirating force has struck. They will invade the city subdue its armed forces, and stay for a time.

If landing in the city looks undoable then the ships will land further down and march up and attack or simply blockade the city. The army is not trying to invade the country but simply take one city. If any sizable force that could compete with the Rhudyn forces arrives then the forces will immediately withdraw and perform the same thing in another city. Citizens will be allowed to leave if they wish.

After a month the army will leave and invade one more city and leave. If a very large force appears then Rhudyn will simply leave. The point is to cause more of a distraction.

Subparts

* Sacking * Landing *Encounter of hostile forces *Distraction

Action 4: The Coalition Weight: 1 Difficulty: Norm Fudge Points: 4

To assure that the Coalition will continue strong and well after 1472 The King will once again take to the seas. To begin with Ronara will travel to Milikanur and meet with the Per Aa. They will discuss Kaeir and what has happened in the past years and the future of the relationships. King Rhudyn will then visit Aixelsydan and have a gift of his finest wines, an hull full, sent to the King before his arrival. Here the King will discuss the success of the eastern coalition and ask that Aixelsydan continue to participate and be a member of the coalition. At the same time the Prince will visit Anacir, Roherin, Belnair, and Demarias to discuss their feelings of the coalition and convince them to stay in. The prince will find out what their needs are and try to propose how Rhudyn and the Coalition can help them. Anacir will be the most focused on Northern free city. The prince will stop and rest in Anaduan for a short visit as well.

Aixelsydan and Anacir are the main focus, which is where most effort will be spent. Milikanur is mostly a visit. The other free cities will not be nearly as focused on as the ones indicated above.

Subparts: * Aixelsydan * Milikanur * Anacir *Other Northern Free cities

Action 5: Be Prepared “motto of the Boy Scout”

Weight
1
Difficulty: Norm Fudge Points:2

The ice demons may return sooner than later. Rhudyn will be prepared for the next time. Plans will be made for fortifications on the southern borders to assure that Rhudyn is protected from the evil. Plans for a wall on the southern Mid Sea? border will be made and the area will be surveyed. The wall will be designed to be 250 yards from the southern most river on the border along the Imbros river.

Also Rock quarries will begin to be greatly expanded and new ones founded. Private companies will be commissioned for this so that it will be easier for the government to focus on other things.

Subparts: *Plans *Stone quarry preparation * ? *Luck

Actions for Cormenaera 1471

Action 1 – Even unto the Ends of the Earth (aka Trade with Torphan) (-1,x,x,x) Weight: Single, Strategic Fudge Points: 2 Description: After impressing the Torphani Ambassador to Mir with Cormenaera’s finely made goods, Cormenaera has been granted permission to trade with Torphan . Access has been accorded along the Torphani Imperial route, within the context of seasonal trading fairs within Mirabalpur and Parglug’s Aseria.

Guided by Speaker Valhen’s excited exhortations, the Assembly votes to follow-up on this “success” by seeking permission from these two respective countries to trade at these fairs. If successful, trade in this limited fashion in these two locations is perceived as the opportunity for Cormenaera to gradually and steadily develop normalized trading relations and ideally resulting self-enrichment.

While this big picture goal of pursuing robust trade relations with Torphan is daunting given the implacable diplomatic isolation and iciness of the Torphani people, the immediate goal of pursuing permission from Mir and Parglug for trading fair access to Torphani merchants is, at least comparatively, much more “do”able.

Difficulty: Normal

Factors: +Reasonable trade relations with Mir, Parglug +Willingness to provide some trading concessions for rights to enter fairs along the Imperial Route - Possible unwillingness from Aseria or Mirabalpur to share access to Torphan

Subparts: 1. Sailing to Mirabalpur 2. Diplomatic negotiations with Mirabalpur regarding establishing trading rights and terms with Torphani merchants at Fair in Mirabalpur, then 3. Sailing onward to Aseria 4. Diplomatic negotiations with Aseria regarding establishing trading rights and terms with Torphani merchants at Fair in Aseria

(In game correspondence forthcoming)

Action 2 – DAM! That’s Hard Work Weight: Single, Strategic (x,x,x,x,x) Fudge Points: 0 Description: The Lords have organized one of their first Assembly legislative victories! Spearheaded by Lords Tyre and Penarlag, they have managed to enjoin the Assembly Scholar-Masters and Guildmembers to vote with them in an effort to improve overland transporation. Currently, the easternmost navigable point from Midsea is located upriver along the Sorn within Lord Isig’s lands. The feeling of the central and eastern lords is that making the Aum and Ost rivers navigable to their eastern termini could potentially afford vastly improved transport of goods, services, messengers, etc. throughout the land. Over the protestation of Isig (currently enjoying trade benefits from his "eastern trading post" position), the lords intrigued the Scholar Masters with the engineering challenge of the immense task. They also managed to convince the Guild-members that it would allow for better transport of people and wares, extending their influence eastward from the city (technically Guild charters extend throughout the Federation but transport has prevented extension of guild structure far from Cormenaera’s City). In a narrow Assembly victory (80-70), the motion to survey Aum and Ost and begin efforts at improving navigability has carried.

Difficulty: Normal

Factors: + Superb scholastics extends to matters of engineering + Provincial lords will be able to provide much of the local labor needed + Assembly vote guarantees sufficient funding for the first year of the project - Merchant factions and Isig are opposed to the project; if unsuccessful in the first year, the project may be doomed.

Subparts: 1. Surveying Sorn, Aum, Ost Rivers 2. Planning specs of dredging and damming necessary to afford shallow boat navigability to near eastern termini of Aum and Ost Rivers 3. Conscripting labor sufficient for the task, from local yeomen living within the provinces (many of whom would be excited about being more readily connected to “the city”) 4. Dredging rivers, building dams

Action 3&4-South of the Border Weight:Double Fudge Points: 2 Description: After failing to make any progress with the neighboring free cities in joining the Eastern Coalition, the Cormenaeran assembly has opted to focus on winning over its neighbors, one city at a time. Because of its size and relative dependence on Cormenaera (as well as large trade deficits), Avatar has been selected as the first target of intense trade negotiations.

Cormenaera will offer: 1) cessation of any import duties or tarrifs on Avatar goods coming into Cormenaera, 2) a loan and grant package to the current economically beleaguered Baron Jutterworth, and 3) active development of foreign markets for Avatar goods via the Cormenaeran merchant factions' extensive trade networks.

In exchange, Avatar will again be requested to join the Eastern alliance. The Assembly will also grant a 10 seat voting block to Avatar within the Cormenaeran Assembly itself, in order for Avatar to oversee and protect their trading interests within the Federation.

Difficulty: Hard

Factors: +Good Relations with Avatar +Large trading surplus in Cormenaera’s favor +Lord Nevern himself, a notably accomplished Cormenaeran courtier and diplomat, will be rounding out the Cormenaeran Trading delegation - Though not militarily hostile in the least, these are trade concessions Avatar badly needs, being offered by Cormenaera in exchange for political sublimation in the Assembly. Not all will take kindly to this, even though it makes some strategic sense.

Subparts: 1. Sail to Avatar 2. Serious negotiations, in which tripartite package will be offered in exchange for joining Eastern Alliance, and accepting voting block within the Assembly 3. Avatar accepts entering Eastern Alliance 4. Avatar accepts voting block in Cormenaeran Assembly

Tora

Action 1: Plagued Weight: 1 Difficulty: Normal Fudges: 0

In an effort to forstall the plague in Tora, the tribal chiefs and the central council have ordered that all Torans in tree cities disperse back into individual tribal units and migrate south through the jungle. This is a primitive attempt at quarantine, and the Torans, although somehat primitive, know all about jungle sicknesses. Meanwhile, their healers are experimenting with all known herbs to find a cure, and Toran shamans are chanitng day and night to the gods for relief.

Action 2: Recon Weight: 2 Difficulty: Normal Fudges: 0

In an effort to expand their sphere of influence, the Toran central council has ordered a recon expedition southward to the mountains. Because the exploration of the ruins wasn't accomplished this season before the monsoon rains, they feel that the rainy season could well be spent establishing a presence in the mountains where the rains will be less frequent and new resources may be discovered. The recon team is 500 men in two groups of 250 each. They will split at the mountains and travel east and west.

Action 3: Ports Weight: 1 Difficulty: Norm Fudges: 0

Construction continues on the north coast at the bay, despite the rains. The palgue has not hit the new settlement yet, and the Toran central council has forbidden any Torans from contacting the port until the plague ends. COmmunications are conducted through bird messengers. Progess is slow, but the Torans are building to last. They have decided to name the bay Rak-kan and the port city Rak-kade. They are fascinated with the sea but have not dared build any boats yet.

Kaeir

Action 1. Develop island of Faymiyunserai

Infrastructure development is the primary focus of this years action, with the Office of Colonial Affairs desiring to erect sufficient structures for the colony, and to develop sufficient water, harbour and sewerage infrastructure to allow the colony to function as a resupply station for merchants sailing to Celpalar.

Key Elements: Office of Colonial Affairs, Republican Guard Engineers. Weight: Single, Strategic. Duration: 1 of 2). Difficulty: Hard (isolated). Key Factors: + Surveying from previous year + Logistical support from Colonial Affairs Office + Technical skills of Engineers + Guard and indentured servant labour - Isolation - Uninhabited, wild island

Sub-parts: * Buildings and housing * Water supplies (local springs and dams) * Sewerage * Harbour * Foundations of agriculture * Chance of something unknown being encountered (i.e. ruins, non-humans, something nasty, a sleeping Old One etc)

Fudge points: Half of available points (after the Kaeirean Nightbrother action).

Action 2. Research Sedonian weaponry (from Kaeiro-Sedonian GATE)

Further effort is put into gaining assistance from the Kaeirean chapter of the Brotherhood of Night (as the largest chapter, the Kaeirean chapter is capable of supporting two large operations at once). Expertise is also provided by the University of New Tirmaeir.

Weight: Single, Strategic Difficulty: Normal Progress: 2 of 3

Key Factors: + Experience from previous year + Aid from Kaeirean Chapter of the Brotherhood of the Night + Skill of Kaeirean Arsenalworkers + Aid from University of New Tirmaeir

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.

Action 3. Hunting a shadow (Kaeirean Nightbrothers tracking the Shanari neopagan prophet) [Secret action]

Doranax Nightwalker, Master of Binding Magick and a member of the Council of Masters, with the unofficial support of Avan Nightwalker, the Master of the Kaeirean Chapter of the Brotherhood, takes two dozen senior members of the Kaeirean Chapter to the Calarnar to track down and gather intelligence on the Shanari neo-pagan boy-prophet Liam and his sister.

Doranax is under orders from his old mentor and former Grandmaster, Avan, to limit his actions to surveillance and study, with the main aim being to identify what the boy-prophet and his sister are.

The operation will take place under the disguise of a mission of charity (charitable magic being an important part of Brotherhood activities) and preaching against the neopagan movement. This disguise will give the Kaeirean Nightbrothers a better understanding of the kind of impact that the neopagan movement have had on certain Shanari tribes, and will increase their chances of encountering magic-using members of the neopagan movement. Such encounters will give the Kaeirean Nightbrothers the opportunity to try to undermine the influence of the neopagan movement, and in turn bring them closer to finding the neo-pagan prophet.

The modus operandi of the group of Nightbrothers from Kaeir will be to travel through the areas of the Calarnar strongly neopagan, performing sorcerous charity and challenging any representatives of the neopagan movement to both debate and feats of magic. The Shanari, both Millati and neopagan, will be familiar with the Brotherhood-wide practice of charitable sorcery, and the debates and magical tests will help to undermine the philosophical and magical influence of the neopagans.

The operation carries a two-layer disguise. Publically, the Nightbrothers are conducting sorcerous charity, but upon closer examination by anyone, it will be apparent that the Nightbrothers are preaching against the neopagan movement by use of debate and sorcerous challenges. The true purpose though is never revealed, and will be something easily hidden, as the operation is merely passive and sorcerous observation to acquire further intelligence on the boy-prophet, and if possible, his location.

The true purpose of their mission is never to be discussed, though should people who have met the neopagan prophet volunteer information, then subtle techniques to elicit further information would be used. Absolute secrecy must be maintained, to both ensure the success of their mission, and as the true purpose of their mission is directly contravenes a decision by the Brotherhood's ruling body, the Council of Masters.

Doranax Nightwalker is also able to draw on the help of a handful of Shanari Nightbrothers, and Shanari witchsmellers, who know Avan Nightwalker from when he made a pilgrimage to Akbari, and/or from when he was the Grandmaster.

If challenged by Nightbrothers from the Shanari chapter of the Brotherhood, the Kaeirean Nightbrothers will justify their actions by explaining that the senior Kaeirean Nightbrothers are simply conducting field training with their apprentices (a practice in the Brotherhood that normally takes place outside of one's home area, and thus quite common-place) prior to the apprentices becoming journeymen.

The group are divided into groups of 3-4, with each group being comprised of 1-2 senior Nightbrothers, and 1-2 senior apprentices. The groups focus on the areas where neopaganism has been most successful, and Doranax Nightwalker himself travels with three senior Nightbrothers to the homeland of the boy-prophet, the wild Baratiyyah country. The senior Nightbrothers are are skilled in dreamvisions and detecting magic and power, and given the still low level of magic used in the Calarnar (many magic users having been killed by the Sinari or during the Sinari wars), a powerful magic user or a demonically natured person, should be relatively easy to detect.

Weight: Single, Tactical. Duration: 1 of 2. Difficulty: Moderate (Intelligence gathering) Key Elements: Kaeirean Nightbrothers under Doranax's command.

Key Factors: + Aid from old associates of Avan Nightwalker + Disguise of charitable sorcery and anti-neopagan preaching + Division of the Nightbrothers into multiple groups + Familiarity of the Nightbrothers with Shanari culture (most will speak some form of Shanari to varying degrees). - Secrecy from neopagan Shanari - Secrecy of true purpose from the rest of the Brotherhood

Sub-part: * Charitable sorcery * Religious debates & preaching * Sorcerous challenges of any neo-pagan Authority magic users. * Search for boy-prophet * If Doranax finds the boy-prophet, does he obey Avan's orders not to do anything beyond study? * Identify nature of boy-prophet and sister.

Fudge points: Maximum number of available fudgepoints that can be used.

Action 4. Circumnavigation of the Midsea (1 of 2)

A private consortium of merchants, with sponsorship from the Ministry of Commerce, decides to improve the quality of Kaeirean cartography by sailing around the entire Midsea, mapping the coastline, currents and winds found throughout the Midsea, and improving commercial intelligence on what supply and demand exists in the various ports of the Midsea.

The journey should not be very difficult, as much of the Midsea (especially the western and northern regions) have heavy traffic and possess ports for resupply.

As a private venture, there should be no political difficulties in circumnavigating the Midsea, as the consortium will literally be a convoy of private merchant ships sailing the Midsea.

Weight: Single, Strategic. Duration: 1 of 2. Difficulty: Normal (maritime skill). Key Elements: Kaeirean merchants, Ministry of commerce.

Key Factors: + Maritime skill of Kaeirean captains and sailors + Extensive existing maps and knowledge of Midsea + Support, funding and logistics from Ministry of Commerce + Resupply locations available in most of the Midsea - It's the Midsea (it's big).

Sub-part: * Sailing around the Northern and Western Midsea (mapped extensively) * Sailing around the Southern and Eastern Midsea Midsea (mapped less extensively) * Mapping of North and West * Mapping of South and East * Trade intelligence

Fudge points: Half of available points (after the Kaeirean Nightbrother action).

Action 5. Treaties

The Kaeiro-Milakanuri Treaty of Atlabar, the Kaeiro-Rhudynese Mutual Extradition Treaty, and the Kaeiro-Sedonian General Agreement on Law and Commerce are submitted to the Great Council for approval. The Lord-Consul and the Senate support the approval of the treaties, as do the Ministers for Law and Foreign Affairs.

Weight: Single. Difficulty: Very Easy (non-controversial treaties) Key Elements: Great Council, Consul, Senate, Ministries.

Factors: + Movement towards normalisation of ties with Milakanur and Rhudyn. + Treaty obligations to Mir to sign treaty with Milakanur. + Strengthening of Kaeiro-Sedonian bilateral relations. + Support from Consul and Senate. + Support from the Diplomatic Corp.

Sub-parts: * Kaeiro-Rhudynese Treaty of Mutual Extradition * Kaeiro-Milakanuri Treaty of Atlabar * Kaeiro-Sedonian General Agreement on Law and Commerce

Mir

all: our treaty

Send troops to the Ayrisan capital. Only know sending a third of our troops. they are to defend the capital this year. Next year there will actually be movement to protect the country side. One of the dragons will join more for intimidation and only used as a last resort.

Also food and equipment will be sent to supply the Mirrish troops, and the people of the capital.

Difficuty: Normal weight +3 sub

move troops move supplies Secure the city Luck

Celpalar

Action 1 - Hold the Line! Weight: single Difficulty: normal Description: Instead of trying to push back the combined might of the combined northern Razanians, the Celpali army is going to dig in and hold the border. They will be waiting for the results of other actions that will be happening this year. They will also be keeping tabs on the movements of the Razanian army. A few small skirmishes will also be launched against the army, not so much to inflict casualties as to keep them on their toes. The main focus for this action is to keep the majority of the army held where it is, while actions take place in the rest of the Razanians. Subparts: 1 - dig in (previous knowledge of country's defense and a natural defense of the River Taran) 2 - scout out the opposing army (keep tabs on location/movements) 3 - small skirmishes throughout the year 4 - luck (As a side note to this, I think that the 20,000 Aryisan troops that were also posted on the northern border are going to head to the western front. This will help to balance out the number of troops at the Timber Veil.)

Action 2 - Do you smell a fire? Weight: single Difficulty: normal Description: The 3,000 men that were left on the northern Aryisa border will be heading into Taran from Aryisa. They will be joined by 2,000 men from the larger army in Taranta. That will leave 43,027 men on the northern front. These 5,000 men will not be going into Taran to directly oppose any large forces left in Taran. They are going to be roaming the country side attacking any smaller groups that they run into. They will also be attacking villages and small cities that they come upon. They will be aiming more at destruction of property, and less on the killing of citizens. They will retreat from any organized group that is equal to/bigger than they are (not likely since most defenders are away in the joint army). The hope is to pull many of the Taran soldiers away from the joint forces to the east/north. Subparts: 1 - enter taran (should be easy because of reduced number of defenders) 2 - sack villages/cities 3 - avoid civilian casualties 4 - avoid large military groups

Action 3 - Time for a vacation Weight: single Difficulty: hard Fudge: 4 Description: An emissary will be sent to the Razanian army, particularly to the portion populated by the Tarantan forces. The emissary will have a list of 500 men. These men will be informed that at the end of the year, their families will be transported to the main isle of Celpalar. Any men who desire to go to Celpalar with their families will be allowed to cross through the Celpali army, and will be escorted to their families. The families will be taken to Celpalar isle and spread throughout the two capitals and multiple cities throughout the isle. Subparts: 1 - send emissary 2 - gather families 3 - ship families to celpalar 4 - set up families in new residences in Celpalar

Action 4 - More of the same Weight: single (0,0,+2,x,x,x,x,x,x,x,x) Difficulty: normal Description: Work continues on the mage school. It has been difficult to bring smiths to the school, because a lot of focus has been given over to making extra materials to support the war effort. Now that the wizards have thought of some new ideas for metalwork, they are going to start working on ideas of how to implement these ideas into the smithing process. More supplies (in the form of raw resources) will also be brought to the school Subparts: 1 - call smiths 2 - work on smith ideas 3 - suplies 4 - luck

Results

Kaeir

Action 1. Develop island of Faymiyunserai

Key Elements: Office of Colonial Affairs, Republican Guard Engineers. Weight: Single, Strategic. Duration: 1 of 2). Difficulty: Hard (isolated).

FP: 2

-1 (++0-) = 0 Mixed Results

(0,x)

Sub-parts: * Buildings and housing + * Water supplies (local springs and dams) + * Harbour 0 * Foundations of agriculture -

The building of the island proceeds on schedule. The main draw back appears that it is going to take more efforts then they thought to control the wild plant life which grows much more redially on the island then the new crops.

Action 2. Research Sedonian weaponry (from Kaeiro-Sedonian GATE)

Weight: Single, Strategic Difficulty: Normal Progress: 2 of 3

0 (-++0) = +1 Success

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. 0

Action 3. Hunting a shadow (Kaeirean Nightbrothers tracking the Shanari neopagan prophet) [Secret action]

Weight: Single, Tactical. Duration: 1 of 2. Difficulty: Hard -1 Key Elements: Kaeirean Nightbrothers under Doranax's command. FP: 4

-1 (++--) = -1 Failure

Sub-part:

Find the boy prophet +

Doranax self control +

Missionary work -

Identify nature of boy prophet. –

Finding the boy prophet was not hard. At the current level he is found speaking all the time, to groups about the return of the gods. His travel and such is kept secret though as to prevent assassins. Which luckily Doranax is not one this time. Actually trying to convert or have arguments with missionaries and sorcerers is meet with no success. Strangle when attempted the Sorcerers and priest would politely listen until there was a break and then excuse themselves and depart. Always with a polite but condescending smile. The nature of the boy prophet still remains a mystery. They were not even able to verify that he actually can even uses magic.

Action 4. Circumnavigation of the Midsea (1 of 2)

+00+

Weight: Single, Strategic. Duration: 1 of 2. Difficulty: Normal (maritime skill). Key Elements: Kaeirean merchants, Ministry of commerce.

0 (+0+0) = +2 Success

Sub-part: * Sailing around the Northern and Western Midsea (mapped extensively) + * Sailing around the Southern and Eastern Midsea Midsea (mapped less extensively) 0 * Mapping +

* Trade intelligences 0

Fudge points: 2

Action 5. Treaties

0000

The Kaeiro-Milakanuri Treaty of Atlabar, the Kaeiro-Rhudynese Mutual Extradition Treaty, and the Kaeiro-Sedonian General Agreement on Law and Commerce are submitted to the Great Council for approval. The Lord-Consul and the Senate support the approval of the treaties, as do the Ministers for Law and Foreign Affairs.

Weight: Single. Difficulty: Very Easy (non-controversial treaties) Key Elements: Great Council, Consul, Senate, Ministries.

+2 (0000) -1 = +1 Success

Sub-parts: * Kaeiro-Rhudynese Treaty of Mutual Extradition 0 * Kaeiro-Milakanuri Treaty of Atlabar 0 * Kaeiro-Sedonian General Agreement on Law and Commerce 0

* Luck 0

The days had been long, and that voices. By the Creator why did they hire that voices. For a week now the same scribe had read one treaty after another. Treaties in and of themselves were boring and long winded, but THAT voice just made it longer. One of the Senators just sat there his eyes glazed over. He causally glanced to his right and to his left. He wasn't the only one ready to pass out, that was looking for something else to listen to. A screaming cat, his wife at full volume, his two years old, and out of key violin. ANYTHING to get ride of that voice.

Finally salvation came and a call for votes was issued. The majority raised there hands to approve the last treaty. And with that the voices was silenced. He felt like cheering but was to drained and was barely able to stand up. Slowly he made his way out of the building. He paused and spoke with a fellow senator and then continued one his way home. He turned down a darkened road and saw that voices. It was lying in the street with several stab wounds. Looking around and seeing himself alone he pulled out his knife and vented his own frustrations.

A report circulated the next day about a man who was found with over ten stab wounds in his chest. The slit throat had been the cause of death though and it appeared that he had been robed and killed during it. The polices caught the common criminal the next day trying to hawk some of the stolen goods, and had a confession by that nigh. To this day though they are still confused as to were the other stab wounds came from.

Actions for Cormenaera 1471

Action 1 – Even unto the Ends of the Earth (aka Trade with Torphan) (-1,x,x,x) Weight: Single, Strategic Fudge Points: 2 Description:

Difficulty: Normal

0 ++0-

Subparts: 1. Sailing to Mirabalpur and Aseria + (even if your sailing to different locations just places them as one.) 2. Diplomatic negotiations with Mirabalpur regarding establishing trading rights and terms with Torphani merchants at Fair in Mirabalpur, then + 3. Diplomatic negotiations with Aseria regarding establishing trading rights and terms with Torphani merchants at Fair in Aseria 0

4. Luck –

Send me and email and I will play out both countries to see what agreements it come to.

Action 2 – DAM! That's Hard Work +00+

Weight: Single, Strategic (2,x,x,x,x) Fudge Points: 0 0 (+00+) = +2 Success

Subparts: 1. Surveying Sorn, Aum, Ost Rivers +

2. Planning specs of dredging and damming necessary to afford shallow boat navigability to near eastern termini of Aum and Ost Rivers 0 3. Conscripting labor sufficient for the task, from local yeomen living within the provinces (many of whom would be excited about being more readily connected to "the city") 0 4. Dredging rivers, building dams +

The program starts off with and is running slightly ahead of schedule.

Action 3&4-South of the Border ++0-

Weight:Double Fudge Points: 2 Description: Difficulty: Very Hard (actually Avatar is NOT dependant of Cormenaera. They are an ally of Damaris not Cormenaera. They don't actually even like Cormenaera.

-2 (++0-) +1 = 0 Mixed Results

Subparts: 1. Sail to Avatar + 2. Serious negotiations, in which tripartite package will be offered in exchange for joining Eastern Alliance, and accepting voting block within the Assembly + 3. Avatar accepts entering Eastern Alliance 0 4. Avatar accepts voting block in Cormenaeran Assembly -

The diplomat arrives and the city is open to listening to their trade proposal. They are frankle neutral on the issue of Eastern Alliances, but go up in flames at the very mention of joining up the Cormenaeran assembly. They listen to the rest of the proposal. The only good thing is that they give a quick reply bluntly saying they were going to keep there national sovereignty.

Celpalar

Action 4 - More of the same

-0-+

Weight: single (0,0,+2,-1,x,x,x,x,x,x,x) Difficulty: normal Description: Work continues on the mage school. It has been difficult to bring smiths to the school, because a lot of focus has been given over to making extra materials to support the war effort. Now that the wizards have thought of some new ideas for metalwork, they are going to start working on ideas of how to implement these ideas into the smithing process. More supplies (in the form of raw resources) will also be brought to the school

0 (-0-+) = -1 Failure

Subparts: 1 - call smiths 2 - work on smith ideas 3 - suplies 4 – luck

Milakanur Actions for 1471

Action 1: The Plague Weight: Single Difficulty: Normal Fudge Points: 0

0 (+0-+) = +1 Success

Subparts: *Building the stockade + *destroying possible contamination 0 *reaction of other nations/Milakanur citizens to exile. - *Luck +

Action 2: Going and Going Duration: 3 more years

Difficult: Normal Fudge points: 0

0 (+-+0) = +1 Success

Subparts * Rock supply + * Healthy workers –

The workers get sick from a series of sickness that sweep through the work camps. It is discovered that the human waist was not being correctly disposed.

Action 3: The Coalition Weight: 1 Difficulty: Norm Fudge Points: 0

0 (--00) = -2 Failure

Subparts: * Reaction of the people to another year of allegiance to the coalition

Action 4: Enter to Learn Difficulty: Normal Fudge Points:

0 (-0--) -3 Failure

Subparts: *Stone/Lumber harvests * ? *Luck

Most people just aren't interested. There are schools by the dozen around midsea and there is no real reason for anyone to be attracted to a new school.

[New: Forgot that this year needed to include the treaty reactions] Action 5: Treaty Reactions

0 (++++) -1 = +3 Success

Anaduan 1471

Action 1 "A Home for Anaduan" (4th year)

++++

Construction continues on the Castle of Dura. The lead architects hope that they will be able to implement the new tools and techniques from Rhudyn.

Weight: Single

Difficulty: Normal

0 (++++) = +4 Success

Tools +

New Techniques +

Materials +

Building +

Action 2 "Things That Make Other Things Die"

[SECRET ACTION]

Waiting for a reply to my email.

Action 3 "Bless you."

0 (+000) = +1 Success

Weight: Single

Difficulty: Normal

Manpower +

Time 0

Travel 0

Luck 0

Action 4 "Howdy Neighbor"

0+++

Ambassador Baue returns to traveling and visiting other nations to improve diplomatic relations. He steps up his agenda, visiting some of the nations of the Eastern Coalition (Milakanur, Aixelsydan, Rhudyn, and Anacir), as well as Comenaera, Roharen, and Belniar. This time, he travels with only a handful of royal guards. In addition, Gov. Delari travels to Kaeir in anticipation and talks of post-boycott relations.

Weight: Single

Difficulty: Normal

0 (0+++)= +3 Success

Aixelsydan response 0

Reharen response +

Anacir response +

Belniar response +

Sedonia

Action 1: Ratify the amendments to the New Tirmaeir Treaty Weight: Single

+ (++0-) = +2 Success

Difficulty: Very Easy +2 (Even with his influence it wouldn't make it THAT essay.)

Subparts:

  • Pass the Treaty +
  • Intimidate the Chancellor +
  • Intimidate the Duke of Caladyn 0
  • Finagle Factor -

The treaty passes and with out anyone actually interfering. The only problem comes when one of the Emperors plans back fired. His thread to the Duke of Caladyn managed to some how find its way back to the Empress. Who the next day moved her clothing and object to a new at the opposite side of the wing. She would not answer questions about the move until her husband asked her in person. She bluntly told him that she had given him an heir so her job was done, and that she was NOT a pawn to play in his games. And until he promised both her and her father that the threat of denying access to her and her children would never cross his lips she stayed in this room, which did have a locked door. (This is not saying she was opposed to the Treaty just the threat.)

Action 2: Who Ya Gonna Call? ++--

Weight: Double, Strategic Progress (+1,+3,+3,+2,+3,+1,0,0,1)

Difficulty: Normal

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

Fudge Points: 4 Subparts:

  • Confirm Demerhaze's involvement +
  • Identify the other party +
  • Find the Banshee's mortal remains -
  • Destroy the remains and break the curse. -

The priest are able to determine that three of the agents are The Prince of Zelkor (or the Princely house), Coron, and the Banshee. It is also confirmed that Demerhaze added some of her own powers to the original curse, but it is related to the ghost which it is discovered is based solely on her own. Her power was not filtered through another caster. She is clearly not the forth agent of the Banshee contract. It is clearly a god or goddess though.

The Banshee kills several of the priest as they attempt to search the tomb. Her cries are clearly heard as she calls the priest "tomb robbers" and other names tomb robber being the nicest.

Action 3:I think we need a better boat

++0-

Type: Single, Strategic (0,0,+2,0,+1,x,x)

0 (++0-) = +1 Success

Difficulty: Normal Subparts:

  • Galleon hull design +
  • Galleon sail plan design +
  • Galleass construction 0
  • Luck Factor -

Rhudyn Actions for 1471

Action 1: The North Weight: Single Difficulty: Normal Progress (+1,0,+2,x) Fudge Points:

0 (++--) = 0 Mixed Results

Subparts: * local elections + * government systems working + *voting propaganda for a better turn out - *Luck -

Action 2: The Plague Weight: Single Difficulty: Normal Fudge Points:

0 (--++)

Subparts: *keeping the boats away - *destroying possible contamination - *reaction of other nations + *Luck +

Action 4: The Coalition Weight: 1 Difficulty: Norm Fudge Points: 4

0 (++00) = 1 good

Subparts: * Anacir +

* Milikanur + * Aixelsydan 0 *Other Northern Free cities 0

Action 5: Be Prepared "motto of the Boy Scout" Weight: 1 Difficulty: Norm Fudge Points:2

0 (0+++) - = 2 great Results

Subparts: *Plans *Stone quarry preparation * ? *Luck

So Chad yes actions 4 is a +1 Success

And Action 5 is a +2 Success

Razanian War

RHUDYN: > Action 3: The other War
> Weight: 1
> Difficult: Normal
> Fudge points: 2

Diff(0) + Die((+)-++) = +2 Success

Sacking: + Landing: - Encounter with Hostiles: + Distraction: +

The Rhudynese succeed in distracting the Northern Razanian army with their landing, drawing troops away from the Celpalar front. The city selected is thoroughly sacked.

Unfortunately, partly due to bad weather, and they were unfamiliar with the harbor, they lose a third of their cavalry mounts when the horse transports carrying them strike an unmarked rocky shoal and rip their bottoms out. There are also a number of broken bones incurred among the troops during the process of unloading.

Having effectively lost so much of their cavalry, the Rhudynese force withdraws from the city before being attacked by the Bernari, and return home, laden with plunder.

MIR: > all: our treaty

> Difficuty: Normal
> weight +3

Diff(0) + Weight (+3) + Die(-00+) = +3 Success

Move Troops: - Move Supplies: 0 Secure the City: 0 Luck: +

Mir finds out the hard way that it doesn't have the sealift capacity to move 1/3rd of its army in a hurry at the same time as it moves the supplies for those troops. It takes months longer than planned to complete the troop movement; somewhat controversially, the Warlord decides to prioritize sending supplies over troops. Fortunately, the Razanians don't appear interested in attacking the Aryisan capital city, and the presence of Mir helps calm the city.

CELPALAR: > Action 1 - Hold the Line!
> Weight: single
> Difficulty: normal

Diff(0) + Dice(0-0+) = 0 Mixed Results

Dig In: 0 Scout Out: - Skirmish: 0 Luck: +

The Celpalar forces dig in along the river, but unusually heavy rainfall leads to flooding in the spring and fall, washing out the defenses in some places. The Celpalar commander redeploys farther back from the river, out of the flooded areas, to avoid water-borne disease.

The rain also makes it very difficult to get across the river to scout; and the parties that do make it across are often forced back by the Razanians without having discovered anything. Between the weather and the skirmishing, both sides lose about 500 men each.

The Celpalar army catches a lucky break, however, when the western Razanian army turns south instead of north, and a portion of the northern Razanian Army is drawn off by the Rhudynese raid on Bernar, preventing the northerners from attacking this year.

Action 2 - Do you smell a fire? Weight: single Difficulty: Hard

Diff(-1) + Dice(00+-) = -1 Failure

Enter Taran: 0 Sack Villages/Cities: 0 Avoid Civilian Casualties: + Avoid Large Military Groups: -

Despite the bad weather, the 5,000 raiders slip into unoccupied Taran. Unfortunately, the rain meant that their reconnaissance of their target town was incomplete, and instead of attacking an undefended town, they attacked about 10,000 Razanians who were bivouacking in the town:

Razanian Force: 1 (0 for feudal, 1 for defending a fixed position) Razanian Morale: 1 (1 for regulars, 1 for homeland defense, -1 for surprise) Razanian Size: 1 Razanian BV: 3

Celpalar Force: 1 (2 for professional soldiers) Celpalar Morale: 1 (1 for professionals, 1 for won last battle, -1 for surprise) Celpalar BV: 3

(3 + (+++0)) - (3 + (0+-0)) = +3 Razanian Victory (1 + (-+0+)) = +2 Pass for Celpalar Morale Check

Action 3 - Time for a vacation Weight: single Difficulty: hard Fudge: 4

Diff(-1) + Dice(++-0) = 0 Mixed Results

Send Emissary: + Gather Families: + Ship Families to Celpalar: - Set Up Families in New Residences: 0

The Celpalar are able to gather much of the families they are looking for. they are unable to send to Celpalar until after the end of the storm season.

27,510 Western Razanians Force: 2 (Base 0, +1 for Veteran Force, +1 for attacking from the rear) Morale: 2 (Base 1, +1 for victory last year) Battle Value: 4

21,407 Aryisans-Celpali Force: 2 (Base 2, +1 for Veteran Force, -1 for being attacked from opposite directions) Morale: 1 (Base 1) Battle Value: 3

16,537 Southern Razanians Force: 1 (Base 0, +1 for Veteran Force) Morale: 2 (Base 1, +1 for defending homeland) Battle Value: 3

(4 + (+0++)) - (3 + (+0-0)) = +4 Razanian Victory

(1 + (+00+)) = +3 Celpalar Passes Morale Check

Razanian Casualties: .1 * ((27,510+16,537)+21,407)/2 = 3,272

Western Razanians: 3,272 Southern Razanians: 3,272 Total: 6,545 (14%)

Aryisan/Celpalari Casualties: 16,360 (76%)

Aryisan: 11,651 Celpalar: 4,709

Remaining Troops:

Western Razanians: 24,238 Southern Razanians: 13,265 Total: 37,503

Aryisan: 3,608 Celpalari: 1,439 Total: 5,047

The remaining southern army is able to escape aboard the Cepalar fleet, but the Razanians managed to awake an irritating nation. Haran did not approve nor was even consultade about allowing Razanian Army to cross there lands. The goverment unanimosly desides that they are not going to turned a blind eye on this matter. They bluntly sent a message that if the Razanian dare cross Haran borders then a state of war would excist between them.

Haran sends a message to the other remaning treaties memebers after the first walk through.

(More with events of next year.)

-- Chad Powell - 02 Mar 2007

Topic revision: r1 - 02 Mar 2007 - 05:16:59 - Chad Powell
 
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