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
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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
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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”
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-
-
-
-
-
-
-
-
- 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