Events
Bel'Adne -1:
One of the more ratical groups of Miliati withing Bel'Adne
attacks various public buildings in the Kingdom.
Cormenaera -2:
The River floods its bank causing large amont of distruction
to the city of Cormenaera itself. Later it is discovered that the dykes and
walls to hold back the water had been tampered with.
Haran +3:
The Haran troops manage to place themselves along the north bank
of the Hara River. They also manage to cut the bridges granting them
complete control over the north bank long before the Razanian troops are
able to regroup and return north.
The Shanari -4:
The Neo Pagen movement once again gains momentum as more
tribes revert to the old Ways.
The Plague
The Plague in the north contiunes Hria is still fighting with it, Tora is
still affected, and Bel'Adne magics seemed to be holding it at bay for the
time.
War
The Ayrisa once againi moves its defeted western arm back along the western
borders and digs in to keep the ramaining Razanian Troops in the west. The
Northern Army in responces to Haran request for aid march south to join
there troops along the Haran River effectively blocking the western armies
return, as Celpalar still has the area blockaded. (Including this here even
though since its relavent) Mir declares that they will honor there
agreement with Haran.
Actions
Sedonia
Action 1&2: Who You Gonna Call?
Weight: Double, Strategic (This is year 10 of 9, I decided to extend it
and finish this business off)
The Order of Coron under the leadership of the Archprelate make a final
push to eradicate the Banshee and lift the curse on Zelkor. They need to
identify the unknown god who was a party to the contract, but if they
can find that out, they can destroy the curse.
Action 3&4: I think we need a better boat
Weight: Double, Strategic
The Sedonian designers push forward with the development of the new
deep-water galleon design, building on last year's successes. The new
ship design might even be capable of circumnavigating Qaiyore.
Work continues on replacing older Sedonian galleys with new galleasses
based on the Kaeiran designs.
Action 1: Cormenaera
- Weight: Single
- Difficulty: Normal
- Fudge Points:
In response to the need of Cormenaera, Rhudyn will be sending food,
clothing, and supplies to help rebuild the city. They will also help ship
the aid coming from Anaduan. (I sent out a letter about this but I dont
think I sent it to the right place)
Action 2-3: The other War
- Weight: Double
- Difficulty:
- Fudge Points:2
The Pirating will continue, and the blockade assistance will continue. The
participation of ground forces will be be non exsistent this year. This year
the focus will be on the pirates collection as many riches as possibel from
the northern coasts.
- Sacking
- blockade
- the war
- luck
Action 4: Hope from above
Weight: 1
Difficult: Normal
Fudge points: 6
The Light Council will begin praying to Origemanda and the four Elemental
Gods as well as the Tanan Goddess (Tana believers) for a way of defense on
the southern border to prevent hostile armies such as the ice demons from
invading the lands. The hope is for revelation or some type of divine
intervintion..
- Prayers
- Gods reaction
- Mages
- Luck
Action 1. Weeds?
Key Elements: Office of Colonial Affairs, Republican Guard Engineers,
University of New Tirmaeir scholars, Kaeirean shamans, Green College
sorcerers.
Weight: Single, Strategic.
Duration: 2 of 2. (0,X)
Difficulty: Hard (isolated).
FP: 2
Sub-parts:
* Study native flora
* Native plantlife as alternative crops?
* Native plantlife in "companion planting" arrangement with Kaeirean crops?
* Magical or biological controls to combat native plantlife
* Stabilise colony's agriculture
Factors:
+ Expertise brought from the homeland
+ Experience to date
- Unfamiliar flora
The Colony of the Isle of Faymiyunserai of has been established
successfully, but effort is still required to stabilise Kaeirean agriculture
on the island. In particular, colony officials focus on the local flora,
seeking ways to prevent it from overgrowing Kaeirean crops.
A team of Guard Engineers, Kaeirean shamans, University of New Tirmaeir
scholars, and Green College sorcerers, combine their resources and skills,
experimenting with the local flora. They try out a range of techniques,
including subduing the rampant local plantlife to bring it into harmony with
KAeirean crops, combatting the local plantlife to keep it separate from the
Kaeirean crops, the domestication of any native plantlife suitable as a
crop, and the introduction of magical and/or biological controls.
The goal of the team is create a stable basis for the growing of Kaeirean
crops, so that the colony can become agriculturally self-reliant.
Action 2. Research Sedonian weaponry (from Kaeiro-Sedonian GATE)
Weight: Single, Strategic
Difficulty: Hard
Duration: 3 of 4 (0,+1,X,X)
sub-parts
* Agreement of Brotherhood of the Night to help, in exchange for access to
alchemical research findings and demon-hunting crossbows.
* Study of Sedonian steel. 0
Factors:
+ Research exposure to Sedonian Steel
+ Brotherhood assistance
+ Green College assistance
Having successfully reverse engineered the Sedonian crowssbows and siege
weaponry, research is able to be focused entirely on the mystery of the
Sedonian Steel. The entire research division of the Kaeirean Arsenals is
devoted to Sedonian Steel, and significant resources and expertise are
commandeered from the Alchemical Studies field in the Green College. The
Brotherhood of the Night, through its Kaeirean Chapter, continue to assist
the research.
Action 3. Hunting a shadow (Kaeirean Nightbrothers tracking the Shanari
neopagan prophet) [Secret action]
Weight: Single, Tactical.
Duration: 2 of 3. (-1, X, X)
Difficulty: Hard -1
Key Elements: Kaeirean Nightbrothers under Doranax's command.
FP: 4
Sub-part:
* Create the Serpentine Binding of Spiritual Concealment.
While Doranax Nightwalker awaits the return of his apprentice, Asghalf
Nightblade, with further instructions from the Master of the Kaeirean
Chapter, Avan Nightwalker, Doranax continues to track the neopagan
boyprophet.
And as he waits, Avan slowly comes to the conclusion that regardless of what
Doranax's superiors feel or say, it is an intolerable blasphemy for this
boy-prophet - be he demon, sorcerer or mortal - to be allowed to walk the
lands of the Holy Conveyor alive.
However, Doranax knows that it is highly unlikely that Doranax could reach
the boy-prophet in time, surrounded as he is by a host of supporters, before
the boy is whisked out of harms way. And so he ponders this dilemma... how
to reach the boy-prophet so Doranax can act upon his hostile intentions,
without giving his hostile intentions away?
While Doranax is not concerned with the level of sorcerous power he had
detected amongst the neo-pagans, it was the difficulty involved in
approaching with the intent to kill that was the problem. Some amongst the
neopagans had displayed an interesting ability to detect hostile intent from
some distance away - an ability he suspected was related to or paralled the
abilities of the low-level magic users, the witch-smellers, whom he had
encountered amongst the Jabuar and in Akbari.
And finally, Doranax came upon the solution to his dilemma. A mask.
Drawing upon his genius at and expert knowledge of binding magick, which was
surpassed by no other, Doranax realised that he could create a spiritual
mask that would hide both his intentions and spiritual power until such time
as he was in a position to strike. It would be risky, and if afterwards, he
could not undo the mask, it could place him in great peril, but it would be
a worthy risk he thought.
The idea was relatively simple, but unusual in that it applied the
techniques of binding magick in a radically different way. Doranax would
capture a simple desert animal, most likely, a snake, as they were common to
the dunes, oases, and desert-hill country. Doranax would then create a
binding tattoo that would bind the spirit of the snake to him. Practically
speaking, he would be
wearing the snake's spirit, so to all intents and
purposes, he would look exactly like a snake if seen through spirit-vision.
And by some slight tweaking of the tattoo, he could create a highly powerful
but undetectable physical glamour that would both hide the strong emanations
from his own aura and would actually hide the many binding tattoos that
adorned his entire body.
This would allow him to follow the boy-prophet, and at the right time, to
close in on him and cleanse the land of his blasphemy, without being
detected at all. He chuckled to himself when he remembered that the origin
of this ritual was in the demonic binding magick of the Ice Demons that had
served as the intellectual inspiration for the Brotherhood's binding magick
(in demonic binding magick, the binding tattoos are created using a 2nd or
3rd party's blood, whereas in the Brotherhood's binding magick, the magic
user uses his own blood as the base ingredient for the tattooing ink) - at
least this way, he thought, something born of evil would be purified through
being used for good.
The downside though, Doranax knew, was that he was effectively fusing the
spirit of a snake with his own spirit. A faint voice in the back of
Doranax's mind cried out that was more than just skirting on the edge of
blasphemy, that it would turn Doranax into an Abomination, but Doranax
blocked that thought out. As a Nightbrother, he thought, he must deal with
the necessary evil so that the many need not, and if sacrifice was required
for their protection, then he would gladly pay that price. And none would
stop him from his divine mission, even the Brotherhood.
A quiet and subdued afterthought rippled through his mind, murmuring that
once it was finished, and his mission accomplished, he would have to undo
the binding, a ritual that would require the aid of another Nightbrother.
And if it was not undone, the consequences would be beyond telling.
Action 4. Refining the circumnavigation of the Midsea (1 of 2)
+00+
Weight: Single, Strategic.
Duration: 2 of 2. (+2,X)
Difficulty: Easy
Key Elements: Kaeirean merchants, Ministry of commerce.
Sub-part:
* Revisiting the southern and eastern Midsea to more fully map these
regions.
* Mapping
Factors:
+ Complete map of the Midsea
+ Kaeirean maritime expertise
+ 2nd phase of circumnavigation is focusing only on refining existing maps
of the southern and eastern Midsea
Having successfully circumnavigated the entirety of the Midsea already, the
consortium of Kaeirean merchants are able to devote their energy to refining
their maps of the southern and eastern Midsea, bringing their level of
detail up to the high standard required by Kaeirean cartography.
Anaduan
Action 1: "A Home for Anaduan" (Final year)
Construction continues on the Castle of Dura. With the new tools and
materials being used in the construction, construction nears completion.
Weight: Single
Difficulty: Normal
Tools
Materials
Labor
Time
Action 2: "There's a Fungus Among Us!"
[SECRET ACTION]
Weight: Single
Difficulty: Hard
The lead group of scholars, in the capital city of Dura, have discovered a
recent disease in one of the outlying villages. They call it "Maga's Fire"
(named after a local legend of a man hundreds of years ago, named Maga, who
found his wife with another man, and in a fit of rage, went through the
village and killed each one of the inhabitants, then burned their houses
down before throwing himself off a cliff. The gods made him immortal and
banished him to an eternal life of pain living in the ashes of the town that
were blown about the land). It comes from a fungus that is found to grow in
the grains of Rye of the fields and on living trees in the forests.
The initial side effects include diarrhea, itching, headaches,
nausea, and vomiting. Later, these symptoms are followed by delirium,
hallucinations, mania, and psychosis—worsening with time. Approximately 2
days after contraction, spasms, convulsion, and seizures begin setting in.
At the end of the 1 st day, dry gangrene becomes apparent in the
extremities. In the initial stages, the affected areas are extremely
sensitive to touch. The area then becomes dry and wrinkled, with distinct
color changes (dark brown at first, then a dark purplish-blue, and then
black as necrosis continues). It is noted most obviously by a line of
demarcation between the necrotic tissue and the healthy, living tissue. The
limbs eventually rot and fall off by the 4 th day as the necrosis continues
towards the torso. Children and weaker individuals have died as quickly as
21 hours, the longest surviving victim lasted 12 days. Slow or fast, the
process of death is painful and debilitating on many levels, often leading
to suicide before the fungus claims the life (most often because of the
hallucinations).
The fungus is very small and matches the color of what it grows
on, becoming nearly impossible to notice by the untrained eye. It can only
be contracted by direct contact with the fungus, not by air or an
intermediary object (an person with the fungus on their hands touches a
spoon, and a second person later comes and touches the same spoon) through
the mouth or eyes. There is only one cure known thus far, which the scholars
have taken a blood oath not to reveal. The leaders of the Royal Army met
with the lead scholars and have decided to begin harvesting and learning to
control the fungus to be used as a mass weapon. Given the lengthy study of
the disease, its symptoms, and the cure, it is estimated that within a
single year they will discover how to harness, control, prepare, and
strategically and accurately deploy the disease.
Study
Trials
Testing
Control of Fungus
Action 3: "Working in the Coal Mine, Going Down Down Down..." (year 1 of 2)
[SECRET ACTION]
Weight: Single
Difficulty: Normal
Plans are begun to build an underground city. The city would be able tou
house 200,000 people, be completely ventilated, and all vents and
entrances/exits would be hidden from plain sight. The walls of the caverns
would be 2 meters tall and 3 meters wide. A group of top developers are sent
to Rhudyn to speak with the mages there to request their help with the
construction and excavation.
Planning
Travel
Design
Site Location
Action 4: "Things That Make Other Things Die"
[SECRET ACTION]
Weight: Single
Difficulty: Hard
After a successful year of development, the Granault is ready to be produced
(at a rate of 1 per 50 days). This weapon resembles a crossbow. Its bow
reaches 1-2 meters wide and the perpendicular shaft is 1.3 meters long. It
sits on a stand that is staked in to the ground, ranging from 1.2-1.6 meters
high. The base of the Granault can be turned 380 degrees, and has a vertical
range of motion of -20-60 degrees (0 degrees being level). The string is
made of sinews, which are pre-twisted to the point of self-coiling. It is
operated by two men, an archer and a loader. The loader places the bolt in
the bow and sits with his back to the base in front of the structure in
order to provide support against it moving forward when the bolt is
launched. The archer takes aim with the Granault and pulls the string back,
creating extensively more force on the sinews. After locking it in to place,
he fires the bolt when ready. The maximum range of the Granault is 800
yards. It is able to penetrate armor up to 450 yards. At 75 yards it is able
to penetrate and pass through a tree 1.75 meters thick.
Materials
Labor
Assembly
Deployment (getting it to the army)
Actions 1 -3: The war.
In responces to Harans request Mir marches the troops stationed in Ayrisa
capital to join the military holding the northern bank of the Haran River.
At the same time Mir will be sending the another more troops so that half of
the mirrish army will be sationed some were in the Ayrisa. Mir will also
station ships outside of the city of sout cutting joining in the blockade.
The Archmage himself is opposed to heavy Mirrish involvement, but the
Council of Twelve is pushing that the constant Waring found along the
coast. So while supporting Ayrisa and Haran is agreed to the debate on
weather or not to contiune the war is up in the air.
Normal
Tirple action
Move Troops to River
Move Troop to Ayrisa
Blockade
Future (+ is Council - is Archmage)
Action 4: Dragons
With the colony finally established attention is being turned towards the
dragons in the area. Capturing and controling grown dragons or even hatched
is impossible with out seriously harming the dragon. So efforts will be
spent on searching for nesting grounds and movement patterns. Also
identifing the various dragons in the area, to figure out who is alpha male,
and who are the week and strong females. No actual eggs will be taken for a
while.
Normal
Nests
Alpha Male
Females
Luck
1472 results
Mir
Actions 1 -3: The war.
<...>
>
Normal
>
Tirple action
Andre: this is something that falls on your territory, but I'll roll some dice
here anyway. Ignore these if you have already considered these:
Move Troops to River: 0
Move Troop to Ayrisa: -1
Blockade: -1
Future (+ is Council - is Archmage): 0
>
Action 4: Dragons
>
>
With the colony finally established attention is being turned towards the
>
dragons in the area. Capturing and controling grown dragons or even hatched
>
is impossible with out seriously harming the dragon. So efforts will be
>
spent on searching for nesting grounds and movement patterns. Also
>
identifing the various dragons in the area, to figure out who is alpha male,
>
and who are the week and strong females. No actual eggs will be taken for a
>
while.
>
>
Normal
Nests: 0
Alpha Male: +1
Females: -1
Luck: -1
Results: normal (0) + (0+--) = -1 Failure
This year brings no success. The nests / lairs of few loner rogue dragons
are found, but there are no femeles.
Sedonia
Action 1&2: Who You Gonna Call?
Weight: Double, Strategic (This is year 10 of 9, I decided to extend it
and finish this business off)
The Order of Coron under the leadership of the Archprelate make a final
push to eradicate the Banshee and lift the curse on Zelkor. They need to
identify the unknown god who was a party to the contract, but if they
can find that out, they can destroy the curse.
(++--) +1 = +1 Success
The Order is finally able to determine that Miracradsa, Patron of Magic, was
the remaining memeber of the contract. Also they quickly discovered that
the curse is deep magic, something that can't be just whipped clean, and the
power required to destroy the curse out right would drain the man magic
users dry. One acolylte was able to determine that it would be possible to
bind or places the banshiee into a sleep.
Action 3&4: I think we need a better boat
Weight: Double, Strategic
The Sedonian designers push forward with the development of the new
deep-water galleon design, building on last year's successes. The new
ship design might even be capable of circumnavigating Qaiyore.
Work continues on replacing older Sedonian galleys with new galleasses
based on the Kaeiran designs.
(++00) +1 = +3 Success
Kaeir - 1472
Action 1. Weeds?
Key Elements: Office of Colonial Affairs, Republican Guard Engineers,
University of New Tirmaeir scholars, Kaeirean shamans, Green College
sorcerers.
Weight: Single, Strategic.
Duration: 2 of 2. (0,X)
Difficulty: Hard (isolated).
FP: 2
-1 (+0-+) = 0 Mixed Results
Sub-parts:
* Study native flora+
* Native plantlife as alternative crops? 0
* Magical or biological controls to combat native plantlife -
* Stabilise colony's agriculture +
The reseach into the native plant life goes well, but it is discovered that
while it could be used as food, its fruits don't come in large enough
quanity to be a main stable but might be an interesting fruit to be sold in
midsea. It is also discovered to be fairly resistant to magic, for reasons
unknown. Several locals begin to establish plantations for regular food and
the native fruits.
Action 2. Research Sedonian weaponry (from Kaeiro-Sedonian GATE)
Weight: Single, Strategic
Difficulty: Hard
Duration: 3 of 4 (0,+1,X,X)
-1 (++0-) 0 Mixed Results
sub-parts
* Agreement of Brotherhood of the Night to help, in exchange for access to
alchemical research findings and demon-hunting crossbows.+
* Study of Sedonian steel. +
* Brotherhood research 0
* Luck -
A few members agree to study the stuff, but an explosion by a newer memeber
destroys most of the notes gathered, no one lost there life just there
eyebrows.
Action 3. Hunting a shadow (Kaeirean Nightbrothers tracking the Shanari
neopagan prophet) [Secret action]
Weight: Single, Tactical.
Duration: 2 of 3. (-1, X, X)
Difficulty: Hard -1
Key Elements: Kaeirean Nightbrothers under Doranax's command.
FP: 4
-1 (++-0) = 0 Mixed Results
(I right now I don't have the time, for the write up this deserves. Send me
privately your write up and we can work from there.)
Action 4. Refining the circumnavigation of the Midsea (1 of 2)
+00+
Weight: Single, Strategic.
Duration: 2 of 2. (+2,X)
Difficulty: Easy
Key Elements: Kaeirean merchants, Ministry of commerce.
+ (--+-) = -1 Failure
The mapping didn't go as well as it did last year. Storms haunted the fleet
in the Tanamir sea, and Burcancy and Parglug were not comfortable with the
Kaeir fleets staying in there waters and asked them to leave. The storms
were the biggest problems as they kept loosing ships.
Rhudyn Actions for 1472
Action 1: Cormenaera
Weight: Single
Difficulty: Normal
Fudge Points:
(-++-) = Mixed Results
Action 2: The other War
Weight: Single
Difficulty:
Fudge Points:2
-1 (+00+) = +1 Success
* Sacking +
- blockade 0
- the war 0
- luck +
The blockading of the razanian cities contine. While some ships do manage
to get through the sack greatly hurts the areas, and building and supplies
disapper. On a good note the child of a high ranking Sout goverment is
captured in a village were it was sent to hide.
Action 3: Hope from above
Weight: 1
Difficult: Normal
Fudge points: 2
0 (+0-+) = +1 Success
- Prayers +
- Gods reaction 0
- Mages -
- Luck +
Chad what are you aiming for here?
Action 4: Secret
fog of war is what makes a game hard
Weight: Single, Strategic
Difficulty: Normal
FP: 4
Rhudyn in order to keep the southern borders safe from any possible enemy
naval control of the Tanamir sea will take action against the Kaeirean
mapping progress. the best pirating force in Tana will be commissioned to
destroy the boats and all of the people on the ships when they enter into
Rhudyn area. They will be told to attack after a storm so that blame can be
laid on the harsh and little known waters of the area. No one is to be left
alive. The Tana will see this as a motion to defend their land so it is
nothing new to them, they can keep the goods that they sieze. The normal
procedures for such an attack will be used, so it will be at night and will
be a military type strike. Rhudyn patrols will be increased in the area to
assure that the ships are destroyed.
-1 (++-0) = 0 Mixed Results
Factors:
- secret
- killing all the poeple
- Kaeir reaction
- Luck
Anduan
Action 1: "A Home for Anaduan" (Final year)
Construction continues on the Castle of Dura. With the new tools and
materials being used in the construction, construction nears completion.
Weight: Single
Difficulty: Normal
0 (0++0) = +2 Success
Tools
Materials
Labor
Time
Action 2: "There's a Fungus Among Us!"
[SECRET ACTION]
Weight: Single
Difficulty: Hard
The lead group of scholars, in the capital city of Dura, have discovered a recent disease in one of the outlying villages. They call it "Maga's Fire" (named after a local legend of a man hundreds of years ago, named Maga, who found his wife with another man, and in a fit of rage, went through the village and killed each one of the inhabitants, then burned their houses down before throwing himself off a cliff. The gods made him immortal and banished him to an eternal life of pain living in the ashes of the town that were blown about the land). It comes from a fungus that is found to grow in the grains of Rye of the fields and on living trees in the forests.
The initial side effects include diarrhea, itching, headaches, nausea, and vomiting. Later, these symptoms are followed by delirium, hallucinations, mania, and psychosis—worsening with time. Approximately 2 days after contraction, spasms, convulsion, and seizures begin setting in. At the end of the 1 st day, dry gangrene becomes apparent in the extremities. In the initial stages, the affected areas are extremely sensitive to touch. The area then becomes dry and wrinkled, with distinct color changes (dark brown at first, then a dark purplish-blue, and then black as necrosis continues). It is noted most obviously by a line of demarcation between the necrotic tissue and the healthy, living tissue. The limbs eventually rot and fall off by the 4 th day as the necrosis continues towards the torso. Children and weaker individuals have died as quickly as 21 hours, the longest surviving victim lasted 12 days. Slow or fast, the process of death is painful and debilitating on many levels, often leading to suicide before the fungus claims the life (most often because of the hallucinations).
The fungus is very small and matches the color of what it grows on, becoming nearly impossible to notice by the untrained eye. It can only be contracted by direct contact with the fungus, not by air or an intermediary object (an person with the fungus on their hands touches a spoon, and a second person later comes and touches the same spoon) through the mouth or eyes. There is only one cure known thus far, which the scholars have taken a blood oath not to reveal. The leaders of the Royal Army met with the lead scholars and have decided to begin harvesting and learning to control the fungus to be used as a mass weapon. Given the lengthy study of the disease, its symptoms, and the cure, it is estimated that within a single year they will discover how to harness, control, prepare, and strategically and accurately deploy the disease.
RESULTS:
Study +
Trials +
Testing +
Control of Fungus –
-1 (+++-) = +2 Success
Numerous successful tests and experiments are conducted and loads of useful data is collected. Scientists are still trying to develop a way to collect, keep, transport, deploy, and control the fungus. Problems with keeping the fungus alive for long periods of time in containment have arisen. Researchers decide to continue development of these methods.
Action 3: "Working in the Coal Mine, Going Down Down Down..." (year 1 of 2)
[SECRET ACTION]
Weight: Single
Difficulty: Normal
Plans are begun to build an underground city. The city would be able tou house 200,000 people, be completely ventilated, and all vents and entrances/exits would be hidden from plain sight. The walls of the caverns would be 2 meters tall and 3 meters wide. A group of top developers are sent to Rhudyn to speak with the mages there to request their help with the construction and excavation.
RESULTS:
Planning 0
Travel -
Design +
Site Location 0
(0-+0) = 0 Mixed Results
Not all the designers, planners, and architects are able to travel to Rhudyn, delaying the planning process further. The ones who do make it meet with Rhudynese magi, who agree to help in the construction process of the underground city. It is still being determined how they will go about constructing it, as well as where exactly it should be located—under an existing city, in the hills, in the middle of nowhere, etc. A design of the city layout is successfully constructed.
Action 4: "Things That Make Other Things Die"
[SECRET ACTION]
Weight: Single
Difficulty: Hard
After a successful year of development, the Granault is ready to be produced (at a rate of 1 per 50 days). This weapon resembles a crossbow. Its bow reaches 1-2 meters wide and the perpendicular shaft is 1.3 meters long. It sits on a stand that is staked in to the ground, ranging from 1.2-1.6 meters high. The base of the Granault can be turned 380 degrees, and has a vertical range of motion of -20-60 degrees (0 degrees being level). The string is made of sinews, which are pre-twisted to the point of self-coiling. It is operated by two men, an archer and a loader. The loader places the bolt in the bow and sits with his back to the base in front of the structure in order to provide support against it moving forward when the bolt is launched. The archer takes aim with the Granault and pulls the string back, creating extensively more force on the sinews. After locking it in to place, he fires the bolt when ready. The maximum range of the Granault is 800 yards. It is able to penetrate armor up to 450 yards. At 75 yards it is able to penetrate and pass through a tree 1.75 meters thick.
RESULTS:
Materials -
Labor +
Assembly 0
Deployment (getting it to the army) –
-1 (-+0-) = -2 Failure
With the construction of the new Castle, materials are difficult to come by to begin mass production of the newly developed weapon. With the design being so new, there is only so much time to teach a certain amount of people how they are to be constructed, limiting the number of people who can output them. Aside from building only a few, it is uncertain where the first ones should be sent first, and are thus sent to the army's training grounds.
Milakanur Actions for 1472
Action 1: Helping Friends
Weight: Single
Difficulty: Normal
Fudge Points:
(0-0+) = 0 Mixed Results
Action 2-3: Sharp and Pointy
Secret
Weight: Single
Difficulty:
Fudge Points:
(-++-) +1 = +1 Success
Action 4: Going and Going
Duration: 3 more years
Difficult: Normal
Fudge points: 0
(-+--) = -2 Failure
--
Chad Powell - 02 Mar 2007