Events 1473

Avatar +2:

The Oceans outside of Avatar are discovered hold an ideal habitate for Oysters. The country feels and economical boost with the new source of wealth.

Sa'raa +5:

The mysterious race joins with the Magi of Bel'Adne, and several of the higher powered Sorcerers from the neo-pagens. They disapper into the depths of the Saraa's new home within the mountians. Using the research already done by the Bel'Adne magi they are able to discover a cure for the plague that is raging the north as the year come to a close. The Saraa are also able to learn from the cure much about the nature of the plague.

The Plague

in the north contiunes as Hria is contiuned to be devestated, the plague gains ground both in the Tora lands and the Bel'adne lands. Rumors of cure begin to spread as the year winds to and end, but not actual cure is forth comeing as of yet.

The Razanian War contiunes.

Celpalar makes advancement in the north. The Southern and Western armies of the Razanian are at a standstill in the south. The Western Razanians trying to get the southern allies to join them, but the two southern nations point out that if they help brake the Haran blockade they will be next on the list for Haran to declare war on (currently Haran only is on a war statues with the Western Razanian Nations that broke the treaty. As it currently stands Haran still will not allow Ayrisa to uses there country as staging grounds for a southern invasion, and that would change if they helped. Haran has said it will allow the Western Razanian to cross their terriorty but at a price that will be a economical blow to the western nations, but it would be possible to pay.

Debate contiunes among the councils of Mir as to were to side. The Archmage continues to support protection only, but the Council wants to throw its backing behind the Ayrisan to whom stangle enought the country has better relations, strangle the merchant princes of Mirabalpur and Tal throw their backing behind the councils view. Prince Niotrosa and the Queen Mother (Opozoya Villards mother) finally present a compromise. (to be seen in actions)

Actions 1473

Anaduan

Action 1: "There's a Fungus Among Us!" Part Dux

[SECRET ACTION]

Weight: Single

Difficulty: Hard Fudge Points: 3

Last year Anaduani scientists and scholars were able to conduct numerous successful tests and experiments with the fungus. This year, they are developing new, more resistant and more potent generations, as well as continuing to attempt to learn how to control it and keep it alive long enough to transport over several days.

  • New Strand
  • More Potent
  • More resistant
  • Control of Fungus

Action 2: "Working in the Coal Mine, Going Down Down Down..." (year 2 of 2)

[SECRET ACTION]

Weight: Single

Difficulty: Normal

Last year, not all the designers, planners, and architects were able to travel to Rhudyn, delaying the planning process further. The ones who did make it met with Rhudynese magi, who agreed to help in the construction process of the underground city. This year they are still determining 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 was successfully constructed, they intend to finish up with the planning of location and methods of construction

  • Planning
  • Travel
  • Site Location
  • Construction Methods

Action 3: "Things That Make Other Things Die"

[SECRET ACTION]

Weight: Single

Difficulty: Hard Fudge Points: 4

With the construction of the new Castle last year, materials were 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. This year, an attempt will be made at allocating materials to the project and then getting the weapons out to the army.

  • Materials
  • Labor
  • Assembly
  • Deployment

Action 4: "Operation Freedom"

Weight: Single

Difficulty: Normal?

FP: 5

In lieu of the recent findings thanks to the Rhudynese government, a unanimous descision is made to help free the slaves of Sout. A letter, written personally by the Dux of the Royal Army, is sent to the 15,000 mercinaries already with Rhudynese soldiers in the area, directing them the join in the cause and engage in active battle. Meanwhile, 60,000 foot soldiers of the full-time army are called up to active duty. They are dispatched to Sout 12 days after the Mercinaries recieve the letter, and travel via ships provided by Rhudyn. Uppon arrival, 15,000 men are left to defend the port city while the other 45,000 march to meet up and join the Rhudynese army in the attack. They follow the commands of Rhudynese battle commanders.

Summary:

15,000 mercenaries join in the fight along side Rhudyn right away.

60,000 full-time soldiers travel to the main land, 15,000 remain in the port, 45,000 meet up with the army.

  • Call-Up
  • Deployment
  • Meet up w/ Rhudyn
  • Follow commands from Rhudynese leaders

Results

Action 1: "There's a Fungus Among Us!" Part Dux

[SECRET ACTION]

Weight: Single

Difficulty: Hard Fudge Points: 3

-1 (+000) 0 Mixed Results

  • New Strand
  • More Potent
  • More resistant
  • Control of Fungus

Action 2: "Working in the Coal Mine, Going Down Down Down..." (year 2 of 2)

[SECRET ACTION]

Weight: Single

Difficulty: Normal

0 (0+++) = +3 Success

  • Planning
  • Travel
  • Site Location
  • Construction Methods

Action 3: "Things That Make Other Things Die"

[SECRET ACTION]

Weight: Single

Difficulty: Hard Fudge Points: 4

-1 (+++0) = +2 Success

  • Materials
  • Labor
  • Assembly
  • Deployment

Action 4: "Operation Freedom"

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

Sub-parts: * Call-up (+) * Deployment (+) * Meet up with Rhudyn (-) * Follow commands from Rhudynese leaders (0)

Sedonia

Some internal events:

* Prince Yarrow, the eldest son of Emperor Arden XXI, turns 18 and is officially invested as Crown Prince of Sedonia.

* Field Marshal Sir Valen Martros, Duke of Pran, Baron Martros, Chief of the Imperial General Staff, is forced to retire due to age & ill health. He is replaced by his deputy, Sir Valroc Balterin, despite the Emperor's concern that the new Field Marshal is too close, politically, to Duke Harald of Caladyn.

Action 1: Who You Gonna Call?

Weight: Strategic (11 of 9 and LAST, frak it!)

Description: The Order of Coron now has enough information to finally lay the Banshee of Zelkor to permanent rest. The Archprelate of the Order of Coron makes the decision that the permanent destruction of the Banshee is worth the loss of the mage-priests who will be conducting the ritual. Being unwilling to demand of others that which he would not do himself, the Archprelate announces that he will take the lead position in the ritual. The civilian labor force, the legions stationed in and around the city, and all priests not needed for the ritual destruction of the Banshee are evacuated from the city.

At the appointed hour, the Archprelate, twelve other High Priests of Coron, and 26 acolytes begin the great ritual.

Fudge Points: 8 fp

No sub-parts as such, this is all or nothing.

Action 2: A Better Boat

Weight: Strategic (0,0,+2,0,+1,+3,x)

Description: The fleet modernization truly begins to roll, as the first galleasses joined the fleet last year, and the first prototype galleon was built. The focus shifts to increasing production of the galleasses as old, obsolete galleys are pulled out of the line and broken up for parts, while the galleon design team works on refining the design.

Fudge Points: 0

Sub-Parts:

  • refine galleon hull design for production models
  • refine galleon sail plan for production models
  • produce more galleasses
  • break-up & recycle the oldest galleys

Action 3: Power Projection

Weight: Single, Secret

Description: The Ministry of Special Projects begins funding two competing pilot weapons projects in an initial proof-of-concept study to determine which avenue to pursue. The goals are: * The weapon must not be prohibitively expensive to make * It must be usable by persons of low magical talent * It should be scalable for use on the battlefield, in sieges, aboard ships, and for anti-air use

The first project is attempting to make a magic rod or staff that can repeatedly discharge bolts of magical energy at a target; the second project, meanwhile, is working on a magical device that can launch solid projectiles through the air at a rate, range, and velocity equal to or better than the current standard 11-pounder naval ballista

All that is expected, at this point, are prototypes.

Difficulty: 0

Fudge Points: 0

Sub-Parts:

  • Project One feasibility
  • Project One cost
  • Project Two feasibility
  • Project Two cost

Action 4: Infiltrate, Investigate, Exfiltrate

Weight: Single, Secret

Description: Disturbing rumors of secret Anaduani research projects reach the ears of the Ministry of Special Projects. It is decided to increase Sedonian intelligence assets in Anaduan. A team of four agents is sent; one, the controller, has a diplomatic cover and will be based in the Sedonian legation in the Anaduani capital, to collect any intelligence gathered by the three Vraa'al or half-Vraa'al infiltration specialists.

The effort has four goals: get in to Anaduan, gather information on what Anaduan's up to, find out where whatever's going on is going on, and get out again with the information.

Difficulty: Hard -1

Fudge Points: 0

Subparts:

  • Get the 'illegal' infiltration agents into Anaduan
  • Gather intel on fungus project
  • Gather intel on secret city project
  • Get out of Anaduan with the information, or at least get the
information out.

Results

Action 1: Who You Gonna Call?

Fudge Points: 4 fp

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

The Banshiee is dead, but so is everyone else. The entire group was dead, the palace of the Prince of Zelkor is now a large sink hole in the middle of the city, and nothing remains of the royal crypts. The deaths from the explosion is minimal though as they had the forsight clear the area around the palace.

The Order of Coron also finds communication with its god at a minimal level. Either way they city of Zelkor is finally free from the curse.

Action 2: A Better Boat

Weight: Strategic (0,0,+2,0,+1,+3,x)

Fudge Points: 0

0 (0---) = -3 Failure

Sub-Parts:

  • refine galleon hull design for production models 0
  • refine galleon sail plan for production models -
  • produce more galleasses -
  • break-up & recycle the oldest galleys -

The ship-building project is badly disrupted by labor unrest among the dockworkers' and shipyard guilds in Thalsedon, Gomel, and Inibar, including riots between internal guild factions and a month-long strike at the Thalsedon shipyards.

Investigation by local authorities and the Ministry of Special Projects reveals that the strikes and unrest were largely caused by spill-over of the struggle between the Kaeiran Protectors, the Von Blutzunft, and Sedonian organized crime for control of the dockworkers' guilds. In the end, the Ronir-Varros family's ties to both organized crime and Sedonian Intelligence force the Kaeiran factions out, but a diplomatic note is sent to Kaeir's Senate, 'requesting' that they crack down on the Protectors and the Von Blutzunft before things get really out of control.

Action 3: Power Projection

Weight: Single, Secret

Difficulty: 0

Fudge Points: 0

0 (+00-) =0 Mixed Results

Sub-Parts:

  • Project One feasibility +
  • Project One cost 0
  • Project Two feasibility 0
  • Project Two cost -

The first project seems fesible but will be coastly but falls at the what the coverment is willing to pay. The second seems less likely and far as is well above the price the goverment would be willing to pay.

The decision is made to proceed with Project One. The prototype 'device' is crude, ungainly, barely portable, made from rather expensive materials, requires the sacrifice of small mammals to function, and has a distressing tendency to get cold enough to liquify the air around it and freeze its operator solid when its components are even slightly out of alignment, but when it works, it works, which is more than could be said for the prototype Project Two produced.

After the catastrophic failure of Project Two's prototype, the remains of the device and its unfortunate operators were wrapped in silk, sealed in a lead cask along with the project records, and dumped in the deepest part of the Gulf of Gomel, since no volcano was handy.

Action 4: Infiltrate, Investigate, Exfiltrate

Weight: Single, Secret

Difficulty: Very Hard -2 (Andrew told me to up it) FP: 4

-2 (+++0) +1 Success

Subparts:

  • Get the 'illegal' infiltration agents into Anaduan +
  • Gather intel on fungus project +
  • Gather intel on secret city project+
  • Get out of Anaduan with the information, or at least get the
information out. 0

The information that Anduan is up to something is relady back to the capital, and the agent gets some information on the two projects but is only able to relay the information back in tide bits so it won't be until next year that the agency will get the full information.

Milakanur Actions

Action 1-2: Going and Going

Duration: 3 more years Difficult: Normal Fudge points: 0 Milikanur will continue to build the wall for security.

  • Wall
  • Stone
  • work accomplished
  • Luck

Action 3: A good neighbor in the North (secret)

Difficult: Normal Fudge points: 0 Milakanur will continue to show the new religion in the Shanari Commonwealth that they are supported by Milakanur. They will receive money and goods like the previous shipments. Also Milakanur will offer to sell them arms at a decent price. So they can defend themselves against any aggressors.

  • Secret
  • Money
  • Shanari Commonwealth
  • Arms

Action 4: Razania

Difficult: Normal

Fudge Points: 0

Seeing as Rhudyn is becoming involved in Sout Milakanur will send supplies regularly to the Rhudyn base established in Sout to provide extra food, clothing, and arms that will help Rhudyn. Also a small navel detachment will be used to help with the blockade, 10 ships.

  • Rhudyn base establishment
  • transportation of goods
  • Blockade
  • Luck

Results

Action 1-2: Going and Going

Duration: 3 more years Difficult: Normal Fudge points: 0 Milikanur will continue to build the wall for security.

  • Wall -
  • Stone +
  • work accomplished -
  • Luck 0

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

Action 3: A good neighbor in the North (secret)

Difficult: Normal Fudge points: 0

0 (+000) = +1 Success

  • Secret +
  • Money 0
  • Shanari Commonwealth 0
  • Arms 0

Action 4: Razania

Difficult: Normal Fudge Points: 0

0 (0---) = -3 Failure

  • Rhudyn base establishment 0
  • transportation of goods -
  • Blockade -
  • Luck -

Write up will come with the total war results.

Rhudyn Actions

Rhudyn Action 1473

Action 1-3: The Other War

Fudge points: 8 Difficulty: Hard Weight: 3

With the prolonged war and the chance for the troops to get a few years of rest Rhudyn will now become more involved in the war. Rhudyn has been in a ready state of war and the navy has already conducted transportation invasions into Razania so the preparation is already done. Rhudyn full military will be called into place with 60,000 troops being active.

After several years of blockading and pirating the coast is well known. Rhudyn will launch a mass troop deployment into the southernmost kingdom of Sout. The military port in Aixelsydan will be used to help prepare the launch of troops and as a safe heaven in case of need. Of course the king of Aixelsydan (secretly) will be notified so that their will be no misunderstandings. Basically the ships will launch from the port in Aixelsydan and follow the coast around to Sout. This will be a clean, pirate free invasion with no Tana concealing magic involved so to keep one of Rhudyn’s best secrets safe.

The child of the high ranking official of Sout will be used to ask the father meet with Rhudyn officials "intel officers" on secret terms on Rhudyn turf, being a ship or the port in Aixelsydan. the deal will be his childs life, a new life in Rhudyn with land granted and a well life provided for on the east coast with his family for information on troops, ports, land, and protocol.

The invasion will go in two parts. The first will be the surprise attack which will be an invasion force that will invade, take the docks and the surrounding city. This will be a force of around 15,000 Rhudyn men and 15,000 Anaduani soldiers for a total of 30,000 in the initial landing.. After wards the full force will move in. With safe landing the soldiers will be deployed first to help set up defense and then the Calvary will be unloaded. The Calvary will only be 2,000 large. The remaining troops will be 15,000. With 47,000 (excluding Kaeir numbers) troops in place in Sout the city will then be held. Shortly after the city is held scouting parties will be dispatched to gather Intel on the armies of Sout. As little blood shed as possible will be spilled during this invasion

The Kaeirean Special Ambassador to the Kingdom of Rhudyn informed the King of Rhudyn of the Kaeirean desire to assist Rhudyn in its efforts in Razania, both as a sign of good faith and friendship, and recognising and supporting much of Rhudyn's strategic reasons for involvement.

A senior member of the Kaeirean General Staff accompanied the Kaeirean Special Ambassador, to discuss military matters with the Rhudynese military command, if so desired, and to develop and organise plans for the coordination of any effort. In particular, the Kaeirean officer is to discuss how and where Kaeir may best become involved in the war, and how the contribution of Kaeirean territorial and maritime forces may be best utilised.

Rhudyn having accepted the help of Kaeir, will therefore see two arms of the Kaeirean military joining the Rhudynese invasion. (see Kaeir's actions for 1473)

A weeks time after the city is held the full force of Rhudyn will move against the enemy army, first offering a chance for the army to surrender, to save the bloodshed of the soldiers of both countries. Of course this will probably be declined so Rhudyn will engage with the full force of 34,000 (combined with the 2,000 Kaeir calvary) men leaving a defense of 15,000 men in the city to protect it. The defense will be the combination of Kaeir and Anaduan soldiers. Most of the Anaduan soldiers here have been working for Rhudyn as naval marines in the blockade.

the calvary will be used as recon and skirmish fighters until a large battle takes place in which they will join the full force of the military in traditional calvary tactics.

Also the mercenary Midsea Legion Will be hired to hit Sagor and hold constant state of invasion and retreat multiple times or simple invasion and evasion in order to assure that Sagor does not come to Sout to help right away.

A sum up

Initial Invasion

  • 30,000 Rhudyn/Anaduan
  • 7,400 Kaeir
  • followed by another 2,000 Kaeir calvary
  • followed by another 15,000 soldiers and 2,000 Rhudyn calvary
  • Total= 56,400 soldiers
War
  • 15,000 Anaduan
  • 32,000 Rhudyn
  • 2,000 Kaeir
  • Total= 34,000 engaging Sout defenses

  • Government official intel
  • Invasion
  • Secrecy
  • Midsea Legion

Action 4: The cover up

Weight 1 Fudge 0 Diff: Normal

In order to assure that Kaeir does not get to invloved in the Tanamir Sea and feel that they need to deal with the Pirates of Tana Ronara will propose a deal. He will confess that Tana pirates are suspected in the dealings but it would be better if they were not brought into this. For the sacking of an obscure port of Bernar on a day set by Kaeir which the pirates now know exstensivly after so many years of intense raiding Kaeir will overlook Tana and blame someone else if needs be.

Also to try to keep the seers from finding out that it was Pirates, the tower will conduct an intensive magical clean of the area tyring to rid the area of any possibilities of scrying power and physical evidences. Also just in case evidence will be planted of possible Videssian involvment, a warlord out for a little coin prehaps.

  • Deal
  • Magical cover up
  • Sacking
  • Seers fooled

Action 5 Calvary

Weight: 1 Difficulty: Normal Fudge: 0 Semi secret, it will mostly take place in the secluded areas of Ota'Rriej that has no foreign visitors usually.

In response to the difficulty of the great cavalry of Rhudyn from the previous year Rhudyn will begin to produce offspring of Raken at a more accelerated rate than normal in order to have a bigger cavalry than before within the next ten years.

(secret) Also other animals will be looked into for battle purposes. Horses will be implemented to make up for the loss right now, already being an animal that is commonly used by most nations of Mid Sea? . However another idea that has come from the University of Ota'Rriej from the Master Kinjoam is that Hippogriffs would make an excellent source for a mount. Therefore, a request will be made from the universities department of biology to collect hatchlings and eggs and raise them around humans and study the training abilities that would work best on the animals. The studies from the year 1470 that made a break through on Hippogriff behavior will be a guide for the raising of the animals. Also a broad study of the animal will begin in its natural environment that will be done by a few select expert individuals in the field of fauna.

  • Raking Breeding
  • larger horse use for the time
  • Hippogriff captures
  • Hippogriff trainings

Results

Action 1-3: The Other War

Fudge points: 8 Difficulty: Hard Weight: 3

I'm going to say that there are about 9,000 soldiers defending the Kingdom of Sout, with about half of them, 4,500, in the city itself. I'm also going to give the Rhudyn-Kaeiran side a +1 for size instead of the +2 they would normally get for being 4x the size of the city defenders, since Kaeir's failure means that a big portion of the troops failed to arrive in a timely manner.

Sout City Force: +2 (Professionals, Behind Defences) Sout City Morale: +1 (Professionals, Defending Homeland, but taken by surprise)

R/K Initial Invasion Force: +1 (Professionals, no history of alliance) R/K Initial Invasion Morale: +1 (Professionals) Size Bonus: +1

(3 + (0000)) - (3 + (00--)) = +2 Rhudyn/Kaeiran Victory (1 + (-00-)) = -2 Sout Morale Check Failed

(.1 * ((17000+4500)/2)) * 3 = 3900

Escape of Royal Family ((0++-) = +1).

Exceptance of Surrender ((00+0) = +1)

Attempt to outflank the Haran-Aryisa-Mir forces to the west and cross the Haran River: (++0-) = +1 Success

Attempt to run for home through the eastern foothills of the Rim Mountains: (-++0) = +1 Success

Celpalar's push to complet its conquests: (+2 + (-++-)) = +2 Success

Write Up:

The Invasion of Sout is a catastrophy that some how worked in the end. The Kaeir fleets are delayed by the weather so that while arriving in time to help, as were the Anduanian troops. The taking of the city of Sout was a bloodbath, but thanks to the Mirrish bloackade the supplies were at a minimal so it was that the city of Sout feel before the on slaughter, but not before all of the defenders had sacrafised themselves for the city and Royal Family who managed to escape from the city and flee the country and managed to make their way out of the country and to Aixelsdan. The remaining Lords of the city agree to surrendor the city and country side to the invaders.

Saragor gathers in councils to consult about their options in regards to the war. Their list of allies begins to dwindle, and their supplies are at a minimal as Mir contiunes its bloacked of the coast.

The Western Armys take the dangerous track through the lands to the west of Haran crossing dangerous mountian territories and eventually returned to the western kingdoms. Unfortantly the march now known as "The Bloody March" cost the western troops 35% of their troops to desertion, diesas and starvation.

Celpalar pushes north ward and takes Farnor and Bernor.

Ayrisa moves its troop towards the west to be joined by Mir.

Action 4: Calvary

Weight: 1 Difficulty: Normal Fudge: 0

0 (++++) = +4 Success

Raken breeding increases drastically allowing the lost animals in the Calvary to have full Raken replacements in ten years time. Horses are implemented successfully to keep the Calvary fully operational.

30 Hippogriff hatchlings were captured in this year and around 20 eggs were taken. The studies previously done on hippogriffs prove to be incredibly accurate as all eggs hatch successfully and the hatchlings adapt well to human contact. The animals grow quickly and healthily over the year and take to their human trainers. The training for the hippogriffs works well also. The theory of training them much like the raken proves to be effective, taking it slow and trying to get the animal to adjust to humans first. Although no human rider flights are made the animals became accustom to tackle gear and constant human interaction. A strong base of training hippogriffs is laid. The training done in the isolated area of central Rhudyn keeps the whole affair secret as desired.

Kaeirean Actions

Local events:

* Street war breaks out between rival gangs and crime families after the crimebosses of crimbosses, the Protector of Protectors, dies without a successor.

Action 1. Research Sedonian Steel (Kaeiro-Sedonian GATE)

Weight: Single, Strategic. Difficulty: Hard. Duration: 4 of 4 (0,+1,0,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

After analysing the previous years' mixed results using the falsification method, the researchers are able to rule out a number of theoretical issues, and thereby further refine their knowledge on Sedonian steel. They hope to crack the secret this year.

Action 2. Investigating a Disappearance.

The Senate dispatches a squadron of ships from the elite First Van, of the Republican Fleet to the Tanamiri Sea to investigate the disappearance of the Kaeirean Midsea Trading Company's mapping expedition.

The ten ships include the standard attachement of Fleet Marines, as well as a large number of the Mystics, Marlupinist devotees of the Angel of the Seas (aka the Blue Angel, aka the Lord of the Seas) - remembering that it was the predominantly Marlupinist maritime classes - the dockworkers, sailors, arsenalworkers, deepsea fishermen - who had forced the Senate to do something. The Mystics are Authority-magic users devoted to the Angel of the Seas, of mixed quality and strength.

Standard patrol orders are issued to the expedition leader, military engagements are to be avoided wherever possible, and energy is to be spent on investigating the disappearance with the help of the mystics of the Angel of the Seas.

Weight: Single, Tactical. Difficulty: Hard. Duration: Single turn.

sub-parts

  • Travelling through the Sea of Tanamir without incident.
  • Searching for evidence regarding the disappearance.
  • Public relations back home amongst the all-important maritime classes.
  • Senate controlling events (avoiding any public airing of findings so as to better control what happens, etc).

Factors:

  • Authority magic of the Angel of the Seas devotees (aka Lord of the Seas)
  • Green College assistance
  • Length of time since incident
  • Rhudyn efforts to conceal

Action 3. Aiding a new friend.

Kaeir sees an opportunity in the Razanian war to both improve its trade influence and improve relations with Rhudyn and Celpalar, both of whom are considered by Kaeir to be strategically important in terms of trade, influence, location and strength.

Therefore, the Senate orders four Vans of the Fleet, the Fleet Marines, the 1st-6th Guard units, the Tirmaeiri Rangers, and the Republican Guard Engineer Corps, to sail to Rhudyn to meet up with the Rhudynese expeditionary force.

The Kaeirean forces are divided into two groups. The 1st Kaeirean Expeditionary Force is made up of the Tirmaeiri Rangers and the Republican Guard Engineer Corps. The 2nd Kaeirean Expeditionary Force, comprised of the Green Guard, the Straits Guard, the Crownsbane Guard, the Draakosbane Guard, the Czarsbane Guard, the Kingsbane Guard, and the Kaeirean Republican Fleet Marines.

The coordination of the 1st and 2nd Kaeirean Expeditionary Forces with the Rhudynese invasion force is carried out before hand by a commander of the Kaeirean General Staff, and Lord-Minister Huacoatl von Kelshiri van Jafaarsan, who had both travelled to Rhudynese earlier to negotiate Kaeirean assistance to Rhudyn.

The 1st Kaeirean Expeditionary Force, led by 1st Captain of the Tirmaeiri Rangers, Captain Erik van Wansaan, is placed under the command of the Rhudynese commander of the invasion, and the 2nd Kaeirean Expeditionary Force, under the command of the Kaeirean General, Lord-General Aiden von Orsaan van Kriegzunft, to undertake an amphibious assault on the Soutanese capital in conjunction with the Rhudynese forces.

The Kaeirean naval forces, under the command of Lord-Admiral Hale von Duriddin, will be initially transporting Kaeirean and Rhudynese forces to their landing sites, and dealing with all and any Razanian naval forces that are encountered. Once the initial landing is made, the Kaeirean naval forces will both blockade Sout City during the initial attack, and engage and destroy any Razanian seaforces afterwards that exist south of Aryisa.

A detachement of magic-users from the sorcerous Green College do accept the Senate's request for volunteers, and these are divided equally between the Kaeirean forces.

As Kaeir is technically not declaring war on Sout and Sargor, but merely "assisting" Rhudyn (officially, anyway), the Senate is able to use a legal loophole to avoid putting the matter before the Great Council until 1474.

Supplies from Kaeir will be transported to the Kaeirean Naval Mission at Tolmersa by private Kaeirean merchants under contract to the Republic, where it will be picked up by ships from the Kaeirean Naval Expedition.

1st Kaeirean Expeditionary Force: Tirmaeiri Rangers cavalry - 2000 (Force: Good, Morale: Good, Size: Small).

  • Battle hardened (Southern Expedition & Panchayyah)
  • Expert in irregular warfare and living off the land
  • Expert in mounted combat in hills/mountains (northern Tirmaeir),
jungle/forest (Panchayyah).

2nd Kaeirean Expeditionary Force (Force: Good, Morale: Good, Size: Fair). Republican Guard - 6000. Marines - 2000.

Kaeirean Naval Expeditionary force: Republican Fleet - 80 galleasses (Force: Good, Morale: Good, Size: Great?)

  • Primary orientation is conquest/acquisition of trade = Force +1, Size +1.
  • Technological advantage = superior galleasses vs. inferior galleys.
  • Kaeirean ships go into battle believing in their inherent maritime superiority.

Weight: Single, Tactical. Difficulty: Hard. Duration: (1 of X)

sub-parts

  • Transporting Kaeirean forces to Aixelsydan.
  • Landing of Kaeiro-Rhudynese forces to Sout.
  • Invasion of Sout City.
  • Naval Engagements with Sout naval forces.

4. Hunting a Shadow [secret action]

Weight: Single, Tactical/External. Duration: 3 of 3. (-1, 0, X) Difficulty: Hard Key Elements: Doranax Nightwalker. FP: 4

Doranax Nightwalker has successfully created his serpentine binding of concealment, an advanced binding magick that conceals his spiritual aura and power, allowing him to get close enough to the boy-prophet and his sister.

Getting close enough is important, as Doranax has abandoned the commitment he gave to Avan Nightwalker not to do anything more than observe and track the boy-prophet. Despite the decision of the Brotherhood, despite his promise to his former mentor Avan, and despite the fact that the boy-prophet does not appear to be any sort of sorcerous or spiritual Abomination, but just mortal, Doranax has decided that he must assassinate the boy-prophet and his sister.

Sub-parts:

  • Locating the boy-prophet again.
  • Assassination of the boy-prophet and his sister.
  • Aftermath

Factors:

  • Doranax's experience with tracking and knowledge of the neopagans
  • Doranax's zealotry
  • True nature of boy-prophet and his sister unknown
  • Doranax lost the boy-prophet and his retinue while performing the
binding ritual

Results

Action 1. Research Sedonian Steel (Kaeiro-Sedonian GATE)

Weight: Single, Strategic. Difficulty: Hard. Duration: 4 of 4 (0,+1,0,X)

- (-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. 0

Action 2. Investigating a Disappearance.

Weight: Single, Tactical. Difficulty: Hard. Duration: Single turn.

- (0-+0) = -1 Failure

sub-parts

  • Travelling through the Sea of Tanamir without incident. 0
  • Searching for evidence regarding the disappearance. -
  • Public relations back home amongst the all-important maritime classes. +
  • Senate controlling events (avoiding any public airing of findings so as to better control what happens, etc). 0

The travel is uneventful and occures within the expected amont of time. The search turns out misrable as it appears that the delay in time and the storm seems to have effectively washed away evidences in the area. The search begins to appeas the marine class though.

The search fails to discover any concrete evidence regarding the disappearance of the expedition, though a handful of Mystics of the Angel of the Seas believe they saw Videssian colours in visions. However, the majority of their peers in the search do not agree, and the consensus amongst the ship-captains and the mystics is that the expedition was destroyed in a storm.

The visions of some of the mystics though is reported to the Senate, and given the proximity of Rhudyn to the Sea of Tanamir, and that of the Videssian warlords to the southern end of the Tanamir, secret correspondence is sent to the Rhudynese King.

The return of the search expedition manages to considerably deflate the tension amongst the maritime classes. However, a certain tension remains, evidence perhaps of deeper issues.

Action 3. Aiding a new friend.

-3 Failure

Weight: Single, Tactical. Difficulty: Hard. Duration: (1 of X)

sub-parts

  • Transporting Kaeirean forces to Aixelsydan.
  • Landing of Kaeiro-Rhudynese forces to Sout.
  • Invasion of Sout City.
  • Naval Engagements with Sout naval forces.
( -1) + (---+) = -3 Failure

sub-parts * Transporting Kaeirean forces to Aixelsydan. (-) * Landing of Kaeiro-Rhudynese forces to Sout. (-) * Invasion of Sout City. (-) * Naval Engagements with Sout naval forces. (+)

4. Hunting a Shadow [secret action]

Weight: Single, Tactical/External. Duration: 3 of 3. (-1, 0, X) Difficulty: Hard Key Elements: Doranax Nightwalker. FP: 4

- (++--) = -1 Failure

Sub-parts:

  • Locating the boy-prophet again. +
  • Assassination of the boy-prophet +
  • Assassination of the sister. -
  • Aftermath -

Doranax Nightwalker is able to join the expedition that heads to the mountians that seperates the Shanari Desert and Terebuani. He stumbled upon the new Saara village which was currently being built. A large gathering was occuring in the mountians. A gathering of Saara, Shanari, and Bel'Adne Magic users had come to find a cure to the plague.

Doranax was successful in killing the boy prophet but the only oppertunity presented itself was durning a magical experiment to find a cure. The sister proved another issue. Not only did she avoid manage to avoid the assasign she brought down her wrath. Doranax Nightwalker was killed in the following battle owning mainly to his lack of knowledge on her abilities.

Doranax may have succed in killing the boy prophet, but he has more then successed in creating a martor of the youth. The converts of the become more stantch in their faith.

The Bel'Adne Brotherhood was the first to hear of the actions of Doranax,and rumor begin to spread through out the brotherhood.

The peoples around the desert hold their breath to see what happens.

Writeup:

See lengthy post (and a summary accidentally posted to the list).

Interesting times await the Brotherhood as a whole, and the Kaeirean Chapter of the Nightbrothers in particular.

Additionally (now this is outside of jurisdiction of my society, but trust me when I say the only impact it will have is on my society):

To all members of the Council of Masters,

We, the Masters of the Chapters of the North and the Calarnar, under the terms of the Articles of the Order, two senior members being the minimum number required to call an extraordinary meeting of the Council of Masters of the Brotherhood of the Night, hereby summon a meeting of the Council of Masters of the Brotherhood of the Night.

The meeting shall be held in the Chapter Lodge of the Holy City of Akbari, commencing on the first day of the second moon of the new year.

Under the terms of the Articles of the Order, all Masters of the Brotherhood, whether Masters-regular, Masters of Office, Lodgemasters or Chaptermasters, are required to attend. Only the most extreme of emergencies shall be sufficient excuse for non-attendance, as laid out in the Articles of the Order.

The meeting has been called to address the dangerous situation that has developed in the northwest Calarnar, and the complicity of Master Doranax Nightwalker, Master of Binding Magicks, in this crisis.

Signed.

Aernath Nightwalker, Master of the Chapter of the North (Saranbar Lodge) Fariq Nightwalker, Master of the Chapter of the Calarnar (Akbari Lodge)


a 2nd letter:

Chaptermaster Avan,

In line with the summoning of the Council of Masters to the Lodge of Akbari by the Chaptermasters of the North and the Calarnar, I in my capacity as Grandmaster, hereby instruct you to bring with you any brothers you may consider pertinent to the matter to be discussed in the meeting. I also order you to bring with you Master Doranax's apprentice, Asghalf Nightblade.

I am currently in Corryn, where I have been inspecting the progress of the Lodge there. I shall be sailing to Port Jabau, and shall await you in the Jabuasi Lodge.

You know how serious this situation is, and how much more it could become. We will have much to discuss about this affair once you reach Jabau - before we leave for Akbari - and your former apprentice, whom you held authority over as Chaptermaster of the Kaeirean Nightbrothers.

Signed,

Cyril Nightwalker Grandmaster of the Order

Mirrish Actions

Actions 1 - 4: Ayrisa and Razanian War

Mir contiunes to move its troops into Ayrisa. Also like before they will also move to place a blockade along the southern coasts. The Mirrish troops as for this year have desided to protect the Ayrisa and Haran nations. Mir tells Ayrisa that they will help defend but if their is to any aggression it is suggest that the Ayrisan's wait until next year when the mirrish troops can be in place. Mir will more the dragon into the west, but they will attempt to keep the presence of the dragon there secret and it will only be used to defend the Ayrisan forces.

Results

Actions 1-2: Ayrisa and Razanian War / Moving troops and the dragon

Results: Difficulity Normal (0) + Dice (0+0-) + Extras (+1 double) = +1 Success

Subparts:

  • Moving troops: 0
  • Weather:+1
  • Moving the dragon (in secret): 0
  • Luck:-1

Action 3-4: Ayrisa and Razanian War / Southern blockade and protect

Ayrisa & Haran

Results: Difficulity Normal (0) + Dice (+0--) + Extras (+1 double) = 0 Mixed results

Subparts:

  • Blockade southern coasts: +1
  • Protect Ayrisa and Haran: 0
  • Effect of dragon: -1
  • Luck: -1

The War

I'm going to say that there are about 9,000 soldiers defending the Kingdom of Sout, with about half of them, 4,500, in the city itself. I'm also going to give the Rhudyn-Kaeiran side a +1 for size instead of the +2 they would normally get for being 4x the size of the city defenders, since Kaeir's failure means that a big portion of the troops failed to arrive in a timely manner.

Sout City Force: +2 (Professionals, Behind Defences) Sout City Morale: +1 (Professionals, Defending Homeland, but taken by surprise)

R/K Initial Invasion Force: +1 (Professionals, no history of alliance) R/K Initial Invasion Morale: +1 (Professionals) Size Bonus: +1

(3 + (0000)) - (3 + (00--)) = +2 Rhudyn/Kaeiran Victory (1 + (-00-)) = -2 Sout Morale Check Failed

(.1 * ((17000+4500)/2)) * 3 = 3900

Escape of Royal Family ((0++-) = +1).

Exceptance of Surrender ((00+0) = +1)

Attempt to outflank the Haran-Aryisa-Mir forces to the west and cross the Haran River: (++0-) = +1 Success

Attempt to run for home through the eastern foothills of the Rim Mountains: (-++0) = +1 Success

Celpalar's push to complet its conquests: (+2 + (-++-)) = +2 Success

Write Up:

The Invasion of Sout is a catastrophy that some how worked in the end. The Kaeir fleets are delayed by the weather so that while arriving in time to help, as were the Anduanian troops. The taking of the city of Sout was a bloodbath, but thanks to the Mirrish bloackade the supplies were at a minimal so it was that the city of Sout feel before the on slaughter, but not before all of the defenders had sacrafised themselves for the city and Royal Family who managed to escape from the city and flee the country and managed to make their way out of the country and to Aixelsdan. The remaining Lords of the city agree to surrendor the city and country side to the invaders.

Saragor gathers in councils to consult about their options in regards to the war. Their list of allies begins to dwindle, and their supplies are at a minimal as Mir contiunes its bloacked of the coast.

The Western Armys take the dangerous track through the lands to the west of Haran crossing dangerous mountian territories and eventually returned to the western kingdoms. Unfortantly the march now known as "The Bloody March" cost the western troops 35% of their troops to desertion, diesas and starvation.

Celpalar pushes north ward and takes Farnor and Bernor.

Ayrisa moves its troop towards the west to be joined by Mir.

-- Chad Powell - 02 Apr 2007

Topic revision: r2 - 10 Dec 2007 - 04:07:36 - Chad Powell
 
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