The were no events for the year the only thing that happens is that is the Council of Brotherhood.
- Rolls for Council of Masters:
- Brotherhood to Avan's Statement (00-0)
Reactions:
- Kaeir (0++0)
- Shanari (0-0+)
- Neo Pagens (---+)
- Bel'Adne (0-+-)
- Morvali (-00+)
- Saraa (-+0+)
The Plague begins to subside in Bel'Adne this year as the cure is
implimented.
The Razanian War contiunes as the north has been completely conqured and Celpar moves portion of its armies to help Ayrisa Attack the western Razanians as per the original deal.
Actions For 1474
Internal Events
- The troops are returned home after their deployment overseas. There is a great festival and parade in the streets in the capital which lasts 3 days and 4 nights.
- The top-secret fungus is finally developed, and the researchers now have discovered how to transport it. They are able to keep it alive in containment for 100 days.
- The military now has a new line of weaponry, known as the Granault. 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 which is staked into 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 in front of the structure with his back to the base 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 entirely through a tree 1.75 meters thick.
- Collection and storage of food stuffs continue.
Action 1&2: Things That Make Other Things Die II (1 of 2)
- [SECRET ACTION]
- Weight: Double
- Difficuly: Hard
- FP: 0
Another weapon design from the department of Military Weaponry. This is known as the Dexamen. This is a large wooden box is plated in a then layer of metal, which, in turn, is covered by rawhide. It is large enough for 13 men to stand inside. It is 4 meters long, 2.5 meters wide, and 2.5 meters tall. It sits on 4 sets of solid cart wheels, each 1 meter in diameter, 4 on each side. The axels of each wheel protrude into the box about 13 centimeters. The axels have a hole drilled through the middle with a peg running through the hole, holding the wheel against the Dexamen. Inside the Dexamen, 4 poles stick out 1 meter inwards at waist height on either side. 4 men stand at these poles and are able to move the small vehicle. In the rear
of the Dexamen is a slim door that can be locked and latched from the
inside, giving access in and out of the vehicle. There are 6 small windows, 2 on either side and one in both the front and back, which can be opened to see out. The windows are covered from the outside by chain mail riveted to the metal, providing protection from arrows and javelins when open. Various slits surround the Dexamen for archers to shoot arrows out of. These can be closed by sliding a long, thin piece of wood over them. On the top are two square doors which can be swung open towards the outside, allowing a man to partially emerge. Just below the trap doors sit a perch for the man to stand on. As the box moves, the other 5 men not pushing must walk, as the Dexamen has no floor. The plans are handed over to the engineers to begin working out the details and building a prototype to test for mass production.
-1 (0+0-) +1 = 0 Mixed Results
- Design 0
- Prototype +
- Testing 0
- Materials -
A design is drawn and built, but the testing is only so so making one wonder
about its overall usefullness, and the material coast is on the painful
side.
Action 3: Beef up the Beef
- [PARTIALLY SECRET]
- Weight: Single
- Difficulty: Normal
- FP: 0
Ey Mavros Legeona ton Mistikon (The Black Legion of Secrets) regroups to develop and train in advanced warefare skills. One in particular, Chero (this is where the SECRET part sets in), begins training as an assassin in the use of contact, injested, inhaled, and punture poisons. He also studies in the arts of disguse, forgery, hiding, silent movement, lock picking, and weapon improvision.
-1 (+--+) = -1 Failure
- Group Training +
- Assassin Training -
- Poison Use -
- Arts of the Assassin +
The art of posioning is much harder then expected, and the posioner feels
that he needs to focus slowlly on it and narrow his pratics before trying to
learn all of them.
Action 4: Working in the Coal Mine, Going Down Down Down - Phase 2 (year 1 of 5)
- Weight: Single
- Difficulty: Normal
- FP: 1
Now that all plans are in place to begin the undergound city, groundbreaking has begun. The city will be able to house 200,000 people, be completely ventilated, and all vents and entrances/exits would be perfectly hidden from plain sight of more than 3 meters. The walls of the caverns would be 2 meters tall and 3 meters wide. With the help of Rhudynese magi, engineers plan on construction being completed in 1479.
0 (0+++) = +3 Success
- Magi 0
- Labor +
- Excavation +
- Construction +
Sedonia Actions?
Internal Events
Crown Prince Yarrow enrolls in the Imperial Military Academy, with the
support of both his father and his maternal grandfather, a rare point of agreement for two men often at odds in their opinions. The Empress,
however, is rather less than pleased.
Marshal Balterin, the new Chief of the Imperial General Staff, makes
sweeping personnel changes, pushing several senior commanders into early retirement. Balterin forces the retirements or resignations of about 25 officers who are too deeply involved in Sedonian politics regardless of factional affiliation, confounding observers who believed that given
Balterin's closeness with the Duke of Caladyn, officers who supported
the Duke's foreign policy would receive preferment. Instead, Marshal
Balterin, like his predecessor, Valen Martros, seems determined to keep the Legions as apolitical as possible.
Action 1: A Better Boat
- Weight: 1 (Strategic: 0,0,+2,0,+1,+3,x)
- Difficulty: 0
- Fudge Points: 4
With last year's labor unrest apparently behind them, the Sedonian Navy proceeds with their modernization plans. Besides attempting to complete the work left undone last year, the Navy releases an initial version of the plans for the galleons to civilian shipyards (with certain modifications such as the removal of fittings for armament and marines).
A key reason for this decision was the realization that ships built
in this new style can carry more cargo greater distances with less crew: being completely sail-powered means no oarsmen to feed and house. It is also felt that getting more eyes and minds working on galleons will benefit the project in the long run.
Meanwhile, galleass production continues, as does efforts to retire and recycle the older galleys.
(++--) = 0 Mixed Results
- refine galleon hull design for production models +
- refine galleon sail plan for production models +
- produce more galleasses -
- break-up & recycle the oldest galleys -
Action 2: Power Projection
- Weight: 2 (Secret)
- Difficulty: 0?
- Fudge Points: 4
[Note: I'm posting this description publicly, but unless the secrecy
sub-part fails, this should not be considered known by any other society.]
Project One, now designated Project HAMMER, begins work on an improved prototype at Ft. Lambin. The main goals are to reduce the size, expense, and unpleasant side effects of the original prototype device; and to improve its reliability.
-1 (++--) +1 = 0 Mixed Results
- Maintain project secrecy +
- Reduce the size and expense of the Device +
- Improve reliability and reduce, eliminate, or mitigate the side effects of operation -
- Luck -
Action 3: Hands Across the Sea
- Weight: 1
- Difficulty: 0
- Fudge Points: 0
The Sedonian Envoy to Aixelsydan is instructed to offer asylum in
Sedonia to the Royal Family of Sout, or, in the alternative,
transportation to any
Mid Sea? nation that the Royal Family chooses. At
the same time, diplomatic notes are sent to the rulers of Aixelsydan and Rhudyn-Tana, notes which make it clear that Sedonia would strongly frown upon any attempt to restrict the Soutese Royal Family's movements, as well as any attempt to forcibly return them to Rhudynese custody.
Meanwhile, the Sedonian Foreign Ministry reopens the consular agency in Sout City, staffing it with Sedonian diplomatic personnel and upgrading it to a full consulate. The Consul's instructions are to issue Sedonian entry visas to any Soutese who apply. There is also a Legion recruiter attached to the Consulate Staff, offering Sedonian citizenship to anyone who signs up for a twelve-year hitch.
Given the destruction and disruption wreaked on Sout, two surgeons and their supporting staff from the Sedonian naval base on Tolmersa Island are sent to Sout to open a free clinic next to the consulate.
-1 (--++) = -1 Failure
- Offer asylum to the Soutese Royal Family -
- Offer Soutese who want out of the city a chance to emigrate to Sedonia -
- Offer immediate citizenship in exchange for military service +
- Offer medical care to the indigent of Sout +
The Sedonians discover that the closed harbor makes it harder for them to more then the doctors in, and getting anything out is impossible as of this time, and the Soutese Royal Family seems to have vanished.
Action 1-2: Going and Going
- Fudge Points:2
- Weight:2
- Duration:2
- Difficult: Normal
The wall will continue to be built.
0 (+++-) +1 = +3 Success
- Wall +
- Stone +
- Work +
- Luck -
Action 3: Razania again
- Fudge Points:
- Weight: 1
- Difficult: Normal
Once again supplies will be shipped to Sout in hopes that it will get
there safely this year.
0 (0-++) = +1Success
- Supplies 0
- Receiving -
- Shipping +
- Luck +
Action 4: A Good Neighbor
- Fudge Points: 4
- Weight: 1
- Difficult: Normal
With the assassination of the Boy Prophet, Milikanur will try to take
advantage of the situation. They will begin negative propaganda
against Kaeir that directly links them to the Millati and the
assassination. The Milikanur connections who will all be native born
Shinari and Jabuase in the commonwealth and the port will work
independently of the government and directly with their neo-pagan
allies. Having the movement armed, with money, and anger no time is
better than now to break their influence.
(0+++) = +3 Success
- Secret 0
- Neo-Pagan acceptance +
- Success +
- Luck +
Internal Events
Luindon closes in on the lost ancient city. Although not yet located he is hopeful as he now has found ancient buildings and towers that have inspired awe in him. His small expedition receives minimal supplies from the Tower as he continues in his charge.
The king of Aixelsydan visits Rhudyn by invitation of the King for the National Tournament of Ishmut. A team from North Rhudyn called the Fort of Annorror won.
Action 1: The Other War
- Fudge points: 4
- Difficulty: Hard
- Weight: 1
With the battle of Sout behind Rhudyn and her allies their eyes turn to Saragor . With overwhelming odds against Saragor Rhudyn hopes there is no need to attack. A treaty will be offered to Saragor. Surrender to Rhudyn for a peaceful takeover. Only deadly resistance will be handle with deadly response. If they surrender Saragor will be allowed to continue to govern itself with the supervision from Rhudyn advisors. Under the table Saragor is told that when things cool down Rhudyn presence will lessen eventually giving Saragor recognized independence again. this will be done when it is a bit safer to be a Razanian Kingdom of course. All royalty and nobility is promised protection by pain of death. If Saragor decides to surrender the blockade will end within the week and supplies will begin to arrive shortly thereafter.
Rhudyn will ask Aixelsydan to turn over the Royal Family of Sout, the family will be returned to Sout under protection of the Rhudyn King after they formally request it. If the Sout family will not do this then they will be asked to formally request protection from Aixelsydan, who they know is also a close ally to Rhudyn. If this rout is taken then Rhudyn will ask that they be put under formal protection and not allowed to communicate with any Soutanese until further notice.
Aixelsydan will be granted free and open port space in Sout as well as Milakanur and all of the free cities. No Razanians will be allowed to leave yet, The docks are under constant surveillance from Kaeir and Anaduan soldiers.
-1 (++--) = -1 Results
- Royal Family +
- Supplies +
- Sargor Acceptance of treaty -
- Luck -
Aixelsydan turns over the royal Family of Sout under the cover of night and in the up most secrecy. They were smuggled to the naval base in Aixelsydan and given to the commander. Upon the delivery the top military hands were used to protect the royal family until they reached Sout and the royal guards that Rhudyn has had waiting for them. The family is put into house arrest in Sargor with continual surveillance by their guards and are allowed no visitors. In fact their very existence in Sout is kept as quite as possible. Still they are treated well and are given what they need to live comfortably.
Sargor simply says that although they do not wish to fight they will wait until something happens on the western front of the war before considering negotiations. They didn't seem to like the advisors that Rhudyn was going to give them, some of them seen as rough around the edges after the whole invasion of Sout thing.
Action 2: Calvary
- Weight: 1
- Difficulty: Normal
- Fudge: 4
- Duration: 3 more after this to make 5
- Semi secret:
The secret part will take place in the secluded areas of Ota'Rriej that has no foreign visitors usually.
Raken offspring will continue to be bred at higher rate which is actually an easy part of the action.
The collecting of Hippogriffs will continue as well as collecting eggs. The Hippogriffs from last year that received training and reacted well will be used for short shallow air flights by the smaller and lighter men since the animals are still younger. The animals will continue to undergo the process of training.
This year the three best saddle makers for the Calvary in Rhudyn will be asked to meet with the King in Ota'Rriej. They will be commissioned to design saddles that will be best for a Hippogriff Rider.
0 (++00) = +2 Success
- Raken Breeding +
- Hippogriff capturing +
- Hippogriff Training 0
- Tackle Development 0
Once again the year is bounteous with offspring of both races. The Hippogriffs are breeding even better than expected and grow accustomed to captive life. Training them however does turn out to be a slow progress since there really are no expert riders of hippogriffs in existence, Rhudyn is going into uncharted waters. The tackle development is tricky as well. The centuries of Raken made saddles has caused a slight stagnation in the creativity of the saddle makers. The conclusion is made that they need to see riders in action to help them design saddles. However harnesses and bridle equipment is made and works well.
Action 3: Knowledge is power
- Fudge points:
- Difficulty: Norm
- Weight: 1
Rhudyn will begin to expand its intelligence agency starting with the home base. Rhudyn internal intelligence protection will be given the go to build up and begin cleaning out Rhudyn of any spies. The first steps of course will be to expand it. All possible spies will be noted and watched.
0 (0++-) = +1 Success
- Secret 0
- Expansion of intelligence network +
- Finding spies and keeping tabs +
- Luck -
Many loyal recruits are found and the expansion of Rhudyn intelligence begins. With the sudden increase in the intelligence network of Rhudyn it has been found that Rhudyn is under watch from several different locations. Perhaps the growth over the past decade has caused eyes to turn and watch. Many spies are now under watch and have been put on file although no action has been taken against them.
Action 4: A watchful eye
- Fudge points: 0
- Difficulty: Norm
- Weight: 1
With a few of the scrying towers being rebuilt in Tana others will be built throughout Rhudyn. First sites will be selected and then supplies will be sent there. These towers will cover all of Rhudyn from north to south, from east to west.
0 (0++-) = +1 Success
- Sites for Towers 0
- Supplies +
- Building +
- Luck -
Not all of the new sites are selected so supplies are moved to general areas where towers will be built in the region. Building on the tower sites chosen goes very well. It seems Rhudyn has become quite good at building stuff in general.
The war results should be coming out next. Gave Andrew the final decision for mirs reaction to the negotiations.
Action 1-2: The New Colonies
- Fudge Points: 5
- Weight:2
- Duration: (2,x,x,x,x,x,x,x,x,x)
- Difficult: Normal
Now that the war is mostly done, Celpalar can once again turn its
attention to its lonely colonies. Much like before, 500 men will be
chosen from among the Razanians, and their families will be sent out
to help man Celpalar's new territories. However, this time they will
be looking for volunteers. The men will be allowed to ship off with
their families, or go solo. The main drawing points will be to get
away from the ravishes of a post-war country, and also to just have a
fresh start in a place where they will be given large tracts of land.
The Ephors have also made the decision to once again ask for
volunteers among the citizens of Celpalar. The main isle of Celpalar
will continue to send supplies and extra colonists to help with
expansion, fortification, and exploration of the new isles. Also, the
colonies on the isle of Golaren will continue building a road network
to connect to the new colonies.
0 (++0-) +1 = +2 Success
- Razanian Displacement +
- Volunteers +
- Supplies 0
- Roads -
The people are happy that the war is mostly over. Now
that Celpalar has
gained new lands, the people are excited to take
advantage of it.
Volunteers began responding to flyers for the first
time since the first
colonists sent sail.
On the other side of the sea, a surprising amount of
Razanians were found to
be willing to relocate out of their war-torn land.
The offer of free land
out in the islands intrigued many, especially because
they knew they could
have as much land as they could cultivate. The
current citizens of the new
colonies are excited to have more people to have them
carve out the new
territory.
There was no change in the amount of supplies sent to
the colonies this
year. The extra supplies that could have been useful
for the new colonists
were delayed until months after the colonists arrived,
causing a no small
amount of disgruntlement among the colonists.
The attempt to continue construction on the roads
connecting the colonies in
Golaren was seriously setback this year. While a lot
of progress occurred,
a sudden storm from the sea wiped out most of the work
and swept it back
into the sea. Engineers from the capitals were called
in to see how the
roads could be reinforced to better withstand the
climate.
Action 3: More of the same
- Fudge Points:
- Weight: 1
- Duration: (0,0,+2,,x,x,x,x,x,x,x)
- Difficult: Normal
Work continues on the Mage/Smith 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+) = +3 Success
- Call smiths +
- Work on smith ideas +
- Supplies 0
- Luck +
Finally, more progress is made in the smith school.
For the first time
since its initiation, a substantial amount of smiths
are available to
contribute to the school. Construction of the school
is finished, and the
mages and smiths are finally able to work on some of
their ideas. Progress
is slow, as magecraft and smithing are two different
fields, and it takes a
while for the two groups to help each other understand
how their different
fields of study work.
Action 4: The war goes on
- Fudge Points: 2
- Weight: 1
- Difficult: Normal
This year 20,000 men will head to the West to help the effort there
with Arysia and Mir. The bulk of Celpalar forces are going to begin
the rebuilding effort as supplies come in from the Home Land. (from
what I understand, the majority of the northern army survived? that
should leave 20-30k soldiers in the north?)
Special care will be taken in coastal cities. (I don't know what the
largest coastal city is in the northern kingdoms, but I want to focus
a large number of troops/rebuilding there.) This will help with
keeping a constant chain of supplies into the interior, and work
towards future Celpali goals.
- The West War
- Supplies
- Rebuilding
- Coastal City
With the rest of thw war results
internal events:
- The civil war in the Kaeirean underworld is over. The unlikely victor is the Shadowguild, the Kaeirean smugger's guild. The claimant to the underworld throne that the Kaeirean Intelligence Service had unofficially supported, Caruz von Nordport, lieutenant to the late Protector of Kaeir (whose death sparked the civil war), unfortunately fell to an assassin's blade at the eleventh hour. Forestalling any response though, the new lord of the underworld comes to an agreement with the KIS. He does not take up the traditional title of Protector of Protectors, declaring that all in the underworld now belong to the Shadowguild, and that its head henceforth shall be known simply as the Shadowguildmagister. Such is his, and the Shadowguild's position, in the aftermath of the street war, that very few save for the most ardent supporters of the now very dead Caruz von Nordport, submit to the authority of the Shadowguildmagister. Given the Shadowguild's extensive contacts overseas, it is unknown what impact this will have on organised crime in the Midsea.
- Resentment towards the Great Council amongst the Young Houses is now at an all time high, due to a number of factors. The underworld civil war caused considerable collateral damage to a number of Young Houses, already feeling unjustly burdened by their significant role in most of the major Kaeirean military actions in recent years. Indeed, much of the Kaeirean shipping transport in the current join Kaeiro-Rhudynese operations in Sout has been carried out by Young Houses, under at-cost contracts to the Republican Fleet. A nascent political movement amongst the Young Houses develops, with a catchcry of "no taxation without representation". Though supported by the lebians, the Young Houses do not include them in their desire for expanded suffrage.
- Responding to the Young Houses, Lord-Consul Avan, after a series of meetings with leaders of the Young Houses, announces that a constitutional reform convention shall be held with the express aim of more comprehensive political enfranchisement in the Republic. Needless to say, his plan is not popular amongst the Great Houses, many of whom are deeply unhappy with Avan's suspected involvement or at least awareness of, the events that led to the current crisis in the North.
Action 1: Sedonian Steel - cracking a nut.
Research on the critical ingredient in the forging of Sedonian Steel
continues.
- Weight: Single, Strategic.
- Difficulty: Hard.
- Duration: 4 of 6 (0,+1,0,0,x,x)
- Fudge points: 2
-1 (+++-) = +1 Success
- 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: Kaeirean Intelligence Service (Secret)
The Kaeirean Intelligence Service (KIS) finally acquires its much sought after expansion. A twenty year program is implemented, recruiting and training new operatives, and expanding the existing network into every geographical sphere of relevance to Kaeirean strategic interest.
New recruits will be sourced from potential candidates identified by the KIS, from across a region of social environs and regions.
Initial expansion will focus on Kaeir/counter-intelligence, the
Calarnar/Milakanur/Jabua region, Sedonia/Mir. Later expansion will be in areas of secondary priority.
[Needless to say, this is not in-game knowledge]
- Weight: Single, Strategic.
- Difficulty: Hard (secrecy).
- Duration: 1 of 20.
- Key elements: Kaeirean intelligence service.
- Fudge points: 2
-1 (++0-) = 0 Mixed REsults
- Recruitment/training +
- Kaeir/counter-intelligence +
- the Calarnar/Milakanur/Jabua region 0
- Sedonia/Mir -
It is starting, but the Calarnar region is a little put off right now due to the assasination. Mir and Sedonian already in place ageancy are a fairly hard nut to crack so appears that it will take a while.
Action 3: Preaching to the West
The Darrgrixi College, in the city of Crownsbane in Kaeir, home to the
evangelical Darrgrixi movement, launch a 20-Year Plan to realise the
conversion of Sedonian Timar to the Millati Shanar. Reflecting recent
trends in the Kaeiro-Millati Church, in which the more orthodox Arlhanism has given way to Marlupinism (or more correctly, the two have intermingled), only Marlupinist missionaries are used by the College, and are drawn almost exclusively from the Kaeirean departmente of Tirmaeir. Being therefore, both linguistically and culturally similar to their Sedonian Timar cousins, these Kaeirean Tirmaeiri missionaries will have far fewer barriers to
overcome.
Additionally, a two-pronged approach is adopted. The majority of
missionaries focus on the ordinary and common folk, while a smaller group of far more philosophical missionaries focus on the ruling and moneyed elites of Sedonian Timar.
- Weight: Single, Strategic.
- Difficulty: Moderate (long term goals, with no immediate successes
expected).
- Key elements:
- Darrgrixi College (funding)
- graduate missionaries of theDarrgrixi College (workforce).
- Fudge points: 2
- Key Factors:
- + close Kaeiro-Sedonian relations
- - 'foreign' religion
- + cultural/linguistic common heritage
- + previous contact and experience with Sedonian Timari.
- + logistical and financial support of Darrgrixi College (supported by the 'Darrgrixi Set' Great Houses)
0 (+-+-) = Mixed Results
Activity 4: War
The Kaeirean Expeditionary Force continues its joint operations with Rhudyn, under Rhudynese command. The Kaeirean Marines remain in Sout City as its defensive force.
- Weight: Single, Tactical.
- Difficulty: Hard.
- Duration: (2 of X) (+,X.)
with other war results
Action 5: Doranax's escape
The time to attempt his escape has come. Doranax realises that Bartholomeus was right when he said an opportunity for Doranax would arise. What Doranax does not realise though is that the Martyr's Sister most likely is aware of the escape attempt.
More importantly, at this point in time, Doranax must still manage the
escape from the camp without alerting any of the human or sorcerous guards (for unlike his original entry into the camp, he ardently seeks to avoid any violence), and then put a great distance between himself and the camp before they have time to put together a search party to recapture him.
His general plan is to head east towards the Kiviri Mountains, whilst still avoiding straying too close to southern Bel'Adne or the Central Mountains surrounding the Holy City of Akbari - for both regions are strongly Millati, and he would surely encounter Nightbrothers in both areas.
The difficult part is the actual escape - flight and avoiding detection are simple enough for him, made even simpler by how much stronger the physical and sorcerous abilities granted by the serpentine binding magick had grown. Which was really, cause for growing concern, he knew. The stronger its influence, the harder to undo, he knew.
- Weight: Single, Tactical.
- Difficulty: Hard
- Duration: 1 of 1.
- Key Elements:
- Doranax Calarnarsan (nee Nightwalker) the neopagan camp
- the neopagan boy-prophet's sister.
- Fudge points: 4.
-1 (++-0) -1 = -1 Failure
- Timing +
- Initial Escape +
- Flight & Pursuit -
- Reaching 'safe' territory 0
Action 6: Constitutional Reform Convention
Avan submits his proposal for a constitutional reform convention, despite its unlikelihood of being passed, to the Great Council for a vote.
The proposed convention has very open and fluid terms of reference - it is very apparent that Avan's proposal aims for a complete overhaul of the political system of the Republic.
While enjoying great support amongst the Young Houses, the majority of
factions in the Great Council do not support Avan's plans at all.
- Weight: Single, Strategic.
- Difficulty: Terrible.
- Duration: 1 of 1.
- Key Elements:
- Lord-Consul Avan
- the Great Council
- popular sentiment (Young Houses, plebians)
- Factors:
- 0 Support of Avan by Young Houses and plebians.
- Utter opposition by majority of Great Council
The failure number just hurts. IT BURNS IT BURN EVIL NUMBER EVIL (-6)
Welcome to Civil War.
1/2 war
Mir joins with the others to complet the western conquest. Much to
the disapproval of the Archmage
3/4 preparing
Mir will not actually use its dragon to attack the forts. There
dragons are to few and rare to actually risk against the forts nstead
the dragon will take up residance in the mountians and deal with the
food supplies. The dragons goal is to burn half of the feilds to
prevent the army from being supplied, and any supply trains it
discovers. The second factor is the Vraa'al granted to Mir in
responces to the orignal treaty. Theirs is to poison the water
supplies with in the forts. Not with deadly poison but the runs.
this part is secrety Would like the other part but hey its a dragon
burning stuff.
Diffictulty: Hard
Weight: Double
Fudge Points: 4
Attack feilds:
Supply trains:
Waterhole:
Luck
In southern Razania, Sargor surrenders to the Rhudynese-Kaeiran
coalition. Their first act after capitulating is to request that the
coalition take steps to defend them from Aryisa and Celpalar.
-1 + 1 + fp(++) + (--) = 0 Mixed Results
The dragons are successful in attacking fields and supply trains, but
the Vraa'al agents fail entirely to poison the fort water supplies.
Worse, some of them fail to return, and those who do report that most of the fields attacked by the dragons had already been harvested and the food stored in the forts. The fact that some of the Vraa'al agents
failed to return strongly suggests that the Razanians have been alerted to the imminent assault.
War Results
The battle values here effectively cancel each other out: Aryisa has its Mirrish and (possibly) Celpali allies, but the Razanians have control of the Timber Veil and nowhere to run. Aryisan numbers first, then Razanian:
(+--0) - (-+0-) = 0 Bloody Stalemate
The Ayrisans built their Timber Veil too well, and prove unable to crack the Razanian defenses, but the Razanians are not able to exploit any opportunities to counter-attack. The Aryisan commander goes to his king, and demands that next year the Mir actually use their dragons in battle. Meanwhile, the Razanians renew their offer to end the war with a return to the status quo antebellum and reparations to Haran for violating their neutrality.
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Chad Powell - 07 Jun 2007