Actions for 1475
Events for 1475
Kaer -4: The Civil War contiuned into this year
Rhudyn: :+1 A new Diamon mine is located in the southern areas of Tana.
Hasaria Empire -4: The Hasaria Emperor disappers. A maddening search is started to search for the lost monarch.
Internal Events 1475
Luindon closes in on the lost ancient city finally finding it in the mid range of Rhudyn a little south of Tana proper. The city is in a large valley with most the buildings still intact although aged. He immediately sends word to the king of his discovery so that proper explorations can be made to the area.
The diamond mine in the southern region causes a rush of miners to the area to get rich
Action 1-2: Calvary
- Weight: 2
- Difficulty: Norm
- Fudge: 6
- Duration: 4,2,x,x,x
- Semi Secret:
Raken offspring will continue to be bred at higher rate and Hippogriffs will begin a high breeding process as well trying to increase the domesticated born animal population.
The collecting of Hippogriffs will continue as well as collecting eggs. The animals will continue to undergo the process
of ground training as well as more in depth flight training. First the process will begin with harnessed controlled manless flight time to develop air domination in the animals mind. Afterwards riders will begin flight practice on the animals at higher altitudes than before.
The three best saddle makers for the Calvary in Rhudyn will be asked to continue their secret work and develop saddles that will be appropriate for rider control and safety as well as battle use.
0 (+++0) +1 = +4 Success
- Secret Hippogriff Use +
- Animal Breeding +
- Hippogriff/Rider Training +
- Tackle Development 0
Given the unusual anatomy of the hippogriff, coming up with a usable
saddle and harness proves challenging.
Action 3: Knowledge is power
- Fudge points:2
- Difficulty: Hard -1
- Duration:1,X,X,X,X (This needs to be a lot longeer)
- Weight: 1
Rhudyn will continue to expand its intelligence agency in the home base. Rhudyn internal intelligence protection will continue to build
up and clear out Rhudyn of any spies. All possible spies will be noted and watched. Contacts in possible threatening areas of
Mid Sea? will be strengthened.
-1 (-0-0) = -3 Failure
- Secret -
- Finding spies and keeping tabs 0
- Expansion of intelligence network -
- Luck 0
Rhudyn is coming late to the Great Game of espionage, and as they try to
expand their intelligence service, evidence is uncovered indicating that
foreign intelligence services have thoroughly penetrated the Rhudynese
government. It doesn't help, either, that the Kaeiran Civil War has
intelligence agencies across the
Mid Sea? operating on high alert.
Action 4: A watchful eye
- Fudge points: 0
- Difficulty: Norm
- Duration:1,x,x,x,x,x,x,x
- Weight: 1
The last sites for Scrying towers will be selected so that construction can begin in the chosen areas needed. Building will continue on the selected sites as supplies are already in place and still coming in before they are needed.
0 (+0-+) = +1 Success
- Sites for Towers +
- Supplies 0
- Building -
- Luck +
Action 5: The War
- Fudge points:
- Difficulty: Very Easy (even easier if possible it is just a letter
being delivered)
A royal advisor from Rhudyn will be sent to Sargor to deliver a message to the king from King Rhudyn. The message will also be signed by the royal military advisers. The letter will simply say that Rhudyn wishes to keep friendly communications open with Sargor and has no plans or intentions of military invasion and does not wish to do so. They wish to have a peaceful border that will not become an issue of contention.
+2 (-0-0) = 0 Mixed Results
- Messenger Arriving -
- Impression Made 0
- Sargor Acceptance -
- Luck 0
The messenger doesn't actually make it to Sargor; he is found drunk in a
seedy village tavern.
Sedonian Actions
Action 1: A Better Boat (this should complete the action)
- Weight: 1 (Strategic: 0,0,+2,0,+1,+3,0)
- Difficulty: 0
- Fudge Points: 4
By now, the project is nearly complete. All that remains is the
construction of the production models. The Sedonian Navy places an order
for six galleons with the big shipyards in Thalsedon, and two each at
the yards in Gomel and Vizur. The crews are hand-picked from the rest of
the fleet, and the men are taken off their current ships and assigned to
the yards to help speed the construction of the big ships. As the ships
are completed and fitted out, they are to join the home fleet for a
shake-down cruise.
0 (++0+) = + 3 Success
- Construction of the ships +
- Crewing the ships +
- Equipping the ships 0
- Shake down cruise +
Action 2: Power Projection
- Weight: 1 (Secret)
- Difficulty: -1 Hard
- Fudge Points: 4
One of the researchers assigned to Project HAMMER discovers a possible
cause for the unfortunate flash-freeze side effect that accompanies most
major malfunctions of the HAMMER device. Before use, the device is
charged with energy. As it is activated and discharged, the stored
energy is drained at a rate dependent on the configuration of the
device: higher power settings drain the device faster, and certain
discharge settings, such as explosive ball and the cone discharge used
at point-blank range also drain the device faster. When the internal
energy is drained, it starts draining its immediate surroundings of
energy in a process similar to that sometimes used by Material Essence
mages, but without the control that an intelligent mind would provide.
This theory is strengthened by the fact that all the accidents took
place after prolonged use of the device. One solution, then, would be to
develop a way of determining the internal charge level, or at least a
warning that the internal charge is dangerously low. Another solution
would be to install a safety cutoff that would prevent the HAMMER device
from operating when the internal charge drops too low, instead of
draining the surrounding area.
As the two solutions are not mutually exclusive and are in fact
complementary, the Project HAMMER researchers decide to purse both.
[OOC: It should be noted that the charging process is the part of the
Device that requires animal sacrifices.]
-1 (++-0) = 0 Mixed Results
- Determine the amount of charge consumed by each setting (bolt,
ball, cone)
- Develop a way of monitoring remaining charge
- Develop a safety shut-off
- Luck
Action 3: Marriage Market
- Weight: 1
- Difficulty: +2 Very Easy
- Fudge Points: 0
Emperor Arden and Empress Agatha begin searching for potential spouses
for their oldest son, Crown Prince Yarrow. After a preliminary search of
eligible young women, they narrow the possibilities down to four: Lady
Lusievara gyo Selaria, 17, the older daughter of the Prince of Selaria;
Lady Siti van Wansaan, 17, of Kaeirduc, only child of Captain Eric van
Wansaan of the 1st Tirmaeiri Rangers and heir to House Van Wansaan;
Princess Nickolian Celamyrsa, 16, a great-granddaughter of Archmage
Eubratosa of Mir and heir to lands near Puramyr; and Lady Charlosam
Jilnaza, 16, another great-grandaughter of the Archmage.
Personal agents of the Imperial Family are sent to Losela, Kaeir, and
Mir with instructions to obtain portraits of the four young ladies and
gather reports on their personal character, health, and intelligence.
While Lady Siti is the best choice from a purely political standpoint,
the other factors need to be considered as well.
- Report on Lady Lusievara
- Report on Lady Siti
- Report on Princess Nickolian
- Report on Lady Charlosam
Action 4: Election Year!
- Weight: 1
- Difficulty: 0
- Fudge Points: 0
In the last two elections, the Grange faction has been losing ground in
its rural base to the Constitutional Monarchist/Imperial Loyalist
coalition. This is largely due to the rural barons, who favor the
coalition, exerting pressure on the peasantry to vote for the candidates
picked by the barons. The Grangist leadership decides to run their
candidates on a platform whose major plank is the passage of a bill to
expel the barons from the House of Nobles. In short order, the Urban
League candidates also begin running on a similar platform; instead of
the barons of a county giving their proxies to one of their number who
attends Parliament while they attend to their local responsibilities,
the Urban League proposal would have them elect one of their number to
represent them, with just one vote.
Interestingly, the Emperor quietly signals his support for this
proposal: the Sedonian Barons, when they all work together, form the
largest single bloc in the Parliament, and between the habit barons from
the same county have of giving proxies to one of their number and the
number of rural
Con Mon? /ImpLoy Commoner MPs they control, the power
they've been accumulating is becoming a threat to the system.
- I'd suggest resolving this like a battle: roll one set of dice for
the Urban League/Grangist coalition, and roll another set for the
Con Mon? /ImpLoy coalition, and subtract the second from the first.
Urban (-00+) -
Con Mon? (0++-) = +1 for the
Con Mon?
Action 1-2: The New Colonies
- Fudge Points:
- Weight:2
- Duration: (2,2,x,x,x,x,x,x,x,x)
- Difficult: Normal
With the war in the west coming to a close, more energy is being
concentrated on the colonies. Engineers from the capitals are being
sent to the colonies on Golaren in order to help with construction of
the roads. More supplies will also be sent to all the colonies in
order to assist their growth.
There will also be a continued request sent to the people of Razania
to see if any more of them are willing to follow their fellow
countrymen to the new colonies. There will not be a draft from
Razania this year, but runners will be sent to the different cities to
see if anybody wants to go.
0 (0+-0) +1 = +1 Success
Sub-parts:
- Engineers to Golaren 0
- Supplies +
- Razanian volunteers -
- Celpali volunteers 0
Action 3: More of the same
- Fudge Points:
- Weight: 1
- Duration: (0,0,2,3,x,x,x,x,x,x)
- Difficult: Normal
Now that a sufficient number of smiths have been called, the smiths
and mages are able to concentrate on research, and application of that
research. They will be focusing their research in two different
areas.
The first will be creating a process to harden the blades of the
soldiers. This will have a two-fold effect. The first is to allow
the blades to better withstand the rigors of battle. The second is to
give the soldiers a greater chance of shattering their opponents'
weapons or pierce through their armor.
The second focus of research will be to create a way to allow the
metal to better withstand the elements. The idea is to create metals
that can better withstand changes in the temperature around it. For
example, they will try to create armor that will not change
temperature with the surroundings, so soldiers will not be as affected
by marching through difficult climates.
Sub-parts
- Research - Strength -
- Research - Temp Resistance -
- Application of research -
- Luck +
-1 + (---+) = -3 Failure
Action 4: The Razanian Coast
- Fudge Points:
- Weight: 1
- Difficult: Normal
Reconstruction will continue on the Razanian coast. This is going to
be the beginning of a multi-year procedure. Engineers will be sent to
Razania as well as Golaren. The reason for this is to help turn the
city at the mouth of the Taranta river (insert name, or I'll make one
up if I need to). The focus will be to improve the city's
infrastructure and defenses. They will also be working on improving
the city's harbor to increase the number of ships that can run
through, or stay at, the harbor. To help aid in the reconstruction,
extra supplies will be sent to the coast.
0 (++0+) + 3 Success
Sub-parts
- Engineers to Razania
- Supplies
- Improve City and Defenses
- Improve Harbor
- The Sedonian Steel project is put on hold, as the Arsenals of Saltrimcomte and Kahshaarton are thrust into the politics and in-fighting of the civil war.
Action 1: Kaeirean Intelligence Service (Secret)
Weight: Single, Strategic.
Difficulty: Hard (secrecy).
Duration: 2 of 20 (0,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x).
Key elements: Kaeirean intelligence service.
Sub-parts:
- Recruitment/training (+ accumulated)
- Kaeir/counter-intelligence (+ accumulated, and easiness to move and hide thanks to civil war)
- the Calarnar/Milakanur/Jabua region
- Sedonia/Mir
(--0+) = -2 Failure
Sub-parts:
- Recruitment/training (+ accumulated) -
- Kaeir/counter-intelligence (+ accumulated, and easiness to move and
hide thanks to civil war) 0
- the Calarnar/Milakanur/Jabua region -
- Sedonia/Mir -
The Civil War draws away the various volunters for a number of reasons
Action 2: Preaching to the West
- Weight: Single, Strategic.
- Difficulty: Moderate (long term goals, with no immediate successes
expected).
- Duration: 3 of 20 (0,0,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x).
- Key elements: Darrgrixi College (funding), graduate missionaries of the
- Darrgrixi College (workforce).
- Key Factors:
0 (---+) -2 Failure
Others area's are a little recluctant with the Kair Civil War.
Activity 3: The Kelshiri Coast
Having come to an agreement with Rhudyn, the majority of the Kaeirean Expeditionary Force, and the Kaeirean Naval Force, prepare to return home. However, at the direct of the Lord-Consul, one of the four Vans serving in the Sout-Sargor theatre is sent north with a double compliment of marines to the Kelshiri Coast. There they will search for, with the assistance of Rhudynese-Tanamiri privateers sent by the Rhudynese King, for a Razanian port known to exist somewhere on the Kelshiri Coast. The Rhudynese-Tanamiri privateers have already seen the port, so their assistance should simplify the matter for the 1st Van.
The plan is simple - annex the port for the Republic in a surprise attack, as the port will have been cut off from the Razanian homeland due to the operation of Celpalari forces along the northern Razanian coast.
- Weight: Single, Tactical.
- Difficulty: Hard -1
- Duration: 1 of 1.
- Key elements: 1st Van of the Republican Fleet (20 galleons), 40
companies of Marines (800), Rhudynese-Tanamiri privateers as guides.
- (-00-) = -3 Failure
The soliders sent to take the port are moral shattered with their
homeland in ruins, and the port is discovered while usuefull not that
great which causes greater moral loss as many openly question why they
are being sent here instead of back to help the mother land. The Attack
fails not because of a loss of life but desertion as a numbewr sneak
away to return home to their war stricken families.
Action 4: Civil War!
The Republic is divided. In the capital of Kaeirduc, the Lord-Consul of
the Holy and Green Republic rules with the assistance of the provisional
Council of State. Called the Legitimists or Consularists, they control
Kaeirduc and most of Celtehar. In the mainland city of New Tirmaeir,
many of the Great Houses have rallied together, declaring the
establishing of the "Restored Republic of Kaeir" ruled by the
Revolutionary Triumvirate. The Triumvirate forces, as they are called,
control the majority of the departmente of Tirmaeir, as well as a pocket
in southern Celtehar around the town of Lokton, and feudal countryside
of the island of Celtelathe.
The departmente of Saltrim, the district of Crownsbane, and the port of
Kahshaarton remain neutral.
In Rimriverton, after the bloody massacre of the town's Legitimist
population, the newly raised Rimriverton Volunteer Militia, along with
an unknown number of Panchayyah confederates, plans to sail New Tirmaeir
to unite with the main Triumvirate force.
In Sout/Saragor, Kaeirean commanders plan to sail the 6000 Guard and
1000 Rangers back to Kaeir to put the rebellion down (though some minor
concerns exist about the loyalty of a minority of soldiers to the
Legitimist cause).
Weight: Single, Tactical.
Difficulty: Normal.
Duration: 1 of X.
Key Elements:
Disposition of Military Forces:
Neutral Saltrim forces:
Anggrixite militia - 12,000 (volunteers/conscripts from Van Anggrix
holdings, clients, debtors, allies etc).
Uncommitted Saltrim forces:
Basiluddin Guard army - 1000 professional troops.
Saltrim Arsenalworkers militia - 1000 (semi-professional).
2nd Van of the Fleet (minimal Marines).
Neutral Tirmaeir forces:
Darrgrixite militia (Crownsbane Keep) - 8000 (zealots!).
Triumvirate Tirmaeir forces:
Wansaanite militia - 16,000 (Volunteers/conscripts from Van Wansaan
holdings, clients, allies etc).
House Guard army - 5000 (professional and semi-professional troop
companies from all the rebel Houses).
1st Triumvirate Merchant Marine (semi-professional war fleet - not on
par with republican fleet forces).
Legitimist Tirmaeir forces:
Tirmaeiri Hillmen (horsemen & retired cavalry) - 1000.
Neutral Celtelathi forces:
Kahshaarite militia - 3000 (volunteers from the Van Kahshaar, clients
and maritime classes).
Kahshaarton Arsenalworkers - 1000.
Triumvirate Celtelathi force:
Swenovicite militia - 9000 (volunteers/conscripts from Van Swenovic
holdings in rural Celtelathe).
Legitimist Celtehari forces:
Adinite militia - 9000 (dedicated volunteers from the extensive Van Adin
holdings in the Deep Hills).
2nd Column of the Tirmaeiri Rangers - 1000.
Consularist militia - 5000 (volunteers from the Kaeirduc plebian mob).
1st Van of the Fleet (minimal Marines).
Legitimist Merchant Marine (semi-professional war fleet - not on par
with republican fleet forces).
Triumvirate Celtehari forces:
Corynite militia - 3000 (volunteers/conscripts from Van Coryn holdings
in far southern Celtehar).
Special Municipality of Rimriverton:
Triumvirate Rimriverton forces:
Rimriverton Colonial Guard - 600 (professional).
Rimriverton Volunteer Militia - 1000.
Panchayyah confederates - unknown number.
2nd Triumvirate Merchant Marine (semi-professional war fleet - not on
par with republican fleet forces).
Legitimist professional forces:
Kaeirean Expeditionary Force - 6000 Republican Guard.
1st Column of the Tirmaeiri Rangers - 1000.
4th-6th Vans of the Republican Fleet - 1200 Marines & 720 sailors.
* (Expedition forces remaining in Soutcomte - 400 Marines.) *
Sub-actions (military movements):
1. Subdueing the Van Coryn
Lord-Consul Avan marshalls the Legitimist forces in Celtehar and marches
against the Van Coryn holdings in the southern most districts of the
island, around the town of Lokton. With overwhelming forces, and vastly
superior magical firepower, a short battle is expected. Avan issues the
order that no prisoners are to be taken, though amnesty for all who
surrender or abandon the rebel cause before the battle will be given.
Legitimist Celtehari forces:
Adinite militia - 9000 (dedicated volunteers from the extensive Van Adin
holdings in the Deep Hills).
2nd Column of the Tirmaeiri Rangers - 1000.
Consularist militia - 5000 (volunteers from the Kaeirduc plebian mob).
1st Van of the Fleet (minimal Marines).
Legitimist Merchant Marine (semi-professional war fleet - not on par
with republican fleet forces).
Triumvirate Celtehari forces:
Corynite militia - 3000 (volunteers/conscripts from Van Coryn holdings
in far southern Celtehar).
- Legitimist BV: +3
- Force: Fair (0)
- Morale: Good (1)
- Size Mod: +2 (5x the Triumvirate forces)
- Triumvirate BV: -1
- Force: Mediocre (-1)
- Morale: Fair (0)
Battle:
(3+(00-+)) - (-1+(00-0)) = +5 Legitimist Victory
Morale Check:
(0+(00-0)) = -1 Failure, Triumvirate Routs
Casualties:
900 Legitimist
3000 Triumvirate
End Result: Lord Consul Avan's forces completely control Celtehar; the
Van Coryn forces are completely destroyed.
2. Besieging Kahshaarton
The Swenovicite militia attacks Kahshaarton, hoping to seize the
Arsenal of Kahshaarton and break the isolation the Van Swenovic have
been put in by the Van Kahshaar, who have closed the Kahshaarton port
to traffic.
The Van Kahshaar though rally the citizens of Kahshaarton to the
defence of the town, as the vast majority of this Arsenal town are
either connected to the Van Kahshaar, employed in the Arsenal or part
of the maritime classes.
The Van Kahshaar also enjoy the advantage of having superior magical
firepower in the form of sorcerers from the Ka'Shari Creole magical
tradition. The Van Swenovic on the other hand find themselves
deserted by their shamans, who are suddenly unable to be found en masse.
Neutral Celtelathi forces:
Kahshaarite militia - 3000 (volunteers from the Van Kahshaar, clients
and maritime classes).
Kahshaarton Arsenalworkers - 1000.
Triumvirate Celtelathi force:
Swenovicite militia - 9000 (volunteers/conscripts from Van Swenovic
holdings in rural Celtelathe).
- Neutral BV: +3
- Force: Good (+1) (bonus for superior magic and fortifications)
- Morale: Great (+2) (defending homes)
- Triumvirate BV: +2
- Force: Fair (0)
- Morale: Good (+1)
- Size Mod: +1 (2x the opposing force)
Battle:
(2+(++-0)) - (3+(+00+)) = -2 Triumvirate Defeat
Morale Check:
(1+(+--+)) = +1 Success, Triumvirate retreat in good order.
Casualties:
650 Kahshaarite militia and Arsenalworkers
1950 Swenovicite Militia
End Result: The Swenovicite militia is repulsed from Kahshaarton's walls
with 21% casualties. Worse for the Triumvirate forces, the attack pushes
the Van Kahshaar into declaring open support for the Lord-Consul.
3. March on Saltrimcomte
The Triumvirate leadership under Lord van Wansaan, confident that the
Consul will not attempt to attack New Tirmaeir, attempts to take
Saltrimcomte before Avan can do the same.
Blocked from the normal route through Crownsbane by the Van Darrgrix
who are safely ensconced within the impenetrable Crownsbane Keep, the
Wansaanite army must march through the wild northern Tirmaeiri Hills
to reach Saltrimcomte, where the local horse-riding Tirmaeiri Hillmen,
loyal to Legimist cause, will harrass their every step.
Once Lord van Wansaan reaches Saltrimcomte, he hopes to convince or
force the uncommitted Basiluddin Guard (Lord van Basiluddin the
Younger being one of the three Triumvirate Lords), and the
Saltrimcomte Arsenalii, to join the Restored Republic and crush the
Anggrixite militia.
Harassing forces (Tirmaeiri Hills):
Legitimist Tirmaeiri Hillmen (horsemen & retired cavalry) - 1000.
Defending forces (Saltrimcomte):
Neutral Anggrixite militia - 12,000 (volunteers/conscripts from Van
Anggrix holdings, clients, debtors, allies etc).
Attacking forces (Triumvirate army):
Triumvirate Wansaanite militia - 16,000 (Volunteers/conscripts from
Van Wansaan holdings, clients, allies etc).
Triumvirate House Guard army - 5000 (professional and
semi-professional troop companies from all the rebel Houses).
Unknown commitment:
Basiluddin Guard army - 1000 professional troops.
Saltrim Arsenalworkers militia - 1000 (semi-professional).
2nd Van of the Fleet (minimal Marines).
4. Race to Saltrimcomte
Unaware of the Wansaanite army's march on Saltrimcomte, but aware of
its strategic importance, Avan orders the returning 1st Column of the
Tirmaeiri Rangers to land in Saltrimcomte, ensure the loyalty of the
Basiluddin Guard and Arsenalii command, and secure Saltrimcomte from
Triumvirate attack.
I'm going to have to resolve 3 & 4 together:
Action 3:
Harrassment by the Hillmen: (00++) = +2 Success. While the attacks by
the Hillmen cause few casualties, they succeed in delaying the
Triumvirate forces long enough for the 1st Tirmaeiri Rangers to arrive
in Saltrimcomte and secure the city.
Action 4:
Arrival of 1st Column before the attack: (+-0+) = +1 Success
Ensure Loyalty of Guard & Arsenal: (+0-0) = 0 Mixed Result. The
Basiluddin Guard barricades itself in barracks, still refusing to take
sides, but the Arsenal workers commit themselves to the Legitimist cause.
Secure Saltrimcomte: (+00+) = +2 Success. The city is prepared for
siege. While the Van Anggrix will not yet commit to fully supporting the
Lord Counsel, they welcome the Rangers' help in defending the city.
The Battle of Saltrimcomte: 21,000 Triumvirate attacking 14,000
Legitimist/Neutrals
- Triumvirate BV: +1
- Force: Fair (0)
- Morale: Good (+1)
- Legitimist BV: +2
- Force: Good (+1) (behind fortifications)
- Morale: Good (+1)
Battle:
(1+(-+0-)) - (2+(+++0)) = -5 Triumvirate Defeat
Morale Check:
(1+(+-++)) = +3 Success, Triumvirate retreat in good order
Casualties:
1750 Legitimist/Neutrals
10,500 Triumvirate
End Result: The Triumvirate army breaks on the walls of Saltrimcomte,
taking 50% casualties to the defenders' 12.5%. You or Ib should decide
if Lord van Wansaan is a casualty. Regardless, the Triumvirate army is
forced to retreat back to New Tirmaeir when news of their defeats on
Celtehar and Celtelath reaches them.
5. Race to Kahshaarton
Avan sends the returning Guard to Kahshaarton to assist the Van
Kahshaar, despite that house's neutrality. The loss of Kahshaarton to
the Triumvirate Swenovicite forces would be a catastrophic blow for
the Republic, one that must be prevented.
The Guard arrive too late at Kahshaarton, but their assistance turns out
not to have been needed. However, with the Van Kahshaar now in the
Legitimist camp, the 6,000 men of the guard are warmly welcomed.
Action 5: Doranax's sojourn begins
Doranax has largely escaped his pursuers, but still has not reached the relative safety of the Kiviri Mountains - as questionable as that statement my sound to him or anyone else for that matter.
The main positive for him currently though is not no one is sure where he is, nor in which direction he has fled (N,E,W,S?).
- Weight: Single, Tactical.
- Difficulty: Normal
- Duration: 1 of 1.
- Key Elements: Doranax Calarnarsan (nee Nightwalker).
0 (++-+) -1 = +1 Success
(+0++) - (----) = +7 Victory for Mir, Aryisa
The Aryisan commander finally gets the dragon support he's been
demanding for the last three years, and it proves decisive. The Aryisans
and the Mir run right over the Razanians; unfortunately, the Timber Veil
forts are destroyed, but given the total Razanian capitulation, they
aren't really needed . . .
- 27 Jul 2007