Events 1476

  • Bel'Adne +5
New discoveries into the plague lead them to a cave were they think it originated from.

  • Parglug -4
  • Rhudyn/Tana -4
  • Videssia -2

All three find their ships missing Videssia to a lesser extent, but Rhudyn and Parglug feel the effects on their economy.

Kaeirean Actions

Action 1. Putting a city to sleep

  • Weight: Single, Tactical
  • Difficulty: Very Hard -2 (still new at this and thats a lot of people and the power of a demgod)
  • Duration: Single turn.
  • Key Elements: Avan Nightwalker as Green Agent, very very very minimal Basiluddinist magic-using forces, rebel population in New Tirmaeir city.

Avan Nightwalker draws heavily on the Green Lady's power at his disposal, casting a massive enchantment over the Van Basiluddin forces in Czarsbane Keep, to put them to sleep one night. Thus enspelled, the Czarsbane Keep will be able to be easily taken without loss of life, and without damage to the Keep.

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

Sub-parts:

  • Use of Green Lady's power to enchant rebel population 0
  • Ability of individual rebels to resist enchantment -
  • Impact of moderate use of power on Avan +

The event is due effecting. Avan discovers that while he can use the power it has a impact on his body, like all magic, and sleeps for three days afterwards, but that is the extent of the physical effects. They actual spell fails, and upon later investigation because of the fact that while used to help the citzens of her lands, it was also used against citzens of her lands. The effect prevent it from actually working, but it works towards an insight of how the powers work.

Action 2: Civil War!

A. Crushing the Van Swenovic

  • Republican Guard - 6000
  • Kahshaarite Militia - 2500
  • Adinite Militia - 5500
  • Swenovicite Militia - 7050.
  • 6000 Professional & 8000 Militia vs 7050 Militia.

All right, 14,000 vs. 7,050.

  • Legitimist BV: 3
  • Force: Fair (0)
  • Morale: Great (2)
  • Size: +1 for being 2x the opposition.

  • Triumvirate BV: 0
  • Force: Fair (0)
  • Morale: Fair (0)

Battle: (3 + (++-+)) - (0 + (++--)) = +3 Legitimist Victory

Triumvirate Morale Check: (0 + (--+0)) = -1 Failure

  • Casualties:
  • Legitimists: 1,052
  • Trimvirate: 5,262

The Van Swenovicite militia stands valiantly against the Legitimist forces, and they die valiantly. The survivors throw down their arms and surrender.

B. Subdueing the Van Basiluddin

  • 2nd Column of the Tirmaeiri Rangers - 1000.
  • Tirmaeiri Hillmen - 1000.
  • Consular Militia - 5000.
  • Basiluddin House Guard - 850.
  • Basiluddin Militia - 2000.
  • 1000 Professional Cavalry + 1000 Irregular Cavalry + 5000 Militia vs. 850 Professional + 2000 Militia.

7,000 vs 2,850

  • Legitimist BV: 3
  • Force: Fair (0)
  • Morale: Great (2)
  • Size: +1 of 2x size of opponents

  • Triumvirate BV: 1
  • Force: Good (1)
  • Morale: Fair (0)

Battle: (3 + (-00-)) - (1 + (--0+)) = +1 Legitimist Victory

Triumvirate Morale Check: (0 + (0-0-)) = -2 Failure

  • Casualties:
  • Legitimists: 492
  • Triumvirate: 1,970

Survival Check for Lord Basiluddin: (++0-) = +1 Survives

Escape Check for Lord Basiluddin: (0+++) = +3 Escapes

The Consular forces manage to take Czarbane Keep after a relatively short siege. Unfortunately, Lord Osric van Basiluddin II and a hundred or so of his personal guards escape out the postern gate as the Legitimists are storming in the front. They ride north and west, crossing the 40-mile wide Mirrish Corridor which connects Upper and Lower Yora'Tirmar into Sedonian Tirmar. There, he surrenders himself and his men to a Sedonian garrison, and requests political asylum.

After disarming the guards, the Sedonian commander on the scene sends an urgent message to Thalsedon which says (once the formal military language is stripped away), "What the heck do I do now?"

Other forces:

  • Saltrimcomte:
  • Neutral Basiluddin Guard - 1000.
  • Neutral Anggrixite Militia - 11,000.
  • Legitimist 2nd Tirmaeiri Rangers - 750.
  • Legitimist Saltrimcomte Arsenal Militia - 1000.

  • Rimriverton:
  • Rimriverton Volunteer Militia: 1000 (provisional).
  • Colonial Guard: 600 (Professional).
  • Rump House Guard: 1000 (Professional).
  • Rump Triumvirate Militia: 3000 (provisional).
  • Panchayyah Confederates: Need GM to determine quantity.

  • Kaeirduc: 1000 Adinite Militia on patrol.
  • Celtehar: 1000 Consular Militia on patrol.

  • Rimriver Rebel Reaction:
(+0-0) = 0
  • Ruling Panchayyah Reaction to Kaeir/Avan:
(+-00) = 0
  • Ruling Panchayyah Reaction to Rebels/Huacoatl:
(0-0+) = 0
  • Subordinate Alorathean Reaction to Kaeir/Avan:
(+++0) = +3
  • Subordinate Alorathean Reaction to Rebels/Huacoatl:
(-0-+) = -1

The Isle of Celtelathe is now firmly under the Lord-Consul's control. The Van Swenovic are utterly routed, the surviving Swenovicite militiamen abandoning their masters' cause and returning to their villages (and more often than not, helping their own clans usurp the the traditional privileges of the Van Swenovic, and seizing Van Swenovic property and lands).

Lord Anub van Swenovic is struck down during the battle, and the Field Commander of the Republican Guard force, acting under orders from the Lord-Consul, decapitates his corpse, and transports Van Swenovic's head to Kaeirduc.

A general amnesty is declared for the Swenovicite rank-and-file, and minor bounties placed on the heads of all surviving Swenovicite officers of noble rank.

The Consular forces manage to take Czarbane Keep after a relatively short siege. Unfortunately, Lord Osric van Basiluddin II and a hundred or so of his personal guards escape out the postern gate as the Legitimists are storming in the front. They ride north and west, crossing the 40-mile wide Mirrish Corridor which connects Upper and Lower Yora'Tirmar into Sedonian Tirmar. There, he surrenders himself and his men to a Sedonian garrison, and requests political asylum.

After disarming the guards, the Sedonian commander on the scene sends an urgent message to Thalsedon which says (once the formal military language is stripped away), "What the heck do I do now?"

Order is restored to New Tirmaeir very quickly, in part due to the efforts of the University of New Tirmaeir and the Holy Tower of the South, both of which maintained a quiet loyalty to the Consul during the Triumvirate rule of the city.

The Lord-Consul declares a general amnesty for all the rank-and-file Basiluddinite militiamen, and a conditional amnesty for any Basiluddinite officers and the ruling families of the rebel clans should they surrender. Any of the latter two groups who fail to surrender within 48 hours will subsequently have bounties placed on their heads.

At the same time, the Kaeirean Ambassador to Sedonia, the Enclave-Magister of Thalsedon, is directed to approach the Sedonian Government for the extradition of Van Basiluddin II. A small contingent of Republican Constabulary are sent to the Kaeirean Enclave in Thalsedon, and to the border town of Midpoint opposite from Sedonian Timar on the Mirrish Corridor, in the event that Sedonia accedes to the Kaeirean request.

With the rebellion in the Republic crushed, the Lord-Consul turns his attention towards the Van Huacoatl holdouts in Rimriverton (ignoring the neutrality of the Van Anggrix in the civil war for the time being - after all, the heir to the Van Anggrix is Avan's guest in the Deep Hills country of the highlands of Celtehar).

Preparations are immediately begun for sending an overwhelming force to retake Rimriverton, and a special session of the Council of State sits to address how to deal with the Panchayyah, or at least either undermine their relationship with Lord van Huacoatl or subvert the existing Panchayyah leadership.

Activity 3: The Kelshiri Coast

  • Weight: Single, Tactical.
  • Difficulty: Hard -1
  • Duration: 1 of 1.
  • Key elements: 1st and 4th Vans of the Republican Fleet (40 galleons), 80 companies of Marines (800), Rhudynese-Tanamiri privateers as guides.
Factors:

-1 (++00) = +1 Success

  • Fudge: 4.

The port is taken but only barely, as for weather or not is is secured well next year will see. smile

Action 4: 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).

Darrgrixi College continues with its program of evangelising to its Tirmari cousins across the border in Sedonian Tirmar (well, across the other side of the narrow Mirrish corridor).

With the Kaeirean Civil War in its final stages, and the theatres of conflict limited to New Tirmaeir City and Celtelathe, the Evangelicals are hopeful of a better year.

(+++-) = +2 Success

* Fudge: 4.

Sedonia

Sedonia Internal Events

The Emperor and Empress present their son, Crown Prince Yarrow, with a choice between Lady Siti van Wansaan or the Mirrish Princess Nickolian as his future spouse. The Crown Prince, somewhat bemused by the prospect of imminent marriage, selects the Princess. A special emissary is sent to Mirabalpur to begin the formal marriage negotiations.

The Crown Prince has to make another decision as well. Before beginning his last term at the Military Academy, he needs to select his preferred branch of service. The cavalry is a popular choice among the nobility, and of course the infantry absorbs the majority of Academy graduates in any given year. However, matters are complicated by the fact that during his time at the Academy, the Crown Prince has demonstrated an intuitive talent for mathematics of genius level. As a result, the Chief of Engineers has personally tried to recruit him to become a surveyor or architect, while the Chief of Ordnance thinks he would be the ideal officer to put in charge of a siege engine or two. The young Crown Prince is torn: service as an ordinary line officer offers the most chance at fame and glory, but he has to consider both the potential waste of his abilities, and his responsibility as the next Emperor. In the end, Yarrow elects to serve as a siege engine specialist. He is informed that upon graduation, he will be assigned to 2nd Legion at Ft. Valen Martros in Zayura.

Action 1: To Sail Beyond the Sunset

  • Weight: Single
  • Difficulty: Hard (this is new area and new routes of Sedonia)
  • Fudge Points: 4

With the new galleons shaping up nicely, it is decided to give them a serious test of their abilities. While two galleons will stay with Home Fleet, training more crews for the additional galleons being built, the other four are sent on 'voyages of discovery'. Two galleons will sail through the Straits and north around Tora to Hria, Hisaria, and the Hansari lands and the Kilasi Islands; the other two are sent through the Straits and south to where Sedonian intelligence believes Mir's colony to be located. The northern fleet is to conduct some trading, but they are also directed to determine the extent of Torphani influence among the coastal Hansari and the Kilasi. The southern fleet is to pin down the location of Mir's colony, and to search for potential sites for a Sedonian colony for acquiring dragons . . .

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

  • Northern fleet trading & investigation +
  • Northern fleet return +
  • Southern fleet search for colony site & dragons -
  • Southern fleet return 0

The fleets return. The northern haveing made contact with the areas on the other side of the content. Most countries are less then happy to see Sedonia though. Memories of its empire are still to fresh. The southern fleets arrives back with two issues. The seamen after asking permission to spreak frealy uses languages that shouldn't be used on emails that could fall into the hands of children, to describe the coast and the situation along the coast. Last they finish up with. "Not to mention we don't actually know where (some swearing) would be the best place to find dragon nests."

Action 2: Power Projection

  • Weight: Double, Secret, Strategic (1 of 3)
  • Difficulty: 0
  • Fudge Points: 4

Project HAMMER pushes ahead. Operating under the theory that the perfect is the enemy of the good, it is decided to press ahead with production of the HAMMER device in its current form, despite the lack of a safety cut-off to prevent attempts at operation when undercharged. While initially, the plan is to replace all the ballistas in Legion service with the HAMMER devices and to arm the new galleons with the HAMMERs instead of ballistae, it's pointed out that this would require around 3,850 HAMMERs, and there is no way to keep the construction of so many of the devices secret given the amount of labor and time needed. More to the point, once the devices are deployed, there's no practical way to keep their existence secret.

Instead, the plan is to replace two out of every five Legion ballistas with the HAMMERs, and to arm the galleons with a mix of ballistas and HAMMERs, reducing the initial number of HAMMERs needed to about 1,640. The researchers estimate it will take about three years to produce that many devices, with the first year being mostly setting up the manufactory, and the majority of the devices being made in years two and three.

While the fact of the HAMMERs existence can't be kept secret once they've been sent to the Legions, it is important to maintain the secrecy of their construction.

The last decision made in the meeting that authorized full production of the HAMMER devices was to officially name them as Portable Fire Projectors, Mark I. The soldiers who have actually been using them, however, refer to them as 'mini-dragons' or 'minidrags'.

0 (++0-) = +1 Success

  • Secrecy +
  • Build the facilities to produce HAMMERs at the Losela, Caladyn,
Roth Mythysa, and Thalsedon Arsenals +
  • Obtain materials 0
  • Build the minidrags. -

By the time the facilities were set up and materials obtained it was to late in the year to actually start on the minidrags.

Action 3: Getting To The Church On Time

  • Weight: Single, Special
  • Difficulty: +1

The Sedonian special Ambassador to Mir sent to negotiate the betrothal of Crown Prince Yarrow and Princess Nickolian, has to deal with some delicate issues. Nickolian is a noble of Mir in her own right, not just as a member of the Royal Family, and holds lands around Puramyr. The Ambassador proposes that if her first child is a boy, her second child will inherit her Mirrish lands and titles, but if the first child is a girl, she will inherit the Mirrish lands and titles, unless no sons are born of the marriage, in which case the second-born would inherit. The Ambassador is also instructed to propose that Nickolian and her future children be moved to last place in the Mirrish line of succession, in the hopes of reducing the chances of a future Sedonian Emperor being a candidate for the throne of Mir.

The Ambassador mentions that the Crown Prince will be graduating from the Imperial Military Academy in the spring, and will be posted to Zayura in the summer. He suggests that Princess Nickolian could go there as a guest of her cousin Lorenica, the husband of Princess Irinia of Tirmar, Grand Duchess of Tirmar and the Crown Prince's aunt. Despite being a very junior officer, Prince Yarrow's family connection to Princess Irinia means he will be spending a fair amount of time at the Ducal Palace, which will provide opportunities for Yarrow and Nickolian to interact in a chaperoned setting and a chance to get acquainted.

The Ambassador is also to discreetly inquire as to what it would take for Sedonia to acquire a breeding pair of dragons from Mir...

Success?

Mir ambassedors look over the proposal and find it to be fairly well thought out, and the Princess her self is willing to entertain the idea. The only issues brought up was that it was felt that at some point should the children (Ebramsoms over a hundred everyones a child) spend time around the core family as well. This isn't so much to get to know each other as to understand the cultures the other is coming from.

The mention of dragons is politly pushed to the side.

Rhudyn

Rhudyn Actions

Action 1-2: Calvary

  • Weight: 2
  • Difficulty: Norm
  • Fudge: 2
  • Duration: 4,2,4,x,x

Training and breeding will continue to go as established, but Rhudyn needs tac for the animals.

0 (+++0) +1 = +4 Success

  • Secret Hippogriff Use
  • Tackle Development
  • Animal Breeding
  • Hippogriff/Rider Training

Action 3&4: What just happened?

  • Fudge points:6 (4 smile External factors especially since happened to a couple areas)
  • Difficulty: Hard -1
  • Duration:1,X,X,X,X
  • Weight: 2

The king wants to know what happened to the ships. The possibility of pirates and sea monsters are all open and will be looked into. Attention will also be put into finding out why.

The Lord of the sea will also be asked for insight if he even cares. Rhudyn will try and work with the other nations that are having the same problem to find a solution.

-1 (++++) + = +4 Success

  • Figuring out what happened +
  • Sea monster or Pirates (Kaeir rebels, Tanan rebels, Razanians???) or other? +
  • working together +
  • Luck +

The Lord of the sea expresses that this is some type of punishment for the declining of his faith in the area. No one is sure what it is but a sea monsters seems to be the best bet.

Action 5: The War (again)

  • Fudge points:0
  • 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+) - 1= +2 Success

  • Messenger Arriving
  • Impression Made
  • Sargor Acceptance

They get the letter and reply in kind but it still not helping them get out of the brink of collapsing.

Anduan

[SECRET ACTION]

Action 1: Things That Make Other Things Die II (2 of 2)

  • Weight: Single
  • Difficulty: normal
  • FP: 0

In the previous year, testing showed that the original designs needed to be tweaked for the Dexamen, the wooden "tank". A shortage of proper materials made things all the slower. The finalizing of the product continues into this year.

(0+0-) = 0 Mixed Results

  • Design 0
  • Testing +
  • Materials 0
  • Production -

[SECRET ACTION]

Action 2: Beef up the Beef (2nd year)

  • Weight: Single
  • Difficulty: Normal
  • FP: 1

While The Black Legion of Secrets came together and successfully trained in advanced warfare skills, the training of Chero to become an assassin was slower than desired. This year he will continue to train in the arts of poisoning and assassination techniques--which include forgery, concealment, disguise, hidden movements, social blending, and other techniques.

(0--+) = -1 Failure

  • Assassin Training 0
  • Specialized Skills -
  • Poison Use -
  • Weapon Mastery +

Its always the specilaists. (shakes head)

Action 3: Working in the Coal Mine, Going Down Down Down - * Phase 2 (year 2 of 5)

  • Weight: Single
  • Difficulty: Normal
  • FP: 0

The first year of excavation and construction of the underground city went extremely well. Plans continue on schedule into the next year. Although coordinating efforts with the magi of Rhuden wasn't as smooth as hoped, further planning is expected to rectify any kinks in the cooperation.

(-+++) = +2 Success

  • Magi -
  • Labor +
  • Excavation +
  • Construction +

The resent events in Rhudyn have drawn the mages attention.

Action 4: Being a Good Neighbor

  • Weight: Single
  • Difficulty: Normal
  • FP: 0

The Supreme Cathaldera, along with Ambassador Baue and Gov. Delari, return to Anacir to strengthen their ties with the local government once again. They then travel on to Roharen to begin building relations with the nation to their south.

(+-0+) = +1 Success

  • Travel +
  • Relations with Anacir -
  • Greeting by Roharen 0
  • Relations with Roharen +

Mirrish Actions

Action 1 Action 1: Temple of the Three Mothers.

Lets get this building done. It has been to long in the building. Mir will focus its building efforts into finishing the building.

  • Diffuclty: Normal
  • Resources: +
  • Workforce: +
  • Weather: -
  • Luck: +

Result: 0 +2(++-+) = +2 Success

  • (+3,0,x,x,x) <- was this uptodate??
  • -> (+3,0,+2,x,x)

Action 2: Stablizing

With the war in recession in the Razanian Coast. Mir will remain there with reduced forces to help keep stablility in the area. Mir has been called to help in the Razanian Coast to many times. Mir will transport food to the coast to help with the supplies, and help the local militia bring stablility to the area.

  • Difficulty: Hard
  • HP:2

  • Homeland support: +
  • (Semi)permanent residense (raz response): 0
  • Helping local militia: -
  • Food help: 0

Result: -1 + 0(+0-0) = -1 Failure (in keeping stability...)

Action 3 & 4: The southern Colony

Research into the dragons contiune. Looking for patterns into there behavior and mating and food habits. Attempts this year will be made to actually try and get near the nest just not actually taking anything.

  • Diffculty: Hard
  • Weight: double
  • HP: 2

  • Observation +
  • Find nests 0
  • Approach nests +
  • Luck -

Result: -1 +1(+0+-) +1 = +1 Success

(+1,0,+2,x,x) <- was this uptodate? -> (+1,0,+2,+1,x)

-- Chad Powell - 08 Oct 2007

Topic revision: r12 - 10 Dec 2007 - 02:59:18 - Chad Powell
 
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