Events
Sedonia -3: A plague spread among the horse breeds of northern sedonia. Seriously hurting the norths economy.
Rhudyn -1: Another ship vanishes from the oceans around the country.
Actions
Action 1: Stabilizing
Again efforts to stabilizing the countryside, shipping in food and such is made in the Razanian area. Watching for fair treatment will also be assigned to the troops.
- Difficulty: Normal
- Weight: double
- Logistics +
- Local authorities 0
- Local people 0
- Food help +
Result: 0 +2(+00+) +1 = +3 Great success
Action 3: Colony dragon
Resent inquires of Sedonia about dragons and the fleet they sent looking encourage cause some concern in the Mirrish circles. An attempt to actually take some eggs in secret will be used. The utmost discretion will be used continuing with what they have been doing.
A final tour of the colony will start to confirm its conditions and what else may be required.
- Difficulty: hard
- weight: double
- FP:4
- Acquire eggs +
- Secrecy +
- Colony in general +
- Luck 0
- Result: -1 +3(+++0) +1 = +3 Great success
- -> (+1,0,+2,+1,+3) --> Final results = +8/5 = +2 Success
Sedonia Actions?
Internal Events:
Thanks to the application of large amounts of cash, the Emperor and
Empress manage to arrange their son, Prince Yarrow's, wedding to
Princess Nickolian within two weeks of the letter from Princess Irinia.
They even manage to get the bride's parents to Thalsedon in time for the
wedding, thanks to some help from the Archmage. One of Prince Yarrow's
classmates from the Military Academy serves as best man, while his
sister, Yzara, is the maid of honor.
Prince Yarrow is reassigned from II Legion to the Bureau of Armament at
Legion Headquarters, as an aide to the bureau chief, General Calecon
Rotann. However, he is quietly informed that within six months of his
child being born, he'll be posted to Near Kajir, where the defenses of
Ft. Yarrow are being upgraded with additional siege engines. Meanwhile,
he's to work on the design of a new heavy siege trebuchet.
Action 1: Power Projection
- Weight: Double, Secret, Strategic (1 of 3) (+1,x,x)
- Difficulty: 0
- Fudge Points: 0
Although few weapons were produced last year, due to delays in
constructing the needed workshops at the arsenals, by this year,
production should start to pick up, provided that nothing untoward
happens. Once the initial push to get the first 1,600 minidrags deployed
is over, the arsenals will continue production, but at a slower pace.
0 (--+-) = +2 = 0 Mixed Results
- Secrecy -
- Begin deployment of the weapons as they are constructed. -
- Obtain materials +
- Build the minidrags. -
Unfortantly word of the new weapon leaks out, as deployment gets backed up.
Action 2: Command of the Skies, Part I
- Weight: Double
- Difficulty: -1 Hard
- Fudge Points: 4
Between Mir's dragons, and reports from Imperial Intelligence that
Rhudyn is trying to tame hippogriffs for aerial cavalry, it is becoming
more pressing that Sedonia find some way to take to the air. Mir has
consistently stonewalled Sedonia's inquiries about obtaining dragons,
and relations with Rhudyn are not close enough at the moment to ask for
hippogriffs.
Sedonia equips a second, larger 4 galleon expedition to southern Qaiyore
to search for dragon nests and hopefully, recover fertile eggs that can
be brought back and hatched. As a sign of the priority of the mission,
the Emperor's brother, the powerful mage Prince Barnardus, accompanies
it along with a pair of Temple sorcerors, and two centuries from 3rd
Cohort, Legion I.
-3 (++--)+1 = -2 Failure
- Sail to southern Qaiyore, through the straits and down the coast. +
- Find dragon nesting areas +
- Retrieve eggs or juvenile dragons -
- Return to Sedonia -
A nest is discovered, and attempts are made to take the eggs. No eggs were actually taken, but they managed to gain the attention of the local female. She followed the party to their ships were she proceded to rend the ships apart. The causalty list would have been worse except that Prince Barnardus managed to keep them at bay long enough before the dragon exploded the ship around him killing the Prince and the Temple Sorcerers
Most of the crew finally made it ashore and to the Mirrish Colony.
Jason, we're going to need to discuss this. I don't have a problem with
failing, but I do have a problem with you deciding to kill off the
Prince, especially for just a -2 failure (if it was -3 or worse, then I
wouldn't have an issue with it).
My interpretation would be that rather than the Prince and the Sorcerers
being dead, and the crew washed ashore at the Mirrish colony, the Prince
and a portion of the crew and the soldiers survive, but they wash ashore
in totally uncharted territory--and when the Prince takes a sun-sighting
to determine latitude, he realizes that there's a high probability that
they are well southwest of the Mirrish colony, which means that they are
almost certainly well into the lands of the Ice Demons.
That's much more interesting, IMO, than just killing him.
Action 1-2: Calvary
- Weight: 2
- Difficulty: Norm
- Fudge: 4
- Duration: (4, 2, 4, 4, x)
- Semi Secret:
With tackle and gear finally developed and in use the concentration can be put on training the riders with their gear. Already knowing how to ride the animals in flight they will practice maneuvers with the new gear to test its abilities and limits. The animals will also be trained in warfare tactics such as keeping riders on and formations. The animals will also be trained in attacks into groups.
0 (++00) +1 = +3 Success
- Rider Training +
- Hippogriff Training +
- Attack Tactics 0
- Luck 0
Action 3-4: Supplication
- Weight: 4
- Difficulty: Norm
- Fudge: 4
After receiving the will of the Lord of the Sea the White Council will begin a revival of worship of the Lord of the Sea and prayers and offering will be offered more in his temples along the coastal towns. The story of the Sea God leading the people of Tana to their lands will be told as a national history of how the gods have guided the people of Rhudy in the past in hopes of bringing more reverence to the Deity. King Rhudyn will hold a huge week long festival in honor of the Lord of the Sea and invite all nations of
Mid Sea? to attend the shores of the capital city for the festival. The festival will become a national religious holiday that will occur yearly. All of this is in hope that the Lord of the Sea will stop punishing Rhudyn.
0 (++--) +1 = +1 Success
- Prayers +
- Festival +
- Lord of the Sea acceptance -
- Luck +
The Lord of the Sea remains quiet this year.
Kaeir Events
Events:
- the Avanic Republic formally requests from Sedonia the extradition of Lord van Wansaan.
- the first All-Qaiyore Conference of the Societies of Scholastics is held at the University of New Tirmaeir.
- a Complete Dictionarie of the Kaeirean and Tirmaeiri Tongue is released by the Kaeirean Society of Scholastics and the University of New Tirmaeir's Department of Philosophical Studies.
Activity 1: Consolidating Kaeirean acquisitions - Kelshirserai & the Enklave de Saltrimcomte
The Kaeirean Colonial Affairs Office, in tandem with the Kaeirean Naval Expedition based out of Saltrimcomte (Tradetalk: "Saltrim City"), and the Republican Guard Engineer Corps, commences the physical development of infrastructure in the newly acquired Kelshiri Plains port renamed "Kelshirserai" and the enclave in Saltrimcomte (Saltrim City).
- Weight: Single, Tactical.
- Difficulty: Moderate
- Duration: 1 of 2.
- Key elements: Colonial Affairs Office, Kaeirean Naval Expedition, Republican Guard Engineer Corps.
- Factors:
- Existing logistics support via Kaeirduc-Kaeirean Naval Mission in Tolmersa & Faymiyunserai.
- Existing supply lines via Kaeirduc-Kaeirean Naval Mission in Tolmersa & Faymiyunserai.
- Experience at construction of enclaves (Midsea enclaves), and of remote ports/facilities (Rimriverton, Faymiyunserai).
- Fudge: 4.
0 (++-+) = +2 Success
Kelshircomte keep enters 1478 as a functioning fortified port,
servicing the celpalar trade route, though it is a closed port, open
only to Kaeirean ships.
Kelshircomte is also able to tap into existing political, religious
and commercial ties with the Shanari merchants of Kelshirserai to get
a tenuous supply of trade - though consolidation will be required to
turn it into a developed trade route.
Further down the coast, the completion of Die Enklave de Soutcomte
marks another link in the chain of ports, enclaves, missions and
colonies supporting Kaeirean trade.
Action 2: Preaching the Path
The Darrgrixi missionaries continue their evangelisation in Sedonian Timar, strengthened by their successes last year.
A small group of missionaries are send to Jundar, once the stronghold of the now largely defunct Exquaestio movement, whose philosophical leans were quite close to that of the Marlupinist Millati.
- Weight: Double, Strategic.
- Difficulty: Moderate (long term goals, with no immediate successes expected).
- Duration: 3 of 20 (0,0,+2,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).
- Sub-parts:
- A) Sedonian Timar
- B) Jundar
0 (----) +1 = -3 Failure
- Sub-parts:
- A) Sedonian Timar -
- B) Jundar –
While the jundar area has some similar ideas, they still have some serious conditions that they oppose and force the Millati to leave.
Not sure what you mean, Jason. The Jundari disagree with some aspects
of the Millat, or just object to anything .from the North (most of the
Midsea, to them, being 'the North')?
Meanwhile, closer to home, the missionaries of Darrgrixi College
experience some of the regional fallout to the Kaeirean Civil War.
Undeterred, the Evangelicals study the events of the year and continue
thelr efforts.
Action 3: Deep Sea Vessels
- Weight: Single, Strategic.
- Difficulty: Moderate (Knowledge of technology + expertise in sailing).
- Duration: 1 of 4.
- Key elements: Kaeiro-Midsea Trading Consortium, Arsenal of Kahshaarton & Saltrim, Republican Fleet, Ministry of Commerce.
A private consortium of merchants, in cooperation with the Arsenal of Kahshaarton, begin working on modifying the existing galleon design to adapt it to deep sea use (the galleon design being largely for the Midsea, not the rougher waters of the Outer Ocean).
The project draws on the experience of Kaeirean navigators sailing both the Midsea, and the Tolmersa-Faymiyunserai-Celpalar run in the ocean beyond. This, coupled with the shipwrighting skills of the Arsenal of Kahshaarton, arguably the most skilled shipwrights in Qaiyore, should allow the project to develop mixed sail/oar powered galleon into a larger, heavier ship more suited to deep sea travel, and one relying largely on sail power.
0 (++00) = +2 Success
- Sub-parts:
- Theory - developing design for sailing vessel better suited to oceanic travel.
- Practicality - building the vessel.
- fudge points: 4
Little effort is made to keep the project secret, as any society
capable ofbuilding galleons can eventually build on their existing
technology (tho only 2 (??) societies possess such tech right now).
Actual research takes place within the high security walls of Die
Arsenal de Kahshaarton, away from casual prying eyes.
The main result ofthis year is that a working prototype is built,
based on plans drawn by the Arsenalmagister of Kahshaarton.