Events
- Celpalar +2: Unrest in the Razanian Territories begins to settle down
- Sedonia -2: The horse plague contiunes as appeals are made to the Imperial Throne to help.
- Razanian +1: The last remaining Razanian kingdom produces a bountiful harvest brining the country out of civil unrest.
- Rhudyn -1: Nightmares begin to spread among the families of them who lost familia on the ships in the previous years
- The Saraa +4: The Saraa offically annouce there move to the City of Mountian Light, as their new city is finished, and offically knowledge is given to all nations with relations to the Saraa, and thoughs with good spy networks.
Actions
Action 1-3
- Weight. Triple.
- Description: Assimilation of Clan Orhohon. (Story for Clelandra. Third Bands Away!)
- Key Player: Commander Gash-Pa-Kelpa Warrior Cast
- Purpose: Attack on Orhohon defences and to impose central control over Clan
- Difficulty: Assault will be Hard. Once over the crest control of Clanarea will be Normal. However previous assimilations have required years of careful post actions and aid to keep the clan members happy and to accept full integration.
- Factors: Planning has taken three years, after many years of failed negotiation. Detailed observation of defence lines done and new tactics for cliff assault available.
-1 (+-0+) +2 = +2 Success
The attack is more then successful, but now the process of intigration has
only just begun. Minimal causalties so the newest addition is lacking any
martier to fall behind.
4. I think we need some good interpreters.
- Weight: Single.
- Description: Finding and hiring human interpreters.
1. The High Council debates a paper from the Traders Cast setting out good reasons to hire human interpreters so as to Third Bands away! speed up external trade and also to obtain better information about the lower world. The recent wars that have taken place below amongst the humans could affect the lower farm areas if they start up again.
- Key Players: Traders Cast-yes. Shaman Cast-no. Warrior Cast- yes. Clans- divided. King-yes.
- Purpose: To enable better contact with nearby human nations
- Difficulty if carried: Hard. It is known that Razerians speak with many tongues but can we find any we can trust? And how do we pay them? And the invaders from the surrounding waters could decide to continue if our interest becomes known to them?
- Factors: Apart from local herders and miners human contacts are few and far between. The refugees that settled withing the area of the Clans Fathon and Carkarhon may help or may know of somebody who could do the job.
-1 (+-00) = -1 Failure
Farmers are in plenty of supply but many of them barely speak their language
properly.
Kaeir Events? :
- The Rimriverton rebels declare their independence from the Holy and Green Republic of Kaeir, establishing the "Serene Commonwealth of Rimriverton", governed by High Lord Huacoatl and a Council of Lords.
- The Eternal Consul, Lord Avan Nightwalker, places a bounty of a million Kaeirean ducats on the head of Lord Huacoatl, and declares a general amnesty for all residents of Rimriverton, including all rebels save for Lord Huacoatl.
- The Republic declares Rimriverton a warzone, forbidding the passage of any civilian ships of any nation through or into the zone, save for Republican Fleet Ships, on penalty of seizure. The Kaeirean Ambassador to Sedonia offers the Republic's apologies to the Sedonian Government, requesting the understanding of Sedonia while Kaeir crushes a nest of bandits.
Activity 1: Consolidating Kaeirean acquisitions - Kelshircomte & the Enklave de Saltrimcomte (+2, *)
- Weight: Single, Tactical, Internal
- Difficulty: Moderate
- Duration: 2 of 2 (+2, *).
- Key elements: Colonial Affairs Office
- Kaeirean Naval Expedition
- Republican Guard Engineer Corps.
- 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 (++00) = +2
While they might be far away they sign the anthem just as loudly.
The Die Enklave de Saltrimcomte and Die Port de Kelshircomte are now
complete.
The Saltrimcomte Enklave is now up and running, servicing the Kaeirean
merchants that stop there on-route to the outer ocean, and are able to
travel much faster, utilising the many Kaeirean supply stations located both
in Kaeirean territories and the Kaeirean enclaves and trade missions located
between Kaeirduc and Faymiyunserai on the Northern Chain (Kaeirduc-Port
Jabau-Rimriverton-Tolmersa-Saltrimcomte-Ternate-Kelshircomte-Faymiyunserai).
Kelshircomte has now been fully repaired, its port facilities and
infrastructure, and its defences, fully restored and improved. Garrisoned
by a large contingent of Colonial Guard, its defences are sufficient to hold
off a naval attack, and to hold out against an amphibious or other attack.
A sense of accomplishment develops in the Ministry of Commerce, which when
combined with the unease in the highest circles of the Ministry over the
future status of Port Jabau (and more importantly,
access to Port Jabau),
gives them a doubled motivation to begin expanding Kaeirean trade contacts
in northern Qaiyore via the Northern Chain.
Action 2: Preaching the Path
- The Evangelicals of Darrgrixi College continue their preaching in Sedonian Timar and Jundar.
- Weight: Single, Strategic, Internal
- Difficulty: Moderate (long term goals, with no immediate successes expected).
- Duration: 5 of 20 (0,0,+2,-3,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).
0 (0---) = -3 Failure
One of the leading missionaries was discovered in a brothel purchasing
services.
Jason, is that a -3 Failure in both Sedonian Timar and Jundar? I'm assuming
that can't be the case - can you give me a breakdown of the failure so I can
decide upon how that works out for each of the two spheres of missionary
activity?
Personally, i'd rather the majority of the failure be in Sedonian Timar
(where the majority of missionary effort is) with the -3, and a +0 be in
Jundar.
Action 3: Better Deep Sea Vessels.
Since Kaeir already possesses ocean-capable hull technology, Kaeir has been working on improving its galleon designs. Improving and increasing the sails and rigging to improve both speed and ability to manoeuvre, increasing the holding capacity of the ships (greater tonnage also makes for even greater stability when sailing on the open ocean).
In the previous year, the researchers at the Arsenal of Kahshaarton enjoyed considerable success, and finalised the improved design of the square-rigged galleon. And so, in the final year of this research project, the researchers work on perfecting the construction process of this improved design.
- Weight: Single, Strategic, Internal
- Difficulty: Moderate (Knowledge of technology + expertise in sailing).
- Duration: 2 of 2 (+2, *).
- Key elements: Kaeiro-Midsea Trading Consortium
- Arsenal of Kahshaarton & Saltrim
- Republican Fleet
- Ministry of Commerce.
- Factors:
- Financial support from merchants and Commerce Ministry.
- Skill of Kaeireans at sailing, and experience in closed waters of Midsea and open waters of Outer Ocean.
- Skill of shipbuilders of Arsenal of Saltrim in galleon manufacture (unsurpassed throughout Qaiyore).
0 (++-0) =+1 Success
- Sub-parts:
- Theory -
- developing design for sailing vessel better suited to oceanic travel. +
- Practicality -
- building the vessel. +
- fudge points: 4
Some one finally pays attention to the exsentrict who keeps making
suggestions about the hulls.
There is great rejoicing and excitement in the Arsenal of Kahshaarton as
funding and manpower to begin serious construction of the deep sea galleon.
Finally, the theories that had been developed by various individual
shipwrights can be tested and perfected by the Arsenal on an industrial
scale, instead of the piece-meal research that had been conducted
previously.
Action 4: Blockading Rimriverton
In preparation for an all out assault on Rimriverton, the Eternal Consul orders 5 of the 6 vans of the Republican Fleet to blockade Rimriverton, and destroy any rebel ships that seek to break out of the blockade or resupply the town.
All civilian ships, and all ships of other nations, are to be turned away from Rimriverton.
The intention is not to starve Rimriverton into submission, since the rebels can easily obtain supplies from the Panchayyah, but to cut off their access to the trade of the outside world, and thereby pauperise them. Such a situation should quickly break the back of the majority of the population, who are either merchants or live of the business of trade and associated activities.
- Weight: Single, Tactical, Internal
- Difficulty: Easy (Superior Size and Force)
- Duration: 1 of 1.
- Key Elements: 5 Vans of the Kaeirean Republican Fleet
- full compliment of Marines and Guard Engineers
- 100 Nightguard sorcerers
- minor civilian merchant marine running supplies from Kaeirduc and Soutcomte.
- Factors:
- + Superior strength, size and force of Republican Fleet vs. far smaller Triumvirate merchant marine
- + Military vs. civilian force
- + Superior morale of Republican Fleet forces (other rebel forces having been defeated) vs. siege mentality of Rimriverton rebels
0 (0+--) -1 Failure
The weather is uncoperative with the attempted blockade.
The blockade is a failure, but any second attempt is superseded by the
Eternal Consul's order for the fleet to return to Kaeirduc, and by his
sending of a single ship under a diplomatic flag of truce to the Rimriverton
settlement with a secret message for Lord Huacoatl. The 1st Van is returned
to its duties on the Northern Chain, and the remainder returned to duties
around the Republic.
Action1-4: Clean Sweep
- Weight: 4
- Difficulty: Hard -1
- Fudge: 4
After beginning an establishment of a secret intelligence agency and finding out that Rhudyn is infiltrated by spies it is time to close those eyes before anymore work is done to build up intelligence, after all who wants to build an agency full of spies from other places. The King has ordered a vast detect and capture operation of spies. Spies caught will be tried in the King's court and sentenced appropriately. The scales of Justice will be at every trail for the spies to assure that the spies are judged rightly.
-2 (++++) +3 = +5
- Detection of Spies +
- Capturing of Spies +
- Other nation's reactions +
- Luck +
It takes all year, but eventually every nation with spies gets word back
about need for withdrawl from Rhudyn for the time being. (This is more then
just Sedonia, ANY nation with spies (Mir as well) in Rhudyn are captures or
with draw, unless of course they have diplomatic immunity, but identity
still discovered.)
A very busy season for the execution squares in Rhudyn, at least forty people were executed who were reportedly spies. Some were hung, some beheaded, and some received a combination of delights. The point is Rhudyn sent a clear and strong message about what happens to hostile spies in her lands. There were several spies who were under the blanket of diplomatic immunity, they were of course escorted to the harbor immediately and left with a letter of banishment for the crime of international espionage. Many other spies were captured that were not even spying on Rhudyn but spying on other nations through Rhudyn, they were interrogated and are still in prison or were let free. Rhudyn had a much lighter hand with spies from allied nations of the Coalition with the understanding that intelligence of what exactly was happening in other nations is always a good thing. Most of the coalition nations that had spies in Rhudyn assured her that they were in place not for Rhudyn itself, but to track who was passing through the straits and what military movement was coming and going through the strait. Still even they withdrew their spies after seeing what was turned up by Rhudyn intelligence, not wanting to get caught up in the hoopla.
One particular spy branch was caught by pure luck as an investigator was approached by a newer careless foreign agent looking to gather some contacts. The investigator joined up and soon had uncovered a whole branch which led to their capture.
Action 5: Appeasing the Lord of the Sea
- Weight: 1
- Difficulty: Norm
- Fudge: 4
With a revival of worship of the Lord of the Sea and a successful carnival holiday in honor of him the White Tower feels that building a new temple to the God would be beneficial in regaining his favor for the people. This year a site will be selected and funds will be gathered for the operation. The general location that has been chosen is the island off of the main land to the east. This island surrounded by the sea seems to be appropriate for the temple as it will require the pilgrims to travel shortly across the sea in order to reach his temple, reminding them of his vast power and greatness.
0 (++0-) -1 = 0 Mixed Results
- Site selection +
- Funds +
- God's reaction 0
- Luck -
Will take five years to build. The God remains quiet for the moment.
Although the Lord of the Sea hasn't responded, the people are excited about the temple site and the pilgrimage it will take. An adventure to remember the God is what it is seen as. The money is quickly raised from donations to the Tower and construction can begin within the next year. The actual site of the temple will be located in a bay area on the west side of the island where the water will actually enter the temple itself. The bay is large and shallow, perfect for building the temple. There is also some coral farther out that breaks the waves before they enter the bay making it a calm and pristine area.
Sedonian Actions?
Action 1: Veterinary Medicine
- Weight: Single
- Difficulty: -1 Hard
- Fudge Points: 2
The disease attacking the horse herds of Selaria has become not just a
threat to the Selarian way of life, but to political careers in far-off
Thalsedon. Prince Mithselar of Selaria receives reports from the lesser
nobles of Selaria that the Ministry of Agriculture's inspectors and
veterinarians in the Principality of Selaria have not been performing
proper inspections of horses being transported from one place to
another, allowing the disease to spread, and in fact, the Ministry
inspection offices in the Principality have only 20% of the personnel
that they are supposed to. A quick visit to the Losela office confirms
that that office, at least, is severely understaffed. Enraged, the
Prince makes a personal complaint to Emperor Arden XXI about the
Ministry's abject mishandling of the situation, without taking the time
to confirm that the conditions in the Losela Office of the Ministry of
Agriculture are representative of the state of the Ministry as a whole.
The Emperor decides that whatever the reason for the Ministry's failure,
the current people over there have shown that they aren't up to the
situation. He publicly announces that he is stripping responsibility for
resolving the crisis from the Ministry and giving Prince Mithselar
extraordinary authority to take whatever actions are needed to bring the
situation under control, and that military veterinarians are being sent
to Selaria from the rest of the Empire. This public display of the
Emperor's lack of confidence in his government triggers a political
crisis. (See Action 4) Behind the scenes, Imperial Intelligence begins
an investigation of the Ministry and its personnel.
Prince Mithselar imposes quarantine, ordering all horse herds rounded up
and corralled, and bans the sale of horses. All dead horses are to be
destroyed by fire; he receives permission to use men from the three
legions stationed in Selaria to do this. Meanwhile, the military vets
work to save as many horses as they can and to identify the vector of
transmission
-1 (+0-0) = 0 Mixed Results
- Quarantine the herds and prevent the movement of horses. +
- Identify vector of transmission. 0
- Save as many horses as possible. -
- Begin initial investigation of the Ministry of Agriculture for
corruption/incompetence 0
The Quarantine manages to gather the local horses, but it is quickly
discovered that it seems to be coming from either Food, medicine (most
likely local remadies) maybe water but that is a little doubtful. Horse
saddle are still dieing while quarantined. There appears to be some record
of lack of action on the part of the Agricultureal ministry, it was writen
off as a passing cold.
The situation at the Ministry of Agriculture is passed on to the
Thalsedon City Watch and Imperial Intelligence for further investigation.
Water seems unlikely as a vector of infection, given that there have
been no comparable illnesses among humans or cattle. Going into the new
year, the vets will be looking into food contamination, possibly
poisonous folk remedies, and the possibility of magic-induced illness.
Action 2&3: Power Projection, 3 of 3
- Weight: Double, Strategic (+1,0,X)
- Difficulty: 0
- Fudge Points: 2
A few of the first minidrags deployed last year were seen in
circumstances that prevented keeping their existence secret any longer.
The Emperor authorizes extra funds, paid from his personal treasury, to
speed up the initial deployment to the Legions and Fleet; since keeping
the weapons' existence secret is no longer an issue, transportation
costs decrease. The Ministry hopes to meet the initial target of 1,640
minidrags deployed by the end of the year.
The initial minidrags deployed have mostly been sent to the legions
stationed in Casovia and on the Hansari frontier. However, the Fleet
calls in a favor, and gets authorization to prioritize equipping the new
galleons, followed by the ships of the Home Fleet, and then the ships of
the Straits Fleet.
(I'm a little unsure how multipart actions are being handled, but here's
my best shot:)
Production and (especially) deployment are slowed by a dockworkers'
strike at the Gomel Shipyard; and by the fact that the Quarantine in
Selaria, with its restrictions on the movement of horses, makes it very,
very difficult to get the minidrags being made at Losela Arsenal to the
navy yards. Unable to use horse-drawn wagons or mule trains, the Legion
has to search for teamsters with ox-drawn wagons, and even go so far as
to give transport contracts to catayarsh-men from north of the Wyr-Tal
Confederacy.
Deployment will not be complete until the end of 1479 at the earliest;
more likely, the middle of 1480.
0 (+0--)+ = 0 Mixed Results
- Materials +
- Construction 0
- Deployment -
- Luck -
Action 4: No Confidence
- Weight: Single
- Difficulty: -2 Hard
- Fudge Points: 0
Before he returns home to Selaria to deal with the epidemic, Prince
Mithselar of Selaria attends a session of Parliament called to debate
solutions to the problem of the mismanaged response by the Government to
the disease in the Selarian horse herds.
During the debate, Prince Mithselar rises and calls for a vote of no
confidence in the current leadership. Ordinarily, the Government's
majority could defeat such a motion, but the haste with which the
session was called meant that many of the barons who form the core of
the Constitutional Monarchist's majority in the Nobles are not in
Thalsedon. Between that, the unanimous support of the Prince by the
Selarian delegation, and the fact that in a no-confidence motion, the
Members vote their consciences, the Government loses the motion, badly.
The Chancellor is forced to submit his resignation and those of his
cabinet to the Emperor. The outgoing Chancellor expected the Emperor to
appoint a new Chancellor from the Constitutional Monarchist leadership,
but is shocked when Emperor Arden instead exercises his right to
dissolve Parliament and force a new election.
The Constitutional Monarchists go into the election in disarray, with
accusations of corruption in the Ministry of Agriculture and other
ministries appearing in Thalsedon newspapers, and being spread on
Imperial Post Coaches to the other cities. They have to completely write
off any chance of electoral success in Selaria, under the circumstances,
along with a mass defection of former
Con Mon? Selarian Nobles to the
Grange. It also doesn't help that the Archprelate of Lusia has agreed to
provide priests to monitor the elections in districts where there was a
concern about 'undue influence' by the local nobility last year.
The
Con Mon? leadership calculates that, given their inability to make
headway in the cities, they need to retain a majority of the seats from
Imperial Province, Vizinia, and Tirmar, and at least half the seats in
the remaining provinces, in order to maintain control of the Government.
-2 (+++-) = 0 Mixed Results
- Imperial Province +
- Tirmar Province +
- Vizina Province +
- The Marches and Kasovia-Kajir -
A new face emerged among the
Con Mon? , a charismatic young man from Tirmar
province rise to the surface with promises that their will be reform in the
party and the leadership, and that these reforms will be for the best. They
managed to barely maintain control.
The
Con Mons? snatch victory from the jaws of defeat thanks to Arne
Bursom, a 28-year old MP from Zayura. While attending Thalsedon
University, Bursom made many friends who shared his political views and
kept in touch after graduation. By cleverly taking advantage of the
Con Mon? 's disarray, Bursom and his friends manage to force out much of
the old
Con Mon? leadership and just barely manage to retain a
parliamentary majority.
Bursom manages to take over leadership of the
Con Mons? and becomes
Chancellor, the youngest ever. He is helped in this by several factors:
firstly, the
Con Mons? realize the debt they owe him; secondly, unlike the
old leadership, Bursom does not owe his political preferment to Duke
Harald of Caladyn, the Emperor's estranged father-in-law; and thirdly,
one of Bursom's uncles is the private secretary of Princess Irinia,
Grand Duchess of Tirmar, and through his uncle, Bursom is acquainted
with both the Princess, and Crown Prince Yarrow.
Arne Bursom becomes the youngest Chancellor ever; the first Tirmari
chancellor; and the first Chancellor since Dr. Aldin Vellin to be
university-educated and a commoner.
Action 1-2: The New Colonies
- Fudge Points:
- Weight:2
- Duration: (2,2,1,x,x,x,x,x,x,x)
- Difficult: Normal
The colony building will continue.
With the war in the west over, more energy is being
concentrated on the colonies. More 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 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 (00-0) +1 = 0 Mixed Results
- Sub-parts
- Engineers to Golaren 0
- Supplies 0
- Razanian volunteers -
- Celpali volunteers 0
The project moves forward with little hinderance other then Razanians are
still a little unwilling to join these progects.
Action 3: More of the same
- Fudge Points:
- Weight: 1
- Duration: (0,0,2,3,x,x,x,x,x,x)
- Difficult: Normal
After the useless efforts of last year more efforts are going to be put forward into the project. 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.
0 (-+++) = +2 Success
- Sub-parts
- Research - Strength -
- Research - Temp Resistance +
- Application of research +
- Luck 0
A young scientiest makes a break through in the resistances, by mixing
certian cemicals he can produces close to the desired effects. it will be
expensive though. Most of the research energy ended up going towards that
part of the project.
Action 4: The Razanian Coast
- Fudge Points: 1
- Weight: 1
- Difficult: Normal
- Duration: (3,x,x,x,x)
Reconstruction will continue on the Razanian coast. The efforts at the
city at the mouth of the Taranta River will continue. More focus will be put to 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+0+) = +2 Success
- Sub-parts
- Engineers to Razania 0
- Supplies +
- Improve City and Defenses 0
- Improve Harbor +
The enginers focus on improveing the harbor, achieveing maxing capabilities
for the location. The supplies are also flowing in and helping to rebuild
local farms.
Action 5: Back to the way we like it
- Fudge Points:
- Weight: 1
- Difficult: Very Easy
Enjoying its self preserved isolation Celpalar will again revert back to its old ways. All foreigners will be assisted to their ships and sent to Taranta where their new embassies or small enclaves are waiting. All trade coming into Celpalar will now be conducted at Taranta and will then travel up to Celpalar through their own merchants. All effected nations will be informed through letter.
+1 (++00) -1 = +2 Success
- Sub-parts
- Quickness +
- Taranta readiness +
- Main traveling foreign merchants reactions 0
- Luck 0
The moive occurs and the Taranta actually look forward to the increase in
vistors especially with their new harbor. They hope to rival Ayrisa soon.
(Other nations provided their own responces.)
Action One: Temple of the three Mothers.
Mir sits down and once again focus on the building of the temple of the Three Mothers. They will spend the year looking at designs as they wishes to enlarge the complex. The land has been cleared up to this point and resources gathered. A call a will be sent across Midsea for architectues to present proposals for the temples. The origianal designs will be used, but modern building codes and styles will be used, and a also a for the new exterior building.
- Diffculty: Normal
- weight: Single
- Answer from applicants: -
- Reviewing the Designs:0
- Supplies: 0
- Luck:0
Results: Normal (0) -1(-000) = -1 Failure
Results so far: (+3,0,+2,x,x)
Action Two: Stablizing Ayrisa
The Mirrish ships will contiune to ship food stuff to the new area. This year though meetings will be held with the Ayrisa goverment to figure out what are the future goals they have for the area. Mir hope is that they will be able to help Ayrisa move beyond surfdom towards a more stable society and one that doesn't encourage rebellion. Resource for rebuilding the Razanian farms and cities as need will be sent including personel.
- Diffculty: Normal
- weight: Single
- Meeting:0
- Food: 0
- Supplies: +
- Luck: -
Results: Normal (0) +0 (00+-) = 0 Mixed results
Action Three and Four: Next Expedition
With the southern colony and some dragon eggs retrived Mir turns its attention to its next large project. Its been meaning to do this for years, but between old projects, Ice Daemon invasions, and other wars and situations has prevented. With things appearing quiet Mir once again begin preperations for a large expedition. This year will be spent gathering a fleet for the adventure. A small fleet of four ships, but with some expert Sorcerers who help with sea travel.
Contact will once again be extended towards the fae on elyria. Close friend from the dreaming Mir feels that the world now has the capabilities to contact the sister content. Information about locations to travel will attempted to be gathered.
Mir during its meeting with the Ayrisa goverment request permission to use the port at Ayrisa as its staging area. With Ayrisa they will point out the income that could come from the large flux of vistors which could help them rebuild after the war. Contact will also be made with the L'R to uses their island as a staging area if it is needed. After Celpalar notice a note will be sent informing them of the plan promissing not to sail toward their island, but would aim for the northern ports of the large island. (oh course actual sailing wont occur until next year at the earlist.)
(I am not making this part of a multi year action since the goal of the expedition is differen then the preperation)
Diffculty: Normal (expedition will be hard this is fairly normal for mir)
weight: double
As discussed, the fleet is NOT assembled this year. The action only
focuses on the information gathering and diplomatic discussions.
- Ayrisa: +
- Fae: 0
- L'R: +
- Luck: 0
Results: Normal (0) +2 (+0+0) +1 = +3 Great success
After this, the expedition action is Hard, with 3 required successes
(basically: preparing the fleet, sailing there, sailing back).
Action 1-4: A Good Neighbor
- Fudge Points: 4
- Weight: 4
- Difficult: Very Hard
With a strong base of anti Kaeir neo-pagans in Jabua and a strong base of
pro-Milakanur the negative propaganda will continue. The same old
connections will be used and new religious ones that have joined in the work
as well. The goal is to incite a panick among the small population that
Kaeir will soon move against Jabua like Rimriver becuase the people in the
area are not loyal to Kaeir. The over aggressive trade polocies of Kaeir
will be used as an example. At the same time positive propaganda about
Milakanur will be spread, this will include ideas of strength to fight of
Kaeir. The objective is to work the population into the point of fear,
asking the protectorate of Milakanur to reinstate its long rule over the
area.
The troops in the nearby region will be used as the welcome guard with the
Per Aa if all works out as planned. The Per Aa will enter Milakanur with his
troops and take over. The Jabua government will be dissolved and the high
standing officials will be reinstated as local branches of Milakanur power.
Okay I have talked with Brandon, no troop movements this year. I am
requireing that to be a seperate action. And NO hitting.
-2 (+++0) +3 = +4 Success
The Jabua suddenly feel a strongly anti Kaeir settiments as they watch
various Kaeir movements around them. The Neo Pagen majority feel threatened
wondering if they might be next. They secretly send Milkanur a request for
protection.
The ties that Milakanur had established several years ago have now become
Milakanuri loyalist. Originally Millati who converted over to the
neo-paganism they seem to have become scared with the situation in Jabua.
Most of us were not happy with the "liberation" as the Kaeireans called it,
there wasn't really much to say about it. We did not understand the reason
that they "liberated" us from a protectorate that we had enjoyed for half of
a century. In fact the recent movements of the government had drastically
improved the situation in here; although there was never any persecutions of
the Millatti by the Milakanur government in Port Jabua, the religion was
looked down on. However the Per Aa had changed all of that and the Milakanur
and the Jabuasi Millatti had found a new beginning in which the Millatti
were accepted and ways were changing. Then Kaeir came and they took over
almost causing a war. After the almost war, Kaeir was forced to leave and
give us control of our lands; they said it was the original plan, but some
of us weren't to sure.
The renewing of the old ways helped many of us to see clearly. With the
assassination of our prophet by the Kaeireans we see clearly that they will
kill or dominate anything that is in opposition to their ways and interests.
The only way we can assure our safety and religion is by having the
Milakanuri take us again under their guard. That is why we need to ask
Milakanur to come back. Kaeir's attack and dominance is inevitable. They
will find a way to control us, we need Milakanur to be the wall that will
protect us. The Sanoukhate needs to know the fears of the people.
The message spreads like fire from meeting to meeting and bar to bar, Kaeir
is a danger and Milakanur is a hope. The anti Kaeir sentiments spread
throughout Jabua and the large neo-pagan population feels anxiety over the
safety of their religion and future.
A week later the Sanoukhate sent an official request of the Milakanuri
Per Aa?
to move in troops and reinstate the protectate over Jabua. The plans for the
reinstatement are laid and the government officials in Jabua of the city
state are confirmed that they will retain their positions in the case of
Milakanur's acceptance of the Sanoukhate's request. Milakanur has all of the
advisors reinstated at home and all of the paper work and aristocracy is in
place for the move. All that needs to be done is to have troops move in and
make it official.
Actiona 1&2: Things That Make Other Things Die II (2 of 2)
- Weight: Double
- Difficulty: Normal
- FP: 0
- SECRET ACTION
Work continues to try and develop the Daxamen. The council is
beginning to falter in their decision to press forward with the
project in light of the past few years' failure.
- Design
- Materials
- Production
- Luck
Action 3: Beef up the Beef (2nd year)
- Weight: Single
- Difficulty: Normal
- FP: 1
- Secret Action
Chero stays behind to work with his mentors as the rest of the Black
Legion is called away to other duties. He continues to train in the
"darker" arts.
- Assassin Training
- Specialized Skills
- Poison Use
- Advanced Weapon Mastery
Action 4: Working in the Coal Mine, Going Down Down Down - Phase 2
- (year 4 of 5)
- Weight: Single
- Difficulty: Normal
- FP: 0
- Secret Action
The project is moving along perfectly and is well on its way to
completion. The engineers only pray that the Magi from Rhudyn will be
able to join them this year as previously planned.
- Magi
- Labor
- Construction
- Tools
--
Chad Powell - 29 Nov 2007