Action for 1479

Events

  • Torphan +4:
Rumor spreads north of a new invention among the Torphanise that has changed their life style. (OOC: I don't have any clues what this is, but my gut says to run with it. I am making this into a conest. I would like each of you to send in a suggestion as to what this is (no gun powder) to me privately. I want creativity, orginality, pictures if you want and so on. I will look them over and send them to Juuso, if he is up to it, and together we will choose what we feel is the most original/creative and will award 5 fudge points to the winner. Please Label it "Torphan Idea: (Your name)")

  • The Therani +1:
A new fiber is discovered in the swamps north of Wyr which attracks some new trade.

Arysia Actions?

Action 1: The Vanguards

  • Type: Political, Internal
  • Weight: Single
  • Difficulty: -1 Hard

The Vanguards are a new political faction that took form among some neutral and Crusader/Guardian nobles when winning the war against the Western Razanian Kingdoms was becoming a reality. They realized that the status quo will not work anymore apart from assuring problems and long term rebellions among the Razanians as well a political destabilization among Asagmari nobles. They seek reforms that would move Aryisa from a feudal monarchy to an imperial empire like ending serfdom and giving razanians emancipation. It is due to taking the lead in this sort of discourse that they been called the Vanguards.

While their influence and numbers of supporters have grown, and that they found allies among the Mirrish and the new Regent, they have yet made headway in the Crusader dominated Grand Council. The goal is to expand their presence in the Grand Council and to start pushing for reforms.

-1 (++0- = 0 Mixed Results

Action 2: Getting support from Mir

  • Type: Diplomatic
  • Weight: Single
  • Difficulty: Normal, but it is dependent on Mir player's response
  • Fudge Points: None

In preparations for the planned rebellion and the hope to negotiate a better situation for Sayn and possibly Non within Aryisa, the Order believes there is a possibility that they may get political support from Mir with Aryisa. Mir has been sending supplies to help out the razanians in the areas that Aryisa have conquered during the war, and have discouraged mistreatment of the razanian populace. Another factor that may assure Mir's help is that Order of Sayn and many in Sayn are descended from the Mirrish mages and their families that stayed in the Razanian Coast when Mir left the Razanian Coast in Q7, and have maintained a quiet magocracy in Sayn since.

Some Acolytes will be sent to contact the Mirrish leaders in the Razanian Coast and deliver a message from the Order of Sayn written in Old Mirrish seeking their support when they initiate their peaceful rebellion in attempt to negotiate a new situation and autonomy for Sayn and Non within Aryisa in exchange for their cooperation and allegiance to Aryisa.

Let work this out actually in game. Send a corespodent with this smile more fun for all this way.

Action 3: Coordinating with the Non Resistance

  • Type: Strategy, Internal
  • Weight: Single
  • Difficulty: 0 Normal (+1 Easy if Mir provides political backing)

Since last year, Order of Sayn have made preparations for a civil disobedience rebellion in Sayn, and for a violent one as Plan B. The Order has sent Acolytes to convince the Non Resistance to do the same and coordinate it with Sayn to give greater impact. The goal is to make it clear to Aryisa that they can start a new rebellion if they want, but rather avoid any bloodshed and simply negotiate for a form of autonomy within Aryisa in exchange for full cooperation of Sayn and Non and their allegiance.

Order of Sayn has been maintaining positive relations with the Non Resistance to the point they have listened to the Order's advice so far of staying hidden and quietly prepare instead of constant active resistance against Aryisan occupation. So the Order does not foresee the Non Resistance having any issues with the proposed coordinate plan, especially when Aryisa have transferred half of their occupation force to Western Razania and that they may get some political backing from Mir.

0 (-++-) = 0 Mixes Results

Action 4: Seeking a new deal with Aryisa

  • Type: Strategy, Internal
  • Weight: Single
  • Difficulty: -2 Very Hard (Normal if both Action 2 and 3 are successful)
  • Fudge Points: None

Since Aryisa transferred half the occupation force from Sayn and Non to Western Razania, the Order of Sayn determine this will the best time to spark off a rebellion, yet that even if they re-gain Sayn's and Non's independence, they will not be able to keep it for long. They decided that violent rebellion will only be used as the last resort and focus on more peaceful alternative of negotiating a new situation between Sayn and Non with Aryisa. Thus far, the Crusader commanding the occupation have ignored or blocked any political attempts in doing so. So to get their and the Aryisa leaders attention, they have been planning and coordinating a civil disobedience rebellion, essentially having the populace of Sayn and possibly Non go on strike, putting the economy and production on hold apart from that is absolutely necessary for populace.

During the preparations, Acolytes have been sent to convince the Non Resistance and coordinate with them to do the same in Non, as well sent Acolytes to contact Mir seeking political support with Aryisa. Acolytes were even sent to Aryisa City to contact the Aryisan leaders there when the rebellion starts and news of it gets to the capital.

If they do not do this now, they will not be able to do again as Sayn's populace patience due to their loyalty to the Order of Sayn would not last. For better or worse, the rebellion for Sayn and Non have begun. Once the point is made to how well organize the rebellion is, Acolytes will contact the local Aryisa authorities in Sayn and Non as well as the Aryisa leaders in Aryisa City to with messages from the Order that they seek to negotiate for their autonomy in exchange for full cooperation and

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

Action 5: Peacekeeping and Reconstruction of Western Razania ( Turn 1 to however long it takes)

  • Type: Strategy, Internal
  • Weight: Extra (-1)
  • Difficulty: -2 Very Hard

By 1479, the Razanian War is basically over now that the remaining major resistance by the western razanian armies has been defeated and all of western razania have been annexed. Now it is time for reconstruction and to bring the new territories and newly conquered razanians into greater Aryisa fold. It will not be easy as the Western Razanians are still stubborn and have started waging minor guerrilla warfare to resist Aryisa and their allies every step of the way. The difficulty will also be coming from the Crusaders and to the lesser extent the Guardians, who Asagmari traditionalists who seek to place the new razanians into serfdom and establish new nobles. Regent Valenar, along with the still growing Vanguards, has different ideas for the new territories and for Aryisa as a whole, believing that they need to stop focusing on what is best for the Asagmari people and focus more on what is best for Aryisa as a nation.

Regent Valenar orders the bulk of the remaining Aryisa military to western razania to cease active operations against any remaining razanian resistance and start focusing on reconstruction and peacekeeping. More troops transfered from more peaceful areas like like Tesh, Canor, Sayn, and Non to help out, and they will also be getting support from Mir who have been shipping supplies to the conquered areas. If possible, they are to recruit consensual help from the locals, any remaining razanian nobility (ie: including any captured leaders that survived), and certain institutions (ie: Church of Empyrean). The goals of the reconstruction to rebuild and improve the infrastructure up to Aryisa standards (roads, bridges, river barges, mines, towns, agriculture...), re-establish the local economies using Aryisa currency, and bring the Crafts up to Aryisa Superb standard starting with the Minots who are famous their among razanians for their own Crafts and engineering.

Unofficially, the Regent's goals is the to keep the Aryisa military and its many Crusader military commanders busy with a difficult task for as long as possible as he focuses on making political changes with the help of the Vanguards on the home front. Aryisa cannot continue with the status quo as it is asking for long term problems and future razanian rebellions, so they need to move away from feudal monarchy to something for fitting for an empire.

-2 (+++0) -1 = 0 Mixed Results

This year is chaos in the country as various political parties move to form their own agenda. The over arching movements off all involve are in the end the defeating factors of many. The Vanguard do catch wind of the Saryn movement, but are unable to do anything due to their own political movements that gain them few seats as the Saryn and the controling of Western Razanian is used by the crusaders to keep their position.

Ban Horroth Actions

Action 1: Clan Orhohon absorption.

  • Weight: Single.
  • Description: Clan Orhohon absorption program.
  • Duration: Year 1 of 3 (Warriors)
  • Difficulty: Small. Factors: + Very little casualties during assimilation battles

To overcome the initial hostility to being brought into the Nation by force of arms the following programme is introduced. The Orhohon military warrior structure is reduced to it’s core level and is restricted to internal police duties. four All Clan? bands are based within the Clanheath. Traders are encouraged to expand in all areas and various aid programmes supplicate the general economy. A program of fleshfood farm building is begun and growfood areas are expanded. Outland foodstuffs are introduced. Orhohon High Shaman are invited to the Capital to congress with other High Shaman.

  1. (-+00)= 0 Mixed

  • Traders very pleased with new opportunities -
  • Shaman now accept situation as correct +
  • General population welcome new produce.0
  • Local Warrior Caste still opposed to assimilation. 0

Surprisingly the Shaman jump on board and the Traders aren't to happy

Action 2 Increase the Order of Scouts.

  • Weight: Single.
  • Difficulty: Normal

Expansion of the Order of Scouts. (Trader Caste) The Order is to be increased from 2 bands to 4 and also granted increased powers to gather information from the human nations that surround the Horroth.

Scouts will now be trained in the use of human;one to one; contact and use of the concept of;trust;. The previous ban of being seen by general human population is revoked within the immediate contact areas. Observation posts to be increased and now will be shared with Warrior patrol bands.

0 (++-0) = +1 Success

  • new information on how to deal with humans +
  • not enough scouts to run expanded program +
  • Warrior Cast now wants more information on human activities -
  • Shaman Cast not happy with more human contact. 0

Action 3 Initial Discussions with remaining Out Clans to the North.

  • Weight: Single.
  • Difficulty: Hard

With the assimilation of Clan Orhohon there now remains just three Out Clans? in the north of Horroth Bakh? that are not within the Nation of the Horroth. Also with the assimilation of Clan Orhohon full contact is now possible with the Dramhon Clan who although within the Nation were linked before only by the eastern path alongside the Beddkh High peaks.

Separate delegations to each of the remaining Out Clans, Alkarhon Rolhohon and the most northern clan Beckarhon. They are to be asked to consider joining the Nation. To officially reach the Beckarhon travel rights will have to be agreed by the Rolhohon. The delegations will consist of members of the Royal Household and proper members of the Trader and Shaman, no Warrior members at these first talks. Indications are that the Rolhohon and Beckarhon will refuse to consider but that the Alkarhon may consider to consider.

  • Delegations speak for the great majority of horroth-
  • Force used against Orhohon 0
  • Until agreement to consider is agreed the advantages cannot be outlined 0
  • The disadvantages cannot be considered at this stage. -

0(-00-) = -2 Failure

Celpalar Actions

Action 1-2: The New Colonies

  • Fudge Points:0
  • Weight:2
  • Duration: (2,2,1,0,x,x,x,x,x,x)
  • Difficult: Normal

The colony building will continue.

The Ephors have noticed the great stall in the continual growth of the new colonies. However, with the expulsion of foreigners from all Celpali islands, they have decided to once again ask the Loria'Rathi (i think i spelled that right) for aid with the colonies. The L'R would not be asked to live directly with the new colonists, but to settle the lands more inland on the islands. The recent expulsion of foreigners will assist the L'R in their quest for isolation, and the expansion to new isles will allow their population to grow a little.

The request to the L'R will come in two fronts. The first being to help the engineers from Celpalar finish the road connecting the southern colonies. The second will be to go and start their own colonies on the inner portions of the northern islands. Extra supplies will be sent to assist them in any way possible on both fronts.

As usual, runners will also be sent out to all in Celpalar to see if anybody is desiring to assist in the growth of the new colonies. Their will be no request for colonists from the Razanians this year.

0 (00-+) +1 = +1 Success

  • Sub-parts
  • L'R to assist in Golaren 0
  • L'R to assist in northern colonies 0
  • Celpali volunteers -
  • Supplies +

The l'r give some help but not anything of significants. they supplies are in abudances for the year.

The L'R are a little reluctant to leave the comfort of their homeland. However, they do send a few emissaries to check on the conditions of the northern colonies, just in case future colonization is decided. They also help the engineers in southern Golaren understand how to better build roads to withstand the elements. A great influx of supplies from the central island of Celpalar and the previously established Golaren cities greatly assisted colony construction this year. In fact, so many supplies were prepared and sent that there is excess in preparation of next year.

Action 3: No Longer the same

  • Fudge Points:0
  • Weight: 1
  • Duration: (0,0,2,3,2,x,x,x,x,x)
  • Difficult: Normal

Finally, A breakthrough. The mages and smiths were finally able to make a temperature resistant metal. This year they will be focusing their work into that branch of the research. This research will be broken into a few different areas. The first is to reduce the price of the resistance. The second is to begin working some of the sample into working suits of armor.

A few of the lead smiths and mages in charge of the strengthening branch of the project have refused to give up their research in order to focus on the breakthrough. So, while a majority of the school will be focusing on temperature resistance, a few will be continuing the strength enhancing research.

Finally, seeing as this establishment was created primarily as a school, some of the smiths will be sent abroad to find likely apprentices to carry on the work and bring them back to begin their education.

0 (0+0+) = +2 Success

  • Sub-parts
  • Research - Price reduction (Temp) 0
  • Research - Armor creation (Temp) +
  • Research - Strength 0
  • Fresh meat...I mean, new recruits +

a number of new recruits show up, but sadly the price reduction is minimal, and unless different resources can be found they inventors aren't sure about lowering the prices.

The creation of the armor presented a new facet to the creation of the temperature resistant armor. Once the metal is cast/forged, it is highly resistant to any changes. This means that once the armor is created, its resistance to heat makes it incredibly difficult to alter. Many items were wasted throughout the trial process, but also many functioning suits were created. They were shown to have all the attributes that were desired. Unfortunately, the rareness of the resources required to make the alloy makes the creation of the suits a costly expense.

Another good turn for the year was the recruitment of many new apprentices to the forge. This came in the shape of both common people, and also a few gifted children that were also found. The magically gifted children will hopefully turn into the most valuable smiths for the nations future, as they will be able to blend both magic and smithcraft into their future works.

Action 4: The Razanian Coast

  • Fudge Points: 0
  • Weight: 1
  • Difficult: Normal
  • Duration: (3,2,x,x,x)

Reconstruction will continue on the Razanian coast. The efforts at the city at the mouth of the Taranta River will continue. With the harbor having been greatly improved, the work will now focus on fortifying the city of Taranta. The few engineers that arrived the previous year will be split into two groups. One group will work on the fortification of the city. The other will begin work on the infrastructure of the whole of the northern kingdoms. This year their focus will mainly be in Taranta, with special interest being given to how they could possibly fortify the southern border. To help aid in the reconstruction, extra supplies will be sent to the coast.

With the influx of trade into the area, many in Taranta are looking at the new leadership in a new light. With this in mind, recruiters are going to be running throughout the northern Razanians trying to find those who will be willing to work to improve the infrastructure throughout the kingdoms, and help repair what damage was caused throughout the war.

(0(0-00) = -1

  • Sub-parts
  • Improvement of Taranta 0
  • Engineers to check infrastructure -
  • Engineers to check southern defenses 0
  • Razanian Recruitment 0

Some Razanian's join, but over all it was just a very slow year.

As the results say. It was an extremely slow year on the coast. The recent political unrest from Aryisa spread some discontent among the Razanians of the northern kingdoms. Improvements in the city of Taranta continued, albeit slowly. However, the group of engineers that went to check the infrastructure were delayed. They were able to check some of the southern border, but before they could finish, they were hit with a sever bout of dysentery that prevented them from doing much of anything for the rest of the year. Hopefully they willl be better in time to do something useful next year.

Sedonian Actions?

Internal Events:

  • Crown Prince Yarrow and his wife, Princess Nickolian, become the
proud parents of a baby boy, who they name Arden, after the Emperor. About six months after the birth, the Crown Prince is transferred to Ft. Yarrow, Near Kajir, where he will assist in the design and construction of improved defenses for the town that has grown up around the legion fortress there.

Action 1 & 2: The Horse's Mouth

  • Weight: Double
  • Difficulty: Hard -1
  • Fudge Points: 4

The new Government pours more resources into ending the epidemic in Selaria's horse-herds. The additional military vets sent to the province suggest bringing in Selarian priests of Marmdal to help treat the afflicted herds(one of Marmdal's titles being Lord of Horses), which is duly done. Along with looking for the cure, they also search for a cause; the major possibilities being bad water, bad food, or a curse of some sort. One bright spark in Thalsedon remembers an intelligence report from Anuadan about their efforts to create fungal weapons that contaminate grain, so the possibility of bad food gets a slightly higher priority.

-1 (++-+) +1 = +2 Success

  • Prayers to Marmdal +
  • Investigate water +
  • Investigate food -
  • Investigate curse +

By virtue of elimination it has to be in the food, what it is in the food wasn't able to be determined.

Action 3: Looking Under the Rugs

  • Weight: Single
  • Difficulty: Normal 0
  • Fudge Points: 0

One of the underpinnings of Chancellor Bursom's new Government is his pledge to clean up the Ministries of corruption, which becomes the Government's second major domestic priority after the equine epidemic. The Ministry of Justice has a high enough proportion of Lusian Truthsayers attached to it that it is considered untainted; and the Ministry of Special Projects was never subjected to the influence of politics, with the high level appointments being under the Emperor's control, not the past Governments. Therefore, agents from those two Ministries are chosen to investigate the others.

Due to the unsettled international situation, it is decided not to disturb the functioning of the Foreign Ministry by subjecting it to investigation at this time, but this is merely a temporary deferment. The remaining Ministries--War, Finance, Interior, and Agriculture--will be thoroughly examined for purchasing fraud, embezzlement, nepotism, incompetence, solicitation of bribery, and treason. The investigation will extend not only to current staff but also to former Ministers and Underministers in previous governments.

0 (00+0) = +1 Success

  • Ministry of War 0
  • Ministry of Finance 0
  • Ministry of the Interior +
  • Ministry of Agriculture 0

umm Have fun with this one.

The investigations of War and Finance turn up only petty, disorganized corruption at low levels, while the investigation of Agriculture reveals not so much corruption as incompetence. Interior, however, has a big corruption problem; or rather, it has several unrelated medium-sized corruption problems in multiple departments. Not surprising, given the opportunities for corruption that can be found within the Interior Ministry:

  • Bureau of Roads: Kickbacks in exchange for preferential assignment
of road construction contracts
  • Bureau of Mines: Embezzlement of royalties from mines on Imperial
lands
  • Bureau of Mines: Kickbacks in exchange for under-reporting
production at Imperial salt mines, the excess production being smuggled and sold untaxed
  • Bureau of Water: As in the Bureau of Roads, kickbacks in exchange
for preferential assignment of lock, weir, dam, and aqueduct construction contracts
  • Bureau of Licensing: Too many possibilities to list

Domestically, Chancellor Bursom is going to be so busy cleaning up the mess at Interior next year that responsibility for overseeing Sedonian foreign policy is going to rest with the Emperor . . .

Action 4: If You Would Have Peace . . .

  • Weight: Single
  • Difficulty: Normal 0
  • Fudge Points: 0

The Foreign Ministry having issued an official communique regarding the situation in Jabau, the Sedonian Government takes steps to implement the actions outlined in it. The Sedonian Home and Northern Fleets are tasked with providing escorts for convoys of merchants to the ports in the crisis zone (Jabua, Elanbar, and Rimriverton). Also as a precaution, 14th Legion in Far Kajir is detached from IV Corps and ordered to be transported to Tolmersa to reinforce the naval garrison there, and five of the most modern ships in the Fleet are sent to reinforce Admiral gyo Inibar's Straits Fleet based on Tolmersa.

All the Sedonian naval commanders being sent in to the conflict zone are told, on pain of execution, not to start anything with anybody, but they are allowed to defend themselves if they or any merchants they are escorting are attacked.

Meanwhile, the Foreign Ministry sends out feelers to Kaeir and Milakanur as to the possibility of a summit meeting in a neutral location to resolve the crisis. They also consult with representatives from Rhudyn and Mir, as well.

(-+0-) = -1 Failure

  • Transport 14th Legion to Tolmersa -
  • Reinforce Straits Fleet +
  • Set up Merchant Convoys to ports in the conflict zone 0
  • Offer to mediate settlement -

I think the sub say everything.

I'm going to call it that the failure to reinforce with 14th Legion is the result of someone pointing out that there isn't really enough room to house the whole legion on the Island.

As for the failure of the offer to mediate, that's a wash, because Rhudyn looks to be taking the lead on that idea anyway.

Rhudyn Actions

Action 1: The Summit

  • Weight: 1
  • Difficulty: Norm
  • Fudge:8

Basically Rhudyn want to make a bang up impression on the world leaders that are coming into Rhudyn for the Summit. The city will be thoroughly cleaned and new bright Rhudyn flags and banners will be supplied to shops and homes everywhere to show pride. The soldiers in Port Annorur will have their armor re outfitted to be spotless. The white granite streets will be cleaned and polished to perfection. Not only Annorur but all of the main cities in Rhudyn will go through this process. Also the highways will be cleaned and polished in the same manner. The palace that will be holding all of the guest and the summit will be redecorated to match the nation that the members represent. The goal is to make a long standing and great impression on all of the national leaders. Rhudyn is to have the utmost appearance of power, unity, and sophistication. Since all of the nations except for Mir has stated that their governing branch will be attending the summit this is a good opportunity to show Mid Sea? Rhudyn is a place of majesty.

0 (++++) = +4 Succes

  • Actual results of work +
  • Impression made on each participating nation +
  • other parts of Rhudyn looking good +
  • Luck +

The summit will take place on the week of the festival of the Lord of the Sea and the International Championship of Ishmut will be held as well during the summit so those are a few of the things that will be happening around the time so reactions to these event might give a direction to your responses, also you can assume there will be formal dinners everynight and a ball on the last night.

I would like to ask for a response from the leaders of the nations please? As this is the first time for most of them to come to Rhudyn I dont want to give your leaders responses, I would rather that yall did, plus it gives you fudge points.

So Rhudyn itself nation wide becomes clean and beautiful in the cities and the highways. The roads are polished to a beautiful sheen that makes it looked like the roads are actually pure ivory to walked on. Everywhere the officials and foriegners will look a crisp bright banner will be hung for Rhudyn. The palace itself looks as if it had been restored to its former youth right after it had been built. The grounds are imaculate and the soldiers around the palace look almost like fine polished statues. Any military commander or guard passing by can clearly see that the soldiers in the area are fiercly trained and would be highly dangerous in battle.

Action 2: A Little Trip

  • Weight: 1
  • Difficulty: Norm
  • Fudge:

In response to the found lost city King Rhudyn has commissioned a group of mountain men and soldiers to travel to the lost city using the maps made by Luindon*.* The group is to follow the path made and report back. A group of soldiers will be left in the area with a mage to help. Upon the return of the group more supplies will be sent in order to keep the men well supplied. Thereafter one group a month will be commissioned to visit the area. The expectancy is that the trip will take three months to get there and back. Nine groups other than the first will be commissioned to travel to the city stay for a month to help learn of the city and return. The soldiers left will be left in charge of setting up a small military outpost.

(-00-) = -2 Failure

  • First group -
  • Accuracy the maps made by the first excursion 0
  • Setting up a small military outpost 0
  • Luck -

The group never makes it and no one ever hears from them again. carinage from some type of battle is found but that is all.

Action 3: Knowledge is Power

  • Weight: 1
  • Difficulty: Norm
  • Fudge:0
  • Duration: 3rd

With the incredible success of last year in cleaning out the spies in Rhudyn the time is right to establish a strong intelligence network. More recruits will be taken and the overall structure of the program will be widened. The focus is still currently on developing a very strong anti-spy network in Rhudyn and having it in place before infiltration is again tried. Also some of the spies more disloyal to their own nations that were captured will be hired as counter intelligence officers. They will be used to infiltrate networks in their homelands and keep Rhudyn up to date with who is being sent to Rhudyn as spies.

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

  • Recruiting +
  • Hiring foreign spies 0
  • Structure Growth -
  • Luck 0

The spy recruits are found, but chaos ensuses with the organization.

Will be a 6 year project. (lengthened because of initial success)

Action 4: Appeasing the Lord of the Sea

  • Weight: 1
  • Difficulty: Norm
  • Fudge: 0
  • Duration: (x,x,x,x,x,)

The temple will begin its first stages of construction, mainly plans and shipment of supplies.

(00+-) = 0 Mixed

The nightmares stop and the Lord of the Sea provides a vision to the Tower of Light in response to the lost ancient city that has been found. Aslo in response the Lord of the Sea has blessed the spot of the temple by changing the color of the coral reef around the area, the bay is now a full bright red all the way across where the coral is. The coral also seems to give off a faint light at night that actually rises from the water.

  • Plans 0
  • Supplies 0
  • God's reaction +
  • Luck-

Action 5: A Watchful Eye

  • Weight: 1
  • Difficulty: Norm
  • Fudge:
  • Duration: (1,1,x,x)

The construction of the scrying towers will be continued all over Rhudyn in the selected sites.

(-+0+) -1 = 0

  • Construction -
  • Supplies +
  • Completion of Any 0
  • Luck +

Action 6: Take a Look its in a Book

  • Weight:
  • Difficulty: Very Easy +2 (they are just copying books one at a time)
  • Fudge:0
  • Duration: (x, x, x, x)

With Rhudyn in control of Sout they will begin copying the library of the university to try and expand the knowledge avaliable to Rhudyn scholars. Rhudyn schollars will travel to Sout and begin copying the books and will then take them back to the Rhudyn University.

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

Milakanur Actions

Action 1-3: A Good Neighbor

  • Fudge Points: 4
  • Weight: 2
  • Difficult: Normal

With the Sanoukhate officially requesting Milakanur to reinstate the protectorships the Per Aa? prepares his forces. The Guard of the Per Aa? will march in with him in the front leading the army. Following will be a force of two thousand men in their parade uniforms. The parade will be fun for the people much like an egyptian mardi-gras but will also show the power of the Milakanuri warriors now being sent to protect the Sanoukhate. A naval unit of 40 ships will also sail into the harbor for the celebration. As there are still military forces in the surrounding region to the immediate east still acting as protectorate for the area, they will quickly move in and take control if Kaeir should try to stop the movement. The Per Aa? will also have the full military, including its provisional armies activated for conflicts whether in the Jabausi territory or in defense of the state itself.

With the troop movement done, the official reinstatement of the protectorate will be in place. The preparations have already been made; troop movement is all that needs to take place.

-1 (+++-) +2 = +3 Success

  • Troop movement +
  • Parade +
  • Milakanur taking control +
  • Luck -

The transfer of power is successful. The streets are lined with cheering citzens which disturbes some of the local Kaeirens

Action 4: The Neo-Pagans

In honor of the new religion that Milakanur has won support from, Milakanur will announce the building of a temple in Port Jabua to honor them. Contacts deep in the neo-pagan religion will be used to ask the sister of the prophet what they would like the temple to look like and what should it have.

0 (++-0) = +1 Success

  • Neo-Pagan reaction +
  • Neo-Pagan leader response +
  • Plans -
  • Luck 0

In the chaos of everything else going one actually plans aren't forth coming. the Neo pagen's are glade to have found support with an established nation.

Kaeirean Actions

Action 1. Is there something there? And what's going on?

Using both the limited Kaeirean intelligence network in Port Jabau-Akbari-Kelshirserai, more extensive Kaeirean trade network, and the contacts between the Nachtshutz and the Brotherhood - the Republic orders an investigation into the increasing unpopularity of Kaeir in the Calarnar over the last few years.

These two networks draws on readily available information - diplomatic/intelligence contacts for the former, trade contacts and local business partners, and religious-philosophical like-minded ties between the Nachtshutz and their brethren in the Brotherhood.

A series of criteria are to be addressed in this investigation:

  • What are the causes of increased unpopularity in the region?
  • What are the local, if any, complaints against Kaeir?
  • What are the best means for improving Kaeir's popularity in the region (both overt and covert actions)?

A fourth criteria is given to the intelligence investigations (only):

  • Is there or are there third party or foreign agencies behind any of the unpopularity?

  • Difficulty: Hard (seeking broad range of information)
  • Duration: 1 of 4 (X,X,X,X).
  • Fudge points: 2

-1 (+--+) = -1 Failure

Not much information is gathered, and most of it from the commonwealth itself. The general feel is that the Kaeir are interfering in what is Shanar affairs not theres. There are hints at more, but the other tide bits are so random that it is impossible to determine what is and isn't fact or just one persons view.

The Kaeirean Intelligence Service reports to the Eternal Consul that they haven't turned up anything concrete yet, but previously held suspicions seem to be marginally more rational in the light of secondary, less concrete, information sources.

2. Deep Sea Vessels (+2, +1, X, X).

The Deep Sea Project continues its experimental production of deep sea hull technology, with this year seeing the introduction of industrial scale manufacturing to the research.

  • Difficulty: Moderate (now in production phase).
  • Duration: 3 of 4 (+2, +1, X, X).
  • Key Elements: Arsenal of Kahshaarton, Arsenal of Saltrimcomte.

  • Key Factors:
  • + Arsenals of Kaeir home to some of the best and most-skilled shipwrights in Qaiyore (legacy of Ka'Shari influence)
  • + Success in theory side

0 (0-0+) = 0

Work continues successfully, though without the major progress of previous years.

3. Mage-archery (an action a long time in the making)

note: This is secret by default, since it occurs on an isolated island owned by the Kaeirean Nachtshutz. Its not secret by design, but very very few people will know about it, and no one outside of the Nachtshutz will know of the magical technology. It's also been an action that's been sitting at the back of my mind for a long time lol, but haven't had the space or motivation to get it going. Ironically, it touches on the discussion about explosives - in theory i guess it could be modified to larger ranged weaponry, though i tend to think a key to its success is the personal effort required of an archer (as opposed to the more mechanical crossbow or catapault).

The Kaeirean Nightbrothers, the Nachtshutz, finally approve a research program that one of the Masters of Alchemy has been requesting approval for for a good ten years now.

Put simply, the alchemist Nightbrother, Matteo Nightwalker, intends to combine the Nachtshutz binding sorcery and its blood catalyst with archery to provide greater range to mass-destruction combat sorcery.

In his report to the Council of the Kaeirean Order of the Nachtshutz (Cot KOot N? ), Master Matteo outlines the theory he has developed whose practical application he now seeks to perfect. A bow is enchanted with the same type of binding markings as a Nightbrother's binding tattoos - in the example, an explosive fireball spell and a temporary containment spell. the application of a minute amount of blood to the bow markings, and then to the similiarly marked arrows, activates both spells once the arrow is drawn.

The mage-archer then pours energy into the fireball spell, simultaneously maintaining the containment spell, creating a super-dense explosive ball of fire. The mage-archer then releases the arrow, only releasing the containment spell (and therefore allowing the super-dense explosive ball of fire to explode) when the arrow has reached its target. This maximises the destructive force of the spell, and would be particularly suited to naval warfare. The Eternal Consul, Avan Nightwalker, in his capacity as the Grandmaster of the Nachtshutz, the Kaeirean Order of the Nightguard, is the principle reason for the approval of the project, and allocates a considerable budget to Master Matteo for his research from the coffers of the Office of the Eternal Consul.

Once perfected, the sorcerous technology can be easily utilised by the Nachtshutz, as binding magick and archery are two skills that all initiated Nachtshutzmen have learnt (meaning it could be later shared with the northern Qaiyore Nightbrothers if desired)

  • Duration: 1 of 1 (Double action).
  • Difficulty: Moderate (the only difficulty previously has been obtaining sufficient research materials/support)
  • Key Elements: Kaeireanische Ordos de Nachtshutz (KOd Ns? ) and the Office of the Eternal Consul of the Holy and Green Republic of Kaeir (OECHGRK)

-1 (0--0) = -3 Failure

It went boom and all resources were destroyed in the explosion.

Despite the fact that the Master of Alchemy involved in the research possesses all the skills involved in mage-archery at a high level, fortune and perhaps even the weather cause the effort to develop it into a more easily taught sorcerous skill to fail.

Action 4:Parlay with Rimriverton

Having presented his offer of peace and amnesty to Lord Huacoatl of Rimriverton already via a Republican Fleet messenger, Lord-Consul Avan Nightwalker sails to Rimriverton to enter into personal negotiations with Lord Huacoatl.

A permanent and unconditional amnesty (no retribution at any point in the future against any resident of Rimriverton) is offered to all residents of Rimriverton, Huacoatl is offered the governorship of Rimriverton and appointment to the newly created Eastern Command to be located in Rimriverton, Huacoatl would be given a permanent seat on the executive Council of State, the Huacoatl militia would be transformed into a standing military force stationed in Rimriverton, all children of any Kaeirean-Panchayyah couples in Rimriverton would be recognised as full Kaeirean citizens with the accompanying legal rights and privileges, Kaeirean-Panchayyah merchant houses based out of Rimriverton of sufficient financial standing would be granted hereditary lordships in the 1480 Republican Assembly, the Commonwealth of Rimriverton would be granted departmente-level political status replacing its old status as only a special municipality, and property lost by Rimriverton residents during the civil war would be returned or duely compensated by the Republic.

Avan also informs Huacoatl, that if he accepts Avan's offer, the bulk of letters of marque that Republic will be soon issuing will go to merchant houses operating in Rimriverton, with all of the associated economic benefits that such operations would bring to Rimriverton.

Avan though, is flexible in his negotiations with Huacoatl (well, save for the Rimriverton 'declaration of independence' - autonomy yes, independence no), and thus Avan is not opposed to some further compromise with Huacoatl (on top of Avan's compromises in the peace offer already) in order to completely settle the Rimriverton Question.

At the same time, Avan personally compensates those loyalist/Consularist houses back in Kaeir that suffered personal or financial losses at the hands of the rebels when the civil war broke out in Rimriverton.

  • Key Elements: Lord-Consul Avan Nightwalker, Lord Huacoatl (surviving rebel Triumvirate leader).
  • Difficulty: Moderate-Hard (civil war is effectively over, and the Consular and Rebel forces are basically at a standstill, with a renewed period of
conflict required to settle the status of Rimriverton
  • Fudge points: 4

  • Factors:
  • + Civil war is almost over.
  • + No one really wants to settle this issue through violence and more bloodshed.
  • + Avan making many very generous concessions
  • + Huacoatl will understand and agree with Avan's concerns about Port Jabau/Milakanur.
  • + Avan putting himself at personal risk by going to Rimriverton, but this demonstrates his earnestness and sincerity.
  • - Rimriverton isn't in desparate circumstances, so could survive if Huacoatl rejects Avan's attempt to find peace.

-1 (+++0) +2 Success

they say yes

A smashing success. Orders fly between Kaeirduc and Rimriverton as the last holdout of rebels is reintegrated into the Republic.

Despite setbacks in other political theatres, the final victory of the Pax Avanica and the end of the civil war sends a flurry of hope and energy throughout the Republic.

Action 5. Public Relations of the kind you just can't buy.

The Kaeirean Ambassador to the Commonwealth of the Shanariyyah meets with the Talis of the Commonwealth, and offers the Commonwealth on behalf of the Holy and Green Republic of Kaeir a treaty in which Kaeir promises to defend the Commonwealth should the Commonwealth be attacked or the Commonwealth's interests be threatened, without any obligation by the Commonwealth to do the same for the Republic, if and when the Commonwealth should ask for Kaeir's help.

Kaeir also, within this treaty, recognises the lands of the Sons of Shanar as being within the Commonwealth's sphere of influence. As part of this recognition, Kaeir surrenders to the Commonwealth any claim Kaeir may have had on any territories within this area, and promises to support any claim the Commonwealth may make in the future on any wayward territories in this area. As part of this, Kaeir also recognises that the Talis of the Commonwealth is best suited to deciding on political matters that affects the Millati Sea, and Kaeir will therefore heed the Talis's advice on such things.

Furthermore, the Lord-Consul, as nominal head of the Kaeiro-Millati Church, recognises the Talis of the Commonwealth as supreme head of the universal Church, and as the final authority in all spiritual matters of the universal Millati Church. The Lord-Consul also invites the Talis to appoint a Personal Spiritual Emmissary to Kaeir to advise the Kaeiro-Millati Church, and its Cathedral-Congregation of Keepers, on spiritual matters, since the Consul is concerned that Kaeirean Millati may need guidance from their elder Shanari brothers.

The only request on the part of Kaeir is that the Talis endorse the Lord-Consul's use of the religious title "Defender of the Path" (and its Shanari-language equivalent) as part of his official Kaeirean titles.

  • Fudge points: 2
  • Difficulty: Easy (the Talis gains a lot without having to give anything concrete).
  • Key Elements: Kaeirean Ambassador/Lord-Consul, the Talis of the Commonwealth of the Shanariyyah.

  • Factors:
  • + Bucketloads of sweeteners appealing to the spiritual half of the Talis's authority
  • + Reinforces Talis's spiritual authority at home (currently contested by the Faymiyuniyya clan, the descendents of the Millati prophet, the Conveyor
Faymiyun - they claim the Conveyor's spiritual authority was handed down to his descendents, not the elected head of the Commonwealth).
  • + Obligation-free commitment by Kaeir to defend the Commonwealth (possibly causing some Shanari to ask who Kaeir is so concerned will attack the Commonwealth? hmm....)
  • + Feel-good religious politics always easy to sell back home (be it Kaeir, President Bush of the US, or my own Prime Minister, Kevin Rudd)

0 (+-0+) = +1 Success

The Commonwealth say they would like to look at the exact wording of the treaty before officially signing but they are really interested.

Well, the treaty is the same as the letter sent a few weeks ago to the Commonwealth by Avan, but i'll expand that into a 'treaty' format

Mir

Action 1 - 3: Exploration

With the actual negotiating done Mir begin preperations for its expiditions. The Ships are prepared. They are inspected supplies, and so forth. Their crews are choosen. Notice is sent to the various goverments interested that they need to let Mir know if they are interested in sending a rep for suppling needs. Also supply station are preped at Ayrisa city and on the large island so that when the ships come next year they will be ready.

  • Difficulty: Hard
  • FP: (4)
  • Weight:Triple

  • Ships: +
  • Crew: +
  • Supply depos: +
  • Luck: -

Results: Hard (-1) +2(+++-) +3 = +4 Great success

* Results so far: (+4,x,x) (preparing the fleet, sailing there, sailing back).

Action 4: Temple

Start building.

  • Difficulty: Normal
  • FP: 0
  • Weight:single

  • Select architect: +
  • Resources: -
  • Work crew: +
  • Luck: 0

Results: Normal (0) +1(+-+0) = +1 Success

  • Results so far: (+3,0,+2,+1,x)

The Archmage finally settles on a young, but eager and promising candidate for the architect, and the selection proves fortunate. Due to the long delays it takes considerable amount of time to start resources for the building to begin to flow, but with excellent workcrew the actual building commences with speed.

-- Chad Powell - 17 Jan 2008

Topic revision: r9 - 22 Feb 2008 - 05:37:25 - Chad Powell
 
This site is powered by the TWiki collaboration platformCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding TWiki? Send feedback