Ban Horroth Actions

Action 1: Clan Orhohon absorption program Year 3 of 3 (Warriors)
  • Difficulty: None
  • Weight: Single
  • Fudge: 0

    Description This is the last year of the program, which unites the
    Orhohon clan with the nation. All sections of the clan now accept the
    advantages of joining and even the Warriors opposition is now purely
    functional and they will accept the "binding" as "correct" as soon as
    the three-year period has finished. They are already discussing details
    of troop reorganisation with the All Clan? commander. The last few of
    those who disagree with the binding have moved to the Bekarhon area.

  • Subparts:Trade with other national clans now common

  • More flesh and grow produce available
  • New public building program finished
  • New Hakkarbakh (hospital) being built

0 (-0-0) = -2 Failure

  • Response:
Unexpectedly there is still some sections of the general populace that resist the absorption into the Nation. A further year of programs for 1482 is hurriedly planned. It emerges that the decision to send two Orhohon warbands down south to take part in the combined manoeuvres was a mistake. It allowed rumours to develop that they were to be used as %u201Cenemy forces%u201D and decimated. The forced drafting and removal down south of a number of river raft specialists for an unknown reason caused further disquiet. The High Council is however expanded to admit the statuary two Orhohon members for 1481.


Action 2. A foot in the water
  • Difficulty: Hard
  • Weight: Single
  • Fudge: 3

    Description. For many years the horroth have studied the Kaierian trade
    riverboats that travel between the Kaierian port of Riverton and
    Ghainnorbakh. Warrior architects and builders have been advised on
    sailing techniques and methods and also ship construction but were
    never happy with these high hulled, sail powered boats. They felt such
    ships could not be adapted for horroth working. However since the local
    canoes and longboats of the Panchayya began arriving at the new Bhaktim
    river trade post near the town of Narkarbakh they saw possibilities in
    these designs. The various flat and narrow bottomed with out-riggers
    and oar propelled were in many ways similar to their traditional river
    rafts but a vast improvement. Thus the Warrior caste has begun to test
    various types of river craft, both for the transport of goods and
    secondly for the transport of warriors or scouts on the numerous rivers
    that flow from the Rim Mountains. The first watercraft station has been
    constructed on the Bhaktim river next to the trade post.

  • Subparts: Six types of human craft available to be adapted for trials
  • Experienced with punt pole navigation and ankor dragging
  • No experience with oar navigation or rudder control
  • Very few experienced horroth raft users available

-1 (+00-) = -1 Failure

  • Response:
The building of the experimental craft takes far longer then expected, the various specialists constantly argue over details and construction methods and the Panchayya prove useless as advisors. All Panchayyan are brought up in a river environment and most are at home in a river craft by the age of five. Teaching the horroth who dislike water and like to proceed in a logical manner is boring. The trails are chaotic and in the end all of the craft either sink or prove unmanageable. The only consolation is that relations with the various panchayyan tribes are improved. The High Council decide that the only practical way is to ask Kaeir to provide expert help in building a suitable river craft and so contact the new Rimriverton Republic. Suitable buildings for human use are quickly constructed at Bhaktim river station.


Action 3. Field Manoeuvres.
  • Difficulty: None
  • Weight: Single
  • Fudge: 3

    Description. The Warrior caste has still not completed its protracted
    study and consultations between the various clan groups regarding the
    combining of the individual war bands and troops into a national
    structure. The recent Orhohon assimilation conflict saw up to 4500
    horroth from a number of clans involved in the assault on the Orhohon
    defences and occupation of clan settlements. However there were many
    problems as well and in some cases there was confusion over the command
    of some large groupings. Since the refusal last year of the northern
    out clans to co-operate in the national census taking the King has now
    lost patience, put his foot down and demanded that something be done.
    To appease him, and also to put into practise some Kaeirian advice on
    how to conduct large forces in manoeuvres over open ground (an unusual
    situation for the horroth) and also to have some experience in the
    large set piece battles that men normally prefer, a number of exercises
    will be conducted in the mainly flat area between the Pohokh and
    Torrolk peaks. The largest will involve over 8000 warriors and also the
    Trader caste will provide a further 1200 scouts. The King and the whole
    High Council will watch the show, as will the Kaeirian military attaché
    staff from their embassy.

  • Subparts: Kaeirian military advisors available
  • Commanders and troops willing to learn
  • First time for whole army to manoeuvre
  • Worry of total cock up in front of King

0 (+0++) = +3 Success the king is very impressed witht he army.

  • Response:
The total success of the manoeuvres has far reaching results. The King was pleased. The Warriors were pleased. The Traders were pleased and the concept of combined manoeuvres between the two military organisations is now firmly accepted. The Shaman caste was also impressed by the displayed military power and organisation of the horroth, so much so that it decides to openly debate as to if Shaman power might also contribute in an official way to warfare. This has been a taboo subject up to now. Shaman have been involved in some disagreements in the past and some very nasty things have happened over time, but no one has talked about them. The only cloud on the horizon was the unfortunate death of one of the Kaeirian military advisors present during the manoeuvres. This happened in the second week of the manoeuvres and occurred during a staged formal advance and charge display in honour of the King.

The 4th Banbakh Warband had been drawn up in attack formation on the main parade ground before the King%u2019s podium and spectator banks. The High Council, War staff, Clan leaders and the seven human kaeirian military advisors all gazed in expectation at the double line of 800 troops some 300 yards in front of them. A long high horn sounded and the 800 began to advance towards them at walking speed. Moving on all four limbs they moved slowly for the first 50 yards during which their officers gave the advance call %u201CHiYaKa%u201D to which the troops responded %u201CHo Ho!%u201D At 300 yards the line broke into the fast walk and was now moving at about 10 mph. At 200 yards the lead officer shouted %u201CYa!%u201D and the line started to lope, it was now moving quickly and silently at over 15 mph.

And at finally at just over 100yds from the spectators a shout of %u201CKa!%u201D sent the 800 into the fast attack lope. They now were racing towards the King and spectators at almost 25 mph. It took just 4 seconds before they were almost on the spectators and then they all launched themselves forward, leaping high into the air and at the same time the war clubs were drawn from back holders, swung up high and as the 800 landed in unison just a yard from the bank all shouting %u201CKaaa!%u201D the clubs came down on 800 pots that lined the banks. The pots had been filled with a fine red dust, which rose in a cloud covering both spectators and troops. It was very effective and then the warband again raised their clubs in honour of their King, spun around left as one, and loped away into the distance.

It was then that some confusion was noticed amongst the humans. Two of them had collapsed, one was now sitting on the bank and being comforted by others. However the second was prone on the ground and not moving. All the men appeared shaken and drained. They were quickly helped from the area. The kaeirians confirmed that their comrade had died from unknown causes and that due to the condition of the other casualty they wished to return to their embassy in Banbakh as soon as possible. The King visited them before they left and conveyed his sorrow at the unfortunate event.

An investigation was ordered into the incident. The kaeirians had not informed the horroth liaison staff of the cause of death and in fact never did so. They refuse to discuss the incident. However since the event various liaison staff have either overheard comments or obtained opinions from kaeirians that the man had died from a sudden heart attack and specifically that %u201Che had been frightened to death%u201D. The other man affected had also been in a state of terror. The investigation also noted that it had been observed that all the humans had displayed signs of discomfiture and agitation during a %u201Clope past%u201D of four scout troops and a slinger warband a few days previous. The investigation continues and has been passed to the Shaman caste.


Action 4. Expedition to the coast.
  • Difficulty: Hard
  • Weight: Single
  • Fudge: 5

    Description The northern clan Bekarhon is the third largest of the
    horroth settlements and was founded over 780 years ago by the second
    out Prince who travelled north to do so from the Citadel. Ghainnorbakh
    had been the first to be established some 60 years earlier, far down in
    the south of the mountains. The Bekarhon in fact were the first horroth
    to contact humans after the emergence from the Citadel and thus bore
    the brunt of hostile reaction to the re-appearance of the "lizard men"
    and "drakonians". Thus they still have an ingrained view of men as
    vicious, savage creatures to be avoided at all costs. The fact that the
    eastern side of their mountains looked down on the constantly warring
    Razanians and the west overlooked the uncivilised warring tribes of the
    Panchayya didn't help either. They are now faced by pressure from the
    JoinedHorroth to the south and are aware that in the end they may well
    have to retreat further north into areas not really fully explored.
    They know the rim mountains reach right up to the sea on the Kelshiri
    coast and so a fully equipped expedition is to be mounted to firstly
    find suitable settlement sites further north and also explore the
    coastal area and the extent of human activity in the foothills there.

  • Factors: 100 fully equipped warriors with goat train
  • Large uggy bands known to be in high peaks
  • Coastline is 50 miles wide and 150 miles away
  • Unknown human activity and distribution

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

  • Response:
The Bekarhon inform their binded clan the Alkarhon, of the complete success of the mission to the coast. Three suitable settlement sites were located and also the lowlands of the Kalshiri coast and the human coastal nation of Bernar (taken from old information given by the Kaeirens to the Joined Horroth? ) are physically separated by five miles of high cliffs that march out in to the sea. There are no human settlements along the 50-mile stretch of foothills surveyed. The ruins of a number of ancient pre-plague horroth settlements and barrack heaths were also found, two of which had very strong emanations. Both clans begin to plan out-settlements and shaman lead surveys of the ruins. The Bekarhon also dispatch scout and warrior troops to continue the exploration of the far northern highlands and to construct wayheaths.

Bel'AdneActions


ACTION 1: Steelworks (2 of 5)
  • Difficulty: Fair (Kaeir aid)
  • Weight: Double
  • Fudge points: 4 fudgepoints

    The works on the steelworks continues towards a massive industrial complex
    for producing high-quality steel instruments, tools and wepons for bel.

    Requests will also be sent to Milakanur, Kaeir and Celpalar to recruit or
    loan smiths to help strengthen Bel metal tech. If they agree, then that
    will also help the project.

    Bel agents in rest of Qaiyore North try to recruit smiths from local cities.

    Kaeir has agreed to help with technology, send their arsenal-smiths, and
    companies of kaeirean engineers. Celpalar has agreed to lend Bel several of
    their smiths. Mil may help, but waiting for Brandon to reply.

  • Subparts:
  • Build steelworks
  • Recruit smiths from Qaiyore North
  • Luck

0 (++0+) = +3 Success

The central foundry of the Tanat Steelworks is completed but none of the specialised manufacturing lines have been completed yet. Project managers expect that it will be at least another year before any level of production is seen.

The Kaeirean Engineers help even further with the building of improved tools and equipment for the refinment, purification and creation of steel.

Three groups of Beladine smiths have completed their first year of training by the Kaeirean, Milakanuri and Celpali smiths. By the end of the project, the three groups of native Beladine smiths will have been successfully taught by one of the three groups of foreign smiths (so there will be a group of Kaeirean-trained Beladine smiths, a group of Milakanuri-trainde Beladine smiths and a group of Celpali-trained Beladine smiths). These smiths of the Beladine nationality of Rian a'Ardavaerand represent the best smiths of the Beladine smithing tradition.

Under the New Order of Rian a'Ardavaerand, the various ethnic groups of Ardavaerand are referred to as major or minor "nationalities" of the Rian. The dominant nationality are the people of the land between the desert and the mountains, the Beladine. The second major nationality are the Sanarine, the millenia-ago Beladinized Shanari of Sanaremeyn Canton. The first minor nationality are the Sentoleyna'pyrine of the Hria Kivir. The newest nationality is the Nunda'avaerlyrine, the people of the valleys of the western river. Collectively, the various nationalities make up the Ardavaerandian people.


ACTION 2-4: Invading Hria
  • Difficulty: Moderate (overwhelming numbers and strength).
  • Weight: Triple
  • Fudge points: 4 fudgepoints

    All pretences is thrown aside and the Raenath with the support of the High
    Melcuranin Council declare war on the Hria.

    Space is needed for the overpopulated population of the Bel'Adne, and the
    High Melcuranin Council decide that two problems can be solved by conquering
    Hria: ensuring the assimilation of the Sentoleyna'Pyr by eliminating any
    Hria opposition, and by freeing up the sparsely populated and greatly
    under-utilised lands of the Hria for Beladine settlement.

    And so, Raenath Lughri XXXI declares war on the Hria, and declares the
    beginning of a New Order for the Bel'Adine - the Riana'Ardavaerand.

  • Military parts:

    A) The Raenath Lughri XXXI sends Duke Slainte mac Fitz, Commander of the
    Beladine Army, with the 20,400 strong elite Frontiersmen (4 Legions) and
    61,200 Mountaineers (12 Legions), to conquer Hria. This Army is sent to
    secure the Hria breadbowl - the shaka growing region around Ro, then moving
    on to conquer Shalpath then Bega.

    B) A second army under the command of Earl Eochaid mac Echdach, Commander of
    Central Command, is sent in to secure the eastern foothills, crushing all
    military resistance, and ensure the safeness of supply lines to the main
    army. Earl Eochaid commands 4 Home Legions (20,400). Earl Eochaid's army
    has 2 duties, to guard supplies to Duke Slainte's army, and sweep eastern
    Hria clean of resistance.

    A massive contingent of Melcuranin accompany the military force to provide
    magical support. Lughri also orders the Lachcuranmalareyn, the
    Nightbrothers, to send as many battle-capable Nightbrother-Melcuranin as
    well.

    The goal is to defeat any Hria military forces, capture the Hria cities, and
    capture as many Hria monks as possible (monks being the government).

    All captured monks are to be deported back to Dun Tanat.

    Before every battle, Hria soldiers and monks are offered the chance to
    surrender and serve the New Order that Bel'Adne is building in the North and
    will be well rewarded. Those who surrender are also to be deportd back to
    Dun Tanat.

  • Subparts:
  • Lachcuranmalareyn Melcuranin Nightbrothers providing warmagic-trained sorcerers
  • Defeat Hria military
  • Capture Hria cities
  • Capture Hria forces

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

The invasion begins and the trip through the mountians, but the trip takes longer then expected and grants the Hria troops enough warning to place opposition within the mountians. The Beladne army is able to eventually able to push past them and secure the mountians range and route, but not before the have lost the element of suprise and the Hria forces are gathered to opose them.

Word of War in the Northwest reaches Midsea.

The Ardthoreyn, under the command of Duke Slainte mac Fitz, has reached Hria, and established a base in the provincial capital of Myl'te, a mining and te'ngk herding centre and an important pilgrimage centre as it is the source of the Bega River.

The 81,600 men of the 4 Frontiersmen Legions of the Southern Command (20,400) and the 12 Mountaineer Legions of Northern Command (61,200) are gathered at Myl'te and prepare to advance on the Nund'Avaerlyr (Valley of the Western River) and seize the shaka-growing settlements of central Hria by capturing the city of Ro (largest city of the shaka-breadbasket of central Hria, located at western end of shaka-growing area).

Earl Eochaid mac Echdach, Commander of the Central Command, continues to ensure the security and stability of the trade route back to the western Mantol river, when supplies from the four Beladine cantons are gathered and then transported across the mountains. His four Home Legions (20,400) clear out any pockets of Hria resistance that could threaten supply lines.

Under the Earl's command Ardavaerandian control of other Hria settlements in the Eastern Foothills is secured - Biri (2000 people), in the middle of the range, and Tolshath (1000 people) high in the southern Hria mountains are captured and garrisoned.

This leaves only Sfiri in the northern zone of the Hria Kivir outside of the Earl's command, though Earl Eochaid plans to march on Sfiri with a small force as soon as winter breaks in the mountain range so as to secure the northern flank of the Eastern Foothills.

The confidence of the soldiers of the Ardthoreyn in the war is boosted by the arrival of a large contingent of Lachcuranmalareyn just as the Ardthoreyn was about to march from Mantol, which greatly boosts the magical capabilities of the Ardavaerandian invasion force. Viscount Aed mac Fergusa of the Lachcuranmalareyn though has made a major investment in the Raenath's plans for his he has sent virtually all the Brothers and Sisters of the Night with any useful military skills (the Lachcuranmalareyn being the smaller minority of Millati Melcurnanin who do not hide their religion, unlike the more numerous Cleanskins, or cryptomillati Melcuranin). The Viscount has demonstrated his commitment to the Raenath's plans, and has gambled a considerable portion of the Lachcuranmalareyn's strength and reputation on the outcome of the war.

Celpalar Actions

Action 1-2: On the Home Stretch
  • Fudge Points:4
  • Weight:2
  • Duration: (2,2,1,0,1,0,x,x,x,x)
  • Difficult: Normal

    The assistance of the L'R in the northern isles was greatly appreciated this past year. The Council of the Ephors is going to extend the request for assistance once more. Greater focus will also be used for the Golaren colonies and roads. The engineers will consult with the L'R in order to try and make a functioning roadway along the coast.

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

  • Sub-parts
  • L'R to assist in Golaren +
  • Celpali workers to Golaren and the roads +
  • Celpali engineers to consult with the L'R -
  • L'R to assist in northern colonies 0

The L'R are happy to help in the home land, but a little reluctant to send large numbers beyond there island.

The L'R have declared that they have sent enough people to the outer isles for the time being. It seems that some of the powers that be are nervous of a repeat of their last joint colonization attempts, with it all ending in a great wave.

That being said, they are happy to help the southern colonies. With their help, the Celpali workers are finally able to complete the highway connecting the 5 southern colonies.


Action 3: Turn the school into a school
  • Fudge Points:0
  • Weight: 1
  • Duration: (0,0,2,3,2,1,x,x,x,x)
  • Difficult: Normal

    There is going to be an election within the school to decide who will be the new teachers. Research will also continue on the strengthening of metal to beyond it's normal abilities. Extra supplies are also going to be sent to the school to make sure the school has everything that it needs to continue with its research and teaching.

0 (0+00) = +1 Success

  • Sub-parts
  • Research - Strength 0
  • Choose Teachers +
  • Supplies 0
  • Luck 0

Teachers are chosen for the school this year. Not much else happens but a little bit of supply gathering.


Action 4: The Razanian Coast
  • Fudge Points:0
  • Weight: 1
  • Difficult: Normal
  • Duration: (3,2,2,x,x)

    Having analyzed the current status of the Razanian infrastructure, the engineers are going to work on creating a work plan to improve the roads and cities. Also, having heard rumors of a great wall on the southern border of Rhudyn/Tana, some engineers are going to be sent to Rhudyn to request an exploration of the wall, and look into how it was created.

0 (-0+0) = 0 Mixed Results

  • Sub-parts
  • Razanian Recruitment -
  • Engineers to create work plan for infrastructure 0
  • Engineers to Rhudyn (reaction to be played out) +
  • Luck 0

You and Chad have fun.

The engineers thought up many great ideas about the infrastructure. However, as some of them went back out into the countryside, they realized that the rumors from the locals about moving trees were true. More thought will go into figuring out how to contain or teach the trees to avoid the planned road designs.

Another group of engineers were successfully able to make it to Rhudyn.

Kaeirean Actions

1. Evangelisation
  • Difficulty: Norm
  • Wieght: Single
  • fudge point: 0


Continuing in Sedonian Tirmaeir, Jundar, and Jabuar

0 (000+) = +1 Success

  • Sedonian Tirmaeir 0
  • Jundar 0
  • Jabuar 0
  • Luck +

Slow but steady.


2. Sedonian Steel (6 of 6)
  • Difficulty: Hard
  • Wieght: Single
  • fudge point: 0

Last turn!

-1 (+000) = 0 Mixed Results

  • Research on the steel +
  • Finding a metal equal to the steel 0
  • making the steel 0
  • Luck 0

The Consul feels that this will be good for Kaeir, as they have a more complete understanding of Sedonian supplied steel and especially as they begin to teach Bel.


3-4. Mage-archery
  • Difficulty: Hard
  • Wieght: 2
  • fudge point: 0

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

  • Research Materials 0
  • Support +
  • Development -
  • Luck 0

The project has a lot of supplies, but the development was less then spectacular in the year.

Milakanur Actions

Action 1-3: Research
  • Weight: 3
  • Difficulty: Hard
  • Fudge: 8


Milakanur will continue to develop uses for the sul-flower focusing weapon
capabilities. The focus will be on air deployment and liquid deployment as
well. Also the military will ask its engineers to develop an unconventional
new way of dessert travel for the military.

-1 (++++) +2 = +5 Success

  • Secret +
  • Sul-flower research +
  • New Vehicle Ideas +
  • Luck +

-1 (++++) +2 = +5 Success

The researchers are rather smug as they present their ideas to the monarch.

The Sul-flower research is a success. A development of an air powder is formed that will be successful in disabling enemies. The powder form should also be effective against the ice demons just as it used by the Ban Horroth.

The liquid from is a light colored gel that dissolves into water but still carries the effects. However the liquid is only good for small amounts of liquid.

Some great ideas came forth from the vehicle designs. The first design that is being looked into is a sled type vehicle with sails. For now the designs are being locked up and will be looked into later after the Sul-flower project is further developed.


Action 4: The Neo-Pagan Temple
  • Difficulty: Norm
  • Duration: (0,x,x,x,x)
  • Fudge: 0

This year in building the temple a special dedication will be held in order
to dedicate the ground to the Gods of the temple. The leaders of the
neo-pagans are invited to attend and lead the ceremony and will perform the
dedication. After the dedication of the land the building will begin with
the supplies in place.

0 (+000) = +1 Success

  • Temple Ground Dedication +
  • Building 0
  • Supplies 0
  • Luck 0

The martyred prophet’s sister, the prophetess shows up for the dedication of the grounds and blesses the site. The Neo-pagans had a grand celebration and look forward to the temple’s completion.

Rhudyn Actions

Action 1: Knowledge is Power
  • Weight: 1
  • Difficulty: Norm
  • Fudge: 0
  • Duration: (1,5,x,x,x,x,x),

Focus on organizing the chaos will be put into place this year along with developing a strong infrastructure. 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.

0 (+0+-) = +1 Success

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

The intelligence network of Rhudyn grows and expands. With many new recruits in line the structure of the network is set up and stabilized. Administration is set up and things are really to really begin rolling.

Action 2: Appeasing the Lord of the Sea
  • Weight: 1
  • Difficulty: Norm
  • Fudge: 0
  • Duration: (0,2,x,x,x,)

The temple will begin its first stages of construction.

0 (0-00) = -1 Failure

  • Supplies 0
  • Progress -
  • God's reaction 0
  • Luck 0

Progress slows down on the temple due to an extended storm season.


Action 3-4: Take a Look its in a Book
  • Weight:2
  • Difficulty: Hard, Secret (increased difficulty for adjustment of work in a given amount of time and secret)
  • Fudge: 8
  • Duration: (2, x)

    After having found a book that talked about air travel through human
    invention Rhudyn is putting more attention to collecting the works in the
    University of Sout after some intriguing discoveries from 1479. This year
    the university will be closed to all except for the scribes. Special
    advisors will be sent to Sout to supervise the care of the books and any of
    special interest will be taken to Rhudyn immediately. The advisors are
    looking for any thing that is out of the ordinary and innovational. These
    will be taken to Rhudyn before being copied.

    Any books dealing with the topic of air travel will be kept safe and secret
    and taken to Rhudyn. The writer of the books will be tracked down and
    escorted to Rhudyn as well. Their families will be taken if so desired and
    all of the works of the individual will be confiscated and taken to Rhudyn
    as well. The captives will be treated well and given merchant type passage
    to Rhudyn on military vessels under guard but will not be treated poorly
    otherwise.

    All of the other books will be copied and sent to Rhudyn with the copies
    staying in Sout. University students put out by the closing of their school
    this year will be given free passage to the Rhudyn University and free
    tuition for the year as compensation and will receive degrees form both Sout
    and Rhudyn. Any professors of Sout will also be welcomed to teach at the
    University for the year. A temporary location will be found in Sout to house
    the students and professors if they wish to continue learning in Sout as
    well.

    The excuses for the closure will be renovations.

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

  • Secret +
  • Getting any and all aviation type books +
  • Getting the inventors +
  • Luck +

All materials that dealt with air power and control are taken back to Rhudyn successfully without anyone knowing. The inventors and anyone connected with the inventors are taken to Rhudyn quickly and all traces of any projects of this type disappear totally from Sout. No one suspects why any of the people disappear and no one suspects that materials were taken from the library that were not restored. This is due to the very little material to begin with. Upon inspection of a home of one of the inventors they find old notes from the original hot air balloon project that details the construction and theory behind the craft. The chest holding the notes had not been touched since the man's disappearance several decades ago. The Library is completely copied over and restored.


Action 5: A Watchful Eye
  • Weight: 1
  • Difficulty: easy - just finishing up almost finished buildings
  • Fudge: 0
  • Duration: (1,1,0,x)

    The construction of the scrying towers will be finished all over Rhudyn.

0 (0+00) -1 = 0Mixed Results

  • Construction 0
  • Supplies +
  • Completion 0
  • Luck 0

The Towers are finished all across Rhudyn giving Rhudyn a long view and time for preparedness against any enemies. However the towers are not totally complete in all area, there just needs to be a few finishing touches that are a bit more luxurious for the soldiers and mages dispatched to the areas.

Sedonian Actions for 1481

Action 1: Sneak and Peek
  • Difficulty: Hard
  • Weight: Single
  • Fudge Points: 4

    Following the successful probing of Wyr-Tal's defenses, the General
    Staff authorizes similar probes into the Hansari lands and Casovia. As
    with the probes into Wyr-Tal, discretion is the order of the day. Of
    especial interest are roads, fords, waterholes, bridges, and fixed defenses.

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

  • Subparts:
  • Get in +
  • Look around +
  • Don't get caught -
  • Get back 0

Some knowledge is gained. But unlike the north the Hansari are far less trustful, and an number of agents don't make it back with their reports. Some good information is gathered for areas close to the sedonian border, but beyond that little else is brough back.

The decision is made to try again next year, with a focus on the relationships between the local tribes.


Action 2: Around the North
  • Difficulty: Normal
  • Weight: Single
  • Fudge Points: 0

A second naval expedition is sent through the Straits of Anorurr and
north around the continent to the Hansari Coast. The fleet is tasked
with two goals: find places along the Tora coast where fresh water and
food can be obtained, and find potential anchorages on the Hansari Coast

0 (0-0+) = 0 mixed Results

  • Subparts:
  • Leave the Mid Sea? 0
  • Chart the Tora Coast -
  • Chart the Hansari Coast 0
  • Return safely +

A number of sailers vanish along the Tora coast, but a exceptable location is found on the Hansari coast.

The jungles of Tora live up to their Sedonian name: yan Cala Virid Ephialtos, the Great Green Nightmare. The jungle claims several survey teams with little or no trace. At least the survey of the Hansari coast proceeded better.

On the return from surveying the Hansari coast, the exploration squadron stops at Bega to take on water. They also evacuate the dependents from the Sedonian legation at Bega, as rumors have reached the city of some sort of invasion off to the southeast.


Action 3 & 4: Go for a Soldier
  • Difficulty: Normal
  • Weight: Double, strategic (x,x,x)
  • Fudge Points: 4

After much lobbying by Marshal Perene and Minister of War Balterin, the
Imperial Army is authorized to increase its strength by four legions.
The new 21st Legion will join II Corps in Tirmar, while the 22nd, 23rd,
and 24th Legions are to form a new VIII Corps, initially to be raised
around Caladyn. This will be a total increase of 35,604, when the
additional support staff for the new Corps are included.

The initial core (about 20%) of the new legions' officers and senior
enlisted will be drawn from the existing legions, after which the rest
will come from new recruitment. The War Ministry estimates that it will
take three years to recruit and train the new legions (including
replacing the personnel taken from the existing legions), with 21st
Legion being ready to deploy in about 18 months and the others following
at approximately six month intervals

0 (++00) +1 = +3 Success

A woman likes a man in uniform. (shrugs it happens)

Recruiting exceeds expectations. The training schedule is advanced by two months.

Mir

Action 1,2: Elyria

It is with great relief that Mir hears about the arrival in Elyria, or at least what is hoped to be Elyria. The message mentions briefly that they are going to travel farther north to other parts of the coninent. Not much else is heard.

The Mirrish fleet is going to follow the merchant lanes east and northward up the coast to try and see if any more civilized nations remain with in Elyria. If successful, they plan on establishing relations with the nations they come across. Prince Ebratosa, great grandson to the Archmage and brother to Opozya Villard, is their to serve as a diplomate

  • Difficulty: (the normal difficulty is hard and for the return trip I
would agree, but thinking that this part would really be normal since these are established trade routes, but Juuso gets to desided.)
  • Weight: double
  • FP: 2

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

  • Subparts
  • Sail North +
  • Map 0
  • Establish relations -
  • contact Fae +

Results so far: (+4,+6,+1; x)

(preparing the fleet, sailing there, exploration; sailing back).

The Mirrish ships join a trade convoy back north, finally reaching a great merchant port called Melenkar. The captain decides to stay there for the storm season, resupply, and acquire a pilot or navigator with knowledge of the local trade lanes. Prince Ebratosa, and the rest of the diplomatic crew try to establish official contact with the local prince, but this proves problematic: the local ruler, a merchant prince, and most of the Council is away in the west in a grand meeting of the Pala Calarrian Union, and furthermore, the Prince has difficulities giving proof of his credentials. Simply said: he is suspected of being a fraud. Certainly the local authorities do not believe he has come from another continent far to the south. This is somewhat understandable due to the fact that a number of refugee ships travelled with the convoy from the south, and there are several other groups having similar, although less outlandish, claims. Prince Ebratosa decides to start looking for the Fae, which should be found from the western parts of the continent. This proves to be much easier. By traveling west along major trade routes, Ebratosa arrives at Hur'Mel, a thriving governmental center and there is able to contact Fae who take him very seriously, and give him escort to the Fae capital, Mythnir.

Actions 3 -4: Temple of the Three Mothers.

Resources are poured into completing the temple which has been going on for far to long.

  • Weight: double
  • Diffculty: Normal
  • FP: 2

Results: Normal (0) -1(+-0-) +1 = 0 Partial success

  • subparts
  • supplies +
  • building -
  • competion 0
  • luck.-

Final results: (+3,0,+2,+1,0) = 6/5 = +1 Success

The Temple is finished and is taken into use with great pomp and ceremony. Some contruction is still going on in the back, but this does effect the festivities. In the end, some minor parts are left unready because of budget constraints, but the main thing is that the Temple is ready and in use.

-- Chad Powell - 20 Mar 2008

Topic revision: r3 - 31 Mar 2008 - 20:27:32 - Chad Powell
 
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