1482 Events

Unfortunately, the Saraa had a small loss of life after a rock slide in their new mountain home destroyed a few outlying buildings.

Arysia Actions

Action 1: Peacekeeping and Reconstruction of Western Razania ( x,x,x,x,x,x )

  • Type: Strategy, Internal
  • Weight: 1
  • Difficulty: -2 Very Hard
  • Fudge Points: None

Despite the slow progress, the bulk of the military will still be tasked with the peacekeeping and reconstruction of Western Razania. As the previous year, the Army is to focus on ending the violent portions of the present rebellion as the laborers continue with the reconstruction.

  • Peacekeeping; ending of the rebellion -
  • Reconstruction; infrastructure and agriculture -
  • Consent; getting the cooperation and help from the local razanian populace +
  • Luck -

Results: 0 (-,-,+,-) 0 +2(Mir) = 0

It seems the rebellion has gone underground, and the soldiers spent so much time looking for them that they did not have much time for reconstruction this year. However, many of the commoners are becoming tired of the fighting, and are joining with the Aryisans to stop the rebels. This, combined with a couple of mages from Myr, allows you to find some of the rebel holdouts, and bring them in peacefully.

Action 2: Bringing Western Razania up to Speed ( 0,x,x,x,x,x,x,x,x,x,x,x )

  • Type: Strategy, Internal
  • Weight: Single
  • Difficulty: -1 Hard
  • Fudge Points: 4

As the Peacekeeping and Reconstruction goes on, the Crafters and remaining available Laborers will work upgrading Western Razania's Crafts to Aryisa standards. Once that is completed, can start working on upgrading the infrastructure and agriculture. Despite the ongoing rebellion, progress has been made with the local craftmans.

  • Crafts; upgrade from Western Razania's +2 Great to Aryisa's +3 Superb +
  • Consent; cooperation of the local craftmans +
  • Laborers; whether they will be available to help out -
  • Luck +

Results: -1 (+,+,-,+) 0 = +1

The local craftsmen are more than willing to help upgrade their facilities, and they begin to go to work. However, there is a shortage of craftsmen able to come over from Aryisa.

Action 3: The Vanguards (0,1,x,x,x)

  • Type: Political, Internal
  • Weight: Single
  • Difficulty: -1 Hard
  • Fudge Points: None

Vanguards continue to push for political gains in the Grand Council, including getting support from Guardians. They will be openly supporting the integration of Sayn and Non while also advocating to do the same with Western Razanian. Fortunately, they continue to receive support from the Regent and so far getting some interest among the Sayni and Noni.

  • Grand Council; continue to expand their number of seats +
  • Guardians; continue to garner for their support 0
  • Sayn and Non; send some representatives to recruit the new nobles tojoin the Vanguards -
  • Political; pushing the overall support in integrating Western Razania as they are doing with Sayn and Non -

Results: -1 (+,0,-,-) 0 = -2

The Vanguards continue to gain seats, but are unable to bring the nobles from Sayn and Non. It also seems like some are associating the violent resistance in the west with the peaceful assimilation of Sayn and Non.

Action 4: Integration of Sayn and Non into Aryisa ( 2,x,x )

  • Type: Political, Internal
  • Weight: Single
  • Actors: Regent, Order of Sayn, and Non leaders
  • Difficulty: -1 Hard *Fudge Points: 4

Now that an agreement has been made for the inclusion (which I still have to post) Sayn and Non into Aryisa autonomous regional provinces, it is time to start the process of their integration. First step is the transfer of regional autonomous control to the Order of Sayn and the Non leaders, as well returning some of the lands to any surviving Sayni and Noni nobles. Second step is the start the process of merging of any remaining Sayni and Noni military and ex-resistant volunteers into the local Aryisa military garrison that was previously tasked as an occupation force. While the Order of Sayn battlemages known as Acolytes will be integrated into the military, they are to assign a platoon to be part of the Regent's Sentinels.

  • Leadership transfer from Aryisa military to Order of Sayn and Non nobles +
  • Military; integration of the remnants of the Sayni and Noni military remnants and ex-resisters into Aryisan military +
  • Regent's Sentinels; assigning of a platoon of Order of Saynbattlemages to the Sentinels +
  • Economy; restarting the Sayn and Non economies and integrating them with Aryisa's +

Results: -1 (+,+,+,+) 0 = +3

Everything goes smoothly this year.

Ban Horroth Actions

Action 1: Another year with the Orhohon.

  • Difficulty: Normal
  • Weight: Single
  • Fudge: 3

A further year is required to fully absorb the Orhohon clan into the nation. The cost in manpower, time and other recourses is causing disagreements in Banbakh between warriors and traders. Further public buildings are begun and concessions given to local traders in the growing export markets now available to the Orhohons. The news that the Beckarhon and Rolhohon clans to the north have now formed a military alliance does in some way strengthen the growing feeling that it is best to be part of the main nation.

  • Growing trade with southern clans. +
  • Worry about northern alliance decreases opposition to Nation. 0
  • Standard of living increasing. +
  • Majority in favour of union with Nation 0

Results: 0 (+,0,+,0) 0 = +2

Thins are looking good as the increase in trade improbes the standard of living.

A sigh of relief passes through the corridors of power in Banbakh. With the Orhohons now safely on board diplomatic efforts to woo the small north eastern Alkarhon clan can now really begin.

Action 2: You can%u2019t rush this sort of thing. (Year 1 of 2)

  • Difficulty: Hard
  • Weight: Single
  • Fudge: 3

The failure of the experimental new watercraft program highlighted the need to ask Kaeir for professional help. Kaeir has agreed but the first thing their experts have explained is that you can%u2019t rush building a new type of boat. The program will take at least two years. A new dock area has been built and it has been agreed that whatever recourses are required the men of Kaeir will be given them.

  • Kaeir shipbuilders. +
  • New dockyard. +
  • Supplies available. +
  • Luck 0

Results: -1 (+,+,+,0) 0 = +2

Kaeir is willing to help (Ib?), and with their assistance and excess supplies, a new dockyard is built.

With the new dockyard completed various water craft designs are prepared for the Kaierian shipbuilders to try out in the coming year.

Action 3: Meeting the Bakhtim Serpents.

  • Difficulty:Very hard.
  • Weight: Single.
  • Fudge: 2.

The refusal by Kaeir to operate on the Bakhtim river unless the Horroth conclude an agreement with the Bakhtim serpents through whose influence the river flows causes a long and protected debate in High Council. That a formal approach will eventually be made to the snakes is beyond dispute. The debate revolved around is this the correct time to do so? Eventually a majority of opinion swings towards action now. A further debate takes place as to which caste will oversee the contact with the other reptile race. In the circumstances it would not be correct for Shaman to do so. Trader or Warrior? At last towards the end of the year a full Warrior delegation sets out into the swamplands wearing their full military regalia in honour of the Bakhtim and carrying appropriately Shaman blessed ancestor bones to seek their reptile brothers, the snake sorcerers. That they will be noticed and observed is known. That they will not be harmed was is known. The problem is will the Bakhtim allow themselves to be found? And if so what will their response be?

  • Serpents will acknowledge Horroth +
  • No magical callers (Shaman) in party -
  • River trade with Keair acceptable +
  • Warriors impress serpents 0

Results: -2 (+,-,+,0) 0 = -1

While the serpents do approach and acknowledge the envoy, the magic caller in the group is not overly impressed with the warrior caste, and refuse river trade until they can meet with one of their equals from the BH.

The Shaman prepare to meet their brother servants of the Lord Nagasri,He who watches the first hatched. He who guards the eggs.

Action 4: Something strange this way comes

  • Difficulty: Normal.
  • Weight: Single.
  • Fudge: 2.

The Shaman have informed the High Council that in recent years the number of disturbances in the permanence have greatly increased. The reason is unknown but worrying. An increase in watchers should discover the reason but this will require the expansion of most Shaman Haroonbachs. The King and all of the High Council recognise the seriousness of the situation and the expansions are agreed, but something has to be downgraded to pay for this. The ongoing census of the clans within the Nation is put on hold, as is the current re-organisation of the army. Also some building projects are cancelled to release stonecutters.

  • Census taking halted +
  • Army reorganisation halted -
  • Shaman will increase watchers -
  • Disruption of drifting chambers stopped -

Results: 0 (+,-,-,-) 0 = -2

While the census is halted, trying to halt the army reorganization actually causes more confusion, making the shamans pull watchers from the chamber to assist. This is turn leads to an increase in the number of disruptions.

The Shaman are very displeased with the Warriors inept handling of their command reorganization. Several deaths take place amongst the reduced number of permanence watchers. High Shaman step in to monitor some of the increased disruptions and conclude that %u201Cnot correct%u201D(human or other) magical forces are attempting to %u201Cview%u201D Ban Horroth society.

On hearing this explaination the King imeadiatly orders all warrior conscripts in their forth year to remain in service for a further six months and requests the Shaman to recall all known records of the ancient use of High Warcraft by their predecessors.

Bel'Adne Actions

1.Steelworks (3 of 5)

  • Difficulty: Fair (Kaeir Engineers + Arsenal Smiths, Milakanur Smiths, Celpalar Smiths)
  • Weight: Single
  • Fudgepoints: 4

Construction and training continues.

  • Build Steelworks +
  • Train Workers +
  • Supplies +
  • Luck 0

Results: 0 (+,+,+,0) 0 = +3

Construction is going along nicely.

2.-4.Conquering the Nunda'avaerlyrine

  • Difficulty: Hard (since mountain range part has been finished?)
  • Weight: Triple
  • Fudgepoints: Four

Duke Slainte mac Fitz uses the 7 months of the wetseason in the western Hria provinces to prepare for an attack on Bega - much talk is made of a rapid blitzkrig advance to the coast to seize the coastal cities of Shalpath and Bega. Secretly though, he and his generals plan to march capture Ro and thereby seize the shaka-growing region of central Hria.

Earl Eochaid mac Echdach uses the same time to capture the settlement of Sfiri in northern Hria Kivir and therefore completely secure the Eastern Foothills province. Once completed the Home Legion's duties will be to ensure supplies from Mantol reach Myl'te and from there to the Ardthoreyn, the Ardavaerandian army, and to garrison & guard the Eastern Foothills.

  • Supplies/Logistics for Myl'te-Mantol route with Sentoleyna'pyrine help +
  • Publically prepare for advance on Bega +
  • Secretly prepare for advance on Ro +
  • Subdue outer areas of Eastern Foothills +

Results: -1 (+,+,+,+) +2 = +5

Ok, there are two separate campaigns going on here: Duke Slainte's campaign to secure the grain belt around Ro, and Earl Eochaid's campaign to secure the supply lines.

First, we have to look at the Battle Values for each force. Last year, both groups would have had a Force of Mediocre: Bel'Adne's last war was the Sinari War, 60+ years ago, and the current army was largely untried and untested until the Hria Invasion began. This year, the baseline Force is Fair.

Beladine Morale for both forces stands at Great; Baseline is Good, +1 for last year's victories. The Bel'Adne BV for both forces is +2.

On Hria's side, they have a professional core of 26,000 plus the same again in conscripted reserves. The Force for the regulars is Good (base of Fair, +1 for better knowledge of the terrain) and Morale is Good (base of Good, +1 for defending home, -1 for having been sucker-punched by what they thought was a friendly neighbor last year). The conscripts have a Force of Mediocre (Base is Poor, +1 for local knowledge of terrain) and a Morale of Fair. The Regulars have a BV of 2, and the conscripts have a BV of -1. Since the professionals have the higher BV, that's what used for the combined force.

By his actions, Duke Slainte forces the Hrian commander to focus on his force, so Earl Eochaid's force doesn't face major combat. Duke Slainte has 81,600 and Earl Eochaid has 20,400. The Hrians send 10,000 men to keep Earl Eochaid occupied, while the other 42,000 take on Duke Slainte. The Beladine forces both outnumber the Hrian forces opposing them by 2 to 1, giving them both a +1 size bonus to BV for a final BV for each force of +3.

  • The Campaign Against Ro:

(3 + (-0++)) - (2 + (-00+)) = (3 + 1) - (2 + 0) = +2 Bel'Adne Victory

  • Hrian Morale Check: (1 + (0--+)) = (1 - 1) = 0 Pass
  • Bel'Adne Casulaties: 6,180 killed, leaving 75,420
  • Hrian Casualties: 18,540 killed, leaving 23,460

Duke Slainte mac Fitz succeeds in capturing Ro and the the shaka-growing region around it, forcing the Hrian Army to face him in an open field fight. However, he does not succeed in the destruction of the Hrian Army, which falls back on the city of Bega's defenses and begins conscription as the rainy season returns.

  • Securing the Foothills:

(3 + (-0-0)) - (2 + (-000)) = (3 - 2) - (2 - 1) = 0 Stalemate

  • Bel'Adne Casualties: 1,520 killed, leaving 18,880
  • Hrian Casualties: 1,520 killed, leaving 8,480

Earl Eochaid mac Echdach has a surprisingly difficult time securing the Eastern Foothills province. The Hrian forces make good use of their knowledge of the local terrain to harass the occupying army, attacking supply caravans bound for Duke Slainte's army. The Earl's forces are unsuccessful in their attempts to pin the Hrians down and the result is stalemate.

Duke Slainte's ability to replace his casualties with reinforcements from Bel'Adne will be limited to 5%/year instead of 10%/year until the Foothills are secured.

Celpalar Actions

Action 1-2: On the Home Stretch

  • Fudge Points: 4
  • Weight:2
  • Duration: (2,2,1,0,1,0,2,x,x,x)
  • Difficult: Normal

The colonies have been built enough for the time being. It is now time for fortifications to be built at each of the colonies.

  • Fortify Northern Isles 0
  • Fortify New Golaren Colonies +
  • Fortify Old Celpali Colonies +
  • Supplies +

Results: Normal (0) +3(0+++) +2 = +5 Superior success

Results so far: (2,2,1,0,1,0,2,5,x,x)

Only Northern Isles does not show excellent process this year. The new and old colonies prove to have abundant natural resources and local geography to make it easy to build superb fortifications.

It appears that engineers overestimated the amount of supplies available for fortifications among the northern colonies. More supplies arrived, but too late in the year to be of any help this year.

Action 3: Turn the school into a school

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

Teaching will begin this year. Research will also continue.

  • Research - Strength 0
  • Begin Teaching +
  • Supplies +
  • Luck +

Results: Normal (0) +3(0+++) +0 = +3 Great success

Results so far: (0,0,2,3,2,1,1,3,x,x)

School is in session. It also appeared that there was going to be a breakthrough in the strength research, but that turned out to be a flop. However, the researchers are still hopeful.

Action 4: The Razanian Coast

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

Reconstruction is wrapping up in the Razanian coast. Recruitment will continue among the Razanians. The Engineers will also be looking into ways to build an infrastructure among a changing environment.

  • Razanian Recruitment -
  • Plan to work with/around trees +
  • Final reconstruction of damaged cities and villages -
  • Luck +

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

Results so far: (3,2,2,0,0)

Final results: 7/5 = +1 Success

Reconstruction was stalled after random fires broke out in a couple of villages. They were quickly dealt with, but they set back construction for at least another year. On a good note, some engineers have been speaking with some locals about the local tree problem. Combining their new knowledge with a little bit of engineering know-how, they have come up with an idea of how to prevent the trees from infringing on areas that need to be kept tree-free. More on that later.

Kaeir

Action 1. Elections for Republican Assembly

  • Difficulty: Normal (roll to determine precise %?'s)
  • Factors: none - straight roll.
  • Weight: one year.
  • Fudge points: none.

Elections for elected Urban and Rural Lordships of the new Republican Assembly are held. Combined with the hereditary lordships, the two shall make up the new Republican Assembly.

The Consularii party (largely lords of "Young Houses" and the nouveau riche who benefited from the Civil War - both supporters of the Consul) and the Merchant party are expected to be the largest factions, followed by the influential for its size Evangelical party, and the Green party - fiercely loyal devotees of the Green Cult and therefore of the Green Lady's Agent, the Consul. A fifth minor party is expected to survive - the Basiluddinist party (named after the founder of the republic, Osric Basiluddin), a party of radical republican politics.

The Eternal Consul expects a Consularii-Green coalition amongst the hereditary lords, and assumes the same amongst the elected lords.

[basically, a roll to determine % of each party in election, and % amongst the hereditary lordships]

  • breakdown of elected lordships by % 0
  • breakdown of hereditary lordships by % -
  • any party able to form majority by themselves? +
  • any party able to form coalition majority? 0

Results: 0 (0,-,+,0) 0 = 0

Not sure what all you wanted with this, but it looks like somebody got the majority. If you want I can roll up for each faction to see which one got it.

A breakdown of the seats in the new Republican Assembly:

  • Consularii - 109 seats.
  • Merchant - 68 seats.
  • Green - 41 seats.
  • Evangelical - 28 seats.
  • Basiluddinist - 54 seats.

The Consularii and Green Parties control 50% of the Republican Assembly, but Lord Erik van Wansaan, head of the Consularii Party, decides to negotiate a three-way coalition with the Basiluddinist party (and the Green) to ensure a stable government. This gives the newly appointed Lord-Chancellor Erik van Wansaan a majority of 204 seats (without the Basiluddinists' 54 seats it would only be 150).

For the first time in Kaeiraen Republican political life, the Merchant Party is on the political outer. It suffered considerable losses as a result of the civil war (destruction of Great House members), and as a result of the rising popularity of the Eternal Consul (flocking of supporters of the Consul to his banner). It is thought the Merchant Party may recover in time.

The Evangelical Party was dealt an even harsher blow by the Fates then the Merchant Party - its seats dwindling to only 28 out of 300. Most of the Evangelical Lords are from the Crownsbane region, other former Evangelical Lords having traded political loyalties due again to the popularity of the Consul.

Most surprisingly though, the Basiluddinist Party, once the smallest of all the Kaeirean political factions, has gone from that to the 3rd largest and 2nd most influential party in the Republic. The party of radical republican politics and the military, its membership has recently been expanded. Those Houses that did not oppose the Consul during the Civil War but did not support him other, and now feel disenfranchised, have flocked to the party named in honour of the late Osric Basiluddin, founder of the Republic. The Basiluddinists have, in many ways, become the consersatives and political Old Guard of Kaeir.

The last party, the Green Party, has changed little. Its membership base did not fluctuate during the Kaeirean Civil War, and was even slightly increased due to the political-economic emancipation of certain Celtelathi and Celtehari peasant houses. Its influence in the cities though is marginal. The Green Party remains the ardent champion of the Eternal Consul, and of the Green Cult.

Political observers are fairly certain that the Consularii's political strength shall become more moderated as the post-civil war honeymoon comes to an end.

Lord Erik van Wansaan promises to name the Council of State, with the Eternal Consul's permission, within the week

Action 2. Mage-Archery (2 of 10)

  • Difficulty: Hard
  • Weight: 1
  • fudge point: 4

The Nachtshutz continues its mage-archery research project on an isolated island in the Kaeir Strait. The Sedonian Steel project having finished, the fully research resources of the Nightguard can be devoted to the project.

  • integration of archery and binding magic +
  • application of theory into practice +
  • training of specially chosen dozen assistants +
  • Luck -

Results: -1 (+,+,+,-) 0 = +1

Success this year. However, one of the assistants broke his foot while hauling some of the reagents.

Action 3. Evangelisation

  • Difficulty: Normal
  • Weight: 1
  • fudge point: 4

The evangelisation of Sedonian Timar, Jundar and Jabuar continues.

  • Sedonian Tirmaeir +
  • Jundar +
  • Jabuar -
  • Luck -

Results: 0 (+,+,-,-) 0 = 0

As it says. All goes well except in Jabuar.

Long experience and the very different perspective on the world that the Darrgrixii have (as compared to their Kaeirean compatriots) have seen a renewal of success in Sedonian Tirmaeir, and the establishment of a small presence in far away Jundar, the surviving outpost of the Exquaestio.

In Sedonian Tirmaeir, I'd say the Millati spreads further in from the border (Andrew?)?

In Jundar, some headway is made with persuading the Exquestio clergy on the compability of Millati and Exquaestio theology. A number of Exqauestio leaders accept the Millati religion and theology whilst retaining their own Exquaestio philosophies and worldviews. Unlike in Sedonian Timar, there is no formal Millati organisation or presence, nor an attempt to establish any - the focus instead has been on persuading the Exquaestio Church of Junder to come over to the Millati religion (arguing, for example, that like Sabilar, the Blue Angel of the Seas and many others, Feroze is similiarly the Angel of Knowledge, Exploration and Discovery). i.e. the 'Millatisation' of the Exquaestio Church, not the replacement or overthrow.

Considerable more effort and time is required though before this is realised.

Action 4. Resurrecting The Green Veil

  • Difficulty: Normal
  • Weight: 1
  • fudge point: 0

Foreigners having been restricted to specific urban zones within the Republic, the Green Cult begins a series of rituals to restore the ancient standing stones, sigil-mounds and chalk-sigils of the Green Lady across continental Kaeir - sacred sites that had fallen into disuse centuries ago, but that have never fallen so in the islands. The greatest shamans of Kaeir, rarely seen except by other shamans, Leave their retreats in the impenetrable Deep Hills of Celtehar to travel to the mainland, there to reawaken the ancient sites of the Green Lady and restore her wild forest fortresses to her.

Sigils need redaubing, stones need re-standing, chalk circles need deweeding, and most importantly many of the villagers need re-education in the specifics of the rituals of the Green Way as the last generation (their grand-parents) have largely passed away.

Once the old ways are restored on the mainland, the Green Lady will be able to exercise her will on the mainland as easily and freely as she can in the islands.

  • Restoration of sacred sites 0
  • Education of new generation 0
  • strengthening of green cult -
  • Luck -

Results: 0 (0,0,-,-) 0 = -2

With the election this year, little effort is put into the restoration of the veil.

Well, this explanation doesn't work well as the elements of society involved in this action would have almost never be involved with the political process - its pretty much only the shamans involved (and most rural peasants wouldn't meet the property enfranchisment criteria).

But a -2 is a -2... so, the stone circles, menhirs, clay spirals and forest groves are discovered, but a century or more of neglect have had their toll, and the elder shamans have underestimated the effort required to restore them.

Because of this, little time or energy was left to working with local villagers.

Milakanur Actions

Action 1 - Sul Flower Research

  • Weight: Single
  • Difficulty: -1 Hard
  • Fudge: 4

  • Subparts:
  • Secret
  • Luck

Results: -1 (+,+,+,-) 0 = +1

You are able to research the areas you desire, but there is still a hazard to the person doing the actual delivery.

Action 2-4 - Looking in the Window (x,x)

  • Weight: Triple
  • Difficulty: -1 Hard
  • Fudge: 4

The Per Aa will have Milakanur intelligence take an in-depth look into Bel'Adne. Information will be gathered on the reasons behind the war, meaning the unknown motivations. Information will be gathered on the day to day lives of the people, upper and lower class. Information will be gathered is anything that defines separation of the classes that can be manipulated. Also any information behind the war that the general population is not aware of will be gathered as well.

  • Subparts:
  • Secret +
  • Information of Secrets about society +
  • Info about war +
  • Luck 0

Results: -1 (+,+,+,0) +2 = +4

Going to turn this into a two year action, but things went extremely well this year.

Mir Actions

Action 1,2,3 Return Home

Having finally made contact and confirmation that they were on Elyria the expedition will return home traveling back south and following the beacons back to Mirabalpur. They will make sure the buy supplies at all the need ports along the way. They will aim for getting baqck to Celpalar first and then on towards home were they will recieve a hero's welcome. All the while keeping magical contact with Mir.

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

Results: -1 (+,+,-,0) +2 = +2

The fleet is able to make its way home, but a strong storm caused some damage, forcing it to hold over in Celpalar to make repairs when it dropped of the two Celpali envoys. After the delay, they continue on to Mir to a great homecoming party.

Action 4: Help in Ayrisa.

Mir will contiune to help Ayrisa first with rebuilding and also acting as support for the Vanguard, and merging of Razanian States. They will contiune to ship in foods stuff, and simple supplies to help with the war torn area.

  • Difficulty: Normal (Nothing really significat, just kind of a back up.
  • Weight: single
  • FP: 2

Results: 0 (+,+,+,-) 0 = +2 I'm going to transfer this result to help Aryisa's action result of taming the Western Razanians.

Rhudyn Actions

Action 1-4: Knowledge is Power

  • Weight: 4
  • Difficulty: Hard
  • Fudge: 4
  • Duration: (1,5,1,x,x,x,x),

With the successful establishment of Rhudyn's intelligence network Rhudyn will begin infiltrating the south and north east. This will include the Razanian coast, including the Celpalar territory (not Celpalar itself), Aixelsydan, the Panchayya, Milakanur, The Free Cities, Videssia, and Junder.

  • Secret +
  • Infiltrating the East +
  • Hiring foreign spies -
  • Luck +

Results: -1 (+,+,-,+) +3 = +4

You secretly secrete agents into your neighboring countries, but are unable to hire any foreigners.

All of the designated areas are infiltrated and intel beggins to be collected on the societies. It seems like the ball is finally really starting to roll on the information project.

Action 5: Appeasing the Lord of the Sea

  • Weight: 1
  • Difficulty: Norm
  • Fudge: 2
  • Duration: (0,2,x,x,x,)

Rhudyn will continue building the temple.

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

Results: 0 (+,-,-,0) -1 = -2

The Lord of the Sea is not happy that he is being pushed aside for other matters. But supplies are brought to the build site.

Action 6: A Watchful Eye

  • Weight: 1
  • Difficulty: +3 easy the action is already done, this is just extra
  • Fudge: 2
  • Duration: (1,1,0,0) + one more year

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

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

Results: +3 (+,0,0,-) -2 = +1 The towers are completed. While they might not be as pretty as was desired, they are definitely functional.

Sedonia Actions

Action 1: You Can Never Have Too Many Useful Idiots

  • Weight: Single
  • Difficulty: Very Easy (+2)

Sedonian diplomats in Mir, Kaeir, Rhudyn-Tana, and Wyr-Tal are asked to identify persons in positions of power in those lands whose political positions are largely in line with positions that Sedonia supports. These persons are not to be directly approached in any way at this time, but their names are to be reported back to Imperial Intelligence in Thalsedon as potential 'agents of influence' [see http://en.wikipedia.org/wiki/Agent_of_influence]. In Kaeir, the Sedonians seek people who favor withdrawing from some of the trade enclaves; in Mir, they seek people who favor a foreign policy aligned more with Sedonia than Milakanur and Rhudyn-Tana; in Rhudyn-Tana, they seek people who would restrain the Tanan pirates; and in Wyr-Tal, they seek persons of influence who favor closer ties to Sedonia.

Again, all that is being done is finding people who meet the requirements; no one is being approached, recruited, or suborned at this time.

  • Mir -
  • Kaeir +
  • Rhudyn-Tana -
  • Wyrtal -

Results: +2 (-,+,-,-) 0 = 0

Things go well in Kaeir, but people in the other countries are a little more circumspect with letting their opinions be known to the public.

The tight trade links with Kaeir help the diplomats in their probing. As for the other countries, perhaps more effort is needed.

Action 2: Being Prepared

  • Weight: Single
  • Difficulty: Hard (-1)
  • Fudge Points: 4

More scouts are sent into the Hansari lands, disguised as traders. This time, they are to focus on the one hand on identifying the Hansari clans with the greatest enmity towards Sedonia, and then finding out which of the other clans are feuding with the first clans; and on the other doing the same thing with regard to the Torphani.

The ultimate object is to identify Hansari clans susceptible to bribery, who would be willing to fight with Sedonians, rather than against them.

  • Identify those who favor Sedonia +
  • Identify those who favor Torphan +
  • Uncover the network of feuds between the clans +
  • Identify the leaders most susceptible to bribery or other persuasion 0

Results: -1 (+,+,+,0) 0 = +2

You were able to find everything except people who are willing to act on bribes. Accept them, yes, but probably not act on them.

For Sedonia's purposes, finding chiefs who can be bribed to simply not act may be sufficient. Just in case, the Foreign Ministry's budget for next year include an increased appropriation for wining and dining . . .

Action 3 & 4: Go for a Soldier

  • Difficulty: Normal
  • Weight: Double, strategic (+3,x,x)
  • Fudge Points: 4

Following the surprising success of last year's recruiting efforts, the training of the new legions continues

Results: 0 (+,+,+,+) 0 = +4

Recruitment and training proceed extraordinarily well. Curious by the high level of volunteers, Marshal Perene traces the upsurge in patriotism to a popular play about Sedonia's involvement in suppressing the last Ice Demon invasion.

-- Chad Powell - 31 Mar 2008

Topic revision: r5 - 08 Jun 2008 - 23:56:44 - 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