Events

Aryisa saw a turn for the better. Many of the common citizens assisted authorities by turning in many of the more violent rebels, helping to calm that area of the country. (Melanie - give yourself a +1 on the difficulty of your next rebuild action.)

Terebuani saw a shortage of food, with corresponding violence along their Hrian border as refugees fled Hria in front of the pending/ongoing war.

Rumors of large scale inter-clan wars percolate out of the Olozog region to the surrounding countries.

Bitter-sweet news from the land of Aixelsydan. The king has passed away, but the succession to his son went peacefully with full support of the general public and nobility. Also, the new king's wife has given birth two twin boys, ensuring the survival of the bloodline for at least one more generation.

And from the desert, the discovery of a new string of oases has created an easier route from Sarunor to Corryn in the land of Morvali. One of the oases near the middle of the route was found to be large enough to support a small city, and construction has begun

Arysia Actions?

Action 1: Peacekeeping and Reconstruction of Western Razania ( +2,x,x,x,x,x )

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

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

The rebellion is finally ended, with the last of the rebels either being killed or brought in for justice. A little bit of reconstruction goes forward, mostly in the agricultural area. This large amount of work is done mostly with the help of the local Razanian populace.

  • Subparts +
  • Peacekeeping; ending of the rebellion +
  • Reconstruction; infrastructure and agriculture 0
  • Consent; getting the cooperation and help from the local razanian populace +
  • Luck 0

Action 2: Bringing Western Razania up to Speed ( 0,+1,x,)

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

Results: -1 (+,+,-,0) 0 = 0 Not too many laborers are available to help with the upgrade work as they are busy with the reconstruction. Nonetheless, The upgrade is completed, and the local craftsmen are thrilled to work with the new equipment.

Current progress: (0,+1,0)= 1/3 = 0 partial success Everything is in place, but it will still be a few years before the Razanians are comfortable to produce crafts in quantity equal to their Aryisan counterparts.

  • Subparts:
  • 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 0

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

  • Type: Political, Internal
  • Weight: 1
  • Fudge Points: 0
  • Difficulty: -1 Hard

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

Not much happens this year in the realm of politics. Many of the public still hear rumors of a bloody revolt in the west, preventing them from wanting to help out.

Current Progress: (0,+1,x,x,x)

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

Action 4: Integration of Sayn and Non into Aryisa ( +2,+3,x )

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

  • Description:
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.

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

Current progress = (+2, +3,0) = 5/3 = 2 = success. Sayn and Non are successfully integrated into Aryisa.

  • Subparts:
  • 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 Sayn battlemages to the Sentinels 0
  • Economy; restarting the Sayn and Non economies and integrating them with Aryisa's -

Ban Horroth Actions

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

  • Difficulty: Hard.
  • Weight: Single.
  • Fudge 0: .

  • Description:
The Kaeirian shipbuilders now use the new dock area to construct and begin the testing of the various prototype horroth river boats. Cargo, Passenger, Trade and Troopmover. All will have sails to allow use of wind where possible. The main propulsion however will be traditional punt poles with outboard steering rudders.

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

You are able to make progress with the trade boats, but due to a shortage of supplies, the production of the other boats is stalled.

The supply situation is given top priority and the Kaeirian boat specialists send downstream to Rimriverton for items not available in Banbakh. The program will continue until all craft types are produced.

  • Subparts:
  • Cargo boat. -
  • Passenger boat. -
  • Trade boat. +
  • Troopmover. -

Action 2: Second meeting with the Bakhtim Serpents.

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

  • Description: The Serpents had met the horroth Warriors the previous year and had said that they wished the Shaman to negotiate with them. This was very good news. Reptile races normally violently react to any foreign magicians intruding on their territory. (The horroth will immediately kill any such individual found within the Rim territories) The fact that the Serpents wish to meet their counterparts indicates that they are willing to agree Kaeirian trade along the Bakhtim river and also further talks on Bakhtim-Horroth relations.

Results: 0 (+,+,+,+) (-,0,+,0) 0 = +5 (the extra rolls are from the natural +4 you got on your original roll - only the positives count)

Everything goes extremely well during the meeting. The Bakhtim agree to all the requests of the Horroth. Also, mention a couple of ideas of what they think could be causing the disturbances in the permanence. (Is that one of your plots, or did Jason start it? If Jason started it, then I will need to talk with him about resolving the problem.)

There is elation at the Bakhtim responses. The King orders plans for a formal alliance with the neighbouring reptile nation be drawn up. Work at the the dockyard at Narkarbakh is begun to accept Kaeirian trade Boats as from 1484. Kaeir is informed of the conditions under which they can navigate the Bakhtim river.

Note on the Permanence. This is my creation and I shall soon post a paper explaining what it is. Kevin, you are quite correct in stating that The Bakhtim, as reptiles, are aware of it and can give advice. Humans on the other hand are not aware of it and unfortunately have great difficulty in comprehending the thing!

  • Subparts:
  • Allow Kaerian trade along river. +
  • Discuss Bakhtim horroth trade. +
  • Allow horroth movement through swamp area. +
  • Swap information on disruptions in the permanence. +

Action 3: The Truth is buried somewhere..

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

  • Description:
The King has ordered that several of the ancient ruins that dot the Rim be excavated to see if any records or artefacts of the pre plaque horroth empire can be found. Also the Shaman are to attempt %u201Cdriftings%u201D to find knowledge and visions. Never in modern times has this been done but the continuing increase in disruptions in the permanence and the tentative evidence of foreign (non horroth) magical powers being targeted on the kingdom

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

Many of the ruins are excavated, but they do not turn up anything useful. However, the Shamans are able to find some useful hints in the permanence, using some of the information gained from the Bahktim (see previous note).

The Shaman use the information gathered to plan further driftings. Further excavation works on known ruins are planned and a number of expeditions to other likely sites indicated by the Shaman are drawn up.

  • Subparts:
  • excavation of a number of ruins. +
  • ancient records found -
  • artefacts found. -
  • Shaman capture knowledge +

Action 4: Beckarhon Clan action. Down to the lower world. .

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

  • Description:
The Beckarhon have now established another settlement in the far north of the Rim Mountains as a retreat in case the Joined Horroth? (their name for the United Clans) invades. Their allies the smaller Rolhohon have also made plans to retreat north. However it has been decided that a joint trader/military expedition numbering 200 should be sent down and along the Minsktok River that flows into northern Panchayya to establish contact with the wild human tribes that live there and also see if there are areas that the horroth could live in.

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

The rafts get sent off early in the year, and they are able to find multiple settlements. While the humans are willing to let the Horroth travel through their lands, they don't really have anything to start trade with.

A couple of small trade posts are set up along the Minsktok River just to maintain contacts with The local tribes and investigate if any local produce is useful.

  • Subparts:
  • 10 river rafts sent +
  • contact human tribes +
  • attempt trade contacts +
  • luck -

Bel'AdneActions / Rian a'Ardavaereand

Action 1 - Steelworks (1,3,3,x,x)

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

The Ardrin of Bel'Adne continues its steelworks construction project, made strengthened by previous years success. The project continues with its support from Celpalari, Milakanuri and Kaeirean smiths (and Kaeirean Engineers).

Results: 0 (+,0,0,0) 0 = +1 Supplies are brought in excess. Everything else goes slowly this year.

  • Subparts:
  • Build Steelworks
  • Train Workers
  • Supplies
  • Luck

Action 2 - Winning over the Mahla

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

Lughwynri, Raenath of Bel'Adne and Ardri of the Rian a'Ardavaerand, sends messengers to the various mahla of occupied Hria and unconquered Hria, seeking to win them over through an offer of autonomy and admission of the Hria magic users into the ranks of the Melcuranin.

The message is simple enough - submit and join us, and your mahla shall prosper beyond anything you could have imagined. Resist, and the full strength of the Ardthoreyn shall be brought to bear to ensure your mahla eventually joins the spread of the Great Work.

Particular effort is placed on the mahlas of Shalpath, Ro, Tora and the Sfiri.

  • Subparts:
  • Messengers to each Mahla +
  • Response of each unconquered Mahla +
  • Response of each conquered Mahla -
  • Luck 0

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

It looks like the messengers got through the lines, but the unconquered Mahla are still resistant to the Rian invaders. The conquered Mahla don't care to much for the new rulers, but they realize that there are to many of the Rian to resist, so they send messages to the resisting army to have their troops return to the Mahla and stop fighting.

Action 3 - Recruiting the Sentoleyn

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

Earl Eochaid attempts to recruit the Sentoleyn tribes of the Hria mountain to his campaign - if they join his campaign, they should be able to counterbalance rearguard attacks by Hria forces.

  • Subparts:
  • Recruiting Sentoleyn 0
  • Military capacity -
  • efforts to counter Hria guerrilllas +
  • Luck +

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

Some of the Sentoleyn tribes decide to join the effort, but they do not have any military might to speak of to help in the war effort. However, the Rian rearguard does a good job countering the guerrillas after finding one of their hidden bases.

Action 4 - Conquering the Nunda'avaerlyrine

  • Weight: Single
  • Difficulty: Hard
  • Fudge: 2

The forces of the Arthoreyn are divided between the army of Duke Slainte mac Fitz at Ro, and Eochaid mac Echdach in the Eastern Foothills.

Duke Slainte divides his forces, sending the 60k to seize the undefended Shalpath, only 50 miles from Bega. He leaves a small garrisson to hold Ro, reinforced by 10k Home Guard from Bel'Adne. He also sends 20,000 of his troops, under Earl Eadberht mac Aeting (Northern command), to capture Tora. Duke Slainte's only concern at Shalpath and Ro is the fortification of the cities - Earl Eadberht has the more pressing concern.

Earl Eochaid continues his effort to crush the Sfiri-based resistance.

  • note: as with previous year, all military operations is limited to the
five months of the dry season: the Ardthoreyn are forbidden from wet season operations. Operations in the Eastern Foothills is permitted all year round though as the Eastern Foothills have a temperate climate and do not have the dry/wet season split (i guess 4 seasons instead i guess).

  • Tora campaign
  • Sfiri campaign
  • Fortifying Shalpath and Ro city-mahla's
  • luck

Duke Slainte occupies Shalpath unopposed, and quickly finds that the reason the Hria abandoned it is that the town's defenses have deteriorated to the point where it is essentially indefensible in the dry season. In the rainy season, the Hrians would flood the fields around Shalpath making it impossible for an attacker to get within siege engine range.

The Hrian commander in Bega takes the risk of sending 3,000 veterans by sea to Maripai, and thence to Tora, to join the 7,000 or so local militia defending the city. He then, under heavy pressure from the Began mahla, attempts to outflank Duke Slainte at Shalpath with his 20,640 veterans from last year and 10,000 forced conscripts from Bega and its hinterland.

DUKE SLAINTE:

If Duke Slainte sent 20,000 to Tora, then he himself would only have 59,191--which is close enough to 60k as makes no difference.

The Duke's force has a Battle Value of +4, and the Hrians attacking him have a Battle Value of +2. The Duke also has a Tactics of +2, giving him one automatic + on his battle roll.

The Hrian Counter-attack:

(2 + (0++-)) - (4 + (+--0)) = (2 + 1) - (4 - 1) = 0 Stalemate

  • Hrian Casualties: 4,492 men, leaving 26,148
  • Bel'Adne Casualties: 4,492 men, leaving 54,699

The Hrian counter-attack accomplishes more than the commander had hoped, but less than the Began mahla had hoped. The two armies spend the dry season chasing each other back and forth around Shalpath: the Hrians are never able to get around Duke Slainte to strike at Ro, but Duke Slainte is never able to disengage and attack Bega before the end of the campaign season.

EARL EADBERHT:

Earl Eadberht's army has a Force of +1; his men are now seasoned veterans. His Morale is +2; base is +1, +1 for last year's victories. He receives a size bonus of +1 for outnumbering the Hria 2 to 1. His Battle Value is +4.

The Bel'Adne army around Tora has a Force of +1 and a Morale of +1 for a Battle Value of +2.

The Attack on Tora:

(4 + (-0-0)) - (2 + (+0--) = (4 - 2) - (2 - 1) = +1 Bel'Adne victory

  • Hrian Morale Check: (1 + (-0-0)) = -1 Rout
  • Bel'Adne Casualties: 1,500 men, leaving 18,500
  • Hrian Casualties: 4,500 men, leaving 5,500

Earl Eadberht ekes out a victory by the skin of his teeth. His Tactics determinant in future battles will be +1. The Hrian army facing him, mostly peasants, routs. The survivors don't stop running until they reach Maripai. Tora is now under Beladine control.

EARL EOCHAID:

The Sentoleyn help Earl Eochaid force a battle with the Hrian guerillas. The Battle Values are the same as last year, +3 for the Bel'Adne, and +2 for the Hria.

The Foothills Campaign:

(3 + (++0+)) - (2 + (-+--)) = (3 + 3) - (2 - 2) = +6 Bel'Adne Victory!

  • Hrian Morale Check: (1 + (+0--)) = 0 Pass
  • Bel'Adne Casualties: 2,736 men, leaving 16,144
  • Hrian Casualties: 8,480 men, leaving 0

Earl Eochaid utterly crushes the Hrian resistance in the Foothills, thanks to the Sentoleyn intelligence. The Hrians are wiped out to the last man, earning Earl Eochaid the (perhaps not entirely deserved) nickname of 'the Butcher'. Earl Eochaid's Tactics determinant increases to +1; despite the magnitude of the victory, there is a strong feeling among the troops that Eochaid simply got lucky this time.

Celpalar Actions

Action 1-3: On the Home Stretch

  • Fudge Points:
  • Weight: triple
  • Duration: (2,2,1,0,1,0,2,5,x,x)
  • Difficult: Normal

With the Razanians more or less under control and put back together, the Ephors have decided to focus most of the nations energies into finishing the colonies. Seeing as the northern isle colonies are the farthest from the main island, and thus the farthest from any reinforcements, the main efforts this year will be to build fortifications in and around the colonies in the northern isles. Work will also be done to improve the harbors of the various colonies. Lastly, a road will be constructed between the three colonies on the largest isle.

  • Sub-parts
  • Fortify Northern Isles +
  • Enlarge/Improve harbors -
  • Build road +
  • Supplies 0

Results: Normal (0) +1(+-+0) +2 = +3 Great success

Results so far: (2,2,1,0,1,0,2,5,3,x)

A great amount of resources, freed from the Razanian front, and energized by last year's efforts, is poured into the colonies, with great results.

Action 4: Turn the school into a school

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

Teaching and research will continue this year, as the school begins to get the hang of what will more or less be its SOP.

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

Results: Normal (0) +0(+00-) = 0 Partial success

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

Kaeirean Actions

Action 1 - Mage Archery (0,+1,x,x,x,x,x,x,x,x)

  • Weight: Single (3 of 10)
  • Difficulty: Hard
  • Fudge: 4

Research continues.

Results: -1 (+,+,+,0) 0 = +2 Research and integration to practice go very well this year.

Current Progress: (0,+1,+2,x,x,x,x,x,x,x)

  • Subparts:
  • Integrate binding magic +
  • Theory to Practice +
  • 12 Assistants +
  • Luck 0

Action 2 - Resurrecting the Green Veil (-2,x,x)

  • Weight: Single (2 of 3)
  • Difficulty: Normal
  • Fudge: 0

Work on restoring the ancient sites and corridors of the Green Way, and raising the Green Veil, continues.

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

The sacred sights are restored, and with the education of the youth there is a renewed vigor among the members of the Green Cult.

Current progress: (-2,+2,x)

  • Restore Sacred Sites +
  • Educate youth +
  • Strengthen Green cult +
  • Luck -

Action 3 - the Grand Duchess of Timar [but only if Andrew is ok with this]

  • Weight: Single
  • Difficulty: Normal/Hard
  • Fudge: 4

The Darrgrixii Evangelicals attempt to win the covert patronage or support of the Grand Duchess of Timar for both their missionary efforts in Timar, and for the establishment of a Sedonian-Millati Church.

The Darrgrixii seek to make it clear to the Grand Duchess, if they are able to meet her, that the official establishment of a Sedonian-Millati Church is a highly desirable event for the Darrgrixii. This would eliminate problematic ties with the Kaeiro-Millati Church that currently exist, and would create a whole native Millati institution in Sedonian Timar.

A Sedonian-Millati Church would also give the Grand Duchess a provincial support base not subordinated to the national Sedonian Orthodox Church, and reinforce her own paramount authority in Sedonian Timar.

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

Everything looks like it has a favorable outcome. If you and Andrew want to play this out, I think that would be for the best.

  • Meeting with Grand Duchess +
  • Patronage +
  • Sedonian-Millati Church of Timar -
  • Luck +

Action 4. Fleet Expansion (x,x)

  • Weight: Single (1 of 2)
  • Difficulty: Normal/Hard
  • Fudge: 4

The newly invested Council of State commissions the major Arsenals of Kahshaarton and Saltrim to commence construction of two new vans using the Deepsea hull technology, the new class of ship to be called the Meerschloss-class Galleon.

The two Arsenalmagisters are more than confident that each Arsenal can produce at least ten galleons each in each year. Secondary production will be allocated to the minor Arsenals of Kaeirduc, New Tirmaeir and Rimriveton.

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

Construction starts off well, but there is an interruption in the supplies which causes some delays. Not wanting to waste time, they work on recruiting while waiting, and do a great job at it.

Current progress (+2,x)

  • Supplies +
  • Construction +
  • Recruitment -
  • Luck +

Malkarid Actions? :

Action: 1-2 This Old House (x,x,x,x,x,x)

  • Weight: Double
  • Difficulty: Normal

King Orilius II happens upon the ruins of ancient Juspar while on a hunting trip into the deep forest. He arranges with the Hunter's Guild Council a plan to clear away the imposing foliage (and those giant spiders in residence); rebuild the castle and it's wonders; and establish it as the kingdom's cultural and political center. Firstly, the Hunters must be sent in to secure the area and guard it from that point on, as is their creed, while experts in areas ranging from forestry to masonry are gathered from about the realm. Work crews will be gathered, trained and then employed in reconstructing and furnishing castle Juspar. At the completion of the project, a celebration will be held to honor Malkaridians as a whole and guilds will be founded in thanks to those specialists whose endeavors contributed to the end result.

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

Work starts off with a bang. You are able to remove most of the creatures from the city with minimal losses to the Hunter's Guild. However, professional craftsmen are a little harder to come by, as there hasn't been a great construction in a long time. A workforce is recruited, and they are trained with what knowledge there is. It will take another 3 years to finish reconstruction, and to finish getting all the creatures that are hiding in the dark corners of the city and palace.

-King Orilius II is pleased with the reports from the field, however, the lack of experts is troubling. The King sees this as a sign of his kingdom's continuing recession since the war with the Gods. He considers sending several of his personal staff to help instruct the laborers and hopes his other "project" will uncover materials that might enlighten his people and prove to be a boon to the resurrection of Castle Juspar.

Current Progress: (+4,x,x,x)

  • Subparts:
  • Animal Control, +
  • Gathering the Experts, 0
  • Workforce Enlistment, +
  • Arts and Crafts Training +

Action 3: Bridging The Gap (x,x,x,x)

  • Weight: Single
  • Difficulty: Normal

The education gap between the common man and the aristocracy is widening to an unacceptable level, causing contention between the two groups. King Orilius has commanded several of the aristocracy, along with an armed guard, search the ruins of Juspar for educational material to disperse amongst the populace. As castle Juspar is being cleared of giants spiders, the only real problem should be finding legible material and not being crushed by ancient masonry (though an errant spider is still probable).

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

The exploration group suffered a setback when they stumbled upon a few rooms that the Hunter's Guild had not yet cleared. Nevertheless, they are able to find some useful materials that can be used to help educate the less educated among the "common folk." It will take two more years to make enough copies to actually get it out to enough people to make a difference.

When the exploration group shows forth their results to the King, he sends them immediately to copy the material and structuring it for general education and for the workmen at Castle Juspar. King Orilius II spends much of his idle time reviewing the recovered knowledge and declares a national holiday in anticipation of Malkarid's return to the "golden age".

Current Progress: (+2,x,x)

  • Man-Eater Suprise, -
  • Finding Something Useful, +
  • Falling Masonry, +
  • Luck +

Action 4 Knowing Is Half The Battle (x,x,x)

  • Weight: Single
  • Difficulty: Routine +2

The Hunter Council think that Orilius the Beloved's plan to rebuild castle Juspar might draw the attention of the Gods. Just in case, they are sending out two parties of Hunters to scout the areas around Malkarid and determine if there is anything the Gods can readily throw at them. It is the Council's hope that nothing comes of it, but its better to be prepared (which is one mottoes of the Hunter's Guild any way).

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

Besides running into a few large groups of not-so-friendly creatures, the Hunting groups do not find anything out of the ordinary.

-The first trek into the surrounding country is a success and the Hunters have gathered a fortunes worth of animal pelts. Most of them look forward to going further afield, as this sort of thing is why they joined the Hunter's Guild in the first place.

  • Subparts:
  • Wild Animals, -
  • Living Off The Land, +
  • What Do You Mean By Inhabited?, +
  • Luck +

Milakanur Actions

Action 1: Action 1: Sul-Flower Research Part 3

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

The goal this year is to find a safe way to deploy the air product without causing harm to the Milakanur soldiers. This will include researching deployment techniques and ways to immunize against the effects of the substance.

  • Subparts:
  • Luck +
  • Immunities +
  • Safety deployment ideas -
  • Secret 0

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

Action 2-4: Looking into the Neighbor's Window (+4,x)

  • Weight: Triple
  • Difficulty: 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:
  • Info of secrets about society +
  • Secret +
  • Info about war 0
  • Luck 0

Results: -1 (+,+,0,0) +2 = +3

The Great Secret of Bel'Adne is learned.

Current Results: (+4,+3) = 7/2 = +3

Rhudyn Actions 1483

Action 1-3: Knowledge is Power

  • Weight: 3
  • Difficulty: Hard
  • Fudge: 4
  • Duration: (1,5,1,4,x,x,x)

This year the intelligence project in Rhudyn will focus on Kaeir, The Commonwealth, Bel'Adne, and Southwestern Mid Sea? being Parlug and Bercancy.

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

Infiltration goes well in the Kaeir and Bel'Adne. A little progress is > made in the Commonwealth, but no progress is made elsewhere.

Surprisingly Rhudyn is able to penetrate Kaeir intelligence and establish a network in the area. Bel'Adne although far away is penetrated as well and intelligence is gathered on both nations. Nothing special is learned just the normal things that an agency would be expected to be able to report from the first year of operation in an area. It is discovered that there seems to be some sort of religious push in Sedonia territory. The Commonwealth is penetrated as well but it doesn't seem like there is much happening in that field.

In Parlug and Burcancy the progress does not go as well as planned. Many experts have attributed this to being over prepared for Kaier and less prepared for other areas such as southwestern Mid Sea? . Although no progress is made in the two nations the intelligence agency remains a secret as well as their penetration of many nations.

Current Progress: (1,5,1,4,+1,x,x)

  • Secret +
  • Infiltrating the North West? +
  • Infiltrating the South -
  • Luck -

Action 4: Appeasing the Lord of the Sea

  • Weight: 1
  • Difficulty: Norm
  • Fudge: 4
  • Duration: (0,2,x,x,x,)

Rhudyn will continue building the temple redoing its failure of last year.

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

The Lord of the Sea smiles upon your nation as favorable winds move supplies to the temple, and cool the workers who are trying to finish the temple.

Current Progress: (0,2,2,x,x)

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

Sedonia Actions

Action 1: Not In Our Backyard

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

The Sedonian Imperial Orthodox Church has become irritated by the proselytization efforts of Darrgrixi-backed Millati missionaries in Tirmar. Quite apart from the possible threat to the Church's power, there is the possibility of the Millat becoming a tool of pan-Tirmari nationalism.

The Primate meets privately with Emperor Arden XXI to request clarification of his order allowing followers of Ex Quaestio and the Millat to freely practice their faiths. Two days later, the Emperor issues a clarification: while followers Ex Quaestio and the Millat may practice their faiths openly, they are nevertheless still subject to laws which restrict certain rights and privileges to adherents of the Imperial Orthodox faith: in particular, non-Orthodox may not vote in local or parliamentary elections, they may not stand for office in such elections, nor may non-Orthodox nobles sit in Parliament.

After this order is published, the Orthodox Church begins a counter-proselytization effort in Timar. In addition to the obvious preaching, the Church recruits local community leaders to quietly exercise commercial pressure on recent converts to return to the Church. The Church leaders also, working through the local constabularies, begin a concerted campaign of low-level legal harassment of the missionaries, following them closely, and issuing citations for every single infraction witnessed, no matter how petty.

On the diplomatic front, after receiving reports of the results of the recent Kaeiran elections in which the Evangelicals suffered a severe loss, the Sedonian Ambassador approaches the new Kaeiran Foreign Minister and politely requests that the Kaeiran government act to reign in the Darrgrixi evangelists before their actions cause a disruption in Sedonian-Kaeiran trade relations.

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

It seems that this problem runs a little deeper than the church leaders thought. Many of the leaders in the local groups (civil, merchant, etc.) have secretly and/or publicly converted to the non-Orthodox religions. This prevents them from having a desire to do anything more than follow the letter of the decree - not letting people vote or hold public office.

The Church's brilliant plan backfires badly. Their actions in Tirmar increase the Grand Duchess' sympathy for the Millati, and the weight of her moral authority leads the common people of Tirmar to resist the Church's efforts.

The Sedonian Church also loses considerable influence with the Emperor and Parliament as a result of their failures in Tirmar.

  • Counter-proselytization -
  • Economic pressure on converts -
  • Police harassment of Darrgrixi missionaries -
  • Diplomatic pressure on Kaeir to get the missionaries to back off -

Action 2&3: Around the Horn

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

The Sedonian Fleet sends another expedition out of the Mid Sea? around the north coast to the anchorage on the Hansari coast located in 1481. This expedition will establish a temporary base at the anchorage and perform surveys and soundings along the coast and among the northern Kilasi islands for six months, before returning to Sedonia with the maps.

They are also to try to make contact with and gain information about the local tribes. In particular, the Imperial General Staff wants to get a better idea of the extent of Torphan's influence; while the initial expedition in 1481 turned up nothing, they did not look closely.

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

The survey does not go as well as planned. An unusually rough storm sinks a few of the ships in the anchorage. At the same time, a longer than normal storm season, coupled with extremely thick vegetation prevents much exploration inland. The explorers feel that they are being watched, and are able to find local settlements, but they do not find any people there.

  • Survey the area around the anchorage -
  • Contact the locals, peacefully -
  • Look for signs of the Torphani +
  • Get the intelligence back home 0

Action 4: Go For a Soldier

  • Weight: Single, Strategic (+3,+4,x)
  • Difficulty: Normal
  • Fudge Points: 8

As the training process in each legion completes, their equipment and supplies are brought up to standard, and as each legion completes initial training, it is deployed. 21st Legion is to join II Corps in Tirmar, while Legions 22, 23, and 24 of the new VIIIth Corps deploy to Near Kajir; 7th Legion relocates from Ft. Yarrow in Near Kajir to Ft. Yzara in Far Kajir with the rest of V Corps.

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

Current Progress: (+3,+4,+4) = +11/3 = +4

Things go extremely well. Many of the more veteran troops are impressed by the organization, skill, and equipment of these new troops. Morale goes up at their areas of deployment.

  • Complete training +
  • Complete equipping +
  • Deploy to areas of operation +
  • Integrate command structures +

-- Chad Powell - 05 May 2008

Topic revision: r6 - 20 Jun 2008 - 06:01:23 - Chad Powell
 
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