Events

Doug, you should know that your society has been acted on via secret actions. You've been infiltrated, and some vital information about your society was discovered. However, since this was a secret action, in order for your society to find out who it was and what they found out, you would have to spend actions.

The Malkrid made a very happy discovery. It seems that there is a stoneworkers guild alive and well in your society. They held deep hopes that someday your society would return to their ancestral city, and for this reason they have kept the practice of masonry alive. They had to keep their hopes and practices secret from the population at large, so they went into hiding. However, they kept a constant vigil over the city, and when they saw your people move in, they revealed themselves and offered their aid. Your reconstruction efforts have been changed to an easy difficulty.

Narton in the Razanians/Aryisa suffered from horrible crops this year. Famine would have been widespread, but the neighboring province of Karan had a bumper crop this year, providing enough for themselves and Narton, with enough to spare to store for another year's worth of grains. Also, The rest of the western Razanian provinces have noticed the peace that is reigning in Sayn, and many have decided to move there.

Taranta had a successful trial of blocking/herding the local tree population on a small scale. I'll write up something for that later. And now for the NPC societies:

The rumors of the clan wars in the Olozogs were true, and they were vicious. When all was said and done, 15,000 people were killed last year before peace was restored this year.

There is unrest in Taninbar as rumors of goblin sightings are spread throughout some of the southern-most towns and villages.

Rhudyn Actions

Action 1-4: Knowledge is Power (1,5,1,4,1,x,x)

  • Weight: Quadruple +3
  • Difficulty: Hard
  • Fudge: 4

This year Rhudyn will focus its actions on infiltrating Sedonia, Mir, and the south west including Parlug and Burcancy. the main focus however will be Sedonia and Mir.

  • Subparts:
  • Secret +
  • Infiltrating Sedonia +
  • Infiltrating Mir +
  • Infiltrating South West -

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

You are able to keep things secret, and you are able to get men set up in Mir and Sedonia.

All of the nations across Mid Sea? have been infiltrated except for Parlug and Burcancy at this point.

Currents Progress: (1,5,1,4,1,4,x)

Action 5: Appeasing the Lord of the Sea (0,2,2,x,x)

  • Weight: Single, -1
  • Difficulty: Normal
  • Fudge: 4

Rhudyn will continue to build the temple.

  • Subparts:
  • Supplies
  • Progress
  • Luck
  • God's reactions

Kevin said it was a 0 result when I contacted him about this.

Sedonia Actions?

* Crown Prince Yarrow and Princess Nickolian's second child, a daughter, is born. They name her Agatha, after the Empress.

* Princess Yzara, the Emperor's middle child, shocks proper Sedonian society by marrying Vorgern, the half-Vraa'al son of one of the Emperor's Vraa'al bodyguards.

* Prince Lecon, the Emperor's youngest child, enters the Imperial Military Academy.

* Prince Tomas and Princess Anna, the children of Princess Irinia, the Emperor's sister, graduate from Thalsedon University. Prince Tomas takes a degree in natural philosophy, while his twin sister, Princess Anna, takes a degree in language and linguistics.

* Prince Ahlgren, the son of the Emperor's late brother, Prince Barnardus, graduates from the Imperial Naval Academy, serving his midshipman cruise on the Emperor Bucerad I, Home Fleet's flagship.

* Princess Anya, Prince Ahlgren's younger sister, enters Thalsedon University.

Action 1: The Dogs of War Are Barking

  • Weight: Quadruple
  • Difficulty: Normal ?
  • Fudge Points: 4

After several years of preparation, the Sedonian Empire initiates the first phase of Operation Westwind, the invasion of the Hansari tribelands.

The I, III, IV, & VIII Corps are assigned to the invasion, under the overall command of Vice-Marshal Donal Mac Cay? . The size of the force is ~112,000 men. This will also mark the first combat deployment of the minidrags. IV Corps will take point, then I Corps, then VIII Corps, with III Corps forming the rear guard and supply column security. The cavalry ala of the various corps will deploy as a reconnaissance screen ahead and on the flanks.

The plan is simple: an old Sedonian trade road runs west from Ft. Yarrow in Near Kajir, and at one time continued all the way to the western coast. The army will advance down the old trade road, reestablishing wayforts as they go. The Hansari tribes will be given a choice: swear fealty to the Emperor, or die. The ones who do swear will be immediately pressed into service.

Mac Cay? is instructed not to proceed farther west than the river which splits the Hansari lands in half without express authorization from the General Staff. The primary objective this year is to secure as much of the old trade road as possible.

[For resolving this, there are two parts: first, a check to see if any of the Hansari capitulate. Second, an ordinary battle resolution. The extra weight of the action and the Fudge points are meant to influence the first part, not the second.]

Results: -1 (+,+,-,-) +2(three actions towards capitulation, one action reserved for troop movements) = +1

With this result I am willing to say that you are able to get quite a few tribes to capitulate, and for this reason, the Hansari tribes will never be raised to full strength. They have a fair size, so their minimum force size is 12,000. Their max would be 29,000. I am saying that they lost half of the difference between their standing and max force, giving them a total force of 20,000. However, I see this as being more of a guerrilla-style war. Do we have a precedent for something like that, because I would assume that would effect the use of a size modifier. Also, I remember posts from back when I was starting saying that we did not allow magical weapons and/or enhancements to effect large scale engagements, which is what you're trying to do with the mini-drags. Because of this, I have removed the +1 bonus from the mini-drags. So, this is what I came up with from the data you sent me and my own little bit of research.

Hisarian: Force Size: 20,000 Force: Good +1 Morale: Normal 0, Defending Home +1 Total BV = +2

Sedonia: Force Size: 112,000 Force: Good +1 Morale: Good +1 Size Modifier: +2 Total BV = +4

(+4 + (0-0-) - (+2 (----) = 2 - (-2) = +4 Sedonian Victory

Assuming a bloodiness value of 1, this would indicate a loss of 7000 troops for Sedonia, and 35000 troops for Hisaria. Not looking good for the defenders. However, like I said previously, I don't see the Hisarians coming to a pitched battle, which would very easily end with such values, with the Sedonians probably destroying the souls of the departing with their mini-drags (thus accounting for the extra 15k casualties.) Does anybody have any ideas of how to resolve a problem like this?

Hisarian Morale Check: (1 + (+++-)) = +3 passed (if we figure out whether or not any of them survived)

The Sedonians, thanks to the capitulations of so many tribes, have control over the eastern half of the Hansari lands, from the old border to the river, and from the Olozog hills south to the border with Torphani Casovia. The survivors retreat west across the river.

Vraa'alActions

Action 1: Enhance High Lord consent.

  • Primary Determinant: Consent (0)
  • Weight: Single
  • Difficulty: Normal
  • Fudge points: 2

The new High Lady of the Vraa'al, Ahlandra Darksword, wants to increase her approval rating amongst the people. She has been able to win support from the council by proving to them her capability, by having beauty and charisma, by having a sincere desire to improve the Vraa'al way of life, and by having a loyal following of assassins, but now she wants to get the support of the people so that they will support her in her improvement projects and other future plans. With this in mind she plans to use the same tactic her uncle employed when he first cam to the office. She plans a year long games event (it has been 30 years) dedicated to sorcery, the arts, sword play and (to start drumming up general populace support for her plan to initiate sailor training at the Drummond Academy of Shadows) she would include nautical races.

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

Hmm...so, no subparts were submitted, so I'll just say that she does a good job of organizing the celebration. Overall, she gets a lot of people happy, but people are known to change their minds on a whim. The +1 to her consent will last for the next two game years.

The High Lady of the Vraa%u2019al started the year celebration with a speech, %u201CGood people and fellow Vraa%u2019al, let this day mark the beginning of a new age for our people. We are changing in a changing world. With this in mind, I have made it my personal quest to make the Vraa%u2019al ready to face whatever new challenges come our way. As part of this mission it is time for our people to rediscover this world within which we live. We need to find allies and identify our enemies. We have labored long enough in isolation; it is time for us to let the name of the Vraa%u2019al be known amongst the civilized peoples of Qaiyore. In honor of this new objective the High Council and I have included a new series of events to the Inaugurational Games to show the abilities of our peoples at sea. As a second aspect of this initiative, we have agreed to include sailing in the required curriculum at the Drummond Academy of Shadows. For those who show promise in the nautical version of %u2018The Dance%u2019 their will be advanced classes in naval tactics, giving all families the opportunity to increase their prestige. May the gods smile on this day. Let the games begin!%u201D In spite of her rousing speech the games didn%u2019t go as well as expected, partially because large groups of farmers were supposedly engaged in the reforestation project that she had planned during the same year. The truth of the mater was that the farmers snuck away to watch the games, but they were embittered because the games were planned when they wouldn%u2019t have normally been able to be there. Those in the city seemed to appreciate the effort however and her approval rating went up for a while.

Action 2&3: Institute Seamanship and Naval Officer training at Vraa'al military academies.

  • Weight: Double
  • Difficulty: Easy
  • Fudge points: 0

Description: Ahlandra Darksword, great great grand daughter of Ahlgren Darksword and niece to the recent High Lord, approached the Council Chamber with a sense of nervous excitement. "How could they refuse?" she thought to herself, "This will help ensure the safety of our people through the ages." She had managed to win council favor through her beauty, charisma, and apparent natural skill in politics. However, those who had not only not been swayed, but had also tried to manipulate her actions through threats and intimidation tactics had been removed through a series of assassinations by her most loyal followers. The country needed a strong competent leader, which she was; supported by a unanimous council. It was the only way that the country would be able to meet future challenges. She allowed herself a quick smile, but only a quick one because she didn't want her retinue of attendants or her elite guard to see any break in her solemn demeanor. Since her birth she had been trained in the ways of Vraa'al nobility and that included a very controlled expression of emotion. It was one way to encourage people to choose the direction that you wanted; while making them believe the decision was theirs. It wasn't necessarily a lack of emotion, but more accurately controlling what others thought you were feeling. It was a lesson Ahlandra had learned well. This occasion was slightly different however, she had spent weeks carefully wording her first proposal to the High Council as High Lady of the Vraa'al and she felt sublimely confident. She still decided to wear one of her many, just too low cut, dresses to make sure she had the males' complete attention. This one was dark blue with a silver hem at the bottom and at the sleeves. The neckline went to just below her sternum, but the neckline was stiff so that the dress couldn't fall open. It was sleeveless with silver at the shoulders and hung slightly down her back. She had silver bracelets and arm bands they were simple yet added a touch of elegance to the ensemble. There was a silver girdle with dark blue border at her waist, where the symbol of her office, the sword of Ahlgren Darksword was buckled and resting comfortably in its sheath. She also had a large sapphire ring on the middle finger of her right hand. It had a silver etched into it that stood for Darksword. The outfit was finished off with a dark blue cape that hung down to her ankles including a hood that attached at the neck. Her hood was pulled back revealing her piercing red eyes and very attractive features. She had dark blue boots that went up to her mid calf, they weren't very comfortable, but they gave her a few inches to be able to look the taller males in the eye, they had silver buckles used to strap them on, but the buckles were hidden behind the skirt section of her dress. Obviously, dressing provocatively wasn't affective on the female council members, but they were on her side anyway, being the first High Lady in history. Her ultimate goal was to include seamanship training in the regular classes at The Drummond Academy of Shadows here in Darkhold, capital city of Arelcar. As she approached the Council Chamber doors she stopped for a moment and went over her speech one more time in her head. Being an island nation, the Vraa'al need, not only a strong, but a dominant navy. Every Vraa'al knows the story of how our peaceful diplomats were attacked by the Orasareni savages. That was a good example to put the council members in the right mind set. She would then bring up several "what if" scenarios that were definitely possible including increased opportunities for trade due to being able to provide protection to any merchant vessels they wished to send out in the future. She had it all worked out, they would gain the support of the people through her and the councils mutual support of the project along with a focus on nautical events in the games celebrating her inauguration. She would then commission the construction of the new wing with financial backing from the council, meanwhile they would start a new rotation of seamanship classes, with advanced classes for those students who showed promise as naval officers and desired to become one. In Vraa'al society everyone, males and females, are required to attend the Academy and learn the Dance. They are also required to take several introductory courses in stealth, espionage, and magic. This was to provide all Vraa'al with a basic understanding of these things if not an ability to use them. Those that showed promise in stealth or espionage were encouraged to become spies and assassins for the country. These are considered positions of honor in Vraa'al society and the opportunity is rarely turned down. Those who show promise in magic however are required to study it and develop it to their utmost potential; they do not have a choice. Those that refuse are treated with contempt and are ostracized by their families and communities. The shame is so bad that the drop outs usually end up killing themselves. Ahlandra took after her great, great grandfather in her magic ability and was forced to develop it, she enjoys learning so it wasn't that big of an issue to her, plus she was good at it. She had also shown extreme promise in stealth and espionage as well and chose to study those out of a personal interest in them. By doing so she was able to make several friends in the field and they have become her personal network of operatives. She wasn't going to force naval officer training on the students, just the basic understanding of seamanship. The pursuit of advanced classes would be left up to the students, just like the spy or assassin classes. She was actually kind of jealous of the upcoming students; she wished she had had the opportunity to learn about the art of sailing. The classes would be taught by seasoned captains from the Orasareni battle as well as those who had proven successful in defending the island from pirate incursions. They would have at least one vessel dedicated to Academy usage so that the students could receive hands on training. To encourage those that wanted to continue in the course, she would arrange for the students that wished to pursue the naval officers training to live on the ship as its regular crew. She had worried for a moment that not enough of the people would want to continue in the naval officers courses, but she was sure than once approved she could sway the people to her cause by appealing to their sense of loyalty to their nation. Furthermore it was one more way for the Vraa'al participants to gain prestige in another form of the Dance. Her goal was to have the people see service in the Navy the same as they viewed service in the field of espionage. She was fully convinced that the council would see the wisdom in her idea and she strode confidently up to the chamber as the guards stationed there hurried to open the door.

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

Seamanship is instituted at the academies with little resistance. It is decided that it will be useful for the people to have these skills.

The council approved mostly due to the obvious need for Vraa%u2019al to augment and improve its armed forces so that they can meet future military challenges.

Action 4: Reforestation

  • Weight: 1
  • Difficulty: hard
  • Fudge Points: 0

Description: It was quiet on the coast of Arelcar, except for the cresting of the waves on the shore. There was a fog that had rolled in and concealed this section of the island from any passing ships. This was a beautiful stretch of beach; the sands were white and there was a shallow grade up to the rolling hills of the island of Arelcar, but this section of beach hadn%u2019t been settled by any of the Vraa%u2019al because of its one drawback. Reyndar pulled is black traveling cloak tighter around him to keep out the damp. He knew that about 300 yards from shore there was a reef of sharp rocks that could tear a ship to ribbons. At low tide you could see the rocks, but there was still no visible way through. At high tide you couldn%u2019t see the rocks, unless there was a very low trough as a wave passed by. Even low sitting vessels would have their bows ripped open. This recollection brought Reyndar%u2019s thoughts back to why he was here in the first place. The High Lady had sent him, Reyndar Silentknife, one of her most trusted informants, to scout out the coast line of their island. The High Lady wanted to forest or reforest near the beaches of Arelcar. She had explained her reasoning to him before sending him on his mission and he felt that it was a good idea. She explained, %u201CThis would create somewhat of a natural barrier to invaders because, due to our peoples%u2019 specialty with shadow tactics, it would give them an opportunity to ambush any invaders foolish enough to come here. We cannot let another travesty like the Burcancy infiltration occur. Furthermore, it will provide us with a renewable supply of timber as long as we harvest them wisely. Not to mention that the close proximity of these trees to the coast will facilitate our shipping of the lumber to our manufacturing areas and ship yards. This is very important for the future of our people, which is why I have entrusted it to you.%u201D Her countenance was serious and he could tell she was reading his face to make sure that he understood the importance of what he was assigned to do. %u201CI understand my Lady. I shall not fail you.%u201D Seemingly satisfied she smiled and replied, %u201CReport to me as soon as you are done.%u201D He nodded and left her offices, heading downstairs to where his squad was waiting for their new orders. That was over a week ago, and although it definitely wasn%u2019t the most exciting mission he had ever been asked to perform, he had sworn an oath of loyalty to Ahlandra Darksword long before she had become the High Lady and her recent accession had only cemented that commitment further; he would not quit the mission while he still lived. He waited patiently for Turin to finish mapping this area of the shore. Both were in their all black shozokus, but where Reyndar preferred to have his hood down and face uncovered, Turin had his hood up with his mask in place, covering the lower portion of his face. Reyndar only used his mask when he was on an assassination mission, but Turin was only a few weeks out of the academy and still felt it was important to wear the hood and scarf at all times during any mission as he had been taught. They had on black cloaks as well as their shozokus to help keep them warm while traveling. There was nothing metallic or shiny visible on their persons as their uniforms were designed for stealth, but only a fool would think they were unarmed. Reyndar was skilled enough, he could shadow through a crowded room of people while carrying a screaming gryphon without being noticed. Most of his squad was at or near that caliber, but Turin still had a ways to go. He was easily stealthier than any clumsy human, but it would be a little while before he had reached his full potential. The squad was systematically mapping the uncharted parts of the coast line. They used a length of rope to measure out every 100 yards and then Turin would map the section. If they had to map the whole island it would take them about three years to finish since Turin could only map about 500 yards a day with any semblance of accuracy. Fortunately they only had to check out the previously mapped sections for accuracy and suitability for forestation not to mention most of the island was already mapped they wouldn%u2019t have to be at this too much longer. Reyndar wasn%u2019t really expecting any trouble, but he had been taught to always be prepared, besides there were still wild animals that could show up without warning so he shadowed young Turin to watch his back while the youth was distracted with his mapping. The other four members of the squad were split up into twos with one holding one end of the rope and the other watching for trouble. Once it became dusk, the group would regroup and make camp. Then start again the next day. Turin got stuck with mapping because he had a natural talent for drawing. Once the mapping of the coastline was finished Reyndar would lead his team back to the capital and present the map to her Ladyship. %u201CAlright I%u2019m done,%u201D Turin reported as he turned to look at Reyndar and showed him his work. Reyndar took a quick glance and nodded his approval, definite drawing skill. Reyndar then made a bird call in a quick succession. When he heard the same call in answer from both the rope holders, one very close by and the other about 100 yards away, he tugged on each direction once and the rope started to slide along the ground. Turin and Reyndar walked along with it keeping their eyes out for trouble. %u201CYes,%u201D Reyndar thought to himself, "we should be done soon."

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

The reforestation effort does not go well at all this year.

The reforestation project was planned for the wrong year, most of those involved didn%u2019t put their whole effort into it, because they preferred to sneak away and watch the games. You try to keep your eye on a group of Vraa%u2019al when they want to disappear. With the constant drop in man power the project went poorly and most of the trees weren%u2019t given the attention they needed for them to take.

Kaeir

Kaeirean Internal Events:

* Neutirmaeir - the local, colloquial form of New Tirmaeir City's name, 'Neutirmaeir', slips into official usage, replacing the 'official' name of 'New Tirmaeir', which had long struggled to gain popular acceptance.

* Somewhere in the Kiviri Spine - Doranax Calarnarsan descends the northern slope of the Spine.

* Continental Kaeir - the Republican Constabulary step up their enforcement of Residency and Travel Permit requirement amongst foreigners. A random number of foreigners are caught residing outside of Neutirmaeir and Saltrimcomte, travelling outside of the permitted Saltrimcomte-Neutirmaeir highway and the Yora'Timar and Sedonia marchroads.

* The Deephills country - Lady-Heir Tiberiaxa van Anggrix, sole heir to the politically powerful and fantastically wealthy Van Anggrix House, comes of age. A month later, her mother passes away. Despite her strange and reclusive upbringing in the sacred Deephills country, there is great interest in Kaeir and abroad in the new Lady Anggrix's marriage prospects given her great wealth.


Kaeirean Actions

Action 1 - Mage Archery (0,+1,+2,x,x,x,x,x,x,x)

  • Weight: Single (4 of 10)
  • Difficulty: Hard
  • Fudge: 0

Research continues.

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

Results: -1 (0,-,+,0) 0 = -1 Things do not go too well this year, but luckily, all the assistants are still alive after some failed attempts.

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

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

With the sacred sites restored, all that remains for the resurrection of the Green Veil, is the completing the education program, and the selection of candidates from the youth for initiation into the ranks of the shamans as noviates.

  • Subparts:
  • Educate youth
  • Recruiting shaman candidates from amongst youth
  • Strengthen Green cult
  • Luck

Results: 0 (0,+,0,0) 0 = +1 All goes according to plan, even if it wasn't as well as expected. Complete: (-2,+2,+1) = 1/3 = .33 = 0

Action 3. Fleet Expansion (+2,x)

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

With crews recruited for the two new Vans, effort is able to be fully focused on completing the construction.

To speed up construction, all secondary construction of specific parts of the Meerschloss-class ships are allocated to the minor Arsenals of Neutirmaeir and Kaeirduc, with shipwrights of the minor Arsenals only given component-specific plans to prevent leaking of Meerschloss-class technology. Construction of core of ship and major/top-secret components, and final assembly/construction of the ships takes place in the major Arsenals of Kahshaarton and Saltrimcomte.

  • Subparts:
  • Supplies
  • Component construction
  • Final Construction
  • Luck

Results: 0 (+,0,+,0) 0 = +2 The addition to the fleet is completed. Completed: (2,2) = 4/2 = +2 success

Action 4. The Fire of Purification (top secret) (possibly 1 of 1)

  • Weight: Single (1 of 1?)
  • Difficulty:
  • Hard Fudge: 8

The Schattenshutz (Shadowguard), formed at the close of the Kaeirean Civil War from select members of the Nachtshutz (Nightguard - the Kaeirean Order of Nightbrothers), Kaeirean shamans, and the Inquisition, it stands apart from both the Kaeirean State and and Kaeirean society. Owing its loyalty to the Eternal Consul, it is answerable only to him, and its true activities are known only by him. Selected by the Eternal Consul for their skill and abilities, and their trustworthiness and loyalty, the Shattenshutz are zealously devoted to Avan and his vision for Kaeir.

Lord-Consul Avan orders the Shattenshutz to conduct its first major operation - a test of its amalgamation of expert Nightbrother magic and the elite of the elite of Kaeirean intelligence - conducting a full counter-intelligence sweep of the Republic to identify any and all agents of foreign powers, and any other entities of interest to the Republic.

Conducted in secrecy without the knowledge of Council of State or the Kaeirean Intelligence Service, the Shattenshutz are given the full run of the Republic - no office of state or government agency is above or beyond scrutiny, nor are the Houses of the Republic or other institutions such as the Shadowguild/Smuggler's Guild.

The activities of the black-and-green-tartan cloaked Shattenshutz, who wear a modernised form of the traditional garb of the Kaeirean shamans, are explained as part of the Green Cult restoration project. Regarded as a kind of Consular bodyguard with Green Cult flavourings, the Shattenshutz in reality occupy a position within the inner sanctum of the Republic, watchers of all but beholden to none save the Eternal Consul.

The Eternal Consul's orders concerning spies though is icily simple - arrest, try and execute all agents against whom reasonable evidence can be produced; and make sure any spies and agents against whom insufficient evidence exists simply disappear. Any and all means for dealing with the latter category of spies is permitted - whether deporting foreigners to third-party countries where they are wanted on capital crimes, surreptitiously placing a Shadowguild contract on a spy's life, street muggings gone wrong, an irrefutable charge of demonism by a shaman or Nachtshutz, among many other options.

  • Subparts:
  • Identify spies/agents
  • Arrest spies/agents if evidence
  • Assassinate/'disappear' spies/agents if insufficient evidence through stealth/subterfuge

Results: -1 (+,+,+,+) 0 = +3 Ok, so this action is a success. This year everything goes as planned. However, I think that further actions of this type are actually going to be limited to 4 FP, because this is technically an action against a foreign nation. If we don't establish a limit, then it would make it impossible for any country to keep a spy network in place in any player society who has enough fudge points. It will take one more year to complete the purge.

Current Progress: (+3,x)

Bel'Adne / Rian a'Ardavaereand events:

Tanat: The Melcuranin High Council commissions a committee to examine the inclusion of the Hria lands into the Calarmalar. The committee is called the Preliminary Research Committee on the Application of the Wholistic Theory of the Great Work to the Western River Valley.

Mantol: The Tarmalareyn , the Order of the Grey Way, a secretive order of arbitration and watching within the Melcuranin, convenes a meeting to discuss the push by some Melcuranin to research the military application of some parts of the Calarren, and the impact of the Millati religion on the Melcuraneyn' responsibilities to the Calarmalar. The Grey Way's reaches conditionally unanimous conclusions on both matters, deciding to meet with the Raenath to discuss these matters before reaching a final conclusion.

Ro: Nuaddahelem (Nuadda the Black), Crown Prince of the Rian a'Ardavaerand, marries Shidhe Durieth of Saranbar at the relatively young age of 52 (for a Bel'Adine Prince), daughter of the Tolmen of the Saranemeyn Canton and a direct descendent of Ethnienem - last of the Ten Daughters dynasty. The wedding is officiated over by Duke Slainte in the Ardthoreyn camp in Ro, and is seen by many as a sign of the closeness between the Duke of the Ardthoreyn and the Raenath-To-Be. Nuaddahelemri is joined by his young wife Shidheria (only 41) on the battlefield afterwards as the amassed Ardthoreyn marches on Bega.

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

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

The Great Steelworks of Tanat are expected to be completed this year, and the final cohort of steelsmiths fully trained up as well. Production is already half the expected capacity, with the arms produced going to frontline troops.

  • Supplies
  • Build Steelworks
  • Train Workers
  • Luck

Results: 0 (+,+,0,-) 0 = +1 The steelworks are completed, supplies are stored, but not as many workers are available for training as the populace is more occupied with the war effort. Completed results: (1,3,3,1,1) = 9/5 = +2

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 a final message to the various mahla of 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. Resistance is futile, for resistance shall only bring utter annihilation.

Particular effort is placed on the mahlas of Maripai and Bega, where the messengers convey to the sangha of both mahlas the words of Lugh the White: "Resist, and I shall raze your city to the ground, and build a new one in its place in the image of the Bel'Adine, not the Nund a'Avaerlyrine."

  • Subparts:
  • Messengers to each Mahla
  • Internal politics of each mahla (major and minor)
  • Luck
  • Response of each unconquered Mahla

Results: -1 (0,-,0,-) 0, +1 (for multiple successful battles) = -2 Unfortunately, it looks like the Mahla are digging in their heels, and are ready to resist for at least one more year.

Action 3 - Recruiting the desertfolk. (1 of ?)

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

The Saranemeyni Melcuranin offer their client the Bel'Nagb tribe a great honour by offering them the opportunity to serve in a special elite cavalry force, and paying them accordingly. The Bel'Nagb are asked to raise a cavalry force of western desert tribes, to be under the command of Bel'Nagb officers, and serving in the Ardthoreyn.

Operating like the French Foreign Legion, the Turunthorin (the Moon Legion - named after a figure from Shanari myth). would be a unit within the Ardthoreyn, commanded by Bel'Nagb officers, comprised of western desert Shanari tribesmen. The Bel'Nagb sanoukh would receive an additional salary for recruiting the force, and individual tribesmen would receive a wage or in kind (as the tribesmen preferred), making the serving in the Turunthorin a great source of income for any tribesmen serving in it.

As a side benefit, the creation of the Turunthorin will ensure that the Bel'Adine border with the Calarnar is secure, as the western desert tribes would not want to bite the hand that feeds them.

  • Subparts:
  • Bel'Nagb (client) response
  • Baratiyyah (ally) response
  • other tribes response
  • Actual military training/recruitment

Results: 0 (+,0,0,0) 0 = +1 You get a noncommittal response from the Baratiyyah and Bel'Nagb, but a positive response from the other tribes. This will take two more actions for recruitment and organization.

Current Progress: (+1,x,x)

Action 4 - War

Disposition of forces: Duke Slainte's army at Ro - 54,699 Earl Eochaid's army at Myl'te - 16,144 Earl Eadberht's army at Tora - 18,500

Supply lines: Shalpath rearguard - 10,000 Tora rearguard - 3000 Myl'te garrison ath - 3000

Orders:

1. Earl Eochaid leaves 6000 men to guard supply lines, and marches his remaining 10,114 men to reinforce Duke Slainte at Ro.

2. Earl Eadbhert at Tora marches on Maripai with great haste, to conquer the town during the dry season. Emphasis is placed on a blitzkrieg assault to secure it.

3. Duke Slainte (54,699), reinforced by Earl Eochaid (10,114), marches with a 64,813 strong force on Bega. The Ardri, Lughwynri, joins Duke Slainte and Earl Eochaid the Butcheron the battlefield, as does the full cohort of Melcuranin under Nuaddahelemri. Duke Slainte hopes that Earl Eochaid's reputation amongst the enemy will bring an extra psychological advantage, as he also hopes the presence of the Lakeson will bring amongst the more superstitious Hrian. This is shaping up to be the battle to decide the war.

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

You are able to keep things secret, and you are able to get men set up in Mir and Sedonia. Currents Progress: (1,5,1,4,1,4,x)

Ok, we have two battles: Maripai, and Bega.

MARIPAI CAMPAIGN:

Earl Eadbhert has 18,500 to the Hrian's 5,500. Battle Value for Eadbhert is +4. Battle Value for Hria is +1 (they take a -1 Morale penalty for their loss last year.) Eadbhert's got a +1 tactics, so:

(4 + (++++)) - (1 + (-0+0)) = 8 - 1 = +7 Bel'Adne Victory

Hrian Morale Check (Morale is 0): (0 + (-+00)) = 0 Pass

Beladine Casualties: 1,200 men, leaving 17,300 men Hrian Casualties: 5,500 soldiers, leaving 0, plus 4,100 civilians killed in the sack of Maripai.

Earl Eadhbert's men take Maripai by storm. He gains another +1 to his Tactics, and gains a reputation as a general who can motivate his men to move quickly.

BEGA CAMPAIGN:

Duke Slainte's got 64,813 men; the Hrian defenders of Bega have 26,148 men. The Beladine BV is +4, with Duke Slainte having a Tactics of +2. The Hrian BV is +2, they get a +1 force bonus from Bega's fortifications, but a -1 Morale penalty from the presence of the Butcher.

(4 + (+---)) - (2 + (-000)) = 2 - 1 = +1 Bel'Adne Victory

Hrian Morale Check (Morale is 0): (0 + (-+-0)) = -1 Fail

Bloodiness Mod is 3, as you indicated a desire to punish Bega

Beladine Casualties: 13,644 men, leaving 51,169 Hrian Casualties: 26,148 soldiers and 14,784 civilians killed in the sack.

Because you placed your leader into the battle and the margin of victory was so narrow, I'm going to make a survival check:

(-+00) = 0 Ardri Lughwynri is wounded during the siege of Bega, most likely by an arrow fired from the walls, but he survives and recovers.

The Bel'Adne forces besiege Bega for most of the dry season. Duke Slainte demands the city's surrender when his siege engines make a breach in the walls, but the Mahla refuses. Earl Eochaid leads the assault force into the city, and lives up to his reputation as a butcher.

With all major Hiran towns and cities in Bel'Adne control, the war is over.

Earl Eadhbert has proven himself a hero of the Ardrin. Once the Commander of the isolated Northern Command, whose troops faced only herdsmen venturing into the forbidden zone, and bandits, he has repeatedly proven himself a skilled general.

The sack of Maripai leaves a fifth of Maripaibar dead - another two fifths fled the fighting, leaving only half the surviving population of the city actually resident in the city itself.

So complete and rapid is Eadhbert's capture of Maripai that the infrastructure of the city is kept intact, the seafaring civilians of the city's port having wisely locked themselves away at the outset of the fighting, awaiting the outcome of the battle. Very few residents, therefore, are able to flee the city by ship.

The senior Sangha of the Maripai mahla had planned to flee to Bega, but with the news of the impending fall of Bega, are left with a dilemma. Their choices - flee to the Northern Colony, surrender, or throw themselves into the battle. With the port largely closed, only a handful make it to the single poorly provisioned ship leaving for the north. Aside from a small number of young sangha, the remaining majority surrender to the Ardthoreyn. Every single sangha who comes into the custody of the Ardthoreyn is promptly deported to Bel'Adne.

Bega has fallen, one quarter of its population fleeing before the Ardthoreyn, and another dying during the battle. Its remaining population barely reaches the 30,000 mark.

The Sangha of the Bega Mahla are deported en masse to Bel'Adne - none who come within the power of the Ardthoreyn are permitted to stay in Bega.

Kevin, can you roll for the whereabouts/custody of the J'ngk and the Inner Circle of the Sangha? Were they arrested by the Ardthoreyn, turned over, or surrender?

In Bega and Maripai, the Ardthoreyn immediately appoints provisional councils of native merchants to act as intermediaries between the Rian a'Ardavaerand authorities and native populace.

The utter destruction of the Hrian armies at Bega and Maripai have utterly destroyed the Hrian military - no major groups of soldiers have survived to mount resistance or a guerilla campaign. Concern is made to the Council of Earls by Ardthoreyn officers that the significant number of Hrian refugees that fled from Bega and Maripai (15,000 from Bega, and 10,000 from Maripai), beyond simply the danger of starvation and social problems, also presents potential banditry problems if not fixed quickly.

The Ardri, Lugh the White, after much consternation that he died in the battle, causes great joy after appearing before the men of the Ardthoreyn, bandaged and pail, but very much alive. Lugh the White is now the second most popular Raenath after Adanin the First.

Malkadrid

Action: 1-2 This Old House (+4,x,x,x)

  • Weight: Double
  • Difficulty: Normal

The court advisors arrive and further the training of the laborers. The aquaduct that once provided water to the city and it's fountains is uncovered and work begins to clear out the length of it. Other laborers begin to clear out the debris and prepare the city for reconstruction. And, of course, the Hunter's Guild continues to ferret out the native giant spiders. While many Malkaridians wouldn't normally have anything to do with the ruins of Juspar, the time of the Cursed King is long over and the curse of their ancestors has become second nature (not to mention the fondness they have for their ruler). Another consideration is that many Malkaridians could be pegged as unskilled laborers; this is offset, however, by bringing in those few people who have learned crafts that have been passed on from father to son since the curse to teach this generation valuable skills which will support their families during, up to, and past the reconstruction of castle Juspar (with the foundation of the guilds). Another problem is that castle Juspar is in the deep and relatively uninhabited forest (though just a mile south of the river which is plagued by giant spiders. The inclusion of the Hunters will assuage this problem, although the spiders will be a menace until the area can be properly urbanized (if you could call it that).

* Subparts:

  • Animal Control,
  • Aquaduct,
  • Area Preperation,
  • Training New Experts

Results: +1 (-,-,-,0) +1 = -1 Things do not go well this year. It seems that the gods who cursed your people are giving you one more test to see if you are worthy to return to your home city. When the Hunter's Guild went to clear out the palace, they found a nest of spiders equal to everything else that had been found in the city. The Spiders have drove your people back out of the city, and much of the year was spent fighting this new breed.

Action 3 Bridging The Gap (+2,x,x)

  • Weight: Single
  • Difficulty: Normal

Having found the needed material, the scholars of Malkarid begin translating, copying, and cataloging.

  • Subparts:
  • Translation,
  • Copy,
  • Sorting ,
  • Luck

Results: 0 (+,0,-,-) 0 = -1 Translation is completed, but a fire in the copying house destroyed much of the progress for the year.

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

  • Weight: Single
  • Difficulty: Routine +1

Year two of the scouting mission sees the Hunter's Guild scouts settling in and patrolling the outer most reaches of Malkarid. A simple scouting missing in what is believed to be unoccupied anyway, maybe the scouts will bring back some bear pelts or something.

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

Results: +1 (0,-,-,+) 0 = 0 The hunters find a tunnel that looks like it might lead into the city, that is not on any written history. When they tried to explore it, they were driven back by what they later found out is the same breed of spiders that is infecting the palace.

Current Progress: (4,0,x)

Ban Horroth

Horroth Actions 1484

Action 1: Boat Building. You can't rush this sort of thing. (Year 3)

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

Description: The Kaeirian shipbuilders, having completed the Trade craft now concentrate on the Passenger and Cargo crafts. These will be used to expand the movement of people and goods along the upper Rimriver that skirts along the western side of the high peaks between Ghainnorbakh and towards the capital Banbakh. The Troopmover will be done as the last project as the Warriors now wish two types of these craft to be constructed.

  • Subparts
  • Sufficient supplies
  • Passenger boat.
  • Trade boat.
  • Troopmover

Results: 0 (+,0,+,-) 0 = +1 You're able to complete everything, but the troopmover boats don't turn out as well as expected. They are only able to carry about half as many troops as expected. Completed: (2,1) = 3/2 = 1.5 = +2 success

Action 2/3: Diplomatic approach to the Clan Alkarhon.

  • Difficulty: Normal.
  • Weight: Double.
  • Fudge 3 : .

Description: The small northern Alkarhon clan situated on the eastern side of the Rim is now in an isolated position. They refused to join in the binding of the Beckarhon and Rolhohon clans as they considered such a binding to be not correct. Indications are that they may well consider joining the Nation of the Horroth now if suitable reasons are presented to them. Therefore the King has asked his senior clutch brother Molkan to lead a delegation to Alkarbakh and place before the Clan Leaders all the advantages of uniting with the Nation of the Horroth and also to diplomatically describe the isolation and vulnerabilities of the Alkarians should relations between the Nation and the %u201C incorrect%u201D northern alliance become difficult.

  • Subparts: Molkan is known for his persuasive manner.
  • 200 goats diplomatic gift.
  • four troops of Warriors in attendance.
  • luck.

Results: 0 (+,0,+,0) +1 = +3 The bribe of goats works, and you are successful in your approach to the Alkarhon.

Action 4: The Truth is buried somewhere. Year 2

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

Description: The King has ordered that more 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. The experience in the previous year will be built on in that certain areas within some ruins are now known to be more likely to hold records or artefacts.

  • Subparts:
  • experience from previous years excavation of a number of ruins.
  • ancient records found artefacts found.

Results: 0 (+,-,-,-) 0 = -2 More of the ruins are excavated this year, but not much is found.

Milakanur

Action 1-4: The Panchayya

  • Weight: 4, +3
  • Difficulty: Hard, -1
  • Fudge: 4

Feeling it is time to rid itself of the Panchayya threat to the East of Milakanur the Per Aa? puts a plan into affect.

First non-Milikanari loyalists will be sent to influence strong Panchayya religious leaders. The leaders will be provoked to begin preaching anti-Milakanuri sentiments. The hope is to spread the word of Milakanur's "Evil" shadow throughout the Panchayya region to fuel more growth of the hatred toward the Milakanuri and establish a well founded need to finally move against and attack Milakanur immediately.

Once the Panchayya begin to rise up and prepare for war a Milakanuri representative will go to the Panchayya to ask for peace and calmness once the Panchayya begin to demand war, the diplomat is to put on a good show but not really make too much of an effort to actually have any great success.

Milakanur has all of the troops ready and is prepared for a state of war already. Once the Panchayya begin to move Milakanur will ask for assistance from her allies in the Eastern Coalition and ask them to be prepared to move against the Panchayya as soon as possible in accordance to the Defense of allies clause in the Pact of the Eastern Coalition.

  • Secret
  • Panchayya declaring war
  • EC preparation
  • Luck

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

It appears that your infiltrators are able to sneak into Panchayya and stir them up quite a bit. They are more effective with the commoners, but a majority of the leadership holds reservations against starting a war. On the "defensive" side, the EC is not prepared for any attack, presumably because they don't know what is happening. If they did, then it would make the secret portion of this or any future action a lot harder.

Arysia Actions?

Action 1: Peacekeeping and Reconstruction of Western Razania ( +2,+3,x,x,x,x )

  • Weight: Single
  • Difficulty: Normal
  • Fudge Points: None

Description: With the Rebellion over and with the population starting to help out, reconstruction will continue anew.

  • Subparts:
  • Peacekeeping and maintaining the to be continued
  • Reconstruction of the Infrastructure and
  • Reconstruction of the Agriculture, especially in Narton this year
  • Luck

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

Despite a rash of burglaries into supply depots, progress continues. Current Progress: (2,3,1,x,x,x)

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

  • Weight: Single
  • Difficulty: -1 Hard

Now that the local crafters are up to Aryisa standard in skill and equipment, it is time to start the next stage. Taking advantage of the reconstruction, they will upgrade and improve the infrastructure and agriculture to Aryisa level. Also, now that Western Razania united with Aryisa, can finally take full advantage of the rivers and old border lands without concern being raided or attacked.

  • Subparts:
  • Infrastructure; Roads, Aquaducts, Canals, Walls, Buildings, Bridges, etc (Exploitation)
  • Agriculture; Irrigation, Farms, etc (Yield)
  • Mines, Lumber Mills, etc (Resources)
  • Laborers; whether they will be available to help out

Results: -1 (-,0,0,-) 0 = -3 Laborers and resources are too occupied with reconstruction to help with upgrading this year.

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

  • Weight: Single
  • Fudge Points: None
  • Difficulty: -1 Hard

Vanguards will continue to expand their number of seats in the Grand Council while pushing for full integration of Western Razania and emancipation of ALL Razanians. Meanwhile, they will attempt recruit Sayn and Non nobles or their representatives that will be joining the Grand Council in Aryisa City.

  • Subparts
  • Grand Council; continue to expand their number of seats
  • Recruiting Sayn and Non nobles
  • Full Integration of Western Razania
  • Emancipation for all Razanians

Results: -1 (+,+,+,-) 0 = +1 Things go well for the Vanguards this year, but they are unable to push any type of resolve for emancipation. Current Progress: (0,1,1,x,x)

Action 4: Integration of Western Razania into Aryisa ( x, x, x,)

  • Weight: Single
  • Difficulty: -1 Hard
  • Fudge Points: Whatever I have left, I lost track

After helping to complete the integration of Sayn and Non, the Regent decided to take advantage of the momentum with end of rebellion and head for Western Razania to begin the integration there with or without Grand Council support...has he already done with Sayn and Non. Grand Council may not be pleased with his lack of absense in the last few years and his constant disregard for their input, but the Regent cannot afford letting the opportunity go by. In the end, he believes they will all appreciate having a Greater Aryisa.

To do this, the Regent will splitting up his tour of the Western Razania into chunks starting with Minot, contacting what remains of their leaders and nobility including those who helped with the rebellion, meet up with different segments of the populace, and then bring them to the table at City of Minot. A long the way, Regent will visit various military garrisons to help boost their morale and remind them that they helping to build greater and stronger Aryisa.

The Regent's wife and Archmage's daughter Jaina will also help with the integration by representing the Order of Sayn a long with leading the Sayn Battlemage contingent of the Sentinels.

  • Subparts:
  • Contacting and gathering the remaining Minot leaders
  • Gaining support from the population
  • Boosting of Morale among the Military
  • Luck

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

Your are able to gather the Minot leaders this year, but they spend too much time debating how things should progress for much progress to actually happen.

Current Progress: (0,x,x)

Mir

Action One, Two, three: A future union.

  • Difficulty: Normal (its internal information gathering.)
  • Weight: Triple

Eubratosa, Niratrosa and Opozoya Villard gather together to dicuss the future. The Thrones of Mir and burcancy would one day rest in the hands of Opozoya Villard. The two weren't blind and knew that many of their neighbors were opposed to the unification of the two countries, as well as some factors with in their own country.

They both feel that if things are to trasition smothly they will need to work together to form a new union, and start this project within the secrets of their private communications and commities. Both feel that the two countries united would be for the best especially with Sedonian Expansion, The Eastern collition gathering power and expansion in the north. Both while powerful countries may get lost in the events occuring around them. the unification of their countries would unit two of the most powerful magi groups, also bring their resources together, and possible grant them what they need for the future.

Their first discussion will be about how the unifications would occur. both want to protect the unique aspects of the said cultures, but they need the power that unifcation will bring. They feel that their future is in keeping their own time table. These initial meetings appearing as family functions are to establish way a good time table. This is a long term project since it secretcy from foriegn nation and Sedonia espcially.

Their intial actions will be to uses their own agents to learn what the fears are, and also what they need to include in their planning.

  • Sub - I am placing these so that the roles tell me how much information is
gathered from each group. so - being none, 0 being so so, and + being found a rather talkative person.
  • Mirrish Mages/Nobility:
  • Burcancy Nobility:
  • Burcancy Population:
  • Mirrish Population:

Results: 0 (0,-,-,+) +2 = +1 A few of the Mirrish Mages and Nobility are talkative, and so are most of the Mirrish general population.

Action Four: Fleet Expansion (1 of 10 year)

  • Difficulty: Normal
  • Weight; single

With the recent events in Elyria Mir has desieded it might be best to follow the local trend. Mastery of the Sea is important, and Mir once controlled them. They feel that it is time to once again put their foot forward. They will begin building a fleet of ships that will be able to make it to Elyria since they are sure that once again. The first year will be briging in supplies and setting up the ship yards of Miarbalpur and Puramyr for the massive project. Enough will be kept open for the regular shipping, but new areas will be reopened and such.

  • Sub:
  • Supplies
  • ship yards
  • preparation
  • Luck

Results: 0 (0,+,-,+) 0 = +1 The ship yards were not ready for any large construction effort, but this years preparation was able to get them geared up for the next few years work.

Topic revision: r3 - 22 Jun 2008 - 02:40:40 - Chad Powell
 
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