Events for 1466
Rhudyn
Rhudyn:
Action 1&2: War, what is it good for? Difficulty:Normal Weight:Double Fudge Points:4
Double(+) + Diff(0) + Dice(---0) + 4fp(++) = 0 Mixed Results
The efforts of the Rhudyners aiding the Aixelsydani reconstruction go very well. Unfortunately, the clever plan to lure the Ice Demons into a trap fails when the Ice Demons kill and eat the emissary from the Light Council and his escort. It is apparent that the Ice Demons have no interest in negotiation.
The Ice Demon survivors split into small family groups and infiltrate south along the eastern coast under the cover of darkness, heading into unexplored wilderness.
Action 3: A Kingly council Difficulty:Normal Weight:Single Fudge Points:4
Diff(0) + Dice(00+0) + 4fp(++) = +3 Superior Success
The Aixelsydani agree to surrender control of the southern shore of the Straits of Anorurr to Rhudyn in exchange for the second daughter of the King of Rhudyn marrying the eldest son of the King of Aixelsydan. The Aixelsydani do inist on retaining control of Port Anorurr and its immediate surroundings because, having fought so hard to hold it, giving the city away could cause the army to revolt against the King.
Action 4: A league of their own Difficulty:Normal Weight:Single Fudge Points:0
Diff(0) + Dice(000+) = +1 Success
The various programs are a success, especially in Tana, where women have traditionally had more rights and privileges than in Rhudyn. The economic penalties from the losses in the war are offset. However, now that the women have been given these opportunities, they will not easily let them go again.
Tanimbar:
Action 1: Forts Difficulty: Normal Objectives: Building Forts Scouting goblin settlements Analyzing intelligence Luck
Diff(0) + Dice(+0+0) = +2 Success
The forts are completed rapidly, but goblin settlements prove difficult to find. However, the scouts do find the remains of the old Sedonian Imperial roads in the formerly goblin controlled region. With only minimal repairs and a major effort at brush-clearing, the old Imperial Highways can be reopened.
Action 2: Clearing the table Difficulty: Hard Objectives: Finding and Tracking remaining Goblins Eliminating any Goblins found Map making Luck
Diff(-) + Dice(00++) = +1 Success
The Goblins prove to be stealthy and elusive--many of their settlement were partially underground and disguised, and after several centuries of forest life, the Goblins are very good at hiding. Fortunately, it appears that the initial sweep was very thorough, and the mapmakers get on with their jobs undisturbed.
Action 3: The Building begins Difficultly: Normal Objective: Advance party travel to site Advance party prep at site Building road Luck
Diff(0) + Dice(0-0+) + Bonus(+) = +1 Success
The advance party reaches the site without serious incident and begins prep work, only to have most of it washed away in a series of severe summer thunderstorms. However, thanks to the discovery of the more-or-less intact old Sedonian road network, the work on restoring the roads goes very well.
Action 4: Mir Difficulty: Easy Objectives Loading supplies Travel Unloading supplies Luck
Diff(+) + Dice(-0-0) = -1 Failure
Summer storms result in much of the supplies being lost at sea.
Mir:
Action 1-4: Give Peace a Chance Difficulty: Hard (-1) Weight: Quad
Diff(-) + Weight(++) + Dice(00++) = +3 Superior Success
Mir successfully mediates a peace treaty between Kaeir and Milakanur, averting a war that might have engulfed the entire Mid Sea?. The final treaty essentially follows the second Kaeiran draft, with the only minor change being the addition of two Sedonian and Mirrish representatives to monitor treaty compliance until 1468 when administration is turned over to the Jabuasi sanoukh.
Action 5: Rebuilding Mirabalpur (+4,x,x,x,x) Difficulty: Normal Weight: Extra
Diff(0) + Weight(-) + Dice(0---) = -4 Severe failure
The loss of the shipment of Tanimbari relief supplies hurts the rebuilding. Worse, a second, milder earthquake occurs, subsequent to which the city's water supply is discovered to be contaminated. The Mir and the loaned Sedonian engineers clean and repair the reservoirs, but not before an outbreak of dysentery begins in the City. Rebuilding halts while resources are redirected to controlling the outbreak and treating the sick.
Kaeir:
Since the war is called off due to treaty, I will resolve only the anti-Shadowspawn action.
6. Putting one's house in order Elements: the Grandmaster, dozen Nightmasters, Sedonian agents.
Difficulty
Hard.
Duration
1 turn. Factors: Grandmaster's knowledge of binding magic. Brotherhood's experience of demons and of binding magic (Port
Annorrur siege). Grandmaster as Agent of the Green Lady. Sedonian expertise. Large number of shadowspawn. Political sensitivity.
Diff(-) + Weight(++) + Dice(0+--) + 8fp(++++) = +5 Extraordinary Success
Ibrahim, I'll leave the full write-up on this to you, but the high points are: * Clean sweep of Shadowspawn in Port Kaeir * Capture or Killing of Quetzal von Kiviri * Successful rescue of untainted van Angrix family members * Minimal casualties to the raid team/bystanders * Destruction of the von Kiviri compound by use of the Torphani demon-dispersers. The Torphani demon-dispersers are very powerful fireworks, with spells written in Glyphica Arcana on the inner casing. The energy of the explosion activates the spells. The duration isn't very long, but then, it doesn't need to be.
Celpalar
Actions 1 + 2: What's over the horizon?
- Difficulty
- Easy
- Objectives
- Exploration fleet one sails to western islands Exploration fleet one maps islands Exploration fleet one explores potential colony sites Exploration fleet two sails to southern islands Exploration fleet two maps islands Exploration fleet two explores potential colony sites
(I changed the islands explored from eastern and eastern to western and
southern--there are no major islands east of Celpalar)
Diff(+) + Weight(+) + Dice(--+0) = +1 Success
The first fleet meets with great success, finding many potential colony
sites and mapping the western islands. On some isles, the ruins of
ancient cities, dating back to the time of the Avaerans are found, but
they were largely looted long ago.
The second fleet, however, has less success. While some possible colony
sites were found, several ships and crews were lost, and the exploration
one island in particular so terrorized the crews that they will not
willingly speak of it.
[It's been previously established, Kevin, that one of those large
islands south of Celpalar is the tomb of Maracor, the Celandran god of
the undead. Not a place you want to colonize.]
Action 3: Let's see if this will keep them out
Difficulty: Normal
- Objectives
- Forge the chain Infuse the chain with magical power Build winch towers at the mouths of the harbors Set the chains in the mouths of the harbor
Diff(0) + Dice(+0++) = +3 Superior Success
The harbor chains are forged, enchanted and installed. An unexpected
bonus is that the enchantments are activateable: at a command word, the
chains can become totally rigid and inflexible--nothing short of more
powerful magic can cut them in that state. The magic also leaks into the
water, creating a field that will paralyze anyone trying to climb over
or swim under the chains.
Action 4: Time to help some old friends
Difficulty: Normal
Objectives: Send 3/4ths of Celpalar's standing army by boat to
Razanian kingdoms
Rely on old relations to convince Razanian kingdoms to
allow the troops to land peacefully
Establish a defensive base on teh southern end of
Razanian kingdom
Diff(0) + Dice(+-+0) = +1 Success
The Razanians, for the most part, are grateful for any help they can get
against Aryisa. The army ends up establishing its base in the Kingdom of
Taranta, which is currently the hardest-pressed by Aryisa, rather than
in one of the southern kingdoms. Celpalar's agents report that the
Kingdom of Sout is in negotiations with the Sedonians of establishing a
Sedonian naval base in that country.
The Arysian reaction to Celpalar's move is to demand the withdrawal of
Celpali troops from Taranta or face a declaration of war.
Action 5: Is anybody still there?
Difficulty: Easy
Objectives: Establish trade with Aiexlsydon
Establish trade with Rhudyn
Diff(+) + Extra(-) + Dice(--+0) = -1 Failure
Both Aixelsydan and Rhudyn are in the process of recovering from a
bloody war with the invading Ice Demons. While the pharmaceuticals are
welcome, given the numbers of wounded soldiers, neither country has much
to offer in return.
However, Sedonian and Kaeiran merchants in both countries and on the
Razanian Coast express an interest in trading for Celpalar's drugs,
although the Sedonians are not impressed with the Celpali weapons.