Action 1: War in the North
Weight: Double (+1)
Description: Following the conclusion of the New Tirmaeir Conference,
the Sedonian Government begins issuing the necessary orders to implement
the Treaty of New Tirmaeir. In late Lussuth, the cavalry alae normally
attached to III Legion are ordered into Kajir to secure the area--a
simple showing of the flag. Meanwhile, Legions II, III, VI, & VII, under
the command of General Martros advance from their staging area on the
border to lay siege to the city of Pran. The cavalry from II, VI, & VII
Legions is sent ahead of the main body as a scouting and raiding force,
to prevent Pran from gathering supply from the surrounding countryside.
II & III Legion will occupy the siege lines around the city, while VI &
VII Legions will blockade the Tal River upstream and downstream,
respectively, of Pran. II & III Legions will also be responsible for the
construction of the heavy Siege engines that the Sedonians will use to
breach the city walls, and for digging the tunnels needed to attempt an
undermining of the walls.
Pran will be offered the following terms:
* If they surrender immediately and turn over any remaining
Guildmasters to the Sedonians, they can become full citizens with full
rights & privileges.
* If they surrender once the walls are breached, they must pay a
fine of 10,000 imperials or equivalent, turn over any remaining
Guildmasters and their families to the Sedonians, and must wait three
years to gain full citizenship.
* If they refuse to surrender after the walls are breached, the city
will be sacked & burned, and the population decimated.
The Sedonians will be relying on the Mir to ensure that no relief force
will be sent from Tal. If Pran surrenders or falls quickly, the Legions
will march to aid Mir.
Difficulty: Hard (-1)
Fudge Points: 6
Subparts:
* Intimidating the Pranese into giving up
* Besieging Pran, cutting it off from outside supply
* Breaching the walls
* Occupying Kajir
Action 2: Annexing Zelkor
Weight: Single
Description: Rather than join the attack on Pran, I & IV Legions are
ordered to aid in the annexation of Zelkor. This unfortunate city-state
is in a severe economic collapse--indeed, some say the city has never
truly recovered from the economic crash at the beginning of the century,
and the loss of sea trade during the recent Demon War hasn't helped, nor
has the anarchy of the last few decades' changes in government. Zelkor
needs trade and economic recovery; Sedonia wants access to Zelkor's
shipyards & docks.
Besides the Legions, Sedonia is also sending government officials to
take over the city administration and try to jump start Zelkor's
economy. The new Kaeiran trading enclave they plan to establish should
help with that.
Difficulty: Normal (the Zelkori are too poor to be able to put up much
resistance)
Fudge Points: 0
Subparts:
* Installing new government officials
* Military occupation
* Restoring economy
* Popular support-building
Action 3: Through a Glass, Clearly
Weight: Single, Strategic
Description: Ion the journeyman lensgrinder decides to take the advice
of his old master and move to Roth Mythysa, the center of the MidSea
glass industry, to continue his work in developing lenses to correct
near-sightedness. His master gives him a letter of recommendation to a
Guildmaster Varrozh in Roth Mythysa who has an interest in experiments
with lenses.
The move will allow Ion to work full-time on his project, and give him
access to better materials (reducing difficulty in subsequent turns to
Normal).
Difficulty: Hard
Fudge Points: 2
Subparts:
* Moving to Roth Mythysa
* Setting up a new workshop
* Obtaining optical-quality glass
* Luck factor
Action 4: Trade Negotiations (not really a normal action, per se)
Weight: Single, Extra (-1)
Description: Sedonian opens negotiations with Kaeir over access to
Rimrivertown.
To the Minister of Commerce of the Green Republic of Kaeir, Greetings.
I write this letter to propose an arrangement which may possibly be of
mutual benefit to both our nations. Your nation's Closed Port policy
with regard to foreign traders and Rimrivertown is well known. I ask
that in return for the consideration discussed below, you consider
making a limited exception to this policy.
I propose that your Ministry issue six to eight licenses to Sedonian
trading concerns which form partnerships with suitable Kaeiran merchants
granting the possessor the right to conduct trade in Rimrivertown. Your
Ministry would have the power to reassign the licenses every two years,
and a trading concern which lost its license would not be able to
reapply until six years had passed. The licensed merchants would be
restricted to Rimrivertown, and would not be allowed to deal directly
with the Panchyya or Ban Horroth outside of the bounds of the colony.
In return, Sedonia will grant Kaeiran merchants, particularly the
Northern Trade Convoy, and the Kaeiran fleet full access to the docks
and facilities of the Sedonian naval base of Tolmersa at the inner mouth
of the Straits of Anorurr. Tolmersa is ideally situated as a repair and
replenishment point for ships heading to or from the Razanian Coast or
Celpalar. This access would *not* include access to the Imperial Prison
which is also located on the island.
Please inform me soonest if this proposal is acceptable, or if there is
room for negotiation on this question.
Sincerely,
Roger Finn, Minister for Foreign Affairs
Difficulty: I'd say Hard, but this is really an action that Ibrahim and
I should role-play out, rather than just resolve with die rolls.
Subparts: See above, but if needed:
* Access to Rimrivertown
* Persuade the Ministry of Commerce
* Persuade the Senate
* Avoid making other concessions.
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