
Kaeirean turn Kaeirean events: The recent actions by Milakanur in strengthening its forces in Jabau and in partially legalising the Millat religion causes a crisis in the Senate. The old balance of power between merchants and Millati senators breaks down, and reaches a crisis point during a session on the Jabau Question and troop expansion. Furious at the Senate, the Lord-Inquisitor attends the next sitting of the Great Council, and in a fiery speech demands the Senate be dismissed and a new Senate elected by the Great Council that is capable of defending Kaeir's interests. A great debate ensues, which culminates in the great Millati evangeliser, Lord Olmar van Darrgrix of Crownsbane Keep denouncing Lord-Inquisitor Karl van Kahshaar for want to place the Millati in Milakanur in danger and questioning Van Kashaar's loyalty to the Republic. In a fit of anger, the Inquisitor challenges him to a duel, and though Van Kahshaar is seriously wounded, the leader of the hardline Millati lords is mortally wounded. The leaderless and now demoralised hardline Millati lords depart the capital the next day after the Lord Einmar van Darrgrix, who like his late father, is deeply spiritual and devout, calls on them to temporarily abandon the politics of the Great Council and the Senate and focus on the preaching of the Millat, especially in Sedonian Timar. For the first time in the Republic, two of the great Twelve Families (http://www.phoenyx.net/twiki/bin/view/Celandra/HousesOfKaeir), the Van Darrgrix of Crownsbane Keep and the Van Wansaan of New Tirmaeir, have not sat in a Great Council session. Without the hardline Millati lords, a shift in the balance of power in the Great Council occurs. Moderate Millati lords (many of whom are significant mercantile Houses too) and merchant lords cooperate, thereby outvoting the few hardline Millati that have remained, electing a new Senate that is capable of agreeing on critical questions in Kaeirean Foreign Policy. 1. Saltrim Project Following the successful survey of the previous year, the Reconstruction of the Saltrim Port and Shipyards, including the founding of the second major Arsenal in Kaeir, begins. Weight/Duration: Single weightage/Normal difficulty/2 turns. Key Elements: Guard Engineer Corp, Ministry of Commerce, Ministry of Domestic Affairs, Arsenal of Kahshaarton, Saltrimi populace, Saltrimi Houses. Factors: ++ Successful survey + old Taltherani plans that had been discovered + Support from populace and merchants Fudge points: 2 2. Guard Expansion With the new Senate elections, agreement is reached on much needed troop expansion. Legislation is passed to raise 4 new divisions of the Guard and expand the Tirmaeiri Rangers. The Senate also approves a long-standing Guard request to alter the names of Guard units, supplementing the traditional 1st-3rd division names with officer-chosen names: - the 1st Division in Lokton, just outside of Port Kaeir calls itself the Green Guard - the 2nd Division in New Tirmaeir calls itself the Czarsbane Guard - the 3rd Division in Crownsbane Keep calls itself the Crownsbane Guard - the Legion of the March calls itself the Basiluddin Guard, in honour of its founding commander. new divisions to be raised: - 5th division (Blue Guard) raised in the Dominions of Tirmaeir and Saltrim. - the 6th division (Kingsbane Guard) raised in Port Kaeir. - the 7th division (Straits Guard) raised in Kahshaarton and the Isle of Celtelath. - the 8th division (Draakosbane Guard) raised in the Isle of Celtehar. The Tirmaeiri Rangers, currently on active duty overseas, are to be doubled in number, with a thousand new Rangers to be recruited in Tirmaeir and trained at the Hall of Rangers. Enlistment in the Tirmaeiri Rangers is limited to those from the dominion of Tirmaeir or those applicants who are found acceptable by Ranger officers. Considerable effort is put into the recruitment drive, promoting the high salaries of Guardsmen and Rangers and the bonuses at the end of a ten-year stint. Non-citizens are also encouraged to sign up, with an enlistee automatically gaining citizenship on signing up and their immediate family gaining citizenship at the end of their ten-year tour of duty. Weight/Duration: Single weightage/Hard difficulty/2 turns. Key Elements: Office of the Commander of the Guard, the Senate. Factors: + Lack of military action in recent years (low death toll therefore) + Bloodless successes of Kaeirean military in Tirmaeir, Saltrim and Rimriverton. + Opportunities in the military (regular Republican Guard, Colonial Guard, the Inquisition, the Fleet Marines, the Tirmaeiri Rangers). + Opportunities to "see the world" (well, Rimriverton and the various Kaeirean diplomatic offices). + Large population in the Republic (1 million) vs. the small military size (5000). Fudge points: 3 3. Fleet Expansion As the second part to the Kaeirean military expansion, the Senate orders the construction of two new Vans, comprising 20 new ships each. Construction of the first Van will be in the major Kaeirean arsenal in Kahshaarton, with construction of the second Van shared between the Saltrim Arsenal and the Kahshaarton Arsenal once reconstruction in Saltrim City has sufficiently advanced. Recruitment of crews to serve in the ships will also be undertaken. With similiar conditions to those enjoyed by Guardsmen, there shouldnt be much difficulty in attracting able seamen. Weight/Duration: Single weightage/Normal difficulty/2 turns. Key Elements: Arsenal of Kahshaarton, Office of the Admiral of the Seas, the Senate. Factors: + Successes of Fleet in the Northern Trade Convoy + Importance of seafaring in Kaeir + Saltrimi sailors good potential source with reconstruction efforts Fudge points: 3 Send instant messages to your online friends http://au.messenger.yahoo.com ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.