Well it has once again been an interesting year. There is a big write up about the end of the Zelkor War after Zelkors actions. We hopefully will be having a new player next year, and Ethan will move to playing Anaduan. I think we also need to give Doug and Ethan a round of applaus for their effort at trying to save Zelkor. I have seen a little bit of there brain storming sessions, and was impressed with some of the ideas, and the over all plot.
Jason Heaps
Sedonia
Action 1: Wooden Ships and Iron Men, pt. 2
Weight: Single
Results: Normal 0 + (+00+) =+2 Success
Subparts:
* Construction of Ships +
* Recruitment of Sailors 0
* Recruitment of Officers 0
* Training +
Action 2: I Want *YOU* For The Imperial Legions, pt. 2
Weight: Single
Results: Normal 0 + (0000) = Mixed Results
Subparts:
* Recruitment & Training 0
* Equipment 0
* Deploying XVII & XVIII to Kajir and Taltheran 0
* Deploying XIX & XX to the western border 0
Action 3: The Siege of Zelkor
Weight: Single
Results: Hard (-1) + (-00+) = -1 Failure
Subparts:
* Sea Blockade -
* Breaching the Walls 0
* Persuading the Zelkori to surrender when the walls breach 0
* The Sack or Occupation of Zelkor +
See Description in Zelkors actions
Action 4: The Trans-Casovian Expedition
Weight: Single
Results: Hard -1 (++0-) = 0 Mixed Results
Subparts:
* Survive natural events (rapids, forest fire, disease) +
* Survive animals +
* Contact tribes in friendly fashion 0
* Complete the survey -
After the Sedonian troops cross the mountians the come in contact with Torphanies troops that while polite insite they return back over the mountians. The excitance of Torphan troops this far north does intrige the court back home. The Sedonian troops were not actually able to gather weather this was an actually part of torphan or just an area under annexation.
Rhudyn
Action 1: Nations Hooking up
Result: Normal 0 + (0+++) = +3 Success
Weight:Single
Fudge Points:1
Military 0
Magic +
Feast +
Fortifications +
Action 2:Hard Hats on
Results:Hard -1 + (0---) = -4 Failure
Weight:Single
Fudge Points:1
Expand Port 0
Highway -
Roads -
Luck -
The goblin and army movement have distracted all the resources and workers from the improvements.
Action 3: Lions and tigers and Goblins ohh my!!!
Difficulty:Normal 0 + (+++-)
Weight:Single
Fudge Points:2
Move Troops +
Secreacy +
Foriegn Aid +
Luck -
The troops are moved into place, with the greatest amount of secracy. Milakanur promises to come to Rhudyns aid, while Mir promises that they will provide supplies and other resources, lets Rhudyn know that at this time a military presence is not possible, the army having been out in the feild for the past several years needed to rest.
Tanimbar
Action 1: Troop Movements
Results: Normal 0 + (+0+-) +1 Succcess
Objectives:
Troop movement to Border +
Fortify goblin lines 0
Improve Border forts +
Luck -
Action 2, 3, & 4 Supplying and Evacuating Zelkor
Diffculty: Normal 0 (+0+-) + 2 = +3 Success
Objectives:
Sending Convoys with Supplies +
Setting up refugee camp 0
Evacuating Citizens +
Luck -
Tanimbar is able to move large amounts of citzens.
Kaeir
(Which of the long term projects will you be contiuning and dropping? you have a lot of them.)
1. Saltrim Project
Weight/Duration: Single weightage/Normal difficulty/2 turns.
Results Normal 0 (+000) = +1 Success
suparts
supplies +
building 0
support 0
luck 0
Fudge points: 2
Norma (+1,x)
2. Guard Expansion
Weight/Duration: Single weightage/Hard difficulty/2 turns.
Results: Hard -1 (+000) = 0 Mixed Results
subparts
expand Guard +
expand Rangers 0
none citzen recuritment 0
Luck 0
Fudge points: 3
3. Fleet Expansion
Weight/Duration: Single weightage/Normal difficulty/2 turns.
Results: Normal 0 + (+0--) = 0 Mixed Result
subparts
building first van +
building second van 0
recruitment -
Luck -
Fudge points: 3
Normal (0,x)
Action 4: Passage for Zelkori refugees
Weight/Duration: single action / normal difficulty / 1 turn.
Result Normal 0 + (---+) = -2 Failure
Send Fleet -
Refugees -
Desired refugees -
Luke +
Unfortantly Zelkor and Tanimbar seem to have some sort of Allaince and the evacuation while preceding does not seem to include Zelkor as part of it.
Zelkor
Action 1 Flee!
Results: Normal 0 + (+-0-) = -1 Failure
Subparts
Bank Documents +
City Documents -
Moving the records 0
Luck -
The Bank Documents are really the only documents that survive the moveing. All others were either left behind or water damaged on the ships.
Actoin 2 Flee! (Some more)
Difficutly: Normal (It would be hard if Tanimbar had not also spent an action to help)
Result: Normal 0 (00++) = +2 Success
Subparts
Organize Citzens 0
Organize supplies 0
Travel to Free Cities/Anaduan +
Luck +
With Tanimbars help the citzens of Zelkor are effectively moved out of the city.
Action 3 BURN!
Results: Hard -1 (+000) = 0 Mixed Result
Subparts
Hold Sedonia +
Destroy city 0
Flee 0
Luck 0
Action 4 Ship of Fools!
Difficulty: Hard -1 (++++) +3 Success
Suparts
Curse +
Attack Fleet in Harbor +
Attack any fleet coming south +
Return and Lead People to Free Cities +
The Exodus of Zelkor.
Qaiyore watches as Sedonian troops begin to squeaze the Prinicpality of Zelkor. In the midst of this the Zelkorian Princes is heard by his people. "We will never surrender to Sedonia."
In a well cordinated effort the Zelkor and Tanimbar fleets are able to move over two hundred thousand people to a series of refugee camps located just south of the Tanimbar line, and several thousand more who were not in the city during the seige manage to cross over the Tanimbar border.
The Sedonian Bloackade arrived to late to prevent most of the evacuation, and with their one permitted convo Tanimbar manages to move the last of the Zelkors citizens that are in the city and willing to leave.
The Sedonia troops quickly discovered why Zelkor withstood the second Goblin invasion, as they discovered the strength of its walls, and the fact that most of the ground underneath the city is rock.
Finally about midsummer the walls of Zelkor were breached, and as the Sedonian's entered the city they found the city burning or destoryed. Zelkors once gracious buildings were being licked with flames. The grand statues that once stood guard over her were defaced and toppled. General Martros order the destruction of what remaind of the city.
General Martros arrived at the harbor in time to watch as the Sedonia Bloackade was once again desimated by the desperate Zelkor fleet. Unlike last time battle when the Sedonian fleet was being destoryed they fleed back to Thalsedon.
Before he left the Prince laid a cure one the city that the ghosts would haunt the ruins for all except a leader who will resist the rule of sedonia. This curse was left insribed above the throne of Zelkor.
Traveling north the fleet attacked and destoryed a few ships, but soon turn around and returned to the Refugee camps of Tanimbar. Loading as many citzens as possible the Tanimbar and Zelkor fleet follows the Princes son's trail to the Anaduan.
Soon word of Zelkors exdus reaches across Midsea, as countless Merchants vessals come across the floating nation.
(Numbers: About 210.000 flee with the prince, 50,000 are still live, but 10,000 of them have fleed to either Sedonia or Tanimbar and not joined the exdous, or left with Kaeir. The remaining either died over the past three years of war or died during the sack of the city or otherwise unaccounted for.)
Shanari
Action 1:
Result: Normal 0 + (+-+0) = +1 Success
Subparts:
The willingness of the Moriyah to accept his claims +
The willingness of the Mor'Nagb to accept his claims -
The willingness of the Jabuar to accept his claims+
The ablity of his sister to keep him out of trouble 0
Action 2:
Result: Normal 0 + (00+0) +1 Success
Subparts:
The accuracy of the map 0
The usefullness of the map 0
The intrest of the other tribes +
The intrest (and awarness) of peoples outside of the Commonwealth 0
Action 3:
Diffculty: Hard -1 (+00-) = -1 Failure
Subparts:
The degree to which the Milakanur guards in Jabau have actually stopped
persecuting the Milati +
The interest the flamboyant building of the tower garners among
non-Milati Jabau 0
The interest the favorable trade dealings garners among non-Milati
Jabau 0
The extent this intrest translates into conversion -
Action 4:
Difficutly: Hard -1 + (++00) = +1Sucess
Subparts:
Convincing Council members of the Faymiyuniyya +
Convincing Council members of the Moderates +
Convincing tribal delegates to the Council 0
Convincing other members of the Council 0
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