Finally . . . they're HEE-ERE! Andrew ---------------------------------------------------------- Kaeir: Action 1. Millati envangelisation (3 of 10) Elements: Darrgrixi College, Millati preachers. Weight: 1 action. Difficulty: Moderate. Factors: +Experience of past two decades of missionary work. +Common cultural heritage of Timar, Saltrim and Kaeir (Old Principality of Timar). +Established community in Sedonian Timar Sub-parts: * Preaching to Sedonian Timar (success to date) * Preaching in majority of Kaeir (minority now not Millati) * Preaching in Dominion of Saltrim (significant minority is Millati) Results: Diff (-1) + Dice (-1,1,1,-1) = -1 Failure The Millat's spread is slowed by the spread of the conflict between Arlhanist and Marlupinist from Saltrim. Surprisingly, the core of the dispute is not over doctrine, but over governing practices and procedures The Marlupinist creed does spread in Sedonian Tirmar. Action 2. Fleet expansion (1 of 2) The Senate orders the construction of a further two Vans for the Kaeirean Fleet, with the aim of producing a single new Van by the end of 1465, and a second Van by the end of 1466, adding a total of 40 new ships to the Fleet. Elements: Arsenals of Kahshaarton and Saltrim, and minor Arsenals of Port Kaeir and New Tirmaeir. Weight: 1 action. Difficulty: Normal. Factors: +Successful expansion of Fleet in previous years +Great building capacity (two major ship-building yards, 2 minor ship-building yards). Sub-parts: * Recruitment * Administration/Organisation * Training * Binding magic Fudge: 2 points Results: Diff (0) + Dice (-1,0,-1,0) + Fudge (2) = 0 Mixed Results Construction on the first van is completed, but unexpected supply shortages place the completion of the second van next year in doubt. A group of private yards owned by House Von Angrix-Kiviri has bought up large amounts of lumber and cordage, driving up costs of those items throughout Kaeir. The supply disruption should even out by 1467. Action 3. Military preparation (Secret action). Under orders from the Senate, the Kaeirean General Staff begin preparations for the liberation of the Port Jabau. Two Vans of the Kaeirean Fleet, the Kaeirean Marines and all available Kaeirean Guard units are to be involved. As a cover, the official reason for the military preparations is Kaeirean assistance against the Ice Demons in the Straits of Annorr. Only the Senate, the Office of the Inquisitor and the General Staff know the actual purpose of preparation. Military units to be used in the operation (6000 men): - the Czarsbane Guard of New Tirmaeir (a thousand men) - the Kingsbane Guard of Port Kaeir (a thousand men) - the Green Guard of Lokton-on-Port Kaeir (a thousand men) - the Crownsbane Guard of Crownsbane Keep (a thousand men) - Third Van and Fourth Van (forty worships in total). - Marines of the Third and Fourth Van (a thousand men in total). The Grandmaster will contribute a large number of Nightbrothers to the operation, ideally hoping to commit a dozen Nightbrothers are also sent by the Grandmaster to assist each Guard unit, and a Nightbrother to each of the forty warships(meaning a total of 88 Nightbrothers). The Kaeirean lodges of the Brotherhood of the Night should be able to supply the necessary number, but the Grandmaster Avan Nightwalker will look to the Shanari, Morvali and Bel'Adnese lodges if numbers are short. Liberating the Gateway to the Holy City should be sufficient enough force to motivate the Nightbrothers, not to mention their obedience to the mission of the Brotherhood and the vision of the Grandmaster. To the surprise of many, the Grandmaster volunteers himself for the operation, and places himself in charge of magical military operations. Merchant vessels are also drafted in if needed for transportation, under existing State law that require merchant-houses to contribute warships to any war-effort. Elements: Kaeirean Republican Guard, Kaeirean Fleet, Kaeirean General Staff, Office of the Inquisitor, Brotherhood of the Night. Weight: 1 action. Difficulty: Hard (secretive) Factors: +Recent successful expansion +Knowledge of Port Jabau (intelligence and frequent Kaeirean travel through Port Jabau) +Long term planning for conquest of Port Jabau +Participation of the Grandmaster Avan Nightwalker Sub-parts: * Strategising * Logistics * Training * Ability to muster enough Nightbrothers from Kaeir firstly, and region generally, within the year. Fudge: 2 points. Secrecy Results: Diff (-1) + (-1,1,1,1) = +1 Success Action Results: Diff (-1) + (-1,0,0,1) + Fudge (2) = +1 Success The Kaeiran forces achieve strategic and tactical surprise. The Port Jabau garrison surrenders immediately. The only Kaeiran casualty is a soldier who trips and breaks his wrist disembarking from his transport. Unfortunately, Milakanur is outraged at what they see as an incursion into their sphere of influence, and Aixelsydani is furious that the reinforcements they were hoping for were a cover for invasion. Relations between Kaeir and Milakanur fall to -4; relations between Kaeir and Aixelsydan fall to -2. The only thing that keeps Milakanur from retaliating against Kaeir with an attack on Rimrivertown is their commitment to defend the Aixelsydani. Action 4. Magical assistance (duration uncertain). Alarmed at the prospect of a permanent Garrist sphere of influence on the shore of the Straits of Annorrur, Grandmaster Avan Nightwalker sends two dozen Nightbrothers (including two Master) to help overcome the siege of Annorrur. The two dozen will also use the opportunity to test the limited binding magic the Brotherhood has been able to develop to date, as the practical experience will surely prove valuable in improving the binding magic later. The two Masters are also instructed to use any opportunity to study captured or killed Shadowspawn so as to further understand the demonic variety of the binding magic. Elements: Brotherhood of the Night. Weight: 1 action. Difficulty: Normal. Factors: +Recent successful expansion +Knowledge of binding magic (compared to others fighting the Ice Demons) -Inexperience in wartime conditions Sub-parts: * Defence of Annorrur * Testing of binding magic Results: Diff (0) + Dice (0,1,0,1) = +2 Success The Night Brothers play a key role in the defense of Port Anorurr, killing several Shadowspawn. The binding that links a demon to its host proves to be almost identical to the binding magic used by the Nightbrothers, with the exception of certain changes which allow the demon to take direct control of its host's body in certain circumstances. For more information, see below. ---------------------------------------------------------- Tanimbar: Action 1 & 2: The Offensive Continues (4 of 5 completed) With the goblins pushed out of their main regions and into the forests toward the western frontier, the goal changes from engaging main goblin groups to funneling them west to the border. Escape routes to the left are to be left for the goblins, with the Tanimbar generals hoping that the goblins will take those routes rather than fight. With this in place, hopefully any major conflicts will be avoided but if the goblins dig in, the army will attack before any major fortifications are in place. To help with this, scouts are to report any of the respective groups of goblins moving to join with one another and the army will, if plausible, deter any such joining. Once the goblins are driven to the border the army will force them a small distance over and then return to begin setting up the watch forts that will be put in place. Difficulty: Hard Objectives: Attack any non fleeing goblins Funnel to the west Prevent groups from joining Luck Results: Diff (-1) + Double (+1) + Dice (1,0,0,-1) = 0 Mixed Results The Tanimbari army is successful in uprooting pockets of stubborn goblin resistance, but without the support of Mir's dragon, mopping up leakers who aren't fleeing west is very, very difficult. Still, the majority (90%) of the surviving goblins flee west towards and over the Torphani border. Action 3: Preparing for the rebuilding With the end of the war close at hand, Queen Katrina and the Council of Merchants has been tasked with making the preparations for rebuilding the roads, cities and mines that used to exist before the goblins settled in after the Sedonian retreat. Using the intelligence gather by scouts during the campaign, they are to make a plan for getting workers and settlers into the area as quickly as possible, as well as setting up way-points for the supply caravans. In addition to map the routes, sites must be identified for rebuilding. They must also identify the populace that will be moving into the area, as well as the merchants who will be supplying the goods. Difficulty: Normal Objective: Analyze Intelligence reports Identify populace Identify merchants Luck Results: Diff (0) + Dice (1,1,0,-1) = +1 Success Despite some minor bad luck, the rebuilding plan comes together successfully. +1 bonus to any rebuilding actions started next year. Action 4: Marcus' Dream (I have a major write up to do on this, I'll try to get it in as soon as possible) While enjoying the conversations with the Torphani Ambassador, Marcus now realized that getting an embassy set up in the Torphan capital is an impossibility at the moment. Changing his focus, Marcus begins to shift to a possible trade post along the border, hoping that the incentive of increased economy will be enough to start the process of a formal diplomatic relationship between the two countries. He has drawn up a plan, emphasizing the advantages of Torphani goods coming into the rest of the midsea region. The tricky part will be in presenting the plan in such a way that it with not threaten the Torphani isolationist views to greatly. Also, this will mean getting an exact border area from the Torphani ambassador. Difficulty: Normal Objectives: Presenting plan Emphasizing advantages to economy Getting Torphani exact border Luck Results: Diff (0) + Dice (-1,-1,-1,0) = -3 Severe Failure The Torphani Ambassador completely rejects all of Marcus' proposals. Worse, he has learned of Tanimbar's plan to drive its goblin population into Torphan, and is not at all happy about it. The Ambassador warns Marcus that if the Tanimbari continue with their plan, the Empire of Torphan will retaliate. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.


