
Kaeir's actions for 1453. Haven't used any fudge points as I'm not sure if I have any.... : ) Action 1 needs to be looked at - I suspect it would probably be better as two actions, but I'm not sure how you'd want me to do this one, Juha. cheers, Ibrahim ------ Action 1: Send 3 squadrons to assist Sedonians in transporting troops to fight Ice Demons (Strategic/External/Special action). Weight: Single (1 of 3 year action). Difficulty: Normal (for transportation) / High (??) (for 3rd squadron). Description: As a result of the request for Kaeirean assistance, the Senate orders three squadrons of the Fleet to sail to Sedonia (each squadron numbering ten ships, and each ship capable of carrying 200 troops and supplies). The third squadron though is sent on a secret mission to capture a group of Ice Demons first, before joining in the transporation efforts. Sub-components of actions (Juuso, please advise if these should be separate actions): a) The squadrons sail south to assist in the transportation of troops for the duration of the crisis. The ships will be manned by the usual compliment of Fleet sailors and marines. Four brigades of Tirmaeiri Rangers (400 Rangers in total) drafted into the Information Secretariat for this special operation, divided up amongst the ships of the third squadron, will be sent as additional protection (the mounted Rangers are known for their strong archery), and will be accompanied by a dozen Information Secretariat field officers.. The first and second squadron will commence transportation operations immediately. b1) The third squadron though, will south southeast and past Videssia, landing near the Tana/Videssian border, and will beginning scouting the coastline for a bands of Ice Demons. The third squadron has been told that their mission is critical, as the Information Secretariat needs to study the biological abilities of the Ice Demons. b2) Once a suitable band has been found (ideally numbering 200-300), the Rangers, supported by the marines, will endeavour to ambush the band and capture the all female goblins in the band and a sufficient number of males. Instructions from the Information Secretariat specify that 20 females should be captured, and 40 males. The Rangers are suited to such an operation, as they are experts at operating on rough terrain and in the wilderness, and their use of shortbows and bolas are perfectly adepted to capturing goblins. Should the Rangers encounter overwhelming odds against themselves (orders are that they should only engage when in a superior position), they are to retreat to the ships and land at another location and try again. b3) The third squadron continues to move along the coastline, following the goblins, storing any prisoners in the special cages and shackles erected in the holds of the third squadron, until a sufficient number has been captured. This way the Rangers can continue to be operate on-shore without the need for a permanent base to hinder them, supported as they will be from the third squadron off the coast. b4) Once the quota has been captured, the third squadron rejoins the first two, and joins in the transportation efforts, sending the three ships holding the Ice Demons back to Port Kaeir. Factors: +2 Transportation a routine action, something the Fleet does often between New Tirmaeir, Port Kaeir and Rimrivertown. +1 No sea-based threats to transportation. +1 Maritime skills of the Kaeirean Fleet. Sub-action B: (above factors also) +2 Tirmaeiri Rangers skilled at operating in rough conditions and living off the land. +1 guerilla style raids from the sea not expected by the Ice Demons. +1 Tirmaeiri Rangers mounted, the Ice Demons on foot. +1 Ice Demons will be hampered by the more temperate conditions of the Tana/Videssia borderlands (being used to the frigid climes of the far south). -2 Tana/Videssia borderlands an unfamiliar landscape. Key Elements: General-Secretary Karl von Kahshaar of the Information Secretariat, Information Secretariat, Tirmaeiri Rangers, Republicnan Fleet. Questions: - Is this even remotely possible? The Information Secretariat is staking a lot on this seemingly mad gamble to retrieve alive a breeding group of Ice Demons. - Is it possible to conceal the secret mission? Certainly it would be easy enough at sea, and unless the Rangers are sighted by someone in the Tana/Videssia borderlands, no problems would occur until the ships returned to Port Kaeir, where the transporting of the Goblins to secure facilities within the Information Secretariat would pose a risk. - Whilst Kaeireans by and large have no historical experience with the Ice Demons, some members of the third squadron may not fully understand the official explanation given. Does their training and discipline overcome their doubts? - Are the Sedonians planning anything questionable whilst their friends assist them in transporting Sedonian troops? Suggested outcomes: Terrible! The Tirmaeiri Ranger brigades are overrun, and the ships of the third squadron are captured by Ice Demons! The captains of the first and second squadrons are at a loss to explain what has happened to the third squadron, and official enquiries to Port Kaeir receive only an embarrassed silence as reply. The fate of the ships of the third squadron remains unknown, a worrying turn of events considering its ten ships can transport 2000 warriors. In the Senate, even the Lord-Consul distances himself from the General-Secretary, who has become the object of scorn for many. Mixed. Whilst transportation efforts are successful, the third squadron encounters considerable difficulties in locating any goblin bands along the coastline of the Tana/Videssia borderline, only locating a small band at the end of the year. Success! The first and second squadrons join in the transportation efforts, and the third squadron successfully locates a number of goblin bands moving along the coast. Initial raids are successful, securing two females, and the Rangers quickly become accustomed to both the terrain and hunting the goblins. Fudgepoints: Note sure.... how many do I have? Action 2: Millati Evangelisation (8 of 10) (Strategic/Internal/Expansion) Weight: Single Key Elements: The Keeper, Millati converts, Millati preachers. Description: The Millati community continues its evangelisation program in Kaeir, numbering now almost a twentieth of the Kaeirean population. The Millati missionaries now are almost all Kaeirean, with the original Shanari preachers only operating in Port Kaeir and New Tirmaeir. The heightened status of the Keeper, proven by the continuing success at winning the masses over to the Path, is now able to reduce his reliance on the powerful and wealthy. Difficulty: Normal. Background factors: + Leadership of the Keeper. + High status converts + Kaeirean leadership of Millati community (elevated status amongst Kaeireans) + Solid financial resources of the Keeper to support preachers (no longer dependent on the rich and powerful). + Continuing trend towards conversion. + Accumulated experience of preaching to Kaeireans. + Exploitation of the importance of collective social units in Kaeirean society (families, houses, clans) + Crownbane district now strongly Millati + Millati community in every Kaeirean town/city. + No area of Kaeir really "anti-Millati" anymore (disinterested at worst) - New religion Questions: - How effective is the shift by the Keeper away from relying on the support of the elites? - Has this translated into a improvement in attitude amongst the non-Millati commoners? Action 3: Improvement of relationship with Grand Shaman of the Panchayyah (Tactical/External/Diplomatic) Weight: Single. Difficulty: Hard (Grand Shaman already sceptical). Key Elements: Lord-Governor Hoacoatl of Rimrivertown, Grand Shaman Sri Nagavallur of the Panchayyah, Grand Chief Sri Dhesker of the Panchayyah. Description: Following the debacle of the previous year, Hoacoatl tries to make amends with the Grand Shaman, by taking the necessary steps (in Panchayyah culture) to obtain the Grand Shaman's approval and agreement. Ignoring the protests of some of his officers, and reinvigorated by the renewed support from the Lord-Consul back in Port Kaeir (news of the debates in the Senate having arrived in Rimrivertown recently), Hoacoatl proceeds to secure what he sees as the final necessary component for a secure and stable Rimvertown. In particular, he humbly asks the Grand Shaman what could be done to make his "ugly village of the foreigners" less ugly, and requests advice in that respect. Factors: + Support of the Grand Chief. + Public support of the Lord-Consul for Hoacoatl. - Negative reaction of the Grand Shaman from the previous year. + Hoacoatl's cultural sensitivity. Questions: - Is the Grand Shaman interested? - How do the Kaeireans in Rimrivertown react (and does Jafaarsan's support make a difference)? Action 4: Kaeirean mission to the Ban Horroth (Strategic/External/Diplomatic). Weight: Single (3 of 5). Key Elements: Lord-Governor Huacoatl, Information Secretariat Captain Murhanuddin and his delegation of 11 advisors, Ban Horroth Trader Caste, Ban Horroth Priestly Caste, Ban Horroth Warrior Caste. Description: Peace has returned to the capital of Banbakh, and the Kaeirean dozen are able to mix more freely (to a degree) with the Ban Horroth. At the suggestion of Trade Elder, and at the invitation of a number of Outer Princes from the east, the two Guard engineers and one of the Information Secretariat officers leave under armed escort to survey the fortifications in the eastern valleys and develop suggestions on possible improvements. Though things are still tense, the Warrior clans have put their swords away, and blood is no longer being spilt (at least for now). The Grand Abbott, Elder of the priestly caste, still remains mildly hostile though, and Captain Murhaniddun continues to meet with him in an effort to bring him round to a more positive perspective on the Kaeireans. Murhanuddin also begins discussing with the Trader Elder the possibility of meeting the Crown Prince, who is expect to molt soon, and ascend the throne. Commercial bribes continue to be used, in the hope of enticing more neutral clans in the Priestly and Warrior Castes, and turn the critical mass in favour of Kaeirean trade into a strong majority. The training of the Trader Militia continues, which now exceeds the Warrior Army in skill and tactical ability. Difficulty: Hard. Background factors: + Murhanuddin's efforts to persuade Grand Abbot. + Majority of clans now in favour of Kaeirean trade. + Still peaceful relations from Kaeireans (Some Ban Horroth begin thinking that maybe not all humans are "evil"?) + Existing established trade with Ban Horroth. + Commercial benefits to clans if trade with Rimrivertown not effected. + Help in improving eastern fortifications (positive for both factions in Banbakh and amongst the Outer Princes) + Enhanced strength and status of Party of Trade from Kaeirean aid and weapons. + Many clans content to wait until the Crown Prince molts and takes his throne. - Appearance of armed foreigners from the west at a time when foreigners from the east are attacking. Questions: - Is it possible for the Grand Abbott to be persuaded by Murhanuddin's diplomacy? - Can the Guard engineers develop plans for improving the fortifications? - Have the Warriors caste really pulled back from civil war? - What does the Crown Prince think? - When will the Crown Prince molt and become an adult (anytime in the next 1-3 years apparently)? - What is happening with the Razanian raids from the east? ================================ Confidentiality Statement and Disclaimer ================================ This message is intended only for the use of the individual or entity to whom it is addressed and contains information that is privileged and confidential. If you, the reader of this message, are not the intended recipient, you should not disseminate, distribute or copy this communication. If you have received this communication in error, please notify us immediately by return email and delete the original message. 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