
Action 1. The Brotherhood of the Night. Resolution: Diff = Normal (0) + Dice (0-0+) + Extras () = 0 Mixed results Dice: Millati doctrines: 0 Recruitment quantity: - Recruitment quality: 0 Luck: + Results: Only a few people suitable for the Brotherhood are found, and willing to join. In a stroke of luck, the Brotherhood stumbles upon a small cell of Hand of Garr in Tirmaeir, and demolishes it. This generates good publicity, and recruitment next year would be Easy (+1). The Brotherhood of the Night In 1455, in the wake of the schism amongst the Kaeirean Millati (for its impact on the mother church in the Calarnar, see Balin's "Schism and Factionalism in classical Akbari") and the collapse of the anti-magic policies of the Republic, the Kaeirean Millati established a quasi-monastic order devoted to fighting dark magicks. The Brotherhood of the Night based its philosophy entirely upon the Millati religion (indeed, its members are almost always exclusively Millati), and in particular upon Arlhan's 10 Points thesis. As such, it has fought spiritual and magical forces of the Demon Gods. Most controversially, it has when able, opposed efforts to open gateways to the Dreaming, termed "Joinings" in the language of the Brotherhood. Generally though, its activities focus on the detection, tracking and elimination of the minions of the Dark Lords. Its most noteworthy actions in the first few decades of its founding was the hunting of Shadowspawn during and after the Demon Wars of the 1560s. Furthermore, the influence of Millati theology on the Brotherhood of the Night has given rise to the development of a new style of magic that has been drawn from existing styles and traditions, but altered by the Millati worldview and the Brotherhood's own needs. Little is known of this style, as the Brotherhood's secrets are its own, but it is known to emphasise warding, detection, . The Brotherhood is known to use warding tattoos extensively due to the martial nature of the order, a practice perhaps initially inspired their Shadowspawn prey. The name, Brotherhood of the Night, is a classic example of the philosophy of the order. In Millati theology, a cardinal principle is that the separation between Celandra and the Dreaming should never breached. Amongst the most conservative Millati, this principle extends to a prohibition against magic. The schism of the 1560s saw the creation of a number of sects, though it was only the Arlhanist and the Marlupinist sects that survived in the long term in Kaeir. Though the Brotherhood has recruited from the various sects, it is philosophy of Arlhan, first Keeper and first Abbott of the Brotherhood, that has had the influenced the Brotherhood the most. This can be seen in the highly symbolic term "Night", representing the Brotherhood's conscious adoption of sorcery to deal with the nightmares that exist in the Dreaming and from there enter into Celandra (in a sense, the Brotherhood is chooses to be "awake" so that it may deal with things of the "Night"). Though it has never been a large order, its strength has lain not in its numbers but in martial and sorcerous skills of its members, popularly called Nightbrothers. Much of the Brotherhood's time is spent on training and study, and active duties usually are devoted to the spiritual monitoring of the communities they live within, seeking to detect signs of dark magicks. Nightbrothers normally operate in small groups or as individuals. This can be seen in the Brotherhood's first military operation, where the Brotherhood in 1455 discovered a coven of Garr cultists in New Tirmaeir. Using their limited resources, a dozen Nightbrothers tracked down and eliminated the coven using a combination of steel and sorcery (even discovering potential leads to covens elsewhere). In its early years, the Brotherhood was limited to the territories of the Kaeirean Republic, though it soon after spread back to the mother church in Akbari, and wherever the Millati faith spread in the Midsea. It is customary for at least one member of the Brotherhood to be resident in any reasonably sized Millati community (with smaller communities being visited regularly by journeymen). A Nightbrother is distinguishable from other Millati by their black cloaks (symbolising their "awakened" status) and dark green clothing (symbolising their commitment to the Millat, or Path), and the ornate tattoos covering their chest and arms. The headquarters of the Brotherhood is located within the compound of the Holy Tower of the South in New Tirmaeir city, and the office of Abbott of the Brotherhood has always been occupied by the Keeper of the Holy Tower. Balin san Balin, "Brotherhood of the Night", from "Religions of the Midsea" (Society of Scholastics, Port Kaeir branch, 1600). Action 2. The Green College Resolution: Diff = Hard (-1) + Dice (00++) + Extras () = +1 Success The Green College is successfully established. A modest number of skilled sorcerers are recruited to the faculty, and an unusually large number of students admitted into the elementary studies programme at the College (possibly due to the lack of opportunity for magical studies previously). A significant number of students are admitted under the emancipation initiative. Most importantly, the blessings of the Green Lady are obtained, and the Kaeirean shaman Erhad von Celtelathi takes over the daily administration of the College as Vice-Chancellor (the Chancellor of the College being but a nominal position) as well as the Chair of Elementalism. Scaltast von Gomel takes the Chair of Philosophy and Theology. Popular approval of the Green College is widespread, and is seen as an omen of the leadership of both the new Consul, Boris van Adin, and the Inquisitor, Karl van Kahshaar. The highly liberal approach of the Green College, attracts many and draws considerable support from the wider community. Amongst the Millati who possess magical talent, it is the more liberal that are attracted to the Green College (the conservatives preferring the Brotherhood of the Night). Action 3. Preparation for the raising of 9 new divisions of the Guard. Resolution: Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe failure Dice: Resources: - Logistics: - Population reaction: - Luck: 0 Results: Despite efforts to coordinate between the Office of the Commander of the Guard and the Arsenal, logistics and planning are a nightmare. Sourcing of material is utterly chaotic, with excessive quantities of one material obtained, and other essential items not obtained at all. In particular, an overenthusiastic administration planned for five new divisions, ignoring the fact that the population can only support two new divisions at this time. Despite the chaos, barracks and supplies for two divisions are obtained. The Great Council, seriously disturbed at the fiscal waste, requests that the Consul and the Senate promptly sort out the affair. Not a promising start to Consul Boris van Adin's new office. To further compound the problem, popular reaction to the prospect of two new divisions being raised is considerably low. The military is never an overwhelmingly popular occupation, and it forces many to question the Consul's determination to pursue a peaceful foreign affairs policy. It is unclear how successful recruitment will be in 1456. NOTE: Given that Kaeir has a population of around 634000 (Tirmaeir, Celtelath and Celtehar combined), Kaeir should be able to support a standing military force of around 10,000 (1.5% of the population). Currently it has 4 divisions (the 1st, 2nd and 3rd division of the Guard, plus the Tirmaeiri Rangers) amounting to 4000 troops, the semi-official Legion of the March in Saltrim (1000), the Colonial Guard (600 in Port Jabau and Rimrivertown), and 2400 men in the Fleet (1600 marines, 800 crewmen). 5400 oarsmen are used by the Fleet, and are a mixed population of slaves, indentured labour, paid labour (the current policy is to phase out slave labour in favour of paid oarsmen). Total military expenditure (including sailors and oarsmen, excluding cavalry costs) is around 370,000 Kaeirean ducats (and 900,000 ducats for food and miscelaneous supplies). A Kaeirean ducat is equivalent in weightage to an Imperial, and currency dates from the ancient Duchy of Kaeir. It should be able to raise and two more divisions (2000 men) in light of its population and revenue. The Fleet consists of 40 ships (all of which are on permanent duty). The Fleet therefore consists of 800 crewmen, 1640 marines and 4480 oarsmen. 6928 men in total (the oarsmen being largely criminals, bonded servants or slaves). The Navy consists of two fleets of 20 ships each (2 galleass, 10 galleys, 5 galliots, and 5 carracks to each fleet), both of which carry out convoy duties for Kaeirean traders around the Midsea. In addition, all Kaeirean merchant ships though may be converted into ships of war at a moments notice (it being mandatory for all ships to carry a set quantity of swords, crossbows/bows). A Kaeirean galleass has 32 oars (32 x 3 x 2 sides = 192 rowers per galleass). 192 rowers, 60 marines, 25 crew, 1 captain. Total manpower = 278. The Kaeirean galleass is a far more sophisticated version of the galley, being capable of holding larger numbers of men, and is capable of carrying artillery (or archers/mages). It has one row of oars with three rowers to each oar, three masts and a centred keel. A Kaeirean galley 25 oars (25 x 3 men x 2 sides = 150 rowers per galley). 40 marines, 20 crew, 1 captain. Total manpower = 241. The Kaeirean galley is a simple affair, with one row of oars, three rowers to each oar, two masts and a centred keel. A Kairean galliot has 18 oars (18 oars x 2 men x 2 sides = 72 rowers per galliot). 20 marines, 10 crew, 1 captain. Total manpower = 103. The Kaeirean galliot, similiar to the galley, is simple, with one row of oars, two masts, a centred keel, yet only 2 men to each oar. Action 4. The House of Quetzal Von Kiviri, Hero of the Debacle in the Southern Seas Resolution: Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results Dice: Commercial success: + Marketing success: - Old officers: 0 Luck: 0 Results: Quetzal von Kiviri successfully establishes his trading house, Von Kiviri. His generous pension payout helps him establish himself, as do contributions by unknown investors. With his capital, and the support of several of his former officers, Quetzal is able to purchase three caravels and successfully make one trading trip to the markets of Port Jabau. On his return, he makes a modest profit. In doing so, Quetzal is accepted amongst the ranks of the merchants and lesser nobility (the "Young Houses" in the jargon of Kaeirean titles and hierarchy). Action 5+6. Appointment of a Trader Commissioner to the Saltrimi Protectorate of the Southern Marchlands Resolution: Diff = Normal (0) + Dice (+--+) + Extras (extra: -1) = -1 Failure Dice: Troops reaction: + Lord Basiluddin: - Coverup: - Luck: + Results: The troops welcome Basiluddin back to Saltrimi. But Basiluddin himself is not too happy with the assignment (he was looking forward for something new), and is not too careful with his words about it... Luckily, this does not matter, since people tended to assume Basiluddin to be in the lead anyway. Basiluddin, though considerably unhappy about the assignment from Lord-Consul Boris van Adin, but as a patriotic citizen of the Republic, he does his duty. Returning to the Saltrimi Protectorate, he sets about improving the position of the Legion of the March (realising that the Senate wants a secure and stable March on their northern border before he is allowed home). There is little reaction from Taltheran, who though seeing through the pale subterfuge of Basiluddin's title of "Trade Commissioner", are in little position to challenge what is already accomplished fact. The Conclave Saltrim for the time being, is happy not to have the other Taltherani cities interfering in its own affairs (and thus undermining Saltrimi autonomy). ================================ 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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