Actions in Game Year 1420

Society Name: East Torphan

 

1) Troop Support for Tanimbar
Action - External, Strategic (continued action)
Secret Action

Army units are split between defensive assignments and scouts/survey/engineers. Scouts/survey/engineers are designated to observe Cedonian fortifications and to survey the border lands focusing on search for new and previously unknown routes into Cedonia. Contact will also try to be established w/ locals who might be of assistance. (The Burcancy has taken good care to maintain good relations w/ local populace. Quote from previous actions - " Civilian and enemy troops are to be respected. Any infractions will be dealt w/ seriously but fairly." Future actions will encourage even greater cooperation w/ local civilian population.)
Actors: Military, King Villard, Brotherhood
Objective: Aid to Tanimbar against a Cedonian invasion
Type: Defense
Secrecy: Yes
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Resources: Good
Military Size: Fair
Military Force: Good +1
+1 - Good relations maintained w/ locals
+1 - Cedonia occupied defensively and w/ building fortifications
+1 - a few members of the Brotherhood assigned to aid scouting/survey

-1 +1 +2 (+1 -1 +1-1) =+2 Success
The army gains a understanding of Cedonian defences.

2) Burcancy Magicians Fight Alongside Mir in the Sinarian War
Action - External, Strategic (2nd yr of continued action)

Burcancy mages continue to participate in all aspects of mage wars. They assist in direct combat and research to increase knowledge of offensive, defensive, scouting and research skills. Magic users are to be rotated to spread experience, and to be tested on return for any potential malignant influences.
Actors: King Villard, Queen Felicia, The Opheir & Brotherhood
Objective: Aid in the fight against the Evil One
Type: Offensive
Secrecy: None
Difficulty: Moderate
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Resources: Good
Magical Sophistication: Superb
Magical Diversity: Great
+1 - Good relations w/ Mir
+1 - Fear of Evil One
+1 - Approval of King & Opheir

0 +1 +3 (0 0 0 0) =+4 Excellent Success

They continues to help

3) Upgrade Harbor at Fauve Monde (wharves; warehouses; dredging, etc.)
(Time Frame 2nd of 3 years)
Action - Internal, Strategic

Actors: King Villard, Parliament of Lords, Celephar
Objective: Increase Size of Harbor to Accommodate expanded Merchant Fleet and new Trade
Type: Trade/Construction
Secrecy: None
Difficulty: Moderate
Prime Determinant: Secondary Philosophical Orientation (Acquisition (Trade))
Technological Base: Metallurgic
Exploitation: Good
Wealth: Good
Resources: Good
+1 - Secondary PO - acquisition (trade)
+1 - Exploitation of Resources - Good/ Resources - Good/ Wealth - Good

+1 +3 -1 (-1 0 -1 -1) + ( -1 0 0 -1) + ()

4) Increase/Upgrade Merchant Fleet (Time Frame 2nd of 4 years)
Action - Internal, Strategic

Actors: King Villard, Parliament of Lords
Objective: Increase Size of Merchant Fleet and subsequently Trade and Wealth
Type: Trade
Secrecy: None
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation - Acquisition (Trade)
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
Exports: include Iron, Timber (these resources are available for use)
+1 - Secondary PO - acquisition (trade)
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth - Good
Some naval (not merchant) construction to take place on Tear Island.

+1 -1 +2 -1 (-1 +1 +1 0) + (-1 0 0 0) + () + ()

5) Brotherhood to be Trained by Mir to become War Mages
Action - External, Strategic
Secret Action

After several meetings between King Villard and the Opheir, and several communications w/ the Mir. Some of the younger apprentices of the Brotherhood are sent to be trained by the Mir to become War Mages. Some concerns exist among the Brotherhood about the apprentices being influenced (or constrained in some way) by the Mir. The new War Mages are to be monitored upon return but the new knowledge believed to be gained by observation and proximity to these new talents (along w/ the knowledge gained from the Sinari war) and the assistance the new War Mages can provide in future struggles is deemed to be outweigh current concerns.
Actors: King Villard, Opheir
Objective: Training of War Mages
Type: Magical/Training
Secrecy: Yes
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation Conquest (acquisition)
Magical Sophistication - Superb
-1 - extra action
+2 - Magical Sophistication (Superb)
Already used.
+2 (+1) - Training by Mir magicians (Legendary)
-1 - concerns about Mirish influences on War Mages

-1 +3 +1 -1 (-1 +1 +1 0) -1 = +2 Success
The apprentice learn enough to become competent Warmages.