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Actions in Game Year 1424

Society Name: East Torphan


Action 1 - The Gentle War - Killing w/ Kindness - The War Expands - The Capture of Cedonian Lands (yr 2 of a potential 2 yr action) (overall this is yr. 8 of Burcancy's involvement of the Tanimbar/Cedonia border war)

The siege of the Tanimbar/Cedonia border forts continues. The collapse of Cedonia allows the Tanimbar/Burcancy allies to expand the territories they envelope to all across the nearest Cedonian province and extend their forces to the sea.
Any Cedonian forces or nobles that wish to join the Burcancy are allowed to join.
Weather control could possibly be used to dampen the surrounding areas to increase the difficulties in resupply or Sinari movement.
Type: Offensive
Secrecy: No
Difficulty: Hard
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Resources: Good
Military Size: Fair
Military Force: Good +1
+2 - Cedonia in collapse
+1 for actions on Cedonia-Tanimbar border (3rd yr. of 3 yr. bonus)
+1 - Tanimbar support
+1 - lands & Cedonia forces are well-scouted
+1 - plan is well-suited to work on the fears and desires of troops and people on the border

-1+1+2+1 +1+1+1 (-1 0 -1 0) + (-1 -1 +1 -1) = +2 Success

Tanimbar and Burcacny are able to gain control of the two thirds of Vieinia.
Action 2 - Provide Assistance to those in need (1st of 3 yrs.)
Offers of assistance will be sent by both land & sea to those recovering from both the Sinari & the tsunami. Supplies will be sent, along w/ counsel.
Difficulty: Hard (-1)
Prime Determinant: Secondary Philosophical Orientation (Conquest)
Technological Base: Metallurgic
Wealth: Good
Exploitation: Good
Resources: Good
+1 - Secondary PO - acquisition
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth - Good
+1 - Supplies & counsel should be welcome in many areas
Results so far -1+1+2+1 (-1 0 +1 -1 )+() =

People welcome the supplies, but you run into problems with the diffrent factions of cedonia.

Action 3 & 4
The Brotherhood Continue to Study the Development of War Mages
Action - Internal, Strategic (continued action from previous War Mage research but we will list this as yr. 3 of 10 (or more))
Secret Action

Mirish sorcerers finish training about 10 war mages. Further training could result in surrendering some potential control over the War Mages to the Mir or a potential clash of loyalties. And the King, the Opheir and the Brotherhood are reluctant to surrender control to anyone, even w/ their excellent relations with Mir & the potential marriage, the decision is made to use the trained mages, and the recent advancements in weather control magic to create an entirely new type of war mage, possibly able to create localized weather conditions of a battlefield or even create lightning bolts & other natural or weather related phenomenon in combat and out. Each of the 10 trained war mages will train other mages, so the new class of war mages will consist of 30 mages.

Actors: King Villard, Opheir, the Brotherhood
Objective: Training of War Mages
Type: Magical/Training
Secrecy: Yes (-1)
Difficulty: Hard (Very Hard??)
Prime Determinant: Secondary Philosophical Orientation Conquest (acquisition)
Magical Sophistication - Superb

+2 - Magical Sophistication (Superb)
+1 - previous war mage training
+1 - Extra Action

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

With the end of sinari threat the mages seem to be losing steam.

Action 5 - More work on the fleet (Naval/Merchant) (yr. 2 of 5)

Merchant fleets the last year has seen several major breakthroughs in technology and skill levels of the fleet. The skills of the fleets of the world around them continue to grow as do the fleets themselves of other nations. The decision is made to continue the progress started. New ships will be built and old ones retrofitted w/ new technology. Training will continue of all sailors. Trading expeditions will be sent to all the known lands that can be reached and unknown territories are to be mapped. These are to be diplomatic missions.

Actors: King Villard, Parliament of Lords
Objective: Increase skills & technology of Navy & Merchant Fleet and subsequently Fighting Skills, Trade and Wealth/ Expansion of naval base on Tear Island
Type: Trade/Technology/Fighting
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 - extra action
+1 - Secondary PO - acquisition
+2 - Exploitation of Resources - Good/ Resources - Good/ Wealth - Good Naval (not merchant) construction to take place on Tear Island. + 1 to anything dealing with the fleet for the next five years. (2nd of 5 yrs.)

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

The navy like mages seems to be losing the steam that it previously had.