Society Name: Mir
Action II & III : Retreave the real Scepter of Mir
Mir discovers that the Scepter they found is not the real Scepter of
Mir. Now they have been given the location for the real Scepter of Mir,
and the Sorcerers are ready to take it back. So the Archmage send a
dozen mages to Aryisa. Their they will confront the Duke and the Regent
and offer help in dealing with the Razanian in return for the scepter.
If they will not agree then the Sorcerers are instructed to steal the
Scepter, using what ever means nessisary.
Primary Determent: Relations (base 0)
Diffculty: Hard (-1)
Weight: double (+1)
Actors: Sorcerers
Secrecy: Some
Modifiers: + Magic
+Aryisa is desperate for external recognition and support.
Note: because Aryisa is a PS, the results given below are subject to direct
negotiations by the player. If that is desired, use the numbers only as a
basis for the general tone of the meeting. If the Player does not care or
differ with the results, they may stand as is (I don't think it is
appropriate to tell a player what there society does, especially in the
context of international diplomacy and always perfer to defer to the wishes
of the players involved.)
This roll and result is based on the assumption of diplomatic negotiations,
if theft is determined to be a perferable option, I'll roll for that
seperately if needed.
0-1+1+1+1+(0-1-1+0)=0
The negotiations grind to a virtual standstill. Aryisa places and offer on
the table which is their final decision: they will relenquish the Scepter
to Mir if, in turn, Mir will formally acknowledge their position and commit
to an alliance with them against their enemies (the Razanian).
Duke Iyan agrees to turn over the scepter in return for
Mirish recognition and support of Aryisan control of the Razanian Coast.
Alvar flatly refuses to negotiate. If aryisa aciton Five fails, Alvar is
probably caught by Iyan and he will turn over the scepter to Mir.
Actions IV: Deal with the Traitor.
Mir instead of trying to kill the Traitor is going to try to capture him
and bring him in for trial. Two groups of ten are going to try to
capture him. One group will sneak into Tal and try to find him their.
The other will sneak into Tirroth and look for him their. When they
find him. They will wait untill he is not in public then try to capture
him. Five will work on the defencive spells. The other five will try
to capture him. If he can not be captured. They are to kill him. Then
Teleport out. Magic is to be used freely in the attack, and aftermath.
After he is captured he will be brought to Mir were he will be put on
trail, found guilt, and punished.
Primary Determent: Magic Sophistication (+4) and Military Strength of the
actors. Since the coterie is not used for this action, the actors do not
reflect the "best of the best" of Mir and, therefore, I have lowered the
determinant for this action from +4 to +3. (Mostly to reflect the fact that
Mir has its magi spread all over the bloody continent during this war)
Diffculty: Very Hard (-2)
Weight: singal
Actors: Sorcerers
Secrecy: Some
Modifiers: - Sin-Alb
+ Traitor's spies are all gone. (actually not all of the traitor's
potential spies are gone but those that remain support this action and
remain quiet.
+ Eerith assistance (and the extention of this influence to the Sinari
seeresses, preventing them from becoming involved in this conflict)
+3-2-1+1+1+(0+1+0+1)=+4
Tarfn is captured with very little effort. His own "protectors" turn a
blind eye to the kidnapping attempt and leave him completely surprised and
vulnerable. (A small consequence of this--the Eerith insist that they, too,
are an interested party in the trial and punishment of Tarfn [he killed
Asadu])