Here are the results for actions in 1441. There's some good news for
everybody,
although it's Kaeir who got the jackpot.
---+ Actions for Ka'Shari
---+++ Action 1-2: The Search for Dragons
*Resolution:* Diff = Hard (-1) + Dice (+--, 2fp=+) + Extras (double: +1)
= 0 Mixed results
*Results:* No success yet, but difficulity for next year is Normal.
*Interpretation:* The journey goes far, far south. And finally, a dragon
is sighted. It flies
high over the ships in a straight course to west along the costline.
---+++ Action 3: Docks in the Burcancy
*Resolution:* Diff = Normal (0) + Dice (00++) + Extras () = +2 Success
*Results:* (0,0,+2) Action concludes with (0+0+2)/3 =~ +1 Success
*Interpretation:*
---+++ Action 4: Enhancing current trade routes
*Resolution:* Diff = Normal (0) + Dice (+-00) + Extras () = 0 Mixed results
*Results:* No direct benefits, yet.
*Interpretation:*
---+++ Action 5: Assist Exquaestio
*Resolution:* Diff = Easy (+1) + Dice (0000) + Extras (extra: -1) = 0
Mixed results
*Results:* help given, but no direct bonus to the action
*Interpretation:*
---+ Actions for Exquaestio
---+++ Action 1-2: Expansion
*Resolution:* Diff = Normal (0) + Dice (++-0) + Extras (double: +1) = +2
Success
*Results:* 25% growth
*Interpretation:*
---+++ Action 3: Honey project
*Resolution:* Diff = Normal (0) + Dice (00--) + Extras () = -2 Failure
*Results:* no progress this year (0,x,x)
*Interpretation:*
---+++ Action 4: Political Alliances in Junder
*Resolution:* Diff = Routine (+2) + Dice (00--) + Extras () = 0 Mixed
results
*Results:* Relations opened at base 'Normal'
*Interpretation:*
---+++ Action 5: Investigate Videssian Church
*Resolution:* Diff = Normal (0) + Dice (++0-) + Extras (extra: -1) = 0
Mixed results
*Results:* Exquaestio gets good information on the insides the Church.
But they cannot
completely conceal their skill with magic, and thus relations with the
Church are
opened with base Mediocre (-1). One of the most interesting pieces of
news is that
the Church has no god in the 'a being from the Dreaming' sense. The dual
God Foss/Skotoss
seems to be a pure abstraction. (See Qaiyore world website for more info.)
*Interpretation:*
---+ Actions for Cedonia
---+++ Action 1-4: The metals project
*Resolution:* Diff = Hard (-1) + Dice (0-+-) + Extras (quadruple: +2) =
0 Mixed results
*Results:* results so far (0,0,x)
*Interpretation:*
---+ Actions for Kaeir
---+++ Action 1: Proposal to Taltherani General in Tal City
*Resolution:* Diff = Normal (0) + Dice (--++) + Extras () = 0 Mixed results
*Results:* The general agrees - but he has no real control over the
troops in Port Tirmar; so no bonus. Still relations to him are opened
at base Mediocre (-1) (you're still officially at war...), and he's open
to further discussions.
*Interpretation:*
---+++ Action 2-3: Assault on Taltherani forces at Port Tirmar.
Actually, with Salokin's troops deserting, it's not on equal footing
anymore.
*Resolution:* Diff = Easy (+1) + Dice (+++-) + Extras (double: +1) = +4
Great success
*Results:* Salokin, or his army, is no more. Agrigax's last son makes
suicide
beside the deathbed of Salokin. Both are found dead from the central palace.
Kaeir troops now control Port Tirmar, and the surrounding area,
extending some
10 miles south of the city, and 30 miles north along the coast (towards
Kaeir).
*Interpretation:* A beautiful wrap-up operation. Port Tirmar is firmly
in Basiluddin's
grasp. He baths in the glory, and is again a hero of all the people.
But, the
Senate is quick to remind him, he is to remain a military hero... not a
political
one any more.
---+++ Action 4: Avaeran settlement
*Resolution:* Diff = Normal (0) + Dice (++++, ++-0) + Extras () = +5
Superb success
*Results:*
*Interpretation:*
A military alliance is made with Panchayyah. With Kaeirian troops
lead by Captain Huacoatl, the tribe in rapid succession crushes two of
its biggest rivals, and suddenly, the Panchayyah reaches an unassailable
position. The Kaeirians are witnessing the birth of a tribal nation, and
were lucky enough to be assisting in the childbirth. All of a sudden,
Kaeirians are feeling both secure, and welcome - and soon enough their
goods are finding good reception.
Furhtermore, it appears the tribes have connections to strange creatures
(Ban Horroth) in the Rim mountains, who sell rare and precious gems and
metal ores they mine from the mountains.
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