
Here are the results for Kaeir and Mir. Next turn (1465) will begin on Sunday. Andrew ------------------------------------------------------------------------- Kaeir: Action 1. Saltrim Project (4 of 5) Elements: Ministry of Domestic Affairs, Ministry of Trade & Commerce, Saltrimi Houses, Saltrimi labourers and artisans. Weight: 2 actions. Duration: 4th of 5 turns (failure of 1463 prolongs the effort). Difficulty: Normal (majority of construction completed) Factors: +Labour force +Majority of construction completed Sub-parts: * Completion of remaining 10% of docks (+) * Completion of shipbuilding section of Arsenal (+) * Completion of manufacturing section of Arsenal (+) * (random factor) (0) Result: Diff 0 + Dice (+,+,+,0) = Superior Success (+3) Questions: Has supply of material improved? What impact has the reopening of the Port of Saltrim made on the Saltrimi economy and on the Reconstruction Project? The construction of the docks and Arsenal is finally completed. The local economy begins to recover from recession. Action 2. Millati evangelisation (2 of 10) Elements: Darrgrixi College, Millati preachers (predominantly from Tirmaeir - thus of a similiar cultural background to Sedonian Timari). Weight: 1 action. Difficulty: Moderate. Factors: +Experience of past two decades of missionary work. +Common cultural heritage of Timar, Saltrim and Kaeir (Old Principality of Timar). -Different state (Sedonian Timar). Sub-parts: * Preaching to Sedonian Timar (some Millati found on Sedonian Timar border with Kaeir, but not many) (+) * Preaching in majority of Kaeir (moderate minority now not Millati (+) * Preaching in Dominion of Saltrim (significant minority is Millati) (-) * (random) (-) Result: Diff -1 + Dice (+,+,-,-) = Complete Failure (-1) The Millat gains ground in Sedonian Tirmar and Kaeir, spreading far enough that planning begins for construction of a second Tower in Zayura. Unfortunately, in Saltrim, internal dissension in the Millati community between Arlhanists and Marlupinists draws in the preachers, with the result that they spend all their time debating members of the opposing faction, instead of missionizing. Action 3. Development Brotherhood of the Night (strategic action - ongoing: 2 of 5) Elements: Grandmaster Avan Nightwalker, Masters of the Brotherhood, Nightbrothers, the Green Lady (magic sub-part). Weight: 1 action. Difficulty: Normal. Factors: +Existing international/regional organisation and infrastructure +Grandmaster as the Green Lady's Agent Sub-parts: * Recruitment (+) * Administration/Organisation (0) * Training (0) * Binding magic (0) Result: Diff 0 + Dice (+,0,0,0) = Complete Success (+1) (+1,+1,x,x,x) Mir: Actions 1 The southern colony. (Doubled, Strategic) build up colony. Fortify colony. peaceful contact with locals. Find dragons Gather info these dragons habbits/movements Results: Diff (0) + Mod (+1) + Dice (0,0,-1,0) = Mixed Results (0) Establishing the colony proceeds well, and the natives seem helpful enough. However, several of the sorcerors in the colony complain about the natives smelling 'oddly' or 'unpleasant', although the ordinary colonists notice nothing. The guards on the walls report seeing odd shapes outside the walls at night. Also, at certain times, the natives discourage the colonists from visiting their villages, and the colonists are asked to stay away from certain 'taboo' areas. Oddly, when asked about the Ice Demons, the natives just smile toothily and say that the Demons have never bothered them. A region where dragons roost is located about 100 miles south, but it lies at the top of a steep cliff with no obvious means of access from the ground. Observation on the ground is possible, but any access to the roosts would require mountaineering equipment. Action 2 Decresing warmage training burn outs. find out new ways to teach figure out what causes burn outs try to decrease burn out rate. Results: Diff (0) + Dice (1,0,1,-1) = Complete Success (+1) Careful experimentation shows that burn-out results when a warmage becomes intoxicated/overstimulated on their own adrenalin. Essentially, they lose their cool, lose control, and try to draw more power than they can handle or the coterie can safely provide, usually resulting in the deaths of the supporting mages and the death or burn-out of the warmage and channeler. By adding the teaching of calming meditations to the warmage curriculum, the mortality/burn-out rate falls to half of what it was. Action 3 The Temple to the Three Mothers. (Normal, Single, Strategic) Build it. Results: Diff (0) + Dice (1,1,1,0) = Superior Success (+3) (+3,x,x,x,x) Better weather allows the construction crews to make up for lost time, and the new techniques in construction also help speed up the process. In addition, the chief architect uses the services of several engravers and a recently imported Sedonian printing press to make multiple /accurate/ copies of the master plans, enough for all the crews on the project. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.