---+ Actions for Kaeir
---+++ Action 1: Millati evangelisation
*Resolution:* Diff = Normal (0) + Dice (0-++) + Extras () = +1 Success
*Dice:*
* The Keeper: 0
* Millati supporters: -1
* Millati preachers: +1
* Luck: +1
*Results:* Millat shanari (Normal: 0,0,0,+1,+1,+1,+1,x,x,x)
*Interpretation:*
Millar preachers are much more successful in their efforts after focusing on the traditional leaders of houses, villages, clans and families. A good number of villages throughout Kaeir, both on the mainland and in the isles, convert after their village heads do. Slower progress is made amongst the noble estates, but the results are a promising indicator of what this new approach can achieve. In the cities, some success is seen amongst both the aristocratic houses and the various artisans' and labourers' guilds. Though the Millati are still a minority religion in Kaeir (hardly a concern, given the cosmopolitan mix of religions), they are now one of the largest and definitely the most active and publically known religions in the Republic.
---+++ Action 2: Securing of Rimrivertown settlement (final)
*Resolution:* Diff = Normal (0) + Dice (---0) + Extras () = -3 Severe
failure
*Dice:*
* Grand Shaman attitude: -1
* Kaeir settlers reaction: -1
* Construction work: -1
* Luck: 0
*Results:* Rimrivertown securing (Normal: +2,x)
*Interpretation:* Almost all that can go wrong, does. The Grand Shaman
is not at all thrilled at the prospect of a temple in the "ugly
foreign village", the Kaeir settles resent the favours given Hoacoatl;
their actions are little short of sabotage.
Ibrahim:
The Sri Nagavallur is more than mildly amused at the dismal attempt by Hoacoatl to gain his friendship. Perhaps now the foreign lord in Rimrivertown will realise that the interests of the Grand Shaman and that of the Grand Chief's are not necessarily the same, and approach the Sri Nagavallur in a more appropriate manner (the Grand Shaman viewing the Lord-Governor as inferior in status).
The Grand Chief of the Panchayyah, Sri Dhesker, on the other hand is slightly upset at the difficulties his ally the Lord-Governor has created. Whilst the Grand Shaman could never dethrone him, he certainly possesses the political power of a kingmaker, and needs to be respected appropriately. In short, he dresses down the Lord-Governor for blundering his way into one of the most delicate matters amongst the natives of the Rimriver, the status and position of the cult of the Snake Lord.
Lord-Governor Hoacoatl's failure makes him an easier than normal target for his enemies in Rimrivertown and their patrons in Port Kaeir, using this incident as ammunition against him back in the Senate, where Hoacoat's own patrons, the Lord-Consul Jafaarsan and the Secretary-General von Kahshaar, have been under attack over the entire Panchayyah-Ban Horroth colonial policy. A campaign has begun amongst certain factions in the Republican Palace in Port Kaeir to have Lord-Governor Hoacoatl recalled.
---+++ Action 3-4: Aid to Ban Horroth Trader Caste
*Resolution:* Diff = Hard (-1) + Dice (+-++) + Extras (double: +1) = +1
Success
*Dice:* fp=2
* Priest caste: +1
* Grand abbot: -1
* Commercial bribes: +1
* Luck: +1
*Results:*
*Interpretation:*
Not sure here. Is the civil war still in a stalemate? Has the priestly and trader castes come together to cooperate? Or has the warrior caste been won over by Kaeirean promises of assistance against the easterners? Evidently the Grand Abbot is not yet impressed by Kaeirean intentions, though the priestly caste as a whole is.
Can I get a bit more direction, as I hesitate to decide entirely by myself.
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