Actions in the Game Year 1423

Society Name: Mir

Action I: Contiune the War

Action II: Punish the Traitor

With the Traitor captured it is time to punish him. He shall forever burn. He will never die becouse of the fire surronding him but he shall always be in pain.

Primary Determent: Magic Soph (+4)
Difficulty: Epic (-4) (it's a permanent effect after all, IMMORTALITY, definitely epic)
Weight: single
Actors: Scholars
Secrecy: none
Modifiers: + United agreement.
++ Eerith assistance

+4-4+1+2+(0+0+1+-1)=+3 Superior success (which on an epic action means: it works)

Action III: Rebuild the Celamyrsa Family home. (1 of 3 years)

The family home of the Celamyrsa family has laid in ruins since the time of Imperial Mir. With the restoration of the Family to the Throne of Mir Eubrotosa orders that the ancient home be rebuilt. Located in the northern part of the island were the family orginated. It is to be rebuilt and added on to.

Primary Determent: Wealth (great +2)
Difficulty: Normal
Weight: Singal
Actors: Builders
Secrecy: none
Modifiers: + National Monument

+2+0+1+(-1-1+0-1)=0Mixed results. Materials are gathered and plans prepared but no great progress made on the actual work.

Action IV: Hold the wedding.

The weeding will first be held in the temple of Miracradsa in Mirabalpur. Then they will have one in the capital of Burcancy. This is to be lavish event. This is to help the people have hope after the long sinari war.

Primary Determent: Wealth +2 (reduced to +1 because of demands on wealth from war and building of monument)
Difficulty: Normal (Maybe easy your call Keaton) (Easy +1)
Weight: single
Actors: Mir/Burcancy
Secrecy: none
Modifiers: + Relations
+ people like wedding (celebrations)

+1+1+1+1+(0+0+0-1)=+3 Superior success