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Actions in the Game Year 1410

Society Name: Taltheran

I. Merchants' Council

Action 1: Develop Trade Route to the North-West ....continues
Nature: External Strategic (Trade) (FOURTH of five years)
Determinant: Trade (Good, +1)
Difficulty: Normal (0)
Qualifiers: + Recconaissance in hand
+ No prior occupants in Sarunar, reasonably hospitable reception in Myr-Kun in 1406
Secrecy: None.
Reactions: + + Major boost to Trade
( ) Minor boost to Trade, with potential for future
--- Damage to Trade reputation and/or infrastructure/ loss of opportunities in north-west


Result so far: +1 -0 +1 +1 + (0 0 -1 +1) + (+1 -1 0 +1) + (0 -1 +1 0) + ( ) +1 + (-1 +1 0 -1 )

Going well overall.

Action 2: Develop contacts with other cultures from Myr-Kun
Nature: External Tactical (Trade) (supportive of Action 1)
Determinant: Trade (Good, +1)
Difficulty: Easy (+1)
Qualifiers: - Myr-Kun obstructionism
Secrecy: None.
Reactions: + + Significant boost to Action 1
( ) Marginal boost to Action 1
--- Penalty to Action 1
[This is a repeat from 1409. Last time, it netted me contact with the Hria. This year, I don't know if there's anything else available, but we'll see. At least it supports Action 1, if nothing else.]

Result: +1 +1 -1 + (0 0 +1 -1)= +1 Success

Suggestion: +1 to Action 1


II. The King
[I really ought to have responded to Cedonia in 1409 to iron out where we stand. Failing that, I should do something for 1410. But no time. So thing'll just have to stay as arranged, since I didn't get to try to massage the agreement...]

Action 3: Get Infrastructure Organized in Tirmarin
Nature: Internal(!) Tactical/Strategic (may require more time)
Determinant: Royal Authority? Consent?
Difficulty: Hard (-1)
Qualifiers: - Tirmarin has been chaotic
+ Taltheran is popular in Tirmarin
+/- Cooperation of Tirmarin landowners/gentry (Action 4)
Secrecy: None.
Reactions: + + Tirmarin rapidly becomes orderly and productive
( ) A reasonable start is made
--- Petty squabbling and outright fighting erupt

Result:[I'll go with Authority] -1 +1 -1 +1 +1 + (-1 -1 0 +1)= 0 Mixed Results

Suggestion: The major cities of Tirmarin are organized, but more work is needed in the country.


II. Tirmarin Nobles
Although Tirmarin in general has suffered greatly the last few generations, there have been unscrupulous nobles and landowners who have taken advantage of the chaos for their own gain. These now see their power threatened by Taltheran rule. They generally have neither ability nor inclination to undo Taltheran's ascendance, but they want to protect their interests.
Their chances are poor, but if they fail they believe they lose only a little time before their inevitable disenfranchisement anyway.

Action 4: Power grab
Nature: Internal Tactical
Determinant: Influence (Mediocre)
Difficulty: Hard (-1)
Qualifiers: + Taltheran is not well established in Tirmarin, may need local allies to help administer and organize
- The folks interested in grabbing power have Poor Consent
- Taltheran Royal Guard a significant presence
Secrecy: None.
Reactions: + + Unscrupulous Tirmarins gain key government positions
( ) Penalty to Agragax's organizing in Tirmarin
--- Unscrupulous Tirmarins shoot themselves in foot

Result:-1 -1 +1 -1 -1 + (+1 +1 -1 +1)= -1 Failure

Suggestion: In their attempted grab at power, the unscrupulous landlords reveal themselves, and are swiftly apprehended by the Royal Guard.


III. The Wizards' Guild
The Guild is occupied internally with various matters. The investigation of Wyr's guardians gave little to act on. However, a bitter young ex-mage named Anethar labors on in the bowels of the Guild Library, striving to find answers to his many questions.


EXTRA: The King

Action 5 (extra): Create a plan for attacking Kaeir pirates
Nature: Internal Tactical
Determinant: Royal Guard Force (Great)
Difficulty: Normal (0)
Qualifiers: ++ Great reconnaissance from prior years
+ Ka'Shari assistance & sea-expertise
- Extra action
Secrecy: Private to King & military leaders.
Reactions: + + Great plan; good bonus to attack
( ) Mediocre plan; might help attack
--- No plan determined; need more info?

Result: 0 +2 +2 +1 -1 + (+1 0 -1 0)= +4 Superior Success

Suggestion: Using the reconnaissance gathered, the Royal Guard discovers a way to get past Kaeir's naval defenses. +2 to any future attack.