Actions in Game Year 1407

Society Name: Taltheran

Action 1: Improve trade relations

Nature: External Strategic (Trade) (second of THREE years)
Determinant: Trade (Good, +1)
Difficulty: Hard (-1)
Qualifiers: + Although tough traders, the Taltherani are generally regarded as fair dealers
+ The Merchant's Council is ready to cut deals
- There's been a lot of negative sentiment and uncertainty floating around
Secrecy: None
Reaction: Risky (bad failure could harm relations & trade)

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

One more year to go…

This is in effect a continuation of previous years' exploration (which made contact with Myr-Kun). When the expedition returns mid-year, news of contact and trade opportunities are greeted enthusiastically. Preparations are immediately started for making a permanent trade outpost at the ruined city of Sarunar, with a large expedition to depart in early fall. The plan is to establish a waypoint in Sarunar in early 1408, with a subset of the expedition to continue on to Myr-Kun bearing goods for trade. Goods will be selected based on the observations and need-determination done by the explorers last year -- that is, the wares will be chosen specifically to appeal to deficiencies, or particular interests and styles, encountered in the Myr-Kun area. Sarunar was once a large city, and as such, is situated in a reasonably habitable area. The forced delay in the Sarunar area last year enabled the exploreres to learn much of the area, and the expedition will be prepared accordingly. The aim is to establish a self-supporting community which can generate surplus supplies (food, fodder, basic equipment) to support trade caravans in the future. Experts is a variety of relevant fields will be included, and high-ranking emissaries of the King will be empowered to make treaties and establish embassies where appropriate.

Action 2: Explore to the North-West/Develop Trade

Nature: External Strategic [open ended] (Trade)
Determinant: Trade (Good, +1)
Difficulty: Medium (0)
Qualifiers: + Recconaissance in hand
+ No prior occupants in Sarunar, reasonably hospitable reception in Myr-Kun last year
Secrecy: Not publicized outside Taltheran, but not secret.
Reaction: Risky

Result: I'm gonna say a reasonable amount of time for this action is 5 years, including setting up Sarunor and reasonable relations with Myr-Kun.

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

II. 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.

III. The King

The first ships are finally starting to take shape!

Action 4: Royal Shipyard Construction: design and construction
Nature: Internal Strategic (fourth of FOUR years)
Determinant: Royal Influence/Wealth (Fair, 0)
Difficulty: Hard (-1)
Qualifiers: + Promises good jobs and increased trading prowess.
+ Support by Wizards Guild (limited magical aid)
- Taltheran has Poor regard for Crafts and craftsmen
- Resistance from Merchant Council
+ After three years, project has its own momentum
+ Excellent advice from Ka'Shari
Secrecy: None.
Reaction: Risky (if this flops, it's an expensive waste)

Final Result: +1 -1 +1 +1 -1 -1 + (1 0 1 -1) -1 +1 + (-1 +1 +1 0) + 1 +1 + (0 0 0 -1) + (-1 -1 +1 0) = +2 Complete success!

The brand new shipyard at Saltrim is complete. Taltheran now has a new centre for shipbuilding. (Very nice)