The Ledger Awaits Its Keys

This Ledger is not yet bound to a Counting House. Open index.html in a text editor, find the SUPABASE_CONFIG block near the top of the script, and paste in your Supabase project URL and anon/public key.

See README.md for the full walkthrough.

Belladonnasbrain

Secrets · Silver · Shadow

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Awaiting Sanction

Your petition is received, . An agent of the Mercenaries of Shaws must approve your name before the Archive opens to you.

When admitted, simply sign in again to find the doors thrown wide.

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Belladonnasbrain

A Cartographic & Mercantile Archive of the Known World
Compiled by the hand of Belladonna Nightwillow · Mercenaries of Shaws

❖ The State of the Realm ❖

Hexes by Confidence

Resources Most Available (Confirmed Only)

Recent Spy Reports

A merchant’s ledger is the first siege weapon. Know the land before the coin is spent, and the road before the wheel turns.

❖ The Register of Hexes ❖

Hex Coord Region Kingdom House Trade Unique Known Resources Conf. Last Scouted

❖ Scribe a New Hex ❖

Trade & Unique Buildings Observed

By rule of the Counting House: Harbour or Port permits Lighthouse; Haven or Plaza permits Inn. A settlement may hold but one trade building of each transport kind.

Known Resources Produced Here

Tap each chip to mark whether this hex is known to produce that resource. A Port itself produces Fish; other resources require basic buildings (Orchard→Wood, Quarry→Stone, Mine→Metal, Farm→Crops, Stable→Livestock, Camp→Furs, Market→Rarities, Shrine→Piety, Fort→Armies).

Known Basic Buildings (for resource production)

Marking a basic building auto-implies the resource it produces.

Advanced Buildings (each doubles matching basic production; max 1 per hex)

Commerce & Alchemy Production (can stack per hex)

Grand / Unique Buildings (cap 1 per hex, special effects)

Defensive Structures

Intel Quality

Marginalia & Notes

Carta Arcanum holds no formal spy mechanic; this Ledger records personal intelligence-gathering as private narrative. Each entry is your scribe’s work, not the Counting House’s.

❖ The Sealed Dispatches ❖

Lodge a New Spy Report

Dispatches on Record

❖ Charters & Trade Routes ❖

Saved Routes

Compose a Route

A route is an ordered list of stops, beginning and ending at the home port/harbor (for ships) or home haven/plaza (for caravans). Calamity is computed per leg: 1d10 + Risk Factor, where Risk Factor is the number of stops made since last visiting home. Lighthouses at the origin or destination of a leg reduce ship rolls by 2 each; Inns the same for caravans. Effect stacks to a minimum of −3 when combined with Traveling Troupe. The Religious Wonder Calm Seas (15 Piety) holds the Risk Factor for a ship at zero for the entire voyage; modifiers apply as normal.

Compose a route to see leg-by-leg analysis.

❖ The Strategist’s Counsel ❖

Declare what your House desires, and the Ledger shall propose voyages that maximize the chance of gathering it while minimizing calamity. The Counsel considers only hexes with confidence at or above the chosen threshold, respects ship storage caps, and pays heed to Lighthouses and Inns. The Counsel is not infallible — the dice yet sail.

Declare your desire and summon the Counsel to receive proposed voyages.

❖ The Register of Safe Passage ❖

Every ship and caravan flies a flag of a single primary color. Some ports recognize friendly colors and grant safe passage; others see an unwelcome color and turn pirate. This register chronicles what colors have safely (or unsafely) crossed which thresholds. Submit a voyage report after each completed journey so the Counsel may weigh the intelligence in future proposals.

Submit a Voyage Report

No hexes on record yet. Scribe some hexes first.

Known Flag Intel

No flag intel on record yet.

Recent Voyage Reports

No reports filed yet.

❖ The Chronicler’s Record ❖

❖ Roster of the Hall ❖

Pending Petitions

All Members

Character NameRoleStatusJoined

❖ The Building Almanac ❖

Construction costs and production, compiled from Carta Arcanum v2.1.4 FINAL. Search by name, category, or resource. A few entries are flagged where v2.1.4 didn’t give an exact figure — confirm those with the Counting House before spending resources on them.

❖ The Register of Domain Actions ❖

Renown-Point-spent Domain Actions, compiled from Carta Arcanum v2.1.4 FINAL. Search by name, domain, or required unit. This is a working reference, not a guaranteed-exhaustive copy of the rulebook — the Political and Alchemical domains in particular have more actions than are listed here. When in doubt, confirm with the Counting House or Story Tent before submitting a scroll.

❖ The Counting House Rates ❖

Prices and trade values at the Three Crowns Counting House are “set by demand daily” — they are not fixed by the rulebook. This board reflects whatever an officer last confirmed in person. Only officers and admins can edit prices; everyone else sees the current figures read-only.

❖ The Archive — Backup & Restoration ❖

All entries are kept locally in this manuscript by the magic of your browser. To preserve them across machines or against accidental erasure, export the Archive as a sealed parchment (JSON) and store it safely. To restore, import the same file. The Counting House keeps no copies for you.

Lore Reference (lifted from the Carta Arcanum)

Calamity Roll (Transport)
For each leg of any journey, assign a Risk Factor equal to the stops you’ve made without returning home. Roll 1d10 + Risk Factor:
  • 1–5: Clear Skies — no calamity.
  • 6–8: Minor Trouble — lvl 1 calamity (1 HP damage).
  • 9–10: Moderate Challenge — lvl 2 calamity (2 HP, lose 1 random resource).
  • 11+: Severe Calamity — lvl 3 calamity (3 HP, lose 1 random resource).
Risk Factor increases by +1 each consecutive leg without a calamity, resets when one occurs. Defense on the vessel equal to or greater than the calamity level negates damage but expends those army cards. A Lighthouse at the settlement of origin or destination reduces ship rolls by 2. An Inn does the same for caravans. Both stack with Traveling Troupe to a floor of −3.
Trade Buildings & Storage
Harbour, Port, Haven, and Plaza are the four Trade Buildings. Only one trade building of each transport type (ship / caravan) per hex. Harbour: 2 small / 1 medium ship. Port: 4 small / 2 medium. Haven: 2 Simple / 1 Extravagant caravan. Plaza: doubles that. Ship storage: Knull 6 cards, Hulk 9. Quarters: Knull 3, Hulk 5. A Port itself produces 6 Fish at Grand Gathering, 2 at other events.
Lighthouse & Inn
Lighthouse (4 Stone, 1 Piety, 1 Piece): must be in a settlement with Harbour or Port. Ships travelling to or from the settlement gain −2 to calamity rolls. Inn (4 Stone, 1 Piety, 1 Piece): must be in a settlement with Haven or Plaza. Caravans travelling to or from the settlement gain −2 to calamity rolls.
Religious Wonders that Touch Transport
Calm Seas (15 Piety): The Risk Factor for a ship never increases until its wares are collected. In practice, every leg of the voyage rolls at the starting Risk Factor; lighthouse and troupe modifiers still apply. Ships only.
Hard Water (15 Piety): Pick a harbour or port. Any visitors to that harbour or port suffer an added Risk Factor of +3 until the next Grand Gathering. The Counting House is told only that the trouble was woven by faith, not which faith.
The Ledger respects Calm Seas; Hard Water is a hostile working at the destination and should be marked in the hex’s notes when intelligence confirms it.
Basic Buildings & Their Resources
Orchard→Wood, Quarry→Stone, Mine→Metal, Farm→Crops, Stable→Livestock, Camp→Furs, Market→Rarities, Shrine→Piety, Fort→Armies. Basic buildings produce 3 cards at Grand Gathering, 1 at other events. Each stop on a maritime trade route grants 1 random resource produced by that settlement.
Specialty Trade: Rarity (ship) & Fur (caravan)
Once per event a vessel may declare a specialty trade run instead of standard cargo trading.
Rarity Trading (ship only): pre-load your storage with Rarities. At each Harbor or Port stop, you offload one Rarity and gain 2 Pieces. You cannot sell more than you load. Unsold Rarities return home.
Fur Trading (caravan only): identical, but with Furs and Haven/Plaza stops.
Calamities apply normally; a lvl 2+ calamity that punches through defense will still cost you one of your goods (forfeiting the 2 Pieces it would have earned). For a Hulk fully loaded with 9 Rarities visiting 9 ports, max yield is 18 Pieces \u2014 just over half a Crown.
Inscribed in the shadow of Sellar’s Keep · By Belladonna Nightwillow’s hand and seal · Secrets, Silver, Shadow