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.

The Concordant Ledger

Concordia · Vigilia · Fides

New accounts await an officer's approval. Knights of the Holy Order only.

Awaiting Sanction

Your petition is received, . An officer of the Knights of the Holy Order must approve your name before the Ledger opens to you.

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

✦❖✦

The Concordant Ledger

A Cartographic & Mercantile Archive of the Known World
Concordia · Vigilia · Fides
Kept for the Knights of the Holy Order

❖ 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.
Confidential — House data. This is very sensitive House information and is not for eyes outside of the House. Do not share, screenshot or forward it.

❖ The Chart of the Known World ❖

Find a Hex

Entries Without a Place

Houses

Can They Get There?

Filter: Havens & Harbors

Layers

Name a hex on the chart and its coordinate is written into the Register. Colours follow the House that holds the land.
Confidential — House data. This is very sensitive House information and is not for eyes outside of the House. Do not share, screenshot or forward it.

❖ Map Admin: Water & Barriers ❖

Water & Barriers

Region Lasso

Layers

This tab is for admins and officers. Water hexes and barriers you mark here steer the Counsel and the route checks, but they are shown only on this tab. Everyone else sees the normal map.
Confidential — House data. This is very sensitive House information and is not for eyes outside of the House. Do not share, screenshot or forward it.

⚔ The War Room ⚔

Campaign Month

Monthly Attack Slots

Selected Hex

Plans This Month

Map

Confidential — House data. This is very sensitive House information and is not for eyes outside of the House. Do not share, screenshot or forward it.

❖ 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

The War Room subtracts what the buildings provide; the remainder is the garrison. Leave blank if unknown.

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. A Lighthouse at the origin of a leg reduces ship rolls by 2, and one at the destination reduces them by 2 more, so a leg between two Lighthouses is −4. Inns do the same for caravans. Traveling Troupe adds −1 on top of that, so the lowest a leg can reach is −5. 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.

Tick the hexes you wish to sail between and the Counsel will stop only at those. Chosen hexes skip the intel-confidence and Restrict To filters, but still need the right trade building and must not be hostile to your flag. Leave all unticked to let the Counsel choose freely. Your choice is remembered on this device.

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 Plan ❖

Pick a hex, pick the Expedition you mean to build at, and add what you want: buildings, advanced units, or a step up in settlement size. The cost appears at once, every request lands in the Treasurer’s queue, and the Treasury tab adds every member’s plans together so we can see what each Expedition will need. The Treasurer may approve a request, decline it, or propose a later Expedition.

Hexes

A hex you scribe on the Scribe New Hex tab appears here. Golden Blades hexes are read only and are not listed.

Add to the plan

Choose one of your hexes on the left.

Requests

❖ The Treasury ❖

What the Knights’ hexes are expected to make at each Expedition, set against what the approved requests will cost. Production follows the Summer Update: a basic building yields 3 at the Grand Gathering and 1 at any other event, and each matching advanced building adds 1 to every basic building of its type on the hex. Shops and Emporiums are counted at the average of their dice. Anything built at an Expedition starts producing from the next one.

Expeditions

On hand

Set what the Knights’ chest actually holds. The forecast starts from these numbers. Kept by the Treasurer.

Forecast by Expedition

Requests

❖ 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 and at the destination each reduce ship rolls by 2, and the two stack to −4. An Inn does the same for caravans. The building bonuses cap at −4, and Traveling Troupe’s −1 is added on top (−5 at most).
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 leaving or arriving gain −2 to calamity rolls each way, so a leg between two Lighthouses gains −4. Inn (4 Stone, 1 Piety, 1 Piece): must be in a settlement with Haven or Plaza. Caravans leaving or arriving gain −2 to calamity rolls each way, so a leg between two Inns gains −4.
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.
Kept for the Knights of the Holy Order · Concordia, Vigilia, Fides