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 Hex Ledger
Coin · Company · Contract
Awaiting Sanction
Your petition is received, . An officer of the Golden Blades must approve your name before the Archive opens to you.
When admitted, simply sign in again to find the doors thrown wide.
❖❁❖
The Hex Ledger
A Cartographic & Mercantile Archive of the Known World
Coin · Company · Contract
Compiled by the hand of Cappellano Militare Brenin Halvard, Adversus of the Unconquered · Golden Blades
❖ 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
House
Trade
Unique
Known Resources
Conf.
Last Scouted
❖ Scribe a New Hex ❖
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.
❖ 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 Chronicler’s Record ❖
❖ Roster of the Hall ❖
Pending Petitions
All Members
Character Name
Role
Status
Joined
❖ 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).
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.