The Ostrel Sea · a turn-based naval command
You were put ashore without a ship. An old friend at the Admiralty has found you a squadron and a season in which to use it. Harbours pay every turn you hold them, so a harbour taken in the spring pays seven times what the same harbour pays taken in the autumn — and gunnery is printed, not rolled, so every action you open is a decision and not a gamble.
Seaman
0 notches
No season sailed yet.
Damage is fixed. Read the firing class down the side, the target across the top, and the number where they cross is exactly what happens — before you commit, not after.
The flagship sails free and must sail. Everything else comes out of the purse, and what you do not spend is gone — though harbours you hold will lay down more as the season runs.
After action