Money and Power: A Xianxia Merchant Quest

- If turn him in wins you'll smile and nod to whatever and then walk on over to the nearest Imperial Representative to have a serious conversation about High Treason. You'd have no reason to tell him you're about to have him executed.

- Killing him isn't an option because Chachi has never killed anyone and starting with the murder of her brother is a tall order. Turning him in might be killing him in the end, but it's the proper patriotic thing to do and 'out of her hands' psychologically. You shouldn't assume that I'll go out of my way to keep him alive when logic would dictate his death. He doesn't have plot armor. He does have the cunning trait though, so he may have a trick or two to let him go down swinging.
Good info, switching back to imprison so we can figure this shit out. Stopping him will only let him cover his tracks or plot further bullshitery.
[X] Imprison him
[X] Walking Fortresses
 
[] Stop it now

Trading with the Abyssals is treason. The Emperor will find out, and he will kill everyone. You haven't broken the law yet, right? Confront Tet and make him see the error of his ways.
Do you really think this is realistic, folks? The guy's a snake. The longer we keep him around, the more his poison will spread through our business and clan.

I'd prefer for the Imprison him option to win rather than that, but I don't really see why not Turn him in. Like the QM said, we could smile and nod, then go to the Empire, make a deal, work with them to catch Tet up shit's creek without a paddle and get rid of him. What do we do after imprisoning him? That's only going to be a temporary solution, and not a foolproof one at that.
 
I'd prefer for the Imprison him option to win rather than that, but I don't really see why not Turn him in.
Because of this:
From what you know it will trigger a full audit. You should be fine if there's nothing else super illegal going on in your clan that you didn't report (because you don't know about it)
We weren't even aware of High Treason being planned right under our nose until about five minutes ago, we have no idea what a thorough Imperial investigation would uncover. (it's probably not going to be good tho)
 
I'm convinced, let's imprison him, then ask the sneaky members of our clan what they know and suggest.

[X] Imprison him
[X] Walking Fortresses

I'm voting for walking fortresses because they are cool.
 
Because of this:

We weren't even aware of High Treason being planned right under our nose until about five minutes ago, we have no idea what a thorough Imperial investigation would uncover. (it's probably not going to be good tho)
I seriously doubt there's going to be anything even close to High Treason, unless you think someone tried to do so under the Patriarch nose or that he himself was doing it. Anything else works just like Tet's attempt, something new that we can get rid of and spin in a way that favors us.

Because we're reporting him for a crime we only think he committed which might piss of Oku who we like.
Can you explain this? Why would it piss off anyone, and Oku of all people?

Could you tell us when the deadline is, roughly, @Mr. Prokosch ?
 
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I seriously doubt there's going to be anything even close to High Treason, unless you think someone tried to do so under the Patriarch nose or that he himself was doing it. Anything else works just like Tet's attempt, something new that we can get rid of and spin in a way that favors us.
If the audit uncovers crimes that we are currently unaware of, why would the auditors believe us that we weren't aware of them? We're the clan's matriarch now, so it's our neck on the chopping block if they end up finding more. If the clan was a smoothly oiled machine that we have full control over I'd be down with turning his treasonous ass in, but currently there's several factions vying for control and pursuing their own agendas, so I'm expecting that there's be more crimes that'd turn up and hurt as.
 
How can we held responsible for what we just inherited? Say a relative dies and leaves you a company. You go in to check it out and soon discover rampant corruption and/or illegal activities. You go to the police. Do you really think your head would be on the metaphorical chopping block? Why? How?

If we go to the Empire and tell them our situation and how we contacted them immediately upon discovering shenanigans in our very recently inherited clan (so, in short, if we pick that option and handle it well), I expect us to:
-not be held personally responsible
-get help in uncovering bad stuff happening and in getting rid of the perpetrators
-be rewarded for acting loyally and morally
 
K changed my vote to stop the deal because I think turning in Tet is a bad idea.

Now it's a tie between Turning In & Stopping

Jeez though y'all are just thinking the absolute worst in Tet. Like the guy must have some way of insuring he wouldn't get caught. But disregarding that we haven't even gotten to know the guy and just because he almost pulled one over on us a couple of people are like 'murder, give up, interrogate'.

'Just because he almost pulled one over us'... it is not that simple. Nothing that Teo and mom did could lead to the clan being charged with high treason, leading to its fall, or demise and the dead of uncountable people. The difference between the three of them so far is clear - two want power, the other want it so much that he is willing to destroy the clan for it.

Moreover, Tet is a sneaky and scheming bastard, so caught up in his inferiority complex that he is time-bomb. We can always trust him a little bit, and we can always give him some sort of position in the family, sure. But he is exactly the sort of guy that will never be satisfied; moreover, his inferiority complex is so deeply ingrained in his personality that, unless we sent him to therapy, we cannot have him and Teo working for us at the same time.

I don't trust him, I will not trust him, and no matter what happens in the future, I will always doubt his words.
 
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Vote tally:

Adhoc vote count started by Juli Freixi on Nov 22, 2020 at 11:04 AM, finished with 79 posts and 15 votes.
 
Why Walking Fortresses?? Why!?

In my opinion it is not ideal for the clan... If we had chosen to specialize in "Staples and raw resources", then yes... trains would make a lot of sense!!
But our specialty are elixirs... I think it's better to choose airships to reach much more distant places...
 
With these two arguments, @J.I.M.S , @kitsune9 , @TimEd , @Mrbrown1000 , @Evilness42 , @Raydom and @sheep-dodger , are you still completely in favor of the Walking Fortresses?

[X] Airships

I feel like walking fortresses don't really play into our whole diversification shtick. Too few in number for truly diversifying and despite being heavily protected, they introduce big singular points of failure. If one of those shipments get taken out it would be extremely damaging.

While the carts increase our numbers it leans towards a quantity over quality approach and reduces our range. They are also much more susceptible to raiding.

I feel airships provide a compromise on a lot of issues; range, numbers, safety, speed. Plus airships are bad ass :D.


In my opinion it is not ideal for the clan... If we had chosen to specialize in "Staples and raw resources", then yes... trains would make a lot of sense!!
But our specialty are elixirs... I think it's better to choose airships to reach much more distant places...
 
with these points are you still completely in favor of the Walking Fortresses?

Airships might be the gold standard in speed and safety and well suited for small orders of expensive goods but at the same time there's a reason why we still use trucks and trains today. There's a reason why unless the customer requests a rush order most real life company's use ups ground over second day air and that's the price. I wouldn't mind building a single plane for important rush orders if say a duke wants to order something that we can't risk being intercepted or if we need to deliver into a high risk area but the majority of our freight doesn't need them.

Landspeeders are probably the best option for the short term and I was thinking of voting for them originally but walking fortresses are less likely to need to be replaced each turn and if a person can't afford to get to a nearby city to buy an elixer then they aren't likely to be able to pay for one of our elixers anyway.
 
I'm baffled that Stop it now is winning. I'd like all those opposed to it to vote as a block to avoid that, so the Fire him, the Imprison him, and the Turn him in folks, united to get rid of that treacherous guy.

[X] Fire him
[X] Imprison him
[X] Turn him in

With the Stop it now option, we'd be keeping around someone we can't possibly trust. More than around, we'd be keeping him in a position of power, poised to concoct other dangerously stupid plans that we might not catch in time! I'm not sure if everyone who's voting for it understands that and is just okay with it, or if they think the option means something different, honestly. Realistically, something like this makes little sense to me, either in character or out.
 
Yeah, Airships are too expensive for me. It doesn't matter how good it is in paper if we can't recoup the loss of a single crashed one.
 
Take the deal has the least support right now, and I feel any consolidation will heavily favor one of the other options. I'm confident you will be rejecting the deal and the real question is what exactly you'll do about Tet now. Several people have requested the option to ask others for advice so I'm adding a secondary flash vote. This vote will close late Monday while the main vote will remain open for at least another day after that.

Who do you want to tell about this, so you can get their advice and support, before you make a final decision?:
[] Mom
[] Teo
[] Oku
[] No one
[] Write in
 
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