A Kammanist Uprising: Fantasy Communist Revolution Quest

Week 1 Rumor Mill
Rumor Mill - Local

The Kammanists have risen! A feared and mysterious band of anarchists and criminals, these radical individuals have successfully killed the Emperor, may the Holy One welcome him, and many of the honored nobility as well. Their cruelty and depravity know no bounds as they hold The City in the grip of red terror, their mad rule enforced by armed bandits and...soup kitchens...well, they are probably making the soup with the blood of children. The populace is largely cowed, even the peasants outside the rule of the warcaster and boot have been seduced with promises of land reform, justice, and the erasure of the debts they owe to their betters.

The Okharana attack! The Tyrant's Hounds, the slaughterers of the innocent, feared by noble and commoner alike, the Okharana lurk in The City, attacking those who are guilty of no crime but desiring a better world. A dozen cowardly attacks have been foiled, albeit not without cost as they set an orphanage on fire and slaughtered a group of people waiting in line to purchase bread. The heroic efforts of the Red Guard have forced them away, but the people must be wary, for these criminals still lurk in the city!

Battle at Devrograd! The Red Guard marched out to spread the revolution, but the High Duke, may the Holy One cast him out, had proved faster. The two forces met at Devrograd, and a fierce firefight ensued. The town was burned, and widows grieved in the ash-choked streets. Two hundred Tiger Stripes fell, and a thousand more of the Duke's soldiers, but in the end, sheer numbers forced the Red Guard back. Surely they will return though, and bring peace and prosperity with them!

Rumor Mill - National

The Emperor deposed! A conspiracy of aristocrats, angered by the Emperor submitting to the demands of the Belugar Pact and removing his troops from the newly liberated nations of the southern Avlisi, deposed him, but the palace guard killed enough of the ringleaders in the process that there was no suitable candidate left. Though a just reward for such traitors, it left a power vacuum at the worst possible time. Kammanists have risen in rebellion in Imprado, Avla, Maltka, Selvada, Olvo, and Korvio, openly flying their red banners in triumph, while similar uprisings were crushed in dozens of other cities. Surely order will be restored soon...even as word spreads of more and more rebellions against the natural order. Democrats, anarchists, extremists of every stripe are rising!
Steppe Bandits Declare Independence! The steppe bandits, those wild and primitive people north of the mountains, have ever been restive under the benevolence of Imperial rule. In fairness, they did have grievances, but they were given many honors and far more restitution than what was deserved. In any case, they have seen fit to spit upon their betters as a thousand clan chiefs gathered in Barga-Horvko for their holiday, and begun preparing a declaration of their independence! Reliable sources say that the Hipponi have already sent an ambassador to promise support! Such treachery has not gone unnoticed, nor will it go unpunished!

International News

The International Forum Decries Violence! The Great Treaty was supposed to bring an end to war forever, but a dozen more have begun as the dust settles. Civil war in the Ottomi Empire, ethnic strife in the Monomi Protectorates, the Reorganized Ottomi Territory, and the Brestora region, unrest in the Avlandian Empire...these have led the International Forum, in a motion introduced by Breton, to condemn this violence and ask for the aggrieved parties to allow for neutral arbitration. Meanwhile, Aquita has demanded further economic compensation from the Doytch, ignoring complaints of economic freefall.

Strikes Through the World! A dozen national strikes have begun in the Doytch Republic, in Lustena, in Napelti. Even the wealthy Brevadians have found themselves troubled by unrest. Perhaps these movements herald the beginning of a worldwide revolution! Or if not, they will surely trouble the capitalists and aristocrats if they move to intervene against us. Some rumors speak of soldiers turning their weapons on their officers and joining the strikes, while others decry the movements as cesspits of chaos and violence.

What You Know:

Not all of Comrade Stefan's messages have been returned, but that was largely expected. Not everyone had farspeakers or was close enough for a messenger to reach them and return or had a messenger successfully make it through bandit-ridden and war-torn land, much of which would be likely hostile. But you have heard from some comrades:

Imprado was won in a hard-fought battle that ended with a section of the city burning down. The commander of the Red Guard there claimed it was a last piece of defiance by the police, but the messenger had his suspicions.

Maltka is apparently under siege. Red banners fly from the roofs of many buildings, but gangs of peasants led by priests and police and small, ragged army detachments surround it, although they seemed to be fighting each other as well.

Selvada and Olvo were perhaps even more successful than you, with Olvo, in particular, had the local police joining the rising Red Guard, leading to a very brief battle. The two cities have joined together and are preparing to liberate the surrounding towns before relieving Maltka. They have instituted a number of reforms, several of which the Central Committee approves of and plans to implement.

Korvio has joined you as well after fierce fighting, but the battle was won when sailors of the Imperial Navy mutinied, seizing the two light cruisers in port. Their guns harassed the fleeing troops, and they plan to move to seize Valtenberg soon.

Balink had its uprising suppressed, and the city is under the control of an alliance of nobles and capitalists, but though they have clamped down heavily there is still a large and active Kammanist movement, albeit one only loosely allied with you.

Trokograd and Dedregrad are under the control of an alliance of nationalists, Kammanists, and anarchists who have formed an uneasy triumvirate. They seem locked in a deadlock, and little progress is being made.

Devato had a brief, abortive uprising crushed by local detachments of the Imperial Army.
 
Vote closed
Scheduled vote count started by notbirdofprey on Dec 28, 2020 at 11:51 PM, finished with 12 posts and 6 votes.

  • [X][Refugee Spies] Plan OOB Prioritization
    -[X][Primary] Find out what the mood and status of the army is. Are there really the feared Tiger Stripes? Do they have spellblasters or other heavy weapons? Are they eager or resigned?
    -[X][Secondary] Find out what the High Duke's plans are. Is he going to attack immediately or take his time? What they get will likely not be much more than rumor, but it will be something.
    -[X][Tertiary] Find out what the mood of the workers are. Are they restive? Is there any resistance?
    [x] Plan Fuck Around and Find Out
    -[x] Specific - he made specific promises, knowing they would anger some but please others.
    --[x] Referenced World Revolution - "and we shall liberate the worker everywhere they are oppressed, our universal triumph is imminent." This will please the Internationalist/Orthodox faction, may provoke foreign powers
    --[x] Asked For Help - "and we call upon the workers of the world to lend us what aid they can."
    --[x] Promised Self-Determination - "and we will grant self-determination to the oppressed nationalities so that they may join us as equals." This will please the Orthodox/Nationalist faction, will anger Avlisi Nationalists
    --[x] Promised Representation - "and we shall form a government by, of, and for the workers and peoples we liberate that they will have true control of, giving them the freedom and liberty so many have promised." This will please the Democratic faction, may increase Popular Support
    --[x] Referenced Scripture - "for it is easier for a serpent to walk on two legs than the wealthy and proud to enter the Holy World, and therefore it is the duty of the faithful to cast off the chains of capitalism. We call upon the priests of the Avlandian Empire to lead their flocks and join us in bringing the Holy World into being..." This will upset the Orthodox faction and please the Religious faction, may increase Popular Support
    [X][Declaration] Plan Kammanist Democracy
    [X][Declaration] Plan Kammanist Democracy
    -[X] Referenced World Revolution - "and we shall liberate the worker everywhere they are oppressed, our universal triumph is imminent." This will please the Internationalist/Orthodox faction, may provoke foreign powers
    -[X] Promised Representation - "and we shall form a government by, of, and for the workers and peoples we liberate that they will have true control of, giving them the freedom and liberty so many have promised." This will please the Democratic faction, may increase Popular Support
    [X][Declaration] Plan World Revolution
    -[X] Referenced World Revolution - "and we shall liberate the worker everywhere they are oppressed, our universal triumph is imminent." This will please the Internationalist/Orthodox faction, may provoke foreign powers
    [x] Plan behead the serpent
    -[x] [PRIMARY] Write-in: Investigate the Duke's personal security in preparation for an assassination attempt.
    -[x] [SECONDARY] Find out what the mood of the workers are. Are they restive? Is there any resistance?
    -[x] [TERTIARY] Find out what the mood and status of the army is. Are there really the feared Tiger Stripes? Do they have spellblasters or other heavy weapons? Are they eager or resigned?
    [X][Refugee Spies] Plan OOB Prioritization
    [X] Plan lets not kill each other
    -[X] Vague - he made a few nods to specific precepts, but kept it short and sweet, declaring a revolution in the Avlandian Empire, and exhorting those who labored under the yoke of the aristocrats and capitalists to rise up and join them, for they had nothing to lose but their chains. This will not please anyone, but it won't offend anyone and will delay factions forming over the goals of the Revolution.
 
Week 2: The Storm Approaches
Few were greatly pleased by the final declaration, but Comrade Zenus took a great delight in reading it out loud nonetheless.

"The abuses the aristocracy and capitalist powers inflicted upon the people of Avlandia are too many to list here, and they shall be redressed, fairly and justly in the eyes of all. Kammanism is an inevitability coming to its final realization, not just here but in all places where the worker is oppressed. As we begun our own Revolution, we call upon our comrades, for this is the time and place! The international ideals untie the human race!

And when our final victory is won and the capitalist structures of oppression lie defeated, then we shall grant political freedom and liberty that is the sacred right of all humanity. Every voice shall be weighed, every life shall matter, every right shall be held sacred and sacrosanct. Already, we have begun the liberation of the worker!"

His voice echoed over the farspeaker. Only time would tell what sort of reaction he would get. However, the Central Committee seemed pleased, with several members, led by Comrade Zandi, applauding Comrade Stefan for his commitment, although he seemed a tad uncertain about it. Still, the Front remained wholly unified for the time being, which all agreed was for the better.

Meanwhile, reports had come back from her spies, and the "Assistant Secretary" gave a thin smile as she delivered them.

Firstly, the High Duke did have Tiger Stripes, but only two hundred of them. Still a potent force, but not the terror they had been envisioning, especially since they were no more immune to a rapidcaster than anyone else. He had about two thousand Imperial soldiers, five hundred police, and about eight thousand barely trained peasantry. Said peasantry was nearly constantly deserting, but more were also being brought in. They had barely any enthusiasm for fighting, especially after the Declaration.

He also had a hundred mages, apparently being trained in warding spell in lieu of actual wardstones.

Most of these troops were stationed at the Duke's estates. Some two thousand, a mix of the peasantry, police, and Imperial soldiers, were placed elsewhere. If they had truly heavy weaponry, it was with those soldiers.

Secondly, the High Duke had been wounded. No one was clear on how - they heard it was in a duel with a noble, a wound from an assassin, an old injury returning with a vengeance, a training accident...he was commanding the army, but from a bed, and was carried about a litter when he goes marching.

The workers and peasants were deathly quiet. Many had fled the High Duke, and those who attempted to fight have their heads lining the town square, but the soldiers who looted and raped "excessively" shared that honor.

The news of the High Duke's injury was best received, for it seemed they now outnumbered his army, and the discussion turned to how best take advantage of this.

Meanwhile, in the city below, people with food in their bellies and joy in their heart found ways to occupy themselves. Music filled the streets, and dancing, but it had an almost frenetic air. The people knew the High Duke was coming, they knew the Imperial Secret Police were lurking somewhere in the city, and for all they celebrated their new prosperity and listened eagerly to the speeches promising more, many thought it a dream. The churches in the city filled too, as people prayed desperately, and few of the priests were willing to offer them assurances of victory...

The Central Committee knew all this. They knew what they needed to do. Victory would be inevitable.

~32 Resources, +5 per week (This will decrease unless raw materials are found).
0 Wealth
16 Aether
2 Wealth

Food Situation: Stable-ish, vulnerable to attack or angry peasants
Manpower: Way more than needed for current industries
Ammunition: Low, the amount is trending upwards
Personal Weapons: None being produced, damaged ones can be repaired
Heavy Weapons: None being produced
Artillery: None being produced
Coal/Wood: Few weeks of supply

Politics:

Current Factions: None, the Front is notified. No fault lines...for now.
Front Support: 80, some concern over a lack of reform
Other Groups: N/A
Popular Support: 80 from the urban workers, 70 from the peasants


The Committee As A Whole - 5 free dice

[] The Reform Commission: There are many injustices in the city, you all know this very well. But Create a sub-committee dedicated entirely to instituting reforms. 0/20. Benefits: Opportunity to appease people by appointing them to head the committee, Gain 2 dice dedicated solely to reform actions. Cost: -1 permanent Politics die.

[] Industrial Assistance: The sheer number of urgent industrial projects is ballooning rapidly. Several lower members of the Worker's Committee have put together a proposal to create a more centralized planning system and recruit former civil servants for it to provide more logistical support. 0/25. Benefits: +2 Industrial dice. Cost: ??

Chairman of the Central Committee of the United Kammanist Front - 6 free dice

[] Walk Among the Workers: See the results of the Uprising for yourself, which should prove very satisfying. It will also provide a different perspective on potential issues or solutions. Lastly, it will allow you to personally address grievances. Some might say it's reckless or risky. What are such things to you? DC 0/?? Benefits: Satisfies your desire for action, >> Cost: ??

[] Recruit the Peasantry: Even as they feed your workers, you are aware there is more they could be doing. Ask them to fight for you, to join your cause, to take up the warcaster against the coming men who will ravage their farms, steal their crops, and turn them back into serfs. DC 40/80. Benefits: Boost to militia size. Cost: Less peasants working

[] The Eight-Hour Workday: You have laborers aplenty, with not enough for them to do, and they tax their bodies far beyond what is reasonable. You are not insensitive to either of these issues, and based on the suggestion of your comrades you will declare a maximum eight-hour workday for all. DC: 0/20/ Benefits: Boost to popular support, Front Support, pleases members of the Committee, reduces amount of free labor. Cost: Reduces amount of free labor.

[] Talk to the Towns: There are more than a dozen towns within two day's ride. Each of these places was briefly investigated by the Red Guard and found to contain no major hostile presence, but they do contain oppressed workers, valuable industry, and raw materials. Visit them with a few infantry and Red Guard and persuade them to join your cause. DC ?? Benefits: Towns peacefully join you, satisfy your desire for action. Cost: Risky

Commissar of Diplomacy - 3 Diplomacy dice

[] Send Farspeakers: You have some extra farspeaker sets. You have comrades you can only communicate with through messengers. The solution seems simple enough. DC 0. Benefits: Get better ways to communicate and coordinate with allies. Cost: None

[] Make Contact with Friends: Send word to your friends in foreign countries, see what they have heard about you and about what the international response will be. And what help they can offer. DC: 20/40/60. Benefits: Contact with foreign ideological allies, find out what the international reaction is, what aid can be offered. Cost: None

[] Educate the Workers: There are enough lower-level members of the Front to give explanations and encouragement to the workers of the city, to teach them the benefits of Kammanism and encourage them to support you. DC 40/80/120. Benefits: Greater support. Cost: Potential Backfire

[] Theological Support: The Patriarch of the Avlandian Orthodox Church is in the city, along with head of a few minority religions and lesser priests and preachers aplenty. Take some time to persuade them that this uprising is to their benefit, make some arguments about the theology - quoting a relevant parable or two might help - and get their support. And if all else fails...you control the city, that can give you options. DC 50/100/150. Benefits: Increased popular support, boost in some faction relations. Cost: Severe potential backfire, slight Front Support cost.

[] Look Into Laws: While Imperial Law is a complicated and confusing subject, you have the education to understand it, and can begin drafting a new code of laws based around justice for the worker, equality for all, and other such important concepts. 0/??. Benefits: Gains free reforms at thresholds, opportunities for Front Support and popular support. Cost: Will decay if not taken every turn, opportunities may cost support or create factions.

[] Recruit for the Militia: The militia will likely compose the majority of your forces if you have to fight anytime soon...which you certainly will. The people are with you, direct their impulses in a constructive method by having them join your militia and shed blood for the cause. DC: 0/30/60/90. Benefits: Steady increase to militia size. Cost: Manpower

[] Request Aid: There are two cities close enough to potentially send you sizable reinforcements or equipment shipments. Though it is more than a little embarrassing to ask it of them, you could ask their executive committees to help you as you prepare to fight off the High Duke. DC: 0/?? Benefits: Gain reinforcements and/or equipment. Cost: Front Support

[] Coordinate an Attack: Maltka seems a potential dagger, as well as a comrade in need of aid. Work with the committees in Olvo, Selvada, and Korvio to prepare for a coordinated strike against the forces besieging it. DC: 0/?? Benefits: Gain allied support for an operation against Maltka. Cost: Will commit you to an operation against Maltka, and soon.

Head Political Officer - 3 Politics Dice

[] Integrate the Worker's Councils: You have promised people liberation and representation. Now you must act on your word, or risk looking like hypocrites. Worker's councils have already begun forming, now encourage this and give these councils a greater degree of influence, integrating them into the structure of the Front. DC 30/60/90. Benefits: Fulfill promises, greater degree of democratization. Costs: ??

[] Check the Mood: The Front's mood is likely to be jubilant, as is that of the workers. Have a few trustworthy individuals go and make sure this is true, and see if there are any potential concerns that need to be addressed. DC 0/?? Benefits: Assess mood, access to local rumors. Cost: ??

[] Organize the Workers: The concept of Worker's Councils and unions are vital for Kammanism, explain to the workers how it works and help them get their council running. Stay on hand for the inevitable teething problem. 0/45. Benefits: Small permanent bonus to industrial actions. Cost: None.

[] The Reform Commission: There are many injustices in the city, you know this very well. But your assistant has really driven it home for you. Create a sub-committee dedicated entirely to instituting reforms. 0/20. Benefits: Opportunity to appease people by appointing them to head the committee, Gain 2 dice dedicated solely to reform actions. Cost: -1 permanent Politics Die.

[] Starting Schools: Your assistant is literate, but relatively few are. And many of those who are taught are educated in brutal environments, or else spoiled by tutors. And they learn history and economy and ideology that is all wrong. Get new schools started, for all children alike. You will likely only be able to teach the basics for a long time, but it is better than nothing. 0/40. Benefits: Beginnings of an education system established, ensures children are taken care of during the workday. Cost: ??

[] Political Officers: The new army is apparently very moderate politically. You are confident they will understand more about why they need to fight for Kammanism if they are given better explanations. Find the most impressive members of the Red Guard and appoint them as political officers to provide support and education to the army. DC: 0/50/100/ Benefits: Army grows politically radically, increases morale. Cost: Potential backlash.

[] The Eight-Hour Workday: You have laborers aplenty, with not enough for them to do, and they tax their bodies far beyond what is reasonable. You are not insensitive to either of these issues, and based on the suggestion of your comrades you will declare a maximum eight-hour workday for all. DC: 0/20/ Benefits: Boost to popular support, Front Support, pleases members of the Committee, reduces amount of free labor. Cost: Reduces amount of free labor.

Chief Economic Commissar - 4 Industrial Dice

[] The Eight-Hour Workday: You have laborers aplenty, with not enough for them to do, and they tax their bodies far beyond what is reasonable. You are not insensitive to either of these issues, and based on the suggestion of your comrades you will declare a maximum eight-hour workday for all. DC: 0/20/ Benefits: Boost to popular support, Front Support, pleases members of the Committee, reduces amount of free labor. Cost: Reduces amount of free labor.

[] Institute Rationing: As unpopular as it will be, there isn't quite enough food to go around, and raw materials will probably be lacking soon too. You will need to set limits on how much people can eat and use personally. You will make sure the Front obeys these limits too. DC ??/60/?? Benefits: Slows decline of food and industrial situations. Cost: Unpopular, risk of overshooting.

[] Restart the Printing Presses: Pamphlets and posters were very useful for recruiting people to the Front before the Uprising, they will be useful after as well. Get the printing presses going again. DC: 0. Benefit: Unlocks new Diplomacy and Political Actions. Cost: 1 Resource per die.

[] Guns and Ammo: Soldiers cannot fight without weapons, but they cannot fight without the supplies for these weapons either. Get the gunshops producing again so the militia can be armed, so that the soldiers do not run low. 44/50. Benefit: Unlocks new military actions, ensures ample supplies of ammunition for small arms. Cost: 1 Resource and 1 Aether per die.

[] Expand the Kitchens: The food kitchens have proven helpful, and the free clothing has kept many warm. Now is the time to capitalize on this, to spread out your reforms to show the benefits of Kammanism to the peasants as well. DC 50/80/110. Benefit: Boost to popular support, Front Support. Cost: 1 Resource per die.

[] Organize the Workers: The concept of Worker's Councils and unions are vital for Kammanism, explain to the workers how it works and help them get their council running. Stay on hand for the inevitable teething problem. 0/45. Benefits: Small permanent bonus to industrial actions. Cost: None.

[] Integrate Female Workers: Women can work just as well as men. Equality is a tenet of Kammanism. So, as unpopular as it may be, you will encourage the women of The City to join men in the factories for equal hours, equal pay, and equal work. DC 0/20/40/60/80. Benefit: Front Support, small bonus to industrial actions, potential popular support. Cost: Potential popular support.

[] Seize the Gunpowder Works: The gunpowder is a vital military resource. It cannot be in the hands of those who harbor counterrevolutionary sympathies. Remove the workers there and replace them with new ones who are more reliable. 0/25. Benefit: Gunpowder production secured. Cost: Will alert any counterrevolutionaries.

[] Restart the Looms: Though there is currently enough clothing for everyone, winter is only beginning, and it will grow colder. Get the looms and clothing factories running again, producing nice thick wool for everyone. DC: 0/??. Benefit: Clothing supplies for future secured. Cost: 1 Resource per die.

[] Horses and Carts: If you want the army to be able to move efficiently, they will need horses and carts to carry their supplies if they are going anywhere away from the Aetherail. Begin collection and organization of both for when they will be needed. 0/30. Benefit: Military logistics improved. Cost: 1 Resource per die, peasant support.

[] Securing Fuel: Wood and coal are precious resources, needed for cooking, for warmth, for various other essentials. There is a barely used coal mine near enough to the city, and some forests as well. Send parties out to claim both and begin mining and cutting trees. 0/25. Benefit: Fuel supply improved. Cost: Manpower.

[] Launch Airships: The army had a few airships stockpiled in their barracks, but the pilots had to be imprisoned and they have no fuel. Begin fixing both those problems so that you will gain a powerful asset - though they are light ships, only really suitable for scouting and a little bombardment, they are likely to be more than what anyone else has right now. 0/30. Benefit: Gain 5 light airships. Cost: 1 Aether per die

[] Industrial Assistance: The sheer number of urgent industrial projects is ballooning rapidly. It is overwhelming you! Several lower members of the Worker's Committee have put together a proposal to create a more centralized planning system and recruit former civil servants for it to provide more logistical support. As much as that would be nice, you are concerned about the reliability of those they will recruit. 0/25. Benefits: +2 Industrial dice. Cost: ??

[] Identify Mages: While not as ideal as an autocaster (they can't go as long or cast as precisely), mages are extremely useful industrially. And you have a way to identify those with the potential to become them. Use the new dowsing tools to identify those among your populace with the necessary gifts. 0/?? Benefits: Will gain new mages at intervals, unlocks new industrial and military actions. Cost: 1 Aether per die.

[] Agricultural Autocaster Construction: Agricultural autocasters could be used for a variety of functions, depending on the design. They could pull a plow, harvest, thresh, propel pests...the possibilities are limitless. And you have designs for several different kinds. Begin the construction of a factory for these. 0/35. Benefits: Improved yields, popular support. Cost: 5 Aether and 10 Resources per die. Will accelerate raw material problems.

[] Light Warcaster Construction: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern personal warcasters, which will be essential for equipping the surely enormous armies you will be fielding. Though expensive, it will be vital. 0/40. Benefits: More weaponry (Rifle and pistol equivalents). Cost: 5 Aether and 10 Resources per die. Will accelerate raw material problems. Cannot be completed until Guns and Ammo is.

[] Heavy Warcaster Construction: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern heavy warcasters, which will be essential for improving the firepower of your troops. Though expensive, it will be vital. 0/40. Benefits: More weaponry (Machine guns, rifle grenades, and sniper rifle equivalents). Cost: 5 Aether and 10 Resources per die. Will accelerate raw material problems. Cannot be completed until Guns and Ammo is.

[] Light Spellblaster Construction: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern light spellblasters. Though expensive, and not as potent as the truly enormous spellblasters used during the Great War, they will be a significant improvement in the firepower of your troops. 0/60. Benefits: More weaponry. (Mortar and field artillery equivalents). Cost: 5 Aether and 10 Resources per die. Will accelerate raw material problems. Cannot be completed until Guns and Ammo is.

[] Wardstone Production: Though you will want to finish reorganizing the existing armament production, you now have the schematics to build modern wardstones. These are unquestionably vital for making your forces capable of standing up to a modern army. 0/30. Benefits: More wardstones. Cost: 5 Aether and 5 Resources per die. Will accelerate raw material problems. Cannot be completed until Guns and Ammo is.

[] Repair the Advanced Facilities: Now that the basics of armaments are being produced, you can repair the more advanced and specialized warcaster and wardstone and spellblaster faculties, gaining you a steady supply of powerful weapons and the necessary ammunition for them. 0/40. Benefits: Increase in weaponry and ammunition. Access to heavier weaponry and more wardstones. Cost: 2 Aether and 2 Resources per die. Cannot be completed until Guns and Ammo is. Will accelerate raw material problems.

[] Improvised Explosives: Gunpowder, Aether crystals, and a few other ingredients mixed together in a small can or jar. They are not the most effective weaponry, but they are cheap and easy to produce and may be worth their weight in gold for urban or trench fighting. 0/20 Benefits: Improvised hand grenades and larger explosives. Cost: 1 Aether and 1 Resources per die. Will accelerate raw material problems.

Chief Commander of the People's Military - 4 Military Dice

[] Begin Scouting Operations, High Duke edition: Send a small group of trusted men to scout out the High Duke and his apparently very fearsome army - Tiger Stripes are the most elite soldiers in the Empire, and you don't want to know what else he has...except you very much do, so you can prepare for it. DC 0/??. Benefits: Information on the High Duke's army. Cost: 10-100 Red Guard.

[] Patrol the City: Someone has been attacking Front members, and you don't trust the police to do the policing anymore. Have members of the Red Guard and militia do it, along with perhaps a few trustworthy members of the force to add some legitimacy. DC: 0/??. Benefits: Order kept in the city, chance of catching the armed bandits. Cost: 500-1000 Red Guard, 500-1000 Militia.

[] City Fighting: You have never fought in a city before. You will need to work out what sort of tactics will work best. Some possibilities come to mind, some more gruesome than others. DC: 0/50, partial progress provides partial benefits. Benefits: Develop doctrine and tactics for urban fighting, unlocks new military and industrial options. Cost: None

[] Create the Office of Operations: You commanded soldiers yes, but never more than a few hundred at a time. Most of the men with you are in a similar or even worse boat. The only ones with operational experience are the imprisoned officers. Recruit a few of them, put them together with your most trusted officers, and have them work together to create operational plans. 0/20. Benefits: Gain 3 Operational Dice. Cost: -1 Military die, reduces Front Support

[] Political Officers: The new army is apparently very moderate politically. You are confident they will understand more about why they need to fight for Kammanism if they are given better explanations. Find the most impressive members of the Red Guard and appoint them as political officers to provide support and education to the army. DC: 0/40/80. Benefits: Army grows politically radically, increases morale. Cost: Potential backlash.

[] Militia Drill: You don't have the spare weaponry to improve the equipment of the militia, or to train them in shooting, but you can teach them the most basic parts of being a soldier: how to work together, how to march, how to move. 0/80. Benefits: Militia training and morale improve. Cost: None

[] Red Guard Shooting: The Red Guard are skilled and experienced, by and large, but they cannot match the trained veterans of the Imperial Army who have joined you. Have them share some experience, have the Guard practice shooting, turn your most determined troops into your most effective ones. 0/80. Benefits: Red Guard training improves. Cost: None

[] The Protclow Protocol: Signed in the capital of the Doytch Empire nearly sixty years ago, the Protclow Protocol is an agreement between all civilized nations in how to conduct war, especially in regards to noncombatants and prisoners. Agreeing to follow it will win you some approval with the former Imperial Army, plus it's the right thing to do. The hard part will be drilling it into your soldiers, especially the militia. 0/80. Benefits: The moral high ground, the approval of the army, ?? Cost: Breaking your word has consequences.

[] Scout Devrograd: There is a confirmed hostile presence in the town of Devrograd, which you had hoped to take for yourselves. How many men are there, how well equipped are they? These are the things you do not know...and you will likely need to know before you launch an attack. DC 0/??. Benefits: Information on the defenses in Devrograd. Cost: 100-200 Red Guard

[] Take the Towns: There are small towns aplenty scattered around with no defenses but rag-tag, demoralized civilian militias and a few bands of police. You will almost certainly have supporters in every one as well. Send out the Red Guard and the army to take control of these places, they will be vital for the spreading and success of the Revolution! DC: 0/??. Benefits: Gain control of many towns, increase to Resources and Aether, access to more raw materials. Costs: 1000 Red Guard, 2000-4000 Army

[] Take Devrograd: The only way to get troops in force across the river passes through Devrograd. Move swiftly to seize it from the High Duke and turn it into a stronghold of the Revolution. DC: 0/??. Benefits: Gain control of Devrograd.


Assistant Secretary - 3 Intrigue Dice

[] Find Them: There are armed bandits attacking those who simply wish to bring peace and prosperity to all. Find them, hunt them, and kill them. And show no mercy. DC ?? Benefits: Dead bandits. Cost: Potentially: Innocents, popular support, Front Support

[] Find Them Gently: If you wish to be more careful, you can use slower but safer methods to find those responsible for such abominable crimes. And then show no mercy. DC ??. Benefits: Dead bandits. Cost: Potentially Front members and Front Support

[] Follow Them: You have leads now, thanks to your hidden guards and patrols. Follow those leads, find the heart of this conspiracy, and rip it out root and stem. Nothing can be allowed to threaten the revolution. DC: ??. Benefits: Find the bandits. Cost: ??

[] An Ear to the Ground: Have a few trusted friends go and listen to what people are complaining about, seek out counterrevolutionary activity, and make friends of their own who will pass on what they hear. 0/25. Benefits: Beginnings of information network, access to local rumor mill. Cost: None

[] Criminal Contacts: Your "friends" will likely have gone to ground, but you might be able to seek them out. They could be a source of information, equipment, or magic...although none of it will be fully trustworthy. DC 75. Benefit: Contact with criminals, new options. Cost: potential popular support.

[] Balink Support: Revolutionary sentiment still stirs in Balink. If you can fan those flames, you will gain another potent ally. Even if your efforts fail, you will still have distracted counterrevolutionary forces and delayed any efforts at suppressing you. DC 80/160. Benefit: Support for allies in Balink. Cost: ??
 
Interlude: The Meeting
Lisov had not been a Kammanist for very long, but he was well and truly committed now. He had joined the Revolution in Selvada, fighting alongside the great mass of workers, but before that the closest he had come was attempting to join a newly formed union that had been crushed by the police. Even during the Summer Revolts and their strikes, he had kept his head down and simply avoided showing up.

But now he had seen the truth, and while he had not thrown all the trappings of his old ways away - he still went to church at least once a week, even if the priest avoided offering him a blessing now - he was as fervent a supporter as could be wished for.

That seemed to be the reason he was one of ten men sent north to The City, to report on the successes of the revolutions and the grand reforms that have been implemented. Or more accurately, he would escort the man who would be doing the report: Comrade Isaek, a tall, balding man with glasses and a nose that made Lisov think of the eagle he had seen in a menagerie once.

He was energetic, always pacing in the Aetherail car that stank of horses and let in all the cold. And he had apparently dedicated himself to educating his guards in Kammanist theory while they rode to Avla.

"You see, ever since the origins of humanity, the world has been divided into the haves and the have-nots, into owners and workers. This has taken many forms, but the most recent and the most powerful is the capitalist - by virtue of having some amount of wealth, he gains control over the means of producing wealth. And this control lets him suck away value from the workers for his own gain, often co-opting institutions of state..."

Lisov let it wash over him. He did not care overmuch for the theory. He cared for the freeing of prisoners who had been jailed for not licking police boots, he cared for the feeding of the hungry, the healing of the sick, the declaration that no mage would be turned away from the guilds for "lack of reliability, the thousand ways the lives of people had been made better.

And he cared for the way the revolution had felt, as they rose up, the dogs of capital and aristocracy falling and fleeing, the sensation of unstoppable momentum that flowed through him like his own blood as he took a trooper's truncheon and smashed the man down with it, as they broke down the palaces of the wealthy and took the stolen wealth for their own. He had a necklace he had gained from one such triumph, a fine thing of silver and sapphires. He intended to give it to Kristala when this was all over when he asked her to marry him. Perhaps they would have a palace of their own, but he would be content with a simple flat, one large enough that the children could have a separate room and warm enough they wouldn't freeze.

The Aetherail eventually stopped, long after Comrade Isaek had stopped talking. The door to the car slid open, revealing The City.

It glittered. The Imperial Palace, though scorched by fire, still loomed over the city with imperious disdain for the going-ons below; a thousand temples and churches had their spires rise towards the sky. He looked towards the Great Cathedral where the bones of the Holy Prophet and the Patriarchs lay, and he kissed his fingers at the sight.

Comrade Isaek was greeting another man with an enthusiastic hug and the two kissed each other's cheeks. "You old rascal, you're still alive!" the comrade exclaimed...to the other comrade, probably.

"Alive and in command of all forces serving the Revolution and the people. Come, the rest of the Committee is eager to meet you," he said.

They walked through the streets, which were full of great teeming masses of people. Many seemed to be wandering somewhat, but he saw hundreds of musicians, playing in a joyous racket that made it hard to hear the conversation between the two men.

He could see the smoke rising from some factories, and the Aether twisting around others, but they didn't seem enough to occupy the people. Lisov approved, he had hated his factory job, and while he knew some would have to continue them it was good only a few needed to. He wondered what the rest would do, surely not everyone could farm or fight?

They arrived at the city's mage guild and were led through halls lit by everburning flames. Blank spots on the wall and empty plinths showed where portraits and sculptures had been removed, but others had been left in place.

They were ushered into a broad room overlooking the river and a sunk pleasure barge that lay on its side. The room was plain, but Lisov could see hints of gilding removed, and one or two of the chairs were ornately carved or plushly furnished. A broad circular table filled the room, covered with maps and reports.

Around the table sat about two dozen people. The man who had been speaking with Comrade Isaek took his seat next to a man in a red and black cloak. Lisov glanced at the varied faces. About a third were women. Several looked foreign, he was pretty sure one was a steppe bandit, but all sat up sharply and watched them carefully. One, in particular, a woman, had eyes so cold they made Lisov shiver.

Comrade Isaek began to report on the success of the revolution so far, describing with bombastic enthusiasm as the nobles and soldiers were chased out or surrounded, how the workers had rallied.

"We have begun implementing the first steps to Kammanism - all members of the owner class have been extirpated, the factories are worker-owned now. Shops will be next, but for now, they serve their purpose. The wealth of the aristocracy is being distributed to the people or stored for future use. We have limited the workday to eight hours, established our own court system to ensure fairer trials, and begun giving the workers explanations on Kammanist theory."

What followed next was a blistering argument between Isaek and one of the women about...something to do with extirpation, which was eventually cut short by the man in the cloak coughing.

"What I want to know is how you have been feeding your people. We have not implemented so many sweeping reforms...although we intend to. Our priority was securing the loyalty of the peasantry through debt abolishment and the destruction of serfdom, as well as preparing for war...by doing so, we managed to feed the city through voluntary donations."

The man leaned forwards. "How did you do it?"

Comrade Isaek began to stutter and stammer. Sweat ran down his forehead, as he reached up to wipe it off. "Well, Comrade Zenus, errr...we did not have your reputation to work around. Some was purchased, but many of the peasants were refusing to sell out of fear of Imperial retaliation, so to prevent starvation...we issued vouchers to those unfortunates, they will be compensated of course..."

This was to give you a lower-scale perspective and show how some others are doing (and because I like writing). In terms of all the reforms passed, they have removed factories from their owners and put them in the hand of the worker's council, declared the eight-hour workday, established a wealth tax, created a system of tribunals based off juries with a lot less power for judges (and the juries are anonymous), started having lectures on Kammanism before shifts start, established soup kitchens and the like, and basically everything else they have been doing is focused on repairs. That's the minimum you will be expected to match, although you can do it over a while.
 
Vote closed
Scheduled vote count started by notbirdofprey on Dec 30, 2020 at 2:20 PM, finished with 25 posts and 3 votes.

  • [X] Plan March on Devrograd
    -[X] The Eight Hour Workday, 1 Chairman Dice
    -[X] Talk To The Towns, 4 Chairman Dice
    -[X] Theological Support, 2 Diplomacy Dice, 1 Chairman Dice, 1 Committee Dice
    -[X] Look into Laws, 1 Diplomacy Dice
    -[X] Integrate the Worker's Councils, 2 Politics Dice, 1 Committee Dice
    -[X] Starting Schools, 1 Politics Dice
    -[X] Guns and Ammo, 1 Industrial Dice (1 Resource, 1 Aether)
    -[X] Organize the Workers, 1 Industrial Dice
    -[X] Securing Fuel, 1 Committee Dice
    -[X] Industrial Assistance, 1 Industrial Dice
    -[X] Restart the Looms, 1 Industrial Dice (1 Resource)
    -[X] Patrol the City, 2 Military Dice (1000 Red Guard, 1000 Militia)
    -[X] Scout Devrograd, 1 Military Dice
    -[X] Take Devrograd, 1 Military Dice, 2 Committee Dice
    -[X] Follow Them, 3 Intrigue Dice
 
The Storm Approaches Results
The Eight Hour Workday - 30

Chairman Zenus did not agree with some of the choices his comrades had made in the other cities their uprisings had succeeded in, but the installment of the eight-hour workday was one. So he declared it so, and let the other Front members pass the message out. Only for no one to listen. So he began wandering the streets and factories, ordering his bodyguards to allow him to get close to people when they tried to prevent it, and he asked random people how long they had been working for.

Ten or twelve hours were the most common answers. As he asked them, many complained about the conditions - the factories were unheated, or unsafe, or the food they got at the cafeterias was maggoty, or one of a thousand other complaints. Some, he found, were rather petty but most were serious. Comrade Zenus took these complaints to heart, but resolving them wasn't what he set out to do.

So he encouraged people to take only eight hours, assured them the dip in production would not harm anyone, gestured to the teeming crowds for proof, and told them that it was far more revolutionary to rest and spend time with their family and children, to learn to read and write or play some music...

People began to listen to him, enough that some shifts were shortened to eight hours. He kept repeating the message, often for far longer than eight hours a day, and gradually people began to listen.

Even if some began telling him to take his own advice. He brushed it off, he was leading the Revolution, he and his comrades on the Committee were all working far longer than they really should, but there was always so much to do. Besides, he never had to worry about a cold factory or maggoty food.

People have slowly begun adopting the eight-hour workday, the Front is content, people are pleased, but many new labor problems have been unveiled.

Theological Support
- 63+40+51+28 = 182

One of those most important tasks was re-learning how to speak like a nobleman, how to carry himself with that arrogant bearing, while also gaining enough of a knowledge of the Holy Book and its various parts that he could explain how Kammanism was at least not sinful. There were a dozen verses he could recite from memory, some suggesting a separation between church and state, some condemning the wealthy and the greedy.

It was almost painful for him to learn, but Stefan was a good teacher when the man forgot his own upbringing. And so on the fourth day of the week, after the grand ceremonies, he entered the residence of the Patriarch.

There, he was escorted through a hall dripping with splendor and wealth to meet the man who was arguably the most powerful in the Empire now.
Arguably.

Patriarch Entin Tsrekvyich did not stop trembling the entire time the two spoke. But he did not agree.

"Your arguments are compelling and intriguing, I must admit I had not expected it from..." he trailed off, presumably uncertain how to finish the sentence without being insulted.

"But under the circumstances, I am afraid I cannot do what you asked. However, I will release my subordinates from their obligation to listen to me on such matters and free them to preach as their conscience dictates."

Comrade Zenus accepted, and the Patriarch sent out his own messages, including using the farspeakers they had gathered to transmit far and wide. The Central Committee was uncertain what effect this would have on distant places, but it claimed tensions in The City, and made two young priests make their way up to the Central Committee and propose something radical:

A completely new church, with its doctrines wedded to Kammanism, serving as an umbrella for similarly radical religions. Some of the central committee were opposed - Comrade Stefan because of its radicalism, Comrade Zandi because of its religious nature, but the prospect of their own religion did have its adherents. In the end, the matter was tabled for later discussion.

The biggest church in the empire (and most of the smaller ones) are officially neutral, and taking no stance on matters, instead allowing individual priests and similar figures to decide how to preach. In practice, this means a bit more than half are speaking against you with varying degrees of vitriol, but the rest are favorable. Further (controversial) theological options unlocked.

Talk to the Towns
- 59+40+63+57=219

Practically as soon as the announcement was broadcast, Comrade Zenus departed the city. At several people's insistence, he took a slightly larger bodyguard than normal, which proved their worth after a bandit attack. His insistence on stopping to help the peasants who had been robbed before aggravated some of his guard detail, but their leader's compassion was well known and so they held their tongues.

In any case, it proved useful, as it got them a free horse and cart which made travel a little faster. There were plenty of towns, and really not all could be visited personally by the Chairman. But enough could that he found what he needed: support and obedience. Some of it was out of fear, as the mayors and town councils surrendered in fear of his army of "red bandits," some out of practicality, some eagerly. A few were in the middle of arguments or firefights about who they should side with.

At each town he secured, he explained the new laws passed - the debt jubilee, the eight-hour workday, the mandatory distribution of food and clothing and other essentials. He could usually find enough supporters to make sure the rules would be obeyed. If not, he would get these supporters from The City or other towns.

A sort of commerce began to resume, and the towns still paid their old taxes, but now it went for the betterment of the people and the workers and everyone. And people were less oppressed by their economic supporters. All in all, it was a success.

Unfortunately, the brief period of lawlessness had led to some degree of banditry and disorder. It would need to be dealt with.

Some trade is flowing again, meaning a lot of basic supplies are growing more available. You have also better secured the countryside. You now have an income from towns paying their old taxes to you. There is something of a banditry problem though. The raw material crisis is further delayed.

Look into Laws
- 78/??

The first laws Stefan began reading were quickly discarded as irrelevant - there would be no nobility, therefore laws about how they were to be treated were useless. The second book he began reading through was much more topical, and Stefan began chewing on it. Every society had its own way to formally settle disputes. He had heard of tribal savages using ritual duals or omens for everything. The Brevardians had a rather dynamic court system, whose judges had set stark limits on what freedoms could be infringed on( legally infringed on, he had found out). The Avlandian Empire had its own court system, of course. Actually, it had at least three, depending on how you counted.

This would need to be greatly simplified and improved. It was a matter he chewed on for many hours. The church courts could go without a second thought. The noble's courts would also be dismantled. That just left the commoner courts...which would need to be expanded an incredible amount, and most of the judges involved would be solidly conservative. And the advocates...people would need advocates too, wouldn't they?

About two-thirds of the courts will be abolished, and the remainder expanded. This is intended to be a temporary fix, but it will set a precedent: how will the temporary court system function? And how will the numbers for the legal profession be made up?

[] [COURT] Like the normal commoner courts, more or less - both sides will be required to have advocates, but matters will still be decided by a judge. This will please the more moderate and upper/middle-class sections of the population and have no major impact on the lower-class sections. It will cost Front Support.

[] [COURT] Like the normal noble courts, more or less - both sides will be required to have advocates, but matters will be decided by a jury of peers, selected by both advocates. Judges will have a strong presiding role but nothing more. This will please the lower-class sections of the population, and the more radicalized, and have no major impact on the upper/middle-class sections. It will not cost Front Support.

[] [COURT] The new courts will be set up so that both sides will have their advocates randomly selected. These advocates will select a jury, who will decide the case. A judge will serve in a weak presiding role, but nothing more. This will please the most radical, but upset the upper/middle-class sections of the population and the more moderate. It will grant Front Support.

[] [COURT] Write-in. I am sure there are other ways to run a court, feel free to suggest them. Stefan might not consider some more radical options, but he also might.

[] [LEGAL] Use existing professionals first. This will please moderates and upset radicals. It will cost Front Support.

[] [LEGAL] Use law students. While not as experienced and somewhat lacking in know-how, they tend to have greater sympathy for the workers than their ossified and often reactionary elders. This will upset moderates and radicals equally, but will not cost Front Support.

[] [LEGAL] Use students and professionals after being vetted to ensure they will not be unfairly biased against workers. This will please radicals and upset moderates. It will grant Front Support.

[] [LEGAL] Write-in. I am sure there are other ways to run a court, feel free to suggest them. Stefan might not consider some more radical options, but he also might.

Integrate the Worker's Councils - 56+57+70 = 183

The worker's councils were important, but they were also newly formed and uncertain of where they stood, and quite a few workers didn't actually have one thanks to the ongoing chaos. It was something of a cooperative effort to get them established, as the two members of the Central Committee cooperated with several others, including one of the newcomers from Selvada, to properly introduce the workers to the concept.

There were lectures, mostly. It was what they had. Members of the Front would visit factories, explain how the council worked - how they had to elect a representative, who would handle the management and who could be recalled by a vote, how this representative would meet with others to coordinate and elect a higher ranking representative who would do the same...they explained the responsibilities of workers in this, and how they held the power.

These councils did form, gradually, often along union lines. The higher councils often were missing members, and there were more than a few instances where votes were miscounted or proved fraudulent, but progress was being made. Enough progress was being made that only the occasional report needed to be read to Comrade Kylis on a seemingly insurmountable problem. He was overall pleased with the honesty and efficacy of these councils.

There is a greater degree of democracy going on, which will gradually become a more powerful force. +20 to Organize the Unions thanks to already organized workers.

Starting Schools
- 53/40

The schoolhouse was actually an emptied warehouse, heated by a few carefully positioned braziers and ovens. Even so, everyone was warmly bundled up, including the two visiting members of the central committee. "It's a wonderful thing to see, so many learning...it's beautiful," Comrade Leola said, blinking back tears.

Kylis pretended not to notice. The two didn't notice the teacher's careful glances at them, as she gauged their attitude to her - the young woman had never done anything like this, and she was learning almost as much as her charges. She had expected to marry a neighbor and help run his shop and raise his children, nothing more.

When the class was dismissed - to the children's joy, as they departed to go and play - the two approached her. She bowed, practically on reflex, then swallowed with fear. Bowing was for nobility...and they hated nobility.

But instead, they laughed and asked if she needed any help running her classroom, and she told them she needed new books and someone to help corral the children when they were unruly.

Schools teaching Avlandish, basic math, some simple history, and Kammanist theory are established, even if the quality is a bit ehh in a lot of cases.

Guns and Ammo
- 71+44/50 = 115/50, overflows to Restart the Advanced Production, 65/40, overflows to Improvised Explosives 25/20, overflows to Seize the Gunpowder Works 5/25.

When a massive reorganization of the weapon industries in the city was announced, everyone knew what it meant. The announcement of the army joining the Revolution had been greeted with some skepticism, but now they were marching out alongside the Red Guard and militia, and some were even sharing barracks. And if weapons were being produced for them...it could have only one possible meaning.

The Revolution would spread. War was coming. War for the people. The factories began to churn out warcasters and the bullets they shot, and then workers who had just finished a shift at one factory went over to another, so that technically they worked no longer than eight hours at a time. The heavier, more complicated weapons were also slowly being stockpiled, going first to the army to gradually begin refilling their supplies of such equipment, and then a member of a worker's committee decided to try and make hand-throwable explosives, which he creatively termed handbombs. They were crude, often unreliable devices - usually some gunpowder mixed with sawdust, a couple Aether crystals packed in, and a fuse made of cloth. There wasn't a lot of gunpowder, unfortunately, but the workers at the plant were seemingly interested in forming their own committee...although they tried to hide it from the owner for some reason.

Militia, Army, and Red Guard can now be better equipped, up to 3 or 4 out of 5. Options to equip troops with artillery, mortar-equivalents, handbombs.

Organize the Workers - 68

At the end of this triumph of Kammanist theory - that giving the people control of their own labor would lead to great works - as a dozen factories grew filled with determined laborers, the worker's councils were encouraged to form their unions, to grow even more organized and more capable of great feats. They were given more explanations of Kammanist theory, more encouragement to participate, and riding on the high of their amazing work, they all agreed. Over a dozen unions formed, while underground ones officially established themselves. These unions helped form the basis for the higher worker councils, and the Committee was confident they would do much more - form social clubs, encourage innovation, provide support...the possibilities seemed limitless.

Securing Fuel - 71/25, overflows 46/50 to Securing Fuel Pt.2

Even as the great effort to produce armaments went on, there were other important industrial tasks that needed accomplishing. First and foremost, they needed to secure a supply of fuel that would last longer than the stockpiles of coal and wood they already had. Winter was coming, already the sky showed steely grey more often than not.

And so a few hundred men either volunteered or were persuaded to march out in a great chain of humanity. Front members led the way, as they found a friendly village and an abandoned dacha with a forest all around it. Most could be housed inside the dacha or the village, but for those who could not, tents were set up.

Barracks would be built, and they would rotate who slept where, so it was decided by the rapidly forming council. Then they set about clear-cutting the forest and dragging the logs back. It was hard work, so a few arrangements were made and an autocaster was brought out to run a sawblade so that the logs could be cut down to size. A steady trickle of firewood was beginning to come back, but more fuel would be needed.

And this time, tents would not be an option, as the first snow fell on a gentle dusting late one night. The next day, a pair of coal mines were taken over, the owners shot when they tried to resist, according to the report that was sent to the Central Committee. The existing barracks were enlarged and improved, made safer and more comfortable, the workers were persuaded to show the new ones how to manage things.

Some safety concerns cropped up as the workers saw the old miners coughing with coal dust embedded in their lungs, and there was a brief delay before production could start. The workers wanted masks and a filter to keep the dust out of the barracks before they will begin mining, and there wasn't enough time in a week to get them.

Industrial Assistance - 102/25

The concept of central planning was popular among Kammanist, and many saw this as the first step to establishing a centrally planned economy. There was, as always, some degree of discussion among the Front about how much was too much planning, and what role markets should have, and other such things.

Some of this discussion grew fraught, but overall it was deemed very productive, and notes were taken on several of the more favored approaches. Potential problems were anticipated or worked around, but one proved difficult to find a counter for: corruption.

The discussions on it grew particularly tense when a few of the civil servants of the previous regime who had volunteered to take part had been caught skimming funds. They were promptly sacked and imprisoned, their fate to be determined in the new courts, and a few new people were tapped for the position.

Other than that embarrassing hiccup, the Board of Industrial Management proved its worth, providing a forum for worker complaints to be brought up to the Central Committee, in addition to its intended function of managing some of the development of material and magical industries.

Board of Industrial Management established, providing +2 Industrial Dice. Some more thought has been given to economics. Some corruption was found before it could cause harm.

Restart the Looms
- 83

Garment makers was an industry dominated by women, which had proved helpful to Taushova when she had fled her home. The Front had also been helpful, providing her with a room to sleep in for a few weeks until she had saved up enough of her wages to afford her own dingey, smelly, cold apartment, which she allowed other members, in turn, to stay in every so often.

During the Uprising, she had mobilized her shift and driven the foremen and their thugs out. They had remembered that when the unions and councils were established, and she had become the new...foreman, or forewoman, she would worry about that when she had time.

For now, she had to make sure the finicky set of looms kept going smoothly as one of her friends operated it carefully. The machines had been shut down for the past week as they gave out the final products to all who needed them. Now they were making more, and other people were responsible for the delivery.

Clothing and cloth are being produced. It's not high-quality stuff, but there's enough of it to keep everyone warm.

Patrol the City
- 90+82 = 172, 1000 Red Guard, 1000 Militia

The patrols went on. Order must be kept, counterrevolutionaries must be stopped, there were so many things that needed doing. Many of the militia and Red Guard complained about not being allowed to fight, often loudly, but more than a few were glad to be on relatively safe tasks. Still, proposals about creating a separate force were bandied about when people had a free moment.
There were two other attempted attacks by the White Bandits, but more and more of them were shot down and a few tips led to more being found successfully. The patrols began coordinating, one group entering the squalor-filled apartments they favored, the others waiting outside or around the corner to catch any groups which fled.

And gradually the patrols began to expand their operations, going out further to begin to provide law and order to the peasantry as well, who occasionally seemed less than pleased but were clearly willing to tolerate it, particularly since the patrols were careful to be very courteous.

The city is patrolled and kept safe, patrols beginning to extend into the countryside, which doesn't seem very popular with those who live in it.

Follow Them
- 53+67+56 = 176

The White Bandits were not gone. But they were being quiet. Significant effort was invested into keeping tails on all of their agents who were identified. The "Assistant Secretary" knew every trick for losing a tail, and that meant she knew exactly how to keep one. A trusted mage was carefully involved as well, pieces of stolen clothing and hair used to track them. They were arrogant, they did not bother breaking the connections.

And so Livia learned that while a few had been left behind, and a few more (along with many sympathizers and supporters) had been caught and killed or tried, about a third had fled the city for the countryside.

Almost all known hostile agents in the city caught, but many have fled for parts unknown.

Scout Devrograd - 48, Take Devrograd - 53+46+73 = 172

The entire army, less a small garrison force for The City, was mobilized for what would be the first true battle of the Revolution they had taken part in. Thousands of men filed into the compartments of one of the available Aetherail trains, packing it full. There were eleven thousand men in all. Every man had a warcaster, and all but a few were modern ones. In addition, there were a scattering of handbombs, a few hundred rapidcasters, and a very few light and very light spellblasters, those terrible weapons that could kill a dozen men at once from beyond where the eye could see. But most significantly of all, they had a trump card: armored landships.

There were only five of them, they were slow, clumsy, and heavy, but each one was so armored and warded that they were impervious to all but spellblasters or the dedicated attentions of warmages. And in each one were two rapidcasters and a pair of warmages, making them lethal weapons.


The crowds of people cheered as they left, waving flags and throwing flowers. More than a few pretty girls darted out of the crowd to press kisses against those who would be leaving - in at least one kiss a girl "accidentally" kissed one of the female Red Guards. Those who had taken part in the Great War compared the scenes of departure disturbingly similar, but kept their dark thoughts to themselves. This time would be different, they were sure of it.

They entered the train and off they went. They did not disembark at Devrograd, instead leaving it about a day's march outside it, stopping in between little villages built around fueling stations. As the majority began setting up camp, the fifty stealthiest men crept out, keeping quiet and away from the road. Among them was Josa van Kahl.

The dark covered them, concealed them.

Evading Notice: 1d5+3+3+3-1 (Ongoing work) vs. 1d5+3+4+3+1 The quiet ones) = 12 vs. 15.

The darkness protected them from sight. There weren't enough sentries, and the ones who were there were poorly placed in the middle of trench lines still being dug, leaving gaps for them to slip through. They easily found their way inside the defensive works, and began to observe what was there.

There were two lines of trenches before the actual town, which appeared to have been taken over by the soldiers, except for what seemed like the inn, a couple taverns, and a brothel. The trenches weren't that well-made, being only about chest-deep except in a few strongpoints, but they were sufficiently well-warded to make them hard to collapse. There were no other actual fortifications.

What there was were rapidcasters and many well-armed troops - at least three thousand. And most concerningly of all, and very heavily guarded, were what appeared to be at least two dozen spellblasters arrayed just behind the second trench line. The scouts couldn't approach close enough to see for certain and eventually withdrew to report to Comrade Bejen, who had accompanied the men as their overall commander, although the newly promoted General Alexei Telvorich would be in command for the battle.

As they reported, Bejen considered what he had been told. The numbers and the rapidcasters were bad enough, although between the warmages and the landships he was confident they could push through, especially with the poor quality of the fortifications. But the spellblasters might be able to destroy the landships or simply wreak havoc among the troops, especially the militia who had no experience with such a thing. But if they were real, why were they placed so prominently, when they could be put safely behind the river? Did the High Duke intend them to counter the landships?

Bejen decided to order a...

[] [PLAN] Pull back. There are too many unknowns here, withdraw back to the city. It will be embarrassing for your soldiers and for you, but it will preserve your force and allow you to return with more spell blasters and better-trained men. Will cause morale hit, will cost a lot of Front Support.

[] [PLAN] Probing attack. Send a few hundred men out first, launch an attack threatening enough to force the spellblasters into operation - if they are real. While this will allow you to determine exactly what you are dealing with, it will look bad to the inexperienced militia. Will cause morale hit to the militia, risks alerting the enemy.

[] [PLAN] Siege. Have the men dig their own trenches, order spellblasters of your own brought up once they are crewed. Time favors you, as the Revolution will inevitably spread. But giving up the initiative is a bad look. Will cost some Front Support.

[] [PLAN] Go ahead. Launch the attack, and let the general take charge of the details.

[] [PLAN] Write-in

The general decided on how he would deploy his soldiers for maximum effect.

[] [DEPLOY] Attach groups of militia and Red Guard to his companies, allowing his better-trained troops to corset the less-disciplined and experienced troops so that they will be less likely to break at the first shot.

[] [DEPLOY] Keep the different troops separate, preserving your ability to command separate forces and avoiding a few potentially embarrassing accidents, but increasing the odds that the militia or Red Guard simply breaking.

[] [DEPOLY] Write-in

Four-hour moratorium. Plan voting please.
 
Vote closed
Scheduled vote count started by notbirdofprey on Jan 1, 2021 at 8:55 PM, finished with 15 posts and 4 votes.

  • [X] Plan Chimeraguard
    -[X] [COURT] Like the normal noble courts, more or less - both sides will be required to have advocates, but matters will be decided by a jury of peers, selected by both advocates. Judges will have a strong presiding role but nothing more. This will please the lower-class sections of the population, and the more radicalized, and have no major impact on the upper/middle-class sections. It will not cost Front Support.
    -[x] [LEGAL] Use students and professionals after being vetted to ensure they will not be unfairly biased against workers. This will please radicals and upset moderates. It will grant Front Support.
    -[X] [PLAN] Go ahead. Launch the attack, and let the general take charge of the details.
    -[X] [DEPLOY] Attach groups of militia and Red Guard to his companies, allowing his better-trained troops to corset the less-disciplined and experienced troops so that they will be less likely to break at the first shot.
 
The Storm Approaches Results Pt.2: The Battle for Devrograd
The attack would go ahead. The presence of the possible spellblasters could not deter them, not when they had such a numerical advantage and the presence of the landships as well. The troops began to march, the army troops uncomplaining at the harsh pace, the Red Guard grimly silent in their determination to match the professionals, the militia staggering on as best they could. And bringing up the rear, going at a slow, cautious pace lest they overstrain their aetheric engines, tended to by their crew as carefully as humanly possible.

The Pace of the March: 1d5 + 3 (Average training) + 4 (Average morale) + 2 (Aetherail) -1 (Landships) -1 (The dark) = 10

They made it in time. The march in the dark made things harder, but with the Aetherails serving as a guide and only one way forward, they were able to keep together. The vast bulk of the army was just a few hundred feet away from the slowly deepening trenches, hidden by the darkness. The Aetherails growled quietly behind the troops as orders were given out in hushed tones and the army reorganized.

Squads of the army found themselves attached to small groups of Red Guard and militia, the loose formations reorganized so that the less experienced troops found themselves in the middle. The single spellblaster they had fired, and men began to sprint across open ground to the enemy lines, warcasters firing as they went.

The Initial Attack: 1d5 + 3 (Average training) + 4 (Average morale) + 2 (Average training) + 2 (Surprise attack) + 1 (Landship support) +2 (Warmage support) vs. 1d5 + 3 (Training) + 3 (Equipment) +2 (Morale) + 5 (Fortified) - 3 (Outnumbered) = 19 vs. 11

The whole battlefield became coated in smoke, wardstones flaring in the trenches as they attempted to burn it away, but the warmages were professionals, and where one blot of smoke disappeared another was ready to replace it, creating a smooth rhythm where no one could see for more than a second. Bullets of lead, some blazing hot or crackling with electricity, crisscrossed the battlefield, slamming into invisible magic wards or piled up earth, but enough were flying that some got through, and cries of pain rose up.

And through all this madness, the spellblasters remained silent as the landships growled forwards.

Fedin awoke with a start, fear pulling him from his slumber as his sergeant approached. "The traitors are attacking, get up there and start firing!" the grim man snarled, adding some profanity and a threatening fist when Fedin didn't move fast enough to suit him.

He rose up and grabbed his warcaster, the trusty weapon that had seen him through one bout of madness and blood already, risking a glance above the parapet to see an enormous rush of men coming directly at him. An explosion erupted from somewhere nearby, a bullet smacked against the ward an inch above his head, but he aimed his shot, settling on the center mass of a man in a ragged black coat with a red armband and fired. The man went down, then smoke filled his vision, but he fired again and again and again and for a moment Fedin lost himself in the rhythm, but he could feel how wrong it was. There weren't enough men firing with him, and some of the rapdicasters were silent, and the smoke was only getting thicker, and the ground was trembling...he realized what it was just in time, and threw himself down. The landship passed overhead, it's tracks spanning the trench, it's rapidcasters snarling as they spewed death, the smoke emanating from it's firing slits choking and blinding him as it overwhelmed the wardstones.

Beside him, men with red armbands leapt into the trench. "I surrender!" he babbled.

"I surrender!"

One of them, heedless, his face smudged with soot and blood, nevertheless turned his warcaster on Fedin, but another slugged him in the stomach. A third ordered Fedin over the top, ordered him to kneel, and he joined a few other men who had surrendered. The sounds of battle went on behind him.

The Push Through: 1d5 + 3 (Average training) + 4 (Average morale) + 2 (Average training) + 1 (Momentum) + 1 (Landship support) +2 (Warmage support) vs. 1d5 + 3 (Training) + 3 (Equipment) +1 (Morale) + 2 (Urban defensive fighting) - 4 (Outnumbered) = 18 vs. 8

General Alexei hated the rush towards a trench, the desperate prayer that you would find cover in a shell hole or a dip before the hateful chittering of a rapidcaster came your way, the relentless roar of spellblasters as they rained death down upon you, the ghastly smells of corpses in a dozen stages of decomposition, the fear, but he found he hated commanding one worse. From a low rise, beside their spellblaster and a few men he used for staff and the Kammanist who's cause he had joined, he watched their army rush the trench line and take it, the spellblasters proving to be made of wood. The second lie didn't last much longer than the first, the hand bombs proving devastating as they were hurled over the narrow separation or tossed around cornered, bayonet and warcaster taking their toll as well.

He wanted to throw up. He had done much the same not a year ago, he remembered how terrifying and disgusting it was, the thought made his heart race and his palm sweat but he simply bit his lip and held strong. There was no need to give orders, not as the enemy troops collapsed back, firing even as some fled or surrendered, but at least a few hundred, maybe as many as a thousand, seemed determined to keep fighting.

They ducked into houses and hid behind walls, intending to make you fight and pay for every inch of ground.

"Have the landships go forward first." Alexei commanded through gritted teeth.

And Alexei obeyed, the five pushing forward into streets, bullets stitching into everywhere they saw resistance, and a dozen different types of lethal spells from the mages within them. They had no weapons to counter them, they had nothing that could penetrate the thick steel armor and intricate wards.

They died. And then it was all over.

A hasty fortification effort was established, rubble and wardstones piled up to make simple pieces of cover, while what few semi-intact buildings that were still there were garrisoned, rapidcasters put in every window.

The dead were gathered, their own to be taken back to The City and buried there, the rest simply rolled into the trenches and then covered up. But first the bodies were stripped of their weapons, and some of the men began looting the pockets of the corpses, taking jewelry and cigarettes and even the occasional gold or silver tooth. Scuffles broke out but were dealt with by sergeants.

The grim business told everyone how many they had lost, for a thousand and five hundred enemy soldiers had died, about three hundred had surrendered, and two hundred were nowhere to be found, buried under rubble or fled the battle.

Only about five hundred of the regular army had died, with a few hundred more being wounded badly enough they would need time to heal. Two hundred Red Guard had also died, and nearly a thousand militia, mostly in the actual trench fighting. A few hundred more of both had again been wounded, along with a single warcaster who had gotten burned by bad luck more than anything else.

And as the day progressed, the survivors of Devrograd pulled themselves out of their shattered homes: a few dozen in total, the owners and workers at the tavern and brothel which had been maintained for the officers. They had all been ill-treated by the arrogant Imperial officers, some of whom were still alive.

The trials for them would begin soon, and the prisoners found innocent would be given an opportunity to switch sides and then put in camps, the general refused to hear of any other prospect. But that left the question of what to do with the looted weapons and what sort of garrison to establish in this town.

[] [LOOT] Distribute it evenly between the Red Guard and the militia. A popular move, but the sheer numbers involved means there will be little improvement in the capability of either group.

[] [LOOT] Give it all to the Red Guard. This will cause some grumbling among the other sections of the military, but will lead to a significant improvement in their capabilities as they will be as well-armed as the regular army.

[] [GARRISON] Light. 1000 militia, 500 Red Guards, 2000 soldiers, no landships or warmages, the only light spellblaster you have.

[] [GARRISON] Medium. 2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and the light spellblaster

[] [GARRISON] Heavy. 1000 militia, 500 Red Guard, 5500 soldiers, 20 warmages, 3 landships, and the light spellblaster.

Luck was on your side in a big way here, this could have been a lot bloodier.
 
Vote closed
Scheduled vote count started by notbirdofprey on Jan 4, 2021 at 5:17 PM, finished with 9 posts and 8 votes.
 
Week 2 Rumor Mill
Rumor Mill - Local

The Corrupt Committees! The Kammanist Front has demonstrated their commitment to freedom and democracy, allowing the workers to form and elect councils to run their cities, and the Front has been repaid with treachery! The little capitalists, the shopkeepers and foremen, and all the other petty tyrants that helped institute the tyrannical reign of capitalism have bribed and bullied their way onto positions on the councils. Calls for halting revolutionary reforms, abandoning Kammanist principles, and unjust compensation now ring out from the deceived councils and their corrupt masters! And worst of all, in those few councils that have managed to resist their influence, they have been accused of being puppets for Kammanists, being secretly controlled by a conspiracy of Firstites, or being demons. This cannot be allowed to stand!

The Free Committees! The establishment of the councils has been an incredible success, with dozens forming! A few had initial difficulties, but careful education and the dedication of the Kammanist Front members has helped overcome these. Many of the councils are fervent supporters of the Front and its policies, but several, mainly those led by certain sections of the economic and political spheres who staunchly rejected Kammanism, have been moderating, cautious, or outright resistive. They are a minority, one frequently ridiculed and rejected in the churches and taverns of the cities and even the countryside, but they do occasionally manage some small victories which serve only to prove the truth of our commitment to political freedoms!

A Second Battle at Devrograd! The forces of Revolution marched out once more, this time to an undeniable victory. The High Duke himself was apparently wounded in the battle at Devrograd as the might of the Red Army charged into prepared defenses, their courage and fervor nevertheless carrying the day, sending him into full retreat with scraps of his forces. Surely the Revolution will spread with this last gasp of reaction crushed! Regrettably, the High Duke burned much of the town and slaughtered much of its populace before fleeing, leaving the few remaining bereft and bereaved. Surely the Central Committee will aid them!

Rumor Mill - National

The Red Terror Spreads! As the initial forays at curbing the violence were sent reeling, more and more have declared their desire to join the Revolution, even including some nobles. Meanwhile, the victorious revolutionaries have begun implementing their mad plans wherever they can, even as harsher measures are used to prevent further uprisings, especially in the former Wloski lands. Nevertheless, churches are being burned, nobles forced to labor on their own estates, shopkeepers and priests and factory owners are being put to death in enormous numbers, no one and nowhere is safe!

The Wloski Declare Independence! The Southern Avlisi Declare Independence! The Armani Declare Independence! Many of the newly freed southern Avlisi states were given guidance by the nobility of Avlandia, and this aid is now betrayed with treachery! The new states beyond the mountains have overthrown their rightful masters and ethnic brothers, and they were not the first or second in such treachery! From Crokan to Kolovoki, the banner of the Wloski kings and their Sejm fly, although in a few cities it flies underneath or along with a red flag. In Cheizkhsta and the Armani state, more independence movements have arisen of various stripes, some democratic, some revolutionary, some seeking to restore long-dead monarchies!

International News

The International Forum Requests Formal Intervention! The resulting unrest, economic destruction, and political chaos of the new states in the Reorganized Territories have spilled over into several different revolutions, most of which are Kammanist to one degree or another. Even worse, ethnic strife has risen to unprecedented levels, and the International Forum has formally requested intervention, which led to the Brevadarians leading an enormous coalition to withdraw from the Forum in protest, while several others defeated the motion. Nevertheless, in a series of speeches to the Breton Parliament, several politicians demanded intervention against the various revolutions "lest the map be painted red and all civilization be destroyed."

Civil War in the Doytch! At least three factions have declared war on each other in the Doytch, with the army splitting three ways and the navy two. There is a "free and independent republic", a state led by the high command claiming the Doytch were stabbed in the back during the war, and a Kammanist uprising. Getting news has been difficult, as the Aquita have occupied part of the country and are shooting everyone who tries to leave and detaining everyone who tries to enter, while their other borders are suffering from devastating and unusually strong Aether Storms.

What You Know:

You have had confirmation that the uprisings in Tuvak and Baltarbn have been put down, while it seems anarchists have taken over Ariga and much of the isle itself.

The siege of Maltka has been largely broken as one priest managed to gather a large following, about two-thirds of those surrounding the city, and led them towards Holvenberg. There is still something of a cordon, but troops from inside the city are probing it, and a messenger reports their intention to break it before winter truly sets in.

Selvada and Olvo have been entirely focused on securing the surrounding countryside. At Comrade Zenus's suggestion, they have been far more careful of the peasants, paying for their food in paper promises (noting who and where they were given to) and gold when available (usually taken from the wealthy), purchasing much of the spare harvest.

Korvio came under attack from land and sea, but the heroic defenders of the city managed to beat back both, although the docks were nearly destroyed by a summoned wave. (This suggests that Valtenberg is not on your side, it being the only other port close and big enough to launch that sort of attack.)

Trokograd and Dedregrad are coming under attack, possibly by soldiers, possibly by bandits, possibly by dissidents.

Your spies in the High Duke's camp report he has recovered from his wounds and ordered a full retreat toward Tuvak.
 
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