A Kammanist Uprising: Fantasy Communist Revolution Quest

Week 3: The Storm Retreats
There have been no attacks on Devrograd, nor elsewhere. Reports of new revolutions, Kammanist and otherwise, pop up, but nothing has been truly confirmed. Reports of foreigners and counterrevolutionaries also come, from Comrade Stefan and Comrade Livia, and every one is seized upon by some members of the Committee as proof that the councils are being corrupted or infiltrated or otherwise threaten the revolution. Comrade Zenus has been successfully ignoring these demands, the success of his more conciliatory strategy and the victory at Devrograd giving him the support he needed. Still, he is well aware that their support could grow.

That is not the only problem the Committee faces. With the immediate threat dealt with, there is likely to be something of a splintering. This has plagued many Kammanist movements before, but none had achieved such victories. Many members of the Front remain confident that their will be enough unity to ensure victory.

Many of the outlying peasants and towns, the ones only recently brought into control, are unruly or rebellious, and the old structures of power in them remain far too strong. Worse, there are not enough Guards, Army, or militia to patrol and control these lands. They send what is arguably taxes but could be also called protection money, and many are suspicious of just how far the reforms they agreed to make stretch.

But even that pales to the greatest impending threat: winter. Enough fuel has been secured that no one will freeze to death, and blankets are being produced by the hundred, the magic looms weaving wool together, the workers not even bothering to do any stitching in their haste to produce as much as possible. But worse than the cold is the specter of hunger.

Comrade Stephan looks around the room. He has gone hungry a time or two, sneaking back and forth through the mountains or when he couldn't find odd jobs in New Lundwych or Viento or the other cities he visited, but everyone else has certainly had worse and much more frequently. The past two years had not produced ample surpluses, and this one had been disrupted by the unrest. He was not certain how much food was left - that was not his department, but he was beginning to consider options for acquiring more.

Some of them stung his pride, some burned his soul. Hopefully, none would be necessary.

Suddenly, he realized someone had asked him a question. "Apologies, comrades, my mind was elsewhere," he said.

This earned him glares, and he drew himself up, tilting his head down to return the angry looks with steely confidence. The standoff lasted several seconds.

"I asked why you felt the need to adjust the law courts yourself, as opposed to leaving it the reform commission while you performed your own duties."

"The Reform Commission for our city does not currently exist, and with all due respect to our comrades who have led their own uprisings, we have the advantage of an existing body of those with legal experience who share sufficient ideological sympathies to be viable. I saw no reason to resort to a method which could provoke unrest."

No one could find fault with his answer, and so the matter was let go.

At the end of the meeting, as they scattered to their respective duties - he had a half-dozen letters to write - Comrade Zandi approached him. She had been his greatest challenger, but at least she had a worthy intellect. "Have you thought of what reforms you will be making next?"

"Apologies Comrade, I have not had time to consider that. I have been rather busy with my efforts to spread the Revolution."

Again, an answer none could find fault with, and so she departed to speak to Comrade Livia briefly. He watched her carefully as she left.

Down in the streets, the mood was elated. The Red Guard and militia still patrolled and stood watch around important targets, but the atmosphere had grown dramatically less tense - the two victories of the past week had greatly reassured the people. There was a little less music now, as more people were working again, but what music there was sounded much more cheerful. A few artists were painting bold murals on some of the public buildings. Stefan thought they were rather ugly, but chose not to say so as he walked down the street, barely minding his guards.

He wondered if people were painting in Olvo, or Selvada, or Korvio. He could be confident they weren't in Balink or Imprado at least.

As the neighborhood turned from the poor to the wealthy ones, the attitude in the streets turned. Well-dressed people scurried from place to place, glancing about, mouse-like or glowering at the backs of the workers. Those workers jeered and taunted and struck, reveling in the lack of retaliation, and the Red Guards simply watched, although once beatings passed a certain point they would intervene. Stefan grimaced. This would lead to trouble soon enough.

He reached the council meeting - it was from some of the wealthier neighborhoods of the city, its members consisting of three shopkeepers, a lawyer who could no longer practice law, and a retired mage. They had questions and concerns, he would give answers and reassurances. And perhaps enjoy some of Mrs. Delvych's delicious tea while he did so, there weren't many sources of it available at the moment.

Unfortunately, their greatest concerns, the ones about their lives and safety, were not ones he could truly assuage. But he would do what he could, even if when he left it was too angry grumbles and a hushed proposal to create a self-defense league.

Meanwhile, in a dark corner of the basement of the former mage's guild, another, just as determined to see the Revolution through, read through page after page of scrawled reports on various figures of importance, with one set neatly handwritten on Comrade Kylis. There was also a copy of an anti-Kammanist pamphlet, one newly and crudely printed. Time and time again, Comrade Livia cursed the accident of birth which had seen her so deprived that she could barely read, and she dared not get an assistant of her own, for she had no one she could trust like that. She would simply have to endure. It was a small inconvenience, she had endured beatings at the hands of Imperial soldiers and stabbings from members of crime families. The headaches she got from reading were barely anything next to that. An inconsequential price to pay for the Revolution.

Deployments:

2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages and 1 light spellblaster in Devrograd

1000 militia and 1000 Red Guard patrolling Avla and the surrounding area, very thinly spread.

300 Red Guard, 1000 militia, 1500 soldiers, 15 warmages, and 5 armored landships garrisoning Avla.

Economy:

43 Resources, +8 Resources per week
16 Aether, +1 Aether per week
2 Wealth

Food Situation: Stable-ish, vulnerable to attack or angry peasants. Stockpiles are small.
Manpower: More than needed for current industries
Ammunition: Low, amount is trending upwards
Personal Weapons: Moderate numbers being produced,, damaged ones can be repaired
Heavy Weapons: Small numbers being produced, damaged ones can be repaired
Artillery: Small numbers being produced, damaged ones can be repaired
Coal/Wood: Supplies are stable for current usage

Politics:

Current Factions: Fault lines are beginning to appear.
Front Support: 90
Other Groups: The Army: 65.
Popular Support: 85 from the urban workers, 50 from middle and upper classes in Avla, 65 from the peasants, 40 from towns
Council Opinions: More food, spread the Revolution, councils for towns, security of persons and property (failure to address or make progress towards these issues will cost Popular Support for certain sections.)
Front Opinions: Begin land reform, free prisoners, spread the Revolution, councils for towns, wealth tax (failure to address or make progress towards these issues will cost Front Support and provide fuel for factions.)

The Councils and Committees - 3 Council dice (Council dice have a +5 bonus for Industrial actions thanks to your strong unions), 5 Front 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.

[] Request Foreign Food Aid: The existence of the International Forum is vague rumor to most, but enough have heard about it and its stated mission that an idea has begun circulating: allow the Forum to send missions to deliver food to the cities. This would probably require some sort of compromise, or maybe it would have to be done with other groups like the Silver Crescent, But simply asking will cost nothing but pride. DC 80/160/240. Benefit: Subvote. Food gets sent by international organizations. Additional benefits depend on success and decisions. Cost: Will depend on result, but at minimum will cost some Front Support.

[] Eat the Rich: Not literally, of course, but the wealthy and middle-class citizens have gold and jewels and fine art and a great many other riches. Taking a portion of these, based on how much wealth they have, and using it for the benefit of the workers, farmers, and laborers would be an undeniably popular decision. DC 30/90/180/360. Benefit: Subvote. Gain a medium boost to Wealth, with smaller boast when a new area is conquered. Potential additional benefits. Cost: Will severely cost popular support among certain segments of the population, will have additional or mitigated costs depending on results

[] Arm the Workers: The workers of the city largely stayed out of your way, only a few of the most enthusiastic joined in the Uprising, but that was less because of their attitudes and more because of their relative lack of organization and sheer surprise. Now they are determined and motivated participants in the growing Kammanist state, an essential and determined pillar of support. Should the city come under attack, having them already familiar with arms would be extremely useful. 0/100. Benefits: Worker's councils/unions gain access to more centralized weaponry, can act as purely defensive militia. Very popular with some. Costs: Will require lots (and lots) of weapons, very unpopular with some, lots of armed people.


Chairman of the Central Committee of the United Kammanist Front - 4 Chairman 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

[] Land Reform, Personal: Go out to the noble estates in your secured territory, inform the greedy nobles (if they are still there and haven't fled like cowards) and their managers and bullyboys that this land belongs to the peasantry now. Divide it up into collectivized farms, give the land to the peasants, and let them farm. It will be so very satisfying. 0/160. Benefits: Increase to agricultural production, peasants (and others) happy, satisfies your desire for action. Cost: Potentially dangerous, will make some people very unhappy.

[] Land Reform, Impersonal: Going into semi-unsecured territory,telling aristocrats and their enforcers that "their" land belongs to the peasantry now is absolutely essential. It is also going to be potentially quite dangerous, dangerous enough to be irresponsible for you to do it yourself...so you will ask others to do so. Divide it up into collectivized farms, give the land to the peasants, and let them farm. It will be so very satisfying. 0/120. Benefits: Increase to agricultural production, peasants (and others) happy. Cost: Will make some people very unhappy.

[] Put on a Show: The victory you have won has attracted a playwright, who has decided you seem secure enough to make a viable patron for his art. You also have several theaters which are currently unused, and a popular tradition of street acting. Work with the playwright to make plays suitable for both to increase morale...plus it will be very interesting, it's been a long time since you did something like that. Hopefully there will be no incidents with donkeys this time. 0/60. Benefits: Morale and propaganda, satisfies your desire for action. Cost: Potentially viewed as frivolous.

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

[] 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. 78/??. 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.

[] Request Foreign Food Aid v2: The existence of the International Forum is a vague rumor to most, but you know it in far more detail than most. You are also very familiar with several alternate organizations. Allow the Forum to send missions to deliver food to the cities. This would probably require some sort of compromise, or maybe it would have to be done with other groups like the Silver Crescent, But simply asking will cost nothing but pride. DC 80/150/220. Benefit: Subvote. Food gets sent by international organizations. Additional benefits depend on success and decisions. Cost: Will depend on result, but at minimum will cost some Front Support.

[] To Trokograd: Trokograd is the larger and more prosperous of the two cities in the Anarchist-Syndicalist-Kammanist Ukortic Free State, and even if it's not actually the capital it's likely to have someone who can get your emissary there. They seem like they would make a viable ally, even if their ideology is...unusual, from what you have heard. DC 30/??. Benefit: Open contact with the Trokograd/Devrograd faction.

[] To the Sejm: The Wloski are basically Avlisi too stupid and full of themselves to realize the only reason they didn't get conquered by the steppe empires was the brave sacrifice of the true Avlisi. Unsurprisingly, they are trying to rule themselves once more. Still, the reports of those red flags may be promising...send an emissary to them. DC 40/??. Benefit: Open contact with the Wloski faction(s).

[] A New Church: Some young men and women who heard the Patriarch's announcement have come to you with their own idea: a state-sponsored umbrella church focused around the many intersections of Kammanist principles and the principles described in various holy books. These new theologies (they have proposed them for several different religions, including two you never heard of) seem interesting, but it's an unorthodox approach. Give them official permission and assistance and see what comes of it anyway. 0/100. Benefit: A new religion to preach, ??. Cost: This will upset a lot of people in a lot of different ways.

[] Investigate the Councils, Stefan's Approach: There are reports of the councils being corrupted or misled or otherwise interfered with, especially by the wealthy. You think it's just fearmongering and rumor, but it would be good to make sure that the problem isn't serious, especially since the Committee intends to expand the councils...it will need to if it wants to keep much of it's support. DC 50/100. Benefit: Find out what's really going on with the councils. Cost: None.

Head Political Officer - 3 Politics Dice

[] 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: ??

[] 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.

[] 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.

[] Push for Greater Democratization: The councils exist. That is all well and good, but they have little formal power. Really, they are nothing more than discussion groups, ones which frequently turn raucous and enthusiastic. In some cases, too enthusiastic. Begin encouraging the formation of higher-level councils, begin giving these councils some powers like managing the policing of their sections of the city. DC 30, 0/100. Benefits: Councils gain power, increase in popular support, subvote. Costs: Potential factional problems, ??

[] Expand the Councils, Peasants: The peasants deserve representation of their own. They have contributed just as much to the success of the Revolution with their donations and sale of food, and they will need to be kept onside. While even less organized politically than the workers, and with additional logistical difficulties, they do have their own existing organizations which can be used as bases to build local councils. DC 40/80/120. Benefits: Expanded democracy, greater peasantry support. Costs: Potential factional problems, ??

[] Expand the Councils, Towns: The newly liberated towns are a potential problem, given the relative lack of support you have in them. They need to be brought under democratic rule...but maybe not yet. Still, principle has its own demands. Expand the council systems to the towns...perhaps the fact that everyone is allowed to vote in them will give you support to pass further reforms even in the areas that dislike you the most. DC 60/120/180. Benefits: expanded democracy, greater town support. Costs: Potential factional problems, ??

[] Land Reform: The peasants need land to farm. The aristocrats own enormous tracts of it, inefficiently farmed or often used for all sorts of petty pleasures. Claim that vital land, give it to those who labor it in the form of collectives. It is too late in the year for them to plant or harvest, but for the future, it will be immensely productive. 0/120. Benefits: Increase to agricultural production, peasants (and others) happy. Cost: Will make some people very unhappy.

[] Evaluation Board: Before you begin taxing the aristocrats and capitalists, you need to know how much they have. While they will certainly attempt to hide some of their valuables or flee with them (although most of those who will probably already have), not all will escape the eye of your Evaluation Board, making future collections far more efficient. And it will especially have benefits for collectivization. 0/80. Benefits: More efficient and effective land reform and wealth taxes. Cost: Will make some people sort of unhappy.

[] Speeches to Sell It: You can't make pamphlets or posters right now, and quite a few people aren't literate, something you know all too well. So to gather support, have people go and speak, it worked for you quite a few times, and a lack of Imperial Police trying to arrest the speakers can only make it work better. Send out fiery young men and women to the towns and the villages, have them tell the truth of Kammanism. 0/50. Benefit: Increased popular support and understanding of your principles. Cost: Potential backlash.

[] Investigate the Council's, Kylis's Version: The councils are probably fine, but some of the reports your assistant has read to you suggest there have been concerns about vote manipulation and intimidation, among other suspect practices. Some of it could be overblown, but you have long since learned every rumor has a core of truth. DC 50/100. Benefit: Find out what's really going on with the councils. Cost: None.


Chief Economic Commissar - 6 Industrial Dice


[] Institute Rationing: As unpopular as it will be, there will soon be not enough food to go around, and starvation could result. 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: Decreased risk of starvation. 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.

[] 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.

[] 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. 5/25. Benefit: Gunpowder production secured. Cost: Will alert any counterrevolutionaries.

[] 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, Pt.2: There's enough wood and coal now that no one should freeze to death, assuming nothing goes wrong. But you could really do with more so that you have a surplus against things going wrong and spare coal to send to other places that will have less. The only thing keeping you from actually mining more coal right now is a lack of safety equipment. 46/50. Benefit: Fuel supply improved. Cost: 2 Resources per die, 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

[] 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.

[] 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.

[] 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.

[] 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.

[] Raw Materials and Raw Production: An industrial economy is a complex and ever-hungry beast, requiring minerals and aether and manpower to move here and there. Now that you have a central industrial board, have them review what's being produced, what's lacking, what raw materials are needed. There won't be too much you can do about it right now, but anything you can do will help. And simple knowledge alone will be immensely useful, letting you focus on what is essential or find workarounds for the rest. 0/200. Benefits: Better understanding of the economy, more specific knowledge of material and production problems. Cost: -1 Industry die while partially completed, dip in production while partially completed.

[] The Aetherail Facilities, Pt.1: The Aetherails provide you with a connection to your allied cities, and to several other important towns. The trains which ride it are absolutely essential to your success. Producing more will be vital, as will be repairing existing ones...especially since there are enough similarities in the production lines that they could be used to repair landships, if not make new ones. Begin restarting the facilities, starting by resuming interrupted supply chains and ensuring there are enough workers for full shifts. 0/60. Benefits: Trains produced, new Aetherail, and landship options. Cost: 5 Resources and 5 Aether per die, will cost Aether and Resources per turn once complete and accelerate raw material problems

[] Individual Autocaster Workshops: The production of autocasters is probably the most indirectly important factor in your success: more autocasters means more that can be made. Unfortunately, the mage guilds disliked them enough to keep any major facilities for producing them outside The City, so you have nothing but scattered, small-scale workshops within the bounds of your territory. Get them producing, at any and all costs. You have the mages for this, although not much more. 0/80. Benefits: Increase to all industry, new actions. Cost: 8 Aether per die, will cost Aether per turn once complete and accelerate raw material problems.

[] Handbomb Works: The handbombs were very useful in the trenches, providing a terrible shock to your opponents and being capable of going around corners or over fortifications. The combined magical and physical explosions were also devastating to wardstones. They are already produced on a small scale, but every soldier or Guardsman seems to want more. Establish more shops in The City that will produce these. 0/60. Benefits: More handbomb production. Cost: 3 Aether and 3 Resources per die, will cost Aether per turn once complete and accelerate raw material problems.

[] Aether Mines, Pt.1: The Aether crystals are extremely vital for every conceivable task in modern society. The mines are all run by the towns, which likely means there are all sorts of problems, both in how the workers are treated and in how the mines are run. Send in workers and managers to reorganize and improve the operation of these mines to gather more crystals. 0/80. Benefits: Increased Aether income. Cost: 4 Resources per die.

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

[] Institute Permanent Police: The haphazard policing has to end. Detach a portion of the less fanatic Red Guard, some of the more reliable militia, recruit some additional forces, and set them in charge of handling future policing and arrests. If there's a robbery or assault, it will be their job now. DC 80/160. Benefits: No longer needs to spend actions on policing controlled territory. Costs: Manpower.

[] Food Raids: There isn't enough food in the areas you control. But there are certain to be stockpiled in the land outside it, probably held by Imperial forces...hopefully, that's true anyway, it would make this less uncomfortable. Send men out to buy food, and if need be, to take it by force. DC 40/80/120/160. Benefits: More food. Costs: 500-1000 Red Guard, 500-1000 Militia. Will upset the army and probably others.

[] Patrol the City: Someone needs to keep order, even with the bandits gone, 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. Cost: 500-1000 Red Guard, 500-1000 Militia.

[] Patrol Outside the City: The lands beyond the city are extensive, there could be bandits anywhere, there is certain to be unrest in the towns, you are sure there is more. Have members of the Red Guard and militia and the army, along with perhaps a few trustworthy members of the police go patrol... DC: 0/??. Benefits: Order kept outside the city. Cost: 1000-1800 Red Guard, 1000-2000 Militia, 1000-2000 soldiers.

[] 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. This will be extremely important as the scope of the conflict expands...you will be needing generals under you soon. 0/20. Benefits: Gain 3 Operational Dice. Cost: -1 Military die, reduces Front Support

[] Political Officers, Bejen's Version: The new army is very moderate politically. They will understand more about why they need to fight for Kammanism if they are given explanations and examples. Find the most impressive members of the Red Guard and appoint them as political officers to provide support and education to the army. Now that they have fought beside the Guard, that will make it easier to identify suitable candidates. DC: 0/30/60. 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.

[] Expand the Militia: You need more manpower. That is undeniable. Through speech and encouragement and example, recruit as many as possible to join the militia and join the fight. The mood in the city suggests that this shouldn't be too troublesome. DC 0/20/40/60/80/100. Benefits: More militia. Cost: Manpower.

[] Expand the Red Guard: You need more manpower. That is undeniable. Through speech and encouragement and example, recruit the most enthusiastic and determined to join the Red Guards and join the fight. The mood in the city suggests that this shouldn't be too troublesome. DC 0/20/40/60/80/100. Benefits: More Red Guard. Cost: Manpower.

[] Integrate the Militia: Rather than recruit directly, General Alexei wants to integrate the militia into the army, using them to fill holes first then creating new units of mixed militia and veterans. This process will be followed for all militias in the future, bringing them directly into the army as its numbers expand. 0/60. Benefits: Army size increases. Cost: No more militia.

[] Maltka Attack: The siege of Maltka is more theoretical than anything right now. Send in a few hundred troops to rout the remnants around it and free another city to join in your Revolutionary struggle. DC 0/??. Benefits: Siege of Maltka completely broken. Cost: 500 Red Guard or 500 soldiers, 0-5 landships, 0-15 warmages.

[] Coordination With the Revolution: The armies of the Revolution must come together. Unity is strength. Not only do you have the largest forces, but yours are the best trained and equipped and you have the political authority as well. It will be a simple matter to reorganized the disparate commands of the Kammanist cities into a more cohesive force, although you will need a staff to manage it. 0/40. Benefits: Control of all Revolutionary armies, more Military or Operations dice. Cost: Front support.


Assistant Secretary - 3 Intrigue Dice

[] Farspeaker Listening: You have a few spare farspeakers not being used for anything. Try and listen in on any existing communications to get a better idea of what is going on outside. For all you know, you won't be able to hear anything, they don't have the best range without infrastructure which could easily be damaged, but it's worth the effort. 0/20. Benefits: Begin listening in on any farspeaker transmissions in an unknown but probably large area. 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: ??

[] Where the Armies Are: The Imperial Army numbered over three hundred thousand at the beginning of the war, and more were recruited near constantly. Sure, lots of them died or deserted, but the High Duke really should have more troops, and there weren't that many in the capital either...you have heard rumors of existing troop concentrations, but that's not enough. Send out spies to visit other cities and try and find where the armies are. DC 90/180. Benefit: Find better information on potentially hostile armies. Cost: ??

[] Into Trokograd: Trokograd and Dedregrad have united into a strange sort of state, but one that seems dedicated to bettering the lot of its people, even if some of their decisions seem questionable. A few well-placed ears could find out a lot more that might explain it, as well as proving useful should you need to go to war against them. DC 50/100. Benefit: Spies in Trokograd-Dedregrad. Cost: ??

[] Into the Sejm: The Wloski (who are apparently different from Avlisi) have declared their independence, which is all well and good, but they seem...sort of Kammanist, you really don't understand what's going on in those cities. Send a few agents into their cities and find out. DC 50/100. Benefits: Spies in the Wloski state. Cost: ??

[] Into the Cities: The Revolutionary cities are probably on your side, but you want to know for sure. What are their workers saying? What changes have they made? What's going on? You want to know. You need to know, can your allies be trusted? DC 40/80. Benefits: Spies in allied cities. Cost: ??

[] Investigate the Councils, Livia's Version: The remaining aristocrats and capitalists and their various lackeys - shopkeepers, bankers, police, and worse - have formed councils of their own, and you have noticed some possibly suspicious activity going on. The rumors of bribed councilors, intimidation, and voting fraud have had to come from somewhere. Find the truth, at any cost. DC 50/100. Benefits: Find out what's going on with the councils. Cost: ??
 
The Storm Retreats Results
The Reform Commission - 37/20

Reform was a priority. For some, it was not the highest one - that went to safeguarding the Revolution for many, or fixing the scars of the nation for a few - but all agreed it was very important. Land, laws, schooling, sexuality, policing, politics, rights, religion...everyone had an opinion on it. So Comrade Kylis proposed to readjust how his task worked: he would focus his time and effort on settling internal disputes and coordinating with other front sections, while another would be responsible for creating those reforms in their controlled territory. Exactly how much power they had would be...fluid, in all likelihood, such was the nature of their politics.

While the idea in itself was popular, Kylis noticed a slightly ugly undercurrent to the debates on who should have the position. Some had felt that more was needed, that they should go further, faster, harder, empty the prisons and execute the police and bar the aristocrats and their allies from any sort of political position. And they wanted to spread the Revolution as swiftly and fiercely as possible. Their attitudes made him uncomfortable at times, but the reports his assistant brought on their behavior and attitudes were usually glowing, and several of his friends liked those involved as well, especially Comrade Livia, who he worked closely with...although given what he knew of her opinions, some of what she said should be discounted.

There was another faction that wanted to go slowly and steadily so as to not accidentally cause harm - they would be the roadmap all other revolutions would follow, after all, it would behoove them to not do anything foolish. They wanted to build up and serve an example. They seemed almost too timid at times, and his assistant's reports were bland at best.

There was a third and a fourth faction, loosely allied together, whose primary interests were in preserving self-determination and democracy. No one on the Central Committee could really be considered a member of either, although Comrade Leo and Chairman Zenus were at least somewhat sympathetic.

Things hadn't hardened, not yet, but they would soon, and his choice would likely be what led to that hardening. Unless he picked a relative nobody, someone who had absolutely no part in these arguments...

In the end, Kylis picks...

[] Comrade Zandi: Determined, driven, intelligent, and determined to drag the world through the stages of Kammanism kicking and screaming if need be. She is undeniably extremely competent, but some people have concerns about how ruthless she will be in crushing resistance, or how flexible she will be if reality does not match up to her vision. Hardliner.

[] Comrade Leo: Cunning and charismatic, he is broadly popular with many, and just as determined as Comrade Zandi. However, his experiences in leading the Emperor Nicolai III during the Summer Revolts taught him that there is value to going slow and steady. Some worry that he will go too slow, and the Revolution will end up coming to nothing. Softliner

[] Comrade Jerzy: One of the few Wloski in this city and a committed Kammanist, his focus is on ensuring rights to self-determination and self-rule are respected - it's a popular perspective for both of the other factions, making him relatively uncontroversial, but while he's the most notable Kammanist to be so dedicated, that doesn't mean he's very notable. Democratic-Nationalist

[] A Nobody: This will be the hardest choice, in terms of practicalities. Investigate the lower ranks of the Front, find someone who's fairly neutral on all the issues who will hopefully remain over any factional struggles, and give them the job. You will please precisely nobody like this, but hopefully, you won't upset anyone either. And hopefully, your neutral pick will stay neutral. Neutral...hopefully.

Walk Among the Workers
- 42+62 = 104

Sometimes, Comrade Zenus admitted reluctantly to himself, having bodyguards was useful. Other times, not so much. This was one of the times not having them was better. Which was why he had slipped off his cloak and used a bit of face paint and some judicious scissor work to make himself look older before slipping out the back of the building, leaving his guards watching an empty room. He found a smile on his face as he did so. It was just like old times, slipping out of the seminary to scrawl graffiti on walls and pass out pamphlets, and then to commit burglaries and robberies.

He listened as he walked. People spoke, quietly, loudly, apprehensively, boldly. There were children playing in the street, dodging out of the way of a cart loaded with the fruits of labor. He followed it, watching how the crowds moved and shifted. This was a relatively rich area, and there were plenty of well-dressed people looking very cautiously about. They stuck to the shadows, and slinked along, looking like alley cats scared of being kicked.

He saw one group go into a tavern, and followed them. A few rounds of free drinks later, they were describing how all the food they got from the kitchens was maggoty or rotting, how all their fathers had lost their jobs, how they were selling jewelry and paintings for bread to grim-faced men who showed up in these taverns.

Where these men were getting the bread or where they were taking the goods they did not know.

The next day, he slipped out again, listening to more rumors in taverns. Someone was burning crops, people whispered. There were attacks on farmers. Bandits, some thought. Imperial cavalry, others whispered. Rebels, the Firstites, he even heard people mention the Doytch.

Send Farspeakers - 43

They had regular messages going back and forth between the four cities that had successful Kammanist uprisings. So he simply asked a few farspeakers to be scrounged up and given to the men and women delivering those messages. Now they had radio communication between Avla, Olvo, Selvada, and Korvio, and when he sent the first messengers to Maltka, they would them too. His other emissaries would also be equipped with such equipment when he sent them to Trokograd and to the fucking Wloski and to his foreign friends.

Better news from allies, increased possibilities for coordination and unification, other actions improved.

Look Into Laws
- 34+78 = 112/??

And with that, he turned to the law books once again. Courts had been handled already, and he was pleased with what he had heard about the results. Some people thought he had gone too far, or overstepped his bounds, or whatever meaningless complaint they had.

He struck a few laws off the books, decriminalizing homosexuality and making divorce easier for both parties, simple things that everyone in the Front would approve of (and if they didn't, he really didn't care), but considered whether he should go further...they would be establishing a separate commission for this, after all, and it would deflect some accusations of arrogance if he halted. He put away the law books and began to think about it.

A couple minor reforms passed, but Stephan is unlikely to continue this action due to the establishment of the Reform Commission.

Investigate the Councils, Stefan's Approach
- 74+68 = 142

Instead, he and some of his friends on the councils began to investigate and see if they could find any notable corruption. He listened to votes, did his own counts, and compared them to the official results, hung around council meetings to hear what was discussed. There were a couple minor issues that were most likely simple foolishness, so he passed the tips on those on.

There were two more significant issues he found, however. First, the councils that were based on areas that contained the wealthy and the poor had their boundaries drawn...strangely, in ways that made sure there were only a few dozen middle or upper class individuals voting in each council. But in those same councils, the wealthiest were often bribing council delegates.

The rest of the councils seemed relatively free of corruption at least, aside from the occasional bit of...what was the term again...pork.

Expand the Councils, Towns -37+46+58 = 141

Everyone was enthusiastic about the councils, at least in the Front. But expanding them would likely prove tricky, for reasons both geographical and ideological. But for the towns, the primary concern was ideology. The police and the other enforcers of the ruling class were cowed for now,, but not disarmed. They would likely attempt to subvert any democracy and turn it to their ends.

But Kylis judged the risk one worth taking and sent speakers, escorted by small bands of soldiers, who were responsible for setting up the councils and making contact with local Kammanists and allied organizations. The councils began to form, and they generally passed resolutions some found unpalatable, but they were not going against any of the Front's rules, and they were not being unusually corrupt, so there was only a little grumbling about tolerating reactionaries and counterrevolutionaries. And he had a useful argument against that - this way, they knew who their opposition was.

Councils established in towns, a slight increase in their support for you, but an even slighter penalty to Front Support

Evaluation Board
- 56+35 = 91/80. 11 overflows to Wealth Tax and Land Reform

But on the heels of the councils came the Evaluators, made of some educated Kammanists and some middle-class individuals who were deemed trustworthy. They used records from the tax offices to find the wealthiest and then inspected their land and properties much more thoroughly, to find what the tax collectors were ignoring or what had been hidden from them. Jewels, musical instruments, antique furniture, porcelain and paintings and other art, hidden stores of gold and silver, all were noted. Next came the investigations of land...

And howls of outrage came from the towns and from the richer neighborhoods. The Evaluators were accused of theft, of harassment, of abuse of every stripe. A dozen resolutions were introduced in councils to condemn or band them. In the end, a compromise was reached. "Official" police would accompany the Evaluators to assure the citizenry of their safety. But there was still unrest and unease...

Effectiveness and ease of Wealth Tax and Land Reform improved, at the cost of a lot of unrest in the towns, in the wealthier neighborhoods, and hints of it beginning to spread in rural areas...

Land Reform
- 11+44 = 55/100

The great estates of the rural magnates were often enormous. Hundreds of serfs lived and labored on them as ranchers, farmers, or lumberjacks. Some of these estates practically had their own towns on them, others supported entire towns more indirectly. A few even had mines.

But it was the ones most dedicated to farming that got the majority of attention. The peasants on them had their own personal plots or gardens, but four days out of seven were required to work on the land that belonged directly to the noble, which was always the best and the most. That land belonged to the peasantry now, and they no longer had to pay to get their grain ground or their bread baked or to rent plows and the beasts to pull them.

But as for the rest...some wanted to collectivize the personal plots as well, and some wanted to let them have some of their own land. The headmen of the estates would need to be dealt with, and the enforcers for the nobles (although quite a few of those took care of themselves, one way or another).

The first collectivizations have been made, giving you some more popularity among the rural areas, but the process has not been completed.

Investigate the Council's, Kylis's Version
- 51+50 = 101

Kylis first thought to go and see for himself, but in the end he was too busy struggling to manage collectivization, so he relied on a mix of reading the reports his assistant brought him from his comrades and collecting information to those who attended. There were hints of things going on like people selling votes for favors and some councils being set up to exclude people, but nothing seemed widespread.

Then he investigated a little more. And it turned out the vote-selling was a lot more widespread, mostly focused around laws about what could be bought and sold, but a few votes that tried to restrict workers organizing came far closer to passing than they should have.

Seize the Gunpowder Works - 73+5 = 78/25

The gunpowder works were taken, much to the confusion of the men and women who worked there. The expressions on most of their faces were confused as the Red Guard and militia stormed the building...but a few of the foremen and the plant management showed terror, and tried to flee.

They didn't get far. Inspection and interrogations of the workers revealed that the managers claimed to be working with the Front to build up an arsenal of gunpowder weapons. Instead, the gunpowder and rifles were vanishing to parts unknown.

Rage burned through the Front when the news were learned. Trials, executions, all the bloody barbarities of the Imperial era were demanded. People wanted to know what happened, why it happened, where the guns were going...especially since some of the banditry rumors suggested that gunpowder was being used in those attacks.

The gunpowder works were being used to supply bandits who have begun launching rural attacks. The Front is furious.

Agricultural Autocaster Construction
-18/35

There was only a single small plant for agricultural autocasters in Avla, and many of its workers were on the wealthier side, and thus more reluctant to work for the Front. Only a few could be convinced to return to the plant, and that meant many new workers, most of whom were enthusiastic but...unskilled. There were several severe accidents that had to be dealt with before construction could begin, but the effort was deemed worthy.

An autocaster could pull a farm faster and longer than an ox, or it could burn away weeds and insects. It could harvest and thresh and do all the many steps of farming. Only the very wealthiest had them, but changing that would revolutionize the economy of Avlandia and show the superiority of Kammanism. The work would go on.

Raw Materials and Raw Production - 84+47+75+62+71 = 339/200

The industrial might of Avla would be vital to the success of the Revolution. For three shifts of eight hours each, workers used machines and autocaster to produce not just weapons and ammunition, but all the tools of living. Enormous, improvised kitchens provided food to the masses of urban poor.

The great machine that was this industry must be fed. And so dozens of Front members and hundreds of workers were put under the Office of Industry and sent to investigate what materials a factory needed, where they normally came from, if they were short, what people were doing to make up for shortages.

There was almost enough coal and food, but stocks of both were lowering almost imperceptibly...but that would grow worse as winter grew colder.

Aether crystals were much scarcer, especially differentiated aether crystals, and there was barely any steel production. A few large blast furnaces were operating, but they didn't have enough raw ore, and if they did there wouldn't be enough coal. Most other metals were in short supply as well. There was more than enough wood and cloth though.

A dozen plans appeared on desks, proposing methods for fixing this: destruction of public buildings, reclaiming additional mines, rationing, trade...

Slight but increasing shortage of coal and food, shortages of most metals, severe shortages of steel and aether crystals.

Institute Permanent Police
- 51+54+65 = 170

The People's Revolutionary Police were founded under a cold gray sky. They consisted of a mixed multitude: politically reliable police, Red Guard who had been wounded in battle, citizen volunteers. They followed more or less the same model the old Imperial police did, just with somewhat more restricted powers - again, the rights that applied to the nobility were applied to all. They were also better paid, in the hopes of averting corruption.

Their first test came not a day later, as unrest and alcohol combined to make a brief tavern brawl spill out into the streets. Ten men were arrested, five were released without charges, and the remainder went to trial. Overall, the new police were deemed successful, and the boiling tension in some districts of the city died away, especially when a few faces familiar to their denizens joined the new police force.

Create the Office of Operations - 32/20

The former Imperial officers had been the only ones with real experience in the complicated parts of running an army. Leading his men in a charge or holding a trench, that Alexei and Bejen could do easily. For things like staffwork and logistics and coordinating marches, they needed experienced help. And Alexei knew which men could be trusted with such a vital job.

The Office of Operations sat in a nondescript building two doors down from the Mage's Guild. Inside were a few secretaries, a few farspeakers, and a great many maps and men in uniforms with red armbands.

The Staff immediately had a dozen complaints about how the army was organized, but they also had suggestions for fixing it, and their suggestions would hopefully be put in place in time to turn the army into a real fighting force.

But for now, they faced their first test...

Small penalty to Front Support, actions and dice adjusted, new actions adjusted.

Maltka Attack
- 80+ 58 = 138

1d5+4(Training)+3(Equipment)+3(Morale)+3(Warmages)-4(All in one Place) vs. 1d5+3+1+3-2 = 12 vs. 8

500 soldiers, accompanied once more by landships and warmages, marched out. This time they traveled south, to relieve embattled comrades. Again, a familiar experience for them, but this time they were operating under commanders who cared for their lives and would not grind them to dust in useless offenses. This time, when they charged the trenches, it would be the defenders that broke and fled. They were giddy with confidence.

And that made it all the worse when the train shuddered to a stop, and shots rang out, striking a few men. The doors of the trains were blasted in, sending splinters into more, but there was no follow up barrage. Peering out of the dust, cautious eyes spotted clouds of gunpowder smoke. Fierce grins appeared. With a battle cry, hundreds of men charged down, warcasters firing. No one could reload in time to fire back.

They got back on the train, blood up and running hot.

Part 2 coming soon

Farspeaker Listening
- 73/20

There were enough farspeakers for this as well, although they would need to look into producing more soon. All the ones they had right now were imported, unfortunately. Livia ignored the thought as she sat and listened, slowly turning it in different directions and tuning it at different tones, trying to cover every possibility. For most, there was just silence or faint sounds. From Maltka, she heard the defiant singing of a familiar tone...which never stopped and didn't seem to hear people speak back into it. From Balink, she heard promises of victory for the new Emperor. From Tuvak, she heard promises of victory for a different Emperor. From Devato, she heard promises of peace and victory for the Union of Avlish Peoples, who spoke of democracy and prosperity.

Gained better sources of news

Investigate the Councils, Livia's Version
- 87+86 = 173

But the farspeakers were a relatively low priority. Livia would not allow treachery and corruption to undermine her glorious Revolution. She would root it out if it was the last thing she did.

The investigation began with people going to bars all over the city and drunkenly complaining about the councils. It worked well, aside from one incident that forced her to visit the jail with Comrade Zenus and got her an embarrassing lecture. Then she had people listen in on council meetings, break into the homes of some of the richer delegates...

She regarded the report on her findings with a mix of disgust and admiration. Someone had done admirable work to limit counterrevolutionary influence, but in doing so they had exposed a weakness: council delegates were being bribed and bullied by those who once had more money and status.

Even worse, there was a vote-selling scheme, a rather extensive one she had found, based on notes found in the homes of a few of the poorer delegates. It seemed like a fairly long-term one as well, based around the assumption that they would win (which she found pleasing in the back of her mind). The goal seemed to create an area where workers could be exploited under the control of a select few.

There would be blood for this.


There will also be some changes to the front page in an hour or so.
 
Last edited:
Vote closed
Scheduled vote count started by notbirdofprey on Jan 14, 2021 at 7:00 PM, finished with 20 posts and 11 votes.

  • [X] Comrade Zandi: Determined, driven, intelligent, and determined to drag the world through the stages of Kammanism kicking and screaming if need be. She is undeniably extremely competent, but some people have concerns about how ruthless she will be in crushing resistance, or how flexible she will be if reality does not match up to her vision. Hardliner.
    [X] Comrade Jerzy: One of the few Wloski in this city and a committed Kammanist, his focus is on ensuring rights to self-determination and self-rule are respected - it's a popular perspective for both of the other factions, making him relatively uncontroversial, but while he's the most notable Kammanist to be so dedicated, that doesn't mean he's very notable. Democratic-Nationalist
    [x] [X] Comrade Jerzy: One of the few Wloski in this city and a committed Kammanist, his focus is on ensuring rights to self-determination and self-rule are respected - it's a popular perspective for both of the other factions, making him relatively uncontroversial, but while he's the most notable Kammanist to be so dedicated, that doesn't mean he's very notable. Democratic-Nationalist
    [X] Comrade Jerzy: One of the few Wloski in this city and a committed Kammanist, his focus is on ensuring rights to self-determination and self-rule are respected - it's a popular perspective for both of the other factions, making him relatively uncontroversial, but while he's the most notable Kammanist to be so dedicated, that doesn't mean he's very notable.


I will post the Battle of Malink tomorrow.
 
The Storm Retreats Results Pt.2
Harlov had served during the Great War, at the Ottomi front. This seemed much the same, except far colder - they stood in the trench and traded the occasional shot with a distant foe. It was wet and miserable and filthy, but it wasn't particularly dangerous and it was part of his duty to the land and to the Emperor. And so he watched through the gentle rain as the Kammanists in Malink glared back at him from behind their own fortifications, and wondered what the next meal was. It was always a surprise, and usually an unpleasant one. That was probably his main gripe. When he was fighting the Ottomi, they were supplied by the army, but here they had to get whatever the farmers could spare, and that wasn't very much, or very good. He knew some of the other men were getting restive, but the priests had gathered some sort of delegation and sent many of their number and some peasants and soldiers to buy food across the mountains. So he assumed it was all well in hand, the Colonel didn't seem the least bit concerned about the food. Instead he worried about how many men he had...it was never enough, according to him. They didn't have enough men, or enough warcasters, or mages, or wardstones...especially given all the auxiliaries they had, who the other soldiers always bellyached about, although Harlov had never met one...they surely couldn't be as bad the Colonel said.

He shook his head. The Colonel had always bellyached, it wasn't important. He was a good officer who took care of his men, that was what counted. And he didn't panic at the slightest possible thing, like the first officer he had served under who had died to a mysterious sniper.

So he allowed himself to begin to doze. There were another dozen men in this section of the trench, they could watch the reds. It wasn't like anything was going to happen...

1d5+3 (Training)+2(Morale) +2 (Local Support)-3 (Operational Surprise) vs. 1d5+4 (Training)+3 (Morale)-2(Trains are loud) = 8 vs. 10

A few minutes later, he heard a whistle blow. He jerked up, warcaster aiming at the city, but nothing happened. After a minute, he started to relax and wonder if the stress was getting to the Colonel when Lieutenant Bilitov sprung down into the trench. "There's a band of marauding Kammanists coming right this way, we are going to hold them. Get your squad and take position by the track..."

He was interrupted by the sound of a train's whistle. Turning around, they saw the train approaching and coming to a halt, it's frame barely visible against the dark sky. They could see figures moving, and large boxy things too.

Harlov's gut froze. If they had landships working...he had heard the stories, of how nothing could destroy them. Swallowing, he held his warcaster tighter. "We'll be fine, sergeant, they're nothing but a bunch of rabble," the lieutenant told him.

Harlov wished he was as confident as the man sounded. The lieutenant had said the same thing about the auxiliaries.

Imperial Soldiers: 1d5+3+2+2+2 (Fortified)-1 (Somewhat surprised) = 11, Imperial Auxiliaries: 1d5+1+1+3+2 (Fortified)-1 (Somewhat surprised)-3 (Shock of combat) = 6, Kammanist Soldiers: 1d5+3+3+4-2 (Outnumbered)+3 (Warmages)+3 (Landships) = 17

They had time to redeploy, to bring all the auxiliaries around and gather the real soldiers, to listen to a quick speech from the Colonel before he dived into a trench a few feet away from Harlov.

Shots rang out from his left, when the scum were too far away to do any good, and he heard the raging of the officers in command over there, and the Kammanists hit the dirt. What happened next was a simple inevitability.

There were not enough men. There were not enough weapons. They were too panicked, too poorly armed, too few. Harlov fired, and fired, and fired, but the landships had gotten in front of the men and though he saw sparks, he doubted he was actually damaging it.

He saw the auxiliaries, the ones who had ruined their potential for doing anything, breaking and running, and he saw them consumed by a fireball the instant they were beyond the wardstone's protections. He saw men he had fought with die as rapidcasters shot relentlessly into the trenches. He saw the steady advance of the landships, as inevitable as the Harvestman coming for souls.

And he saw the Colonel grab him, saw his lips forming the order to run. Harlov didn't listen. For the second time in his life, he shot an officer. And then he shot at the Kammanists. And he shot. And he shot. And then his warcaster simply clicked when he pulled the trigger, and then a bullet hit his head and he fell down dead.

His eyes stared up sightlessly as the treads of the landship passed over his body.

The siege has been broken with very minimal casualties. The enemy appeared to be relying heavily on a peasant militia, who pretty much screwed them over.

Malink was a city savaged. The soldiers who had come to their relief and the representatives of the broader front (and their unfortunate speakerman, who had to carry the rather heavy farspeaker) were shocked by the devastation apparent: burned-out home and apartment blocks, collapsed shops, streets choked with rubble. Everywhere blood still marked the ground, only somewhat thinned by rain and snow and the occasional half-hearted effort at cleaning. The people were thin, with hollow cheeks. But they carried themselves with a stern pride.

"We had the support of the people, but they had weapons enough to make us bleed for every inch, and they fought dirty, like the dogs they were," the surviving leader said, spitting on the ground.

"And then when they forced them out, the peasants fed them and supported them and fought for them when they tried to push back the city. If their weapons depot hadn't gotten burned in the fighting, they would have just shelled us into oblivion, like ten years ago."

He smiled wolfishly. "We learned some hard lessons from that. Now it's time to teach the Emperor's dogs and their friends one of their own."

Maltka is wrecked. And people want revenge in some form.
 
Week 3 Rumor Mill
Rumor Mill - Local

Bloody Bandits! The brave and noble soldiers of the Imperial Army have degenerated into treachery and banditry, attacking the innocent farmers so brutally oppressed by the Red Terror! What is the empire coming to, when it's greatest protectors instead tearing into it, like a hungry dog into a corpse. Truly the Kammanists are terrible, to cause such a vile fate...or perhaps they were right, and such behavior can only be expected from the enforcers of state power...regardless, the attacks are costing lives and food for the innocent and guilty alike...this cannot be borne. Even worse, good Avlandians may well be supporting the thieving scum, someone has to be giving them shelter and food and hiding them from the bands of peasantry and rural sheriffs seeking to punish and overwhelm them. That cannot be borne, either.

Maltka in Ruins! As is the customary behavior of reactionaries, they have destroyed and despoiled whatever they could, rather than let their precious property fall into the hands of the "unwashed and ignorant masses," those same masses who work their farms and factories and mines. Vengeance must be had, and the oppressed peoples must be liberated, we must be safeguarded. Everywhere, red flags must fly! Let nothing stop us!

Street Theater! If you are in need of entertainment after a shift, head to one of the street corners around, enjoy some classic Avlandian tales being acted out or new ones made to glorify the heroes of the Revolution - there's one, supposedly written by the great playwright Vilosco himself, already dramatizing the events of the Great Uprising. Several different councils are encouraging the practice, leading to some minor rivalries forming...

Rumor Mill - National

The Forces of Reaction Rise! For the past few weeks, the success of the various revolutions have led many to believe that the old order would completely collapse, that the fires of revolution would burn so hotly nothing could withstand it, but such hope has proven false. Reports have come over farspeaker and messenger and refugee, telling of armies rising. In Tuvak the High Duke crowns himself Emperor, in Valtenberg a distantly related Prince does the same, while in Sevatopel and Dovessa forces under General Disolvoch have proclaimed that the destruction of Kammanism and the restoration of the social order and unity of the Empire should be the sole concern of all! Rumors speak of steppe bandits burning labor organizers alive in the one city they could make, of million-strong armies marching out from the eaves of the great woods to make ready for slaughter...

A New Revolution! A new fire burns. Word has come by way of the Farspeaker, announcing the People's Kammanist Republic of Trema. Considered by many to be the last Avlisi city, and an eternal hotbed of a dozen kinds of unrest (in particular it had a community of First Prophetics who greatly suffered whenever the Empire needed a scapegoat), it's leader, who's name - Dovid Devenstin - is unfamiliar to all, has proclaimed his own Kammanist Revolution. From his claims, they took the city in a single night through sheer indignant rage, and have begun transforming society...as best everyone knows, he is in no way actually affiliated with the broader Front. And some of his claims have led to wonder what books of Kammanist theory exactly he has read...

Wloski Victory! Though the Wloski are notoriously fractious, they seem to have managed to unify well enough, Kammanists, monarchists, and democrats allying to give a series of sharp defeats to a series of detachments of the Imperial Army, some of whom outright revolted to form the Foreign Wloski Legion - according to their claims, Armani, Geogro, Cozzecks, and dozens of other groups have unified behind the Wloski cause, and they will serve as a beacon to free peoples everywhere. They have announced their intention to send terms to every faction in the civil war, demanding the recognition of independence for them and their allies.

What You Know

The uptick in banditry has caused a great deal of unease, especially since they are known to be destroying food shipments. The allegations of them being given support from outlying towns are especially provoking demands for actions.

Rumors have leaked regarding the council situation, particularly about wealthy individuals bribing people. While within the Front, there are several who are concerned about people telling what was supposed to be at least somewhat secret information, there is also debate about hiding it, and about whether that's the right thing to do, and of course what should be done about the councils.

The other cities who have joined the Front have all begun rationing to one degree or another, and Korvio has begun to open cautious trading with Finata and Eastern Pruus, selling gold and silver for food. This has led to more arguing within the Front. Meanwhile, their armies are sweeping out along roads and Aetherails, establishing greater control over the countryside and keeping a watch on Balink and Holvenberg.

The High Duke has been gathering a large army, and your spies have sent an (outdated) report suggesting he has met with someone from Hippon and the steppes.
 
Week 4: The Storm Ends
The first great snow came last night. The streets are still blanketed in a layer of white as high as a man's ankle. Hopefully, the last of the harvest has come in, hopefully, there will be enough food for all...but at least there will be no major attacks. No army would dare march in Avlandi winter. Bandits, partisans, treachery, all these may come, but for at least three months they can rest easy. Relatively speaking, anyway. The food supply is still a probable issue. And of course, there are a thousand other problems, warm clothing, and unrest at various rumors, demands for arming the worker's councils, production problems...but for at least a little while, the Committee decided to celebrate.

Stocks of good brandy and vodka that had been found in the Mages' Guild, Stefan had brought some fancy tea donated by some of his friends in hopeful gratitude, and all manner of odds and ends had been scraped together, enough to make an odd sort of feast for many members of the Front.

Someone had brought a weird guitar-thing that they strummed and hit, and people danced to it, and to a piano's song, and to a half-dozen different drumbeats. The halls which once held stately balls were now home to a raucous celebration. Comrade Zenus brooded from a balcony, overlooking all the festivities. Comrade Zandi approached him, wearing a simple dress - a rarity for her.

"Why so morose, Comrade?" she asked.

"People are dying. Farmers are starving, workers are getting crushed under the boots of the capitalist, soldiers are bleeding for causes that despise them, and winter comes. I don't know if we will have enough food, especially if these bandit attacks keep up..." He shook his head grimly.

"I am wasting time. I should be out there hunting them, I would even take reading more of those damn reports..."

Comrade Zandi reached out and laid a hand close to his. "Comrade. Yes, people are dying. We have not achieved final Kammanism, suffering and death are inevitable. Yes, you want to do things. Do you think I want to be at this party when I could be fixing orphanages or breaking the banks so that they stop stealing the gold of the working classes? But this is important for two reasons. First, showing that you are confident enough to relax will help with the morale of those we lead."

Comrade Zenus shook his head so very slightly at the word lead.

"And second, if you relax, it will help you work better. Please, Comrade, find a pretty girl or a handsome man and go dance."

He turned to her. "Well, if you insist. Would you dance with me, Comrade?"

She flushed two different colors, and shook her head, stumbling over her words. He nodded and turned.
"No, wait! I mean...I should dance, I...I haven't danced in many years is all. It's just a dance."

"Of course."

The two descended as the song shifted. The banjo was put away, and the drums and Comrade Stefan sat at the piano along with a few friends. They played an old, familiar song, and people began to dance to it.

The night went on for a very long time. The good brandy and vodka were soon exhausted, so they brought out the rest. And that vanished soon enough too.

The meeting of the Central Executive Committee early next morning featured many groans and bloodshot eyes.

Deployments:

2000 militia, 500 Red Guard, 4000 soldiers, 10 warmages, and 1 light spellblaster in Devrograd

1300 Red Guard, 2000 militia, 1500 soldiers, 15 warmages, and 5 armored landships garrisoning Avla.

200 Maltka Red Guard in Maltka

Economy:

51 Resources, +8 Resources per week
17 Aether, +1 Aether per week
2 Wealth

Food Situation: Stable-ish, vulnerable to attack or angry peasants. Stockpiles are small.
Manpower: More than needed for current industries
Ammunition: Low, amount is trending upwards
Personal Weapons: Moderate numbers being produced,, damaged ones can be repaired
Heavy Weapons: Small numbers being produced, damaged ones can be repaired
Artillery: Small numbers being produced, damaged ones can be repaired
Coal/Wood: Supplies are stable for current usage
Steel: Severe shortage
Aether crystals: Severe shortage
Metals: Moderate shortage
Cloth: Excess

Politics:

Factions:

Hardliners: The Revolution must be spread to every corner of society.
-Mood: 85
-Power: 50
-Requests: Break the banks completely to more thoroughly destroy the capitalist classes

Softliners: We must fix society without causing undo harm.
-Mood: 70
-Power: 50
-Requests: Preserve the independence of the councils

Democratic-Nationalists: We must preserve the people's right to self-determination.
-Mood: 80
-Power: 15
-Requests: Preserve the independence of the councils


Overall Front Support: 82

Other Groups: The Army: 65.
Popular Support: 85 from the urban workers, 40 from middle and upper classes in Avla, 68 from the peasants, 30 from towns
Council Opinions: More food and coal, drive off the bandits, eliminate corruption
Front Opinions: Punish corruption and rebellion, destroy bandits, spread the Revolution, land reform

The Councils and Committees - 3 Council dice (Council dice have a +5 bonus for Industrial actions thanks to your strong unions), 5 Front dice

[] Request Foreign Food Aid: The existence of the International Forum is a vague rumor to most, but enough have heard about it and its stated mission that an idea has begun circulating: allow the Forum to send missions to deliver food to the cities. This would probably require some sort of compromise, or maybe it would have to be done with other groups like the Silver Crescent, But simply asking will cost nothing but pride. DC 80/160/240. Benefit: Subvote. Food gets sent by international organizations. Additional benefits depend on success and decisions. Cost: Will depend on result, but at a minimum will cost some Front Support.

[] Eat the Rich: Not literally, of course, but the wealthy and middle-class citizens have gold and jewels and fine art and a great many other riches. Taking a portion of these, based on how much wealth they have, and using it for the benefit of the workers, farmers, and laborers would be an undeniably popular decision. DC 25/80/150/300. Benefit: Subvote. Gain a medium boost to Wealth, with a smaller boost when a new area is conquered. Potential additional benefits. Cost: Will severely cost popular support among certain segments of the population, will have additional or mitigated costs depending on results

[] Arm the Workers: The workers of the city largely stayed out of your way, only a few of the most enthusiastic joined in the Uprising, but that was less because of their attitudes and more because of their relative lack of organization and sheer surprise. Now they are determined and motivated participants in the growing Kammanist state, an essential and determined pillar of support. Should the city come under attack, having them already familiar with arms would be extremely useful. 0/100. Benefits: Worker's councils/unions gain access to more centralized weaponry, can act as purely defensive militia. Very popular with some. Costs: Will require lots (and lots) of weapons, very unpopular with some, lots of armed people.

[] Council Reform Measures: There are two sets of measures proposed to reform the corruption councils. The more moderate option sets increased penalties for bribery, provides a minor stipend to members of a council to hopefully make them more resistant to it, and dissolves and recreates the most troublesome councils, hopefully with an improved and more equitable distribution so as to prevent the feeling of disenfranchisement. This is a fairly controversial measure, given that it will provide the capitalists and bankers, those same groups who had first instigated this corruption, but it is favored by many as well. DC 0/25/50/75/100. Benefits: Councils are reformed to be hopefully less corrupt. Will improve Mood of Democratic-Nationalists and Softliners. Can gain Front or Popular Support among various factions. Costs: Wil upset Hardliners, can cost Front or Popular Support among various factions.

[] Anti-Corruption Trials: Gather evidence for those who have committed crimes against the Revolution by corrupting the democratic institutions of the people. Then arrest and sentence them to appropriate punishments. This will be the biggest test yet of your new police and judicial system, both of which are still young and not entirely reformed. But if we wait, it is entirely possible the guilty will have escaped our reach...at least until the Revolution spreads across the world! DC 10, 0/40. Benefits: Gather evidence through reasonable, legal efforts and then have a trial which will almost certainly find those responsible guilty. Gain Front and Popular Support. Cost: None

[] Crackdown on the Families: The crime families, a persistent thorn in the side of the Imperial state, have made themselves an enemy of the Revolution by attempting to subvert the councils. We know some of their fronts and operatives, and they have likely committed some degree of criminal actions. Through investigation and interrogation, find what and arrest as many as we can. DC 20, 0/40. Benefits: Gather evidence through reasonable, legal efforts and then have a trial which will almost certainly find those responsible guilty. Gain Front and Popular support. Cost: Make an enemy of crime families.

Chairman of the Central Committee of the United Kammanist Front - 4 Chairman 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

[] Put on a Show: The victory you have won has attracted a playwright, who has decided you seem secure enough to make a viable patron for his art. You also have several theaters that are currently unused, and a popular tradition of street acting. Work with the playwright to make plays suitable for both to increase morale...plus it will be very interesting, it's been a long time since you did something like that. Hopefully, there will be no incidents with donkeys this time. 0/60. Benefits: Morale and propaganda, satisfies your desire for action. Cost: Potentially viewed as frivolous.

[] A Grander Festival: You might not like going to parties when you could be fighting, but you are aware of the potential morale benefits having such a feast could bring. Declare a public holiday, give out increased food and drink, give some fine speeches detailing what progress you have made and what you will make next. There will be dancing, and drinking, and music...it's not that bad of a time, you suppose. Especially not if you are doing it for the Revolution. It might upset your guards if you act true to your character and start dancing with farmer's girls picked from the crowd. Oh well. 0/30. Benefits: Morale and propaganda, increase to popular support, satisfies your desire for action. Cost: Will require lots of food.

Commissar of Diplomacy - 3 Diplomacy dice

[] 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: The workers of the city have demonstrated great enthusiasm for Kammanism, even if their knowledge on some things is lacking. Take advantage of the many theoreticians to help educate them through seminars and lectures. 0/50. Benefits: Greater support. Cost: Potential backfire.

[] 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 Foreign Food Aid v2: The existence of the International Forum is a vague rumor to most, but you know it in far more detail than most. You are also very familiar with several alternate organizations. Allow the Forum to send missions to deliver food to the cities. This would probably require some sort of compromise, or maybe it would have to be done with other groups like the Silver Crescent, But simply asking will cost nothing but pride. DC 80/150/220. Benefit: Subvote. Food gets sent by international organizations. Additional benefits depend on success and decisions. Cost: Will depend on result, but at minimum will cost some Front Support.

[] To Trokograd: Trokograd is the larger and more prosperous of the two cities in the Anarchist-Syndicalist-Kammanist Ukortic Free State, and even if it's not actually the capital it's likely to have someone who can get your emissary there. They seem like they would make a viable ally, even if their ideology is...unusual, from what you have heard. DC 30/??. Benefit: Open contact with the Trokograd/Devrograd faction.

[] To the Sejm: The Wloski are basically Avlisi too stupid and full of themselves to realize the only reason they didn't get conquered by the steppe empires was the brave sacrifice of the true Avlisi. Unsurprisingly, they are trying to rule themselves once more. Still, the reports of those red flags may be promising...send an emissary to them. DC 40/??. Benefit: Open contact with the Wloski faction(s).

[] A New Church: Some young men and women who heard the Patriarch's announcement have come to you with their own idea: a state-sponsored umbrella church focused around the many intersections of Kammanist principles and the principles described in various holy books. These new theologies (they have proposed them for several different religions, including two you never heard of) seem interesting, but it's an unorthodox approach. Give them official permission and assistance and see what comes of it anyway. 0/100. Benefit: A new religion to preach, ??. Cost: This will upset a lot of people in a lot of different ways.


Head Political Officer - 2 Politics Dice

[] 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: Better assessment of the Front's mood, access to local rumors. 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.

[] Push the Hardliners: The hardliners are currently the dominant faction, which means many of the reforms they will demand could provoke a severe backlash, both among the Front and among the people under you. Push them to be a little more moderate, to tone in some of the more bloodthirsty rhetoric. They may acquiesce. They may not. But you are confident you can help de-escalate any problems. DC 0/60/120. Benefits: Softliners appeased, more moderate reform options introduced. Cost: Potential backlash.

[] Factional Investigations: The Front currently has three factions who have split over a variety of issues. Of course, there are also a large number of individuals who have no particular stance, or are only concerned about one or two specific points...the problem is getting an idea of who and what. Take advantage of your reputation to make some conversation and get a better understanding of what the different factions are. DC 0/40/80/120. Benefits: More information on factions. Cost: Potential backlash.

[] Speeches to Sell It: You can't make pamphlets or posters right now, and quite a few people aren't literate, something you know all too well. So to gather support, have people go and speak, it worked for you quite a few times, and a lack of Imperial Police trying to arrest the speakers can only make it work better. Send out fiery young men and women to the towns and the villages, have them tell the truth of Kammanism. 0/50. Benefit: Increased popular support and understanding of your principles. Cost: Potential backlash.

Head of the Reform Commission - 2 Reform Dice

[] Push for Greater Democratization: The councils exist. That is all well and good, but they have little formal power above the local level. Really, they are nothing more than discussion groups, ones which frequently turn raucous and enthusiastic. In some cases, too enthusiastic. Begin encouraging the formation of higher-level councils, begin giving these councils some powers like managing the policing of their sections of the city. DC 30, 0/100. Benefits: Councils gain power, more Council dice, increase in popular support, subvote. Costs: Potential factional problems, ??

[] Expand the Councils, Peasants: The peasants deserve representation of their own. They have contributed just as much to the success of the Revolution with their donations and sale of food, and they will need to be kept onside. While even less organized politically than the workers, and with additional logistical difficulties, they do have their own existing organizations which can be used as bases to build local councils. DC 40/80/120. Benefits: Expanded democracy, greater peasantry support. Costs: Potential factional problems, ??

[] Land Reform, Stage 1: The peasants need land to farm. The aristocrats own enormous tracts of it, inefficiently farmed or often used for all sorts of petty pleasures. Claim that vital land, give it to those who labor it in the form of collectives. It is too late in the year for them to plant or harvest, but for the future, it will be immensely productive. 55/100. Benefits: Increase to agricultural production, peasants (and others) happy. Cost: Will make some people very unhappy.

[] The Wealth Tax: Gold and silver that have been hoarded for the pleasure of the wealthy capitalists were purchased with the blood and sweat of the workers. You will not take all of it - they will be allowed to keep family heirlooms and a few other keepsakes - but the majority of it will be taken for the use of the Front and the benefit of the people. It is not currently industrial useful, but you may find some gains to be had, if only by trading it to other capitalists. 11/50. Benefits: Moderate gain to wealth, minor gains to wealth when new areas are conquered/integrated. Cost: Will make some people unhappy.

[] Break Open the Banks: The bankers are an instrument of capitalist oppression and control, and a potent source of wealth. While the rural debts owed to landholders have been declared invalid, many are still burdened by oppressive loans. Furthermore, the controllers of the banks have favored the wealthy with their financial policies. Taking over and destroying these banks will allow for greater control of wealth by the workers, and offer many new opportunities. DC 0/30/60/?? Benefits: Subvote, Front Support, potential to appease various factions.

[] Government Replacement: Many vestiges of the old capitalist and aristocratic government systems remain, in ways subtle and severe. Decorations, positions, procedures...these reforms will be concentrated in the towns, where the worker councils have not been able to remove the majority of the scraps. You will formally disarm and disband their police, remove the mayors and aldermen from their positions, and abolish their government structures to be replaced. DC 0/50/100. Benefits: Front Support, popular with the Hardliners. Costs: Will greatly upset the towns.

[] Full Council Reforms: It is clear that the current system of councils is not as effective in propagating Kammanism as we would like. Begin a massive electoral reform, starting by outright disenfranchising those who are not workers, then redoing the council elections with stricter standards for who is allowed to be a delegate. DC 0/60/120. Benefits: Popular with Hardliners, fully reforms councils, more ideological councils. Costs: Will probably upset people.

[] Concentrated Anti-Corruption Trials: Target the most guilty, the most egregious, those who have for far too long lorded their wealth and power over the workers. Punish them for their crimes, great and small. Those individuals who gave bribes, those who accepted them will do for a start, but they will have had allies and supporters of similar temperaments and attitudes. Through interrogation, find them. 0/60. Benefits: Publicly try and punish those responsible for corruption and their supporters and allies. Gain extensive support. Costs: ??

[] Worker's Policing: While the People's Police Force is effective at keeping order, they are not as ideologically sound in structure, being an instrument of the Committee instead of the Council. They shall remain, but their role shall shift into a combination of trainers, internal investigators, and elite teams. In their place, responsible for ordinary crime and lawkeeping will be the Council Police, made of part-time workers trained and educated for the task and given additional support in a variety of forms. 0/100. Benefits: Gain a more decentralized and community-based police force, one that will certainly be more popular. Costs: They may be less effective due to reduced professionalization. Will require weapons. 1 Resource per die.

[] Encourage Collectivization: With winter upon us, the peasantry will have relatively little that needs doing on their farms, which makes this the perfect time to begin preparing and encouraging collectivization. Through a variety of methods, from giving collectivized farms greater political power to offering agricultural autocasters to collectivized farms first, persuade them to begin establishing more efficient and ideologically correct farming systems. 0/50. Benefits: Gain greater support for collectivization/land reform. Front Support. Costs: Potential backlash, 1 Resource per die

[] Establish Farmers' Associations: The peasantry has typically had it's organization based around the local landholder and church, and only rarely had other movements like the Granges some other countries had. To help with their political radicalization and organization, send Front members out to establish Farmers' Associations and begin preparing the ground for further action. 0/50. Benefits: Gain better support, more organization, and more information about the farmers. Costs: Potential backlash.

[] Orphan Protection: You grew up in one of the best orphanages in Avlandia. All the same, you remember the harshness of the teachers, the rampant bullying and theft of the most helpless by those who should have loved them, the degrading chores...it has marked you. You will not allow it to mark one more. Enforce a suite of laws protecting children, improving the standards of their caretakers and living spaces. As a side benefit, you have to acknowledge that it will help gain future support for your policies. 0/30. Benefits: Popular support, make Zandi happy, and protect children. Costs: 1 Resource per die.

[] University Reform: The universities of Avlandia are...small. Relative to other lands at least. Both your magical and your non-magical studies have had their most advanced and innovative ideas come from other countries. But the universities still exist, and students are often a powerful body of support for your policies...or for other ones. They also teach subjects such as history, art, and politics. Being reforming the universities to lower or eliminate entrance fees, to make them more equitable, to have them teach the truth of Kammanism. 0/40. Benefits: ?? Costs: None

Chief Economic Commissar - 6 Industrial Dice


[] Institute Rationing: While it may be mildly unpopular, it is also likely to be a necessity, even the most stubborn can see that. Your stores are not enough to last the winter assuming anything goes even the least bit wrong, especially with how devastated Maltka is. 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: Decreased risk of starvation. Cost: Somewhat 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, Reform, and Political Actions. Cost: 1 Resource 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.

[] 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.

[] 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, Pt.2: There's enough wood and coal now that no one should freeze to death, assuming nothing goes wrong. But you could really do with more so that you have a surplus against things going wrong and spare coal to send to other places that will have less. The only thing keeping you from actually mining more coal right now is a lack of safety equipment. 46/50. Benefit: Fuel supply improved. Cost: 2 Resources per die, 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

[] 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. 18/35. 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.

[] 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.

[] 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.

[] 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.

[] The Aetherail Facilities, Pt.1: The Aetherails provide you with a connection to your allied cities, and to several other important towns. The trains which ride it are absolutely essential to your success. Producing more will be vital, as will be repairing existing ones...especially since there are enough similarities in the production lines that they could be used to repair landships, if not make new ones. Begin restarting the facilities, starting by resuming interrupted supply chains and ensuring there are enough workers for full shifts. 0/60. Benefits: Trains produced, new Aetherail, and landship options. Cost: 5 Resources and 5 Aether per die, will cost Aether and Resources per turn once complete and accelerate raw material problems

[] Individual Autocaster Workshops: The production of autocasters is probably the most indirectly important factor in your success: more autocasters means more that can be made. Unfortunately, the mage guilds disliked them enough to keep any major facilities for producing them outside The City, so you have nothing but scattered, small-scale workshops within the bounds of your territory. Get them producing, at any and all costs. You have the mages for this, although not much more. 0/80. Benefits: Increase to all industry, new actions. Cost: 8 Aether per die, will cost Aether per turn once complete and accelerate raw material problems.

[] Handbomb Works: The handbombs were very useful in the trenches, providing a terrible shock to your opponents and being capable of going around corners or over fortifications. The combined magical and physical explosions were also devastating to wardstones. They are already produced on a small scale, but every soldier or Guardsman seems to want more. Establish more shops in The City that will produce these. 0/60. Benefits: More handbomb production. Cost: 3 Aether and 3 Resources per die, will cost Aether per turn once complete and accelerate raw material problems.

[] Aether Mines, Pt.1: The Aether crystals are extremely vital for every conceivable task in modern society. The mines are all run by the towns, which likely means there are all sorts of problems, both in how the workers are treated and in how the mines are run. Send in workers and managers to reorganize and improve the operation of these mines to gather more crystals. 0/80. Benefits: Increased Aether income. Cost: 4 Resources per die.

[] Maltka Reconstruction, Pt. 1: Maltka was so badly damaged during the siege and fight that they effectively have no industry left, nor any substantial leadership beyond a few dozen surviving Front Members. As such they have completely subordinated themselves to you without even making a whisper of complaint. In turn, you will need to begin repairing and restoring the city, starting with clearing away the worst of the rubble and corpses. 0/60. Benefits: New actions. Cost: 1 Resource per die, manpower.

[] Of Iron and Steel, Pt. 1: Steel is unquestionably the most vital metal for any industrial society. From plows to swords to autocasters, large amounts of the metal are needed. You have functional blast furnaces and smelters located in a couple of complexes by some of the towns, and access to both iron and coal mines. Reorganize workers to begin production again. 0/50. Benefits: More steel. Cost: 2 Resources per die, manpower, coal.

[] Hunting In Mass: As a stopgap measure, you could order some of the workers and peasants who have experience in hunting to enter the remaining aristocratic forest and begin massive hunting operations to catch and kill the various beasts, rabbits and deer, and probably other animals...surely you will get at least something from it. 0/25. Benefits: More food. Cost: 1 Resource per die, manpower.

[] Alcohol Production: While some would think this would cut into your food supply, you happen to know a few methods of alcohol production which primarily use ingredients that aren't human edible. The results are not particularly excellent, but being able to add an alcohol ration to people's diet and making it universal will have a great impact upon morale. The hard part will be getting all the equipment set up and organizing the gathering of the hulls which are usually discarded... 0/45. Benefits: Small quantities of alcohol produced and distributed. Cost: 2 Resources per die.

[] Put Prisoners To Work: You have a relatively small number of prisoners-of-war, some petty criminals, and you will certainly soon have more serious ones as well. Honest labor, when treated with dignity, is supposed to be good for the soul. Put them to work, most likely in farming tasks or perhaps clearing rubble. Backbreaking, to be sure, but you will have to feed them either way. DC 0/25/?? Benefits: Manpower.

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

[] 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

[] Political Officers, Bejen's Version: The new army is very moderate politically. They will understand more about why they need to fight for Kammanism if they are given explanations and examples. Find the most impressive members of the Red Guard and appoint them as political officers to provide support and education to the army. Now that they have fought beside the Guard, that will make it easier to identify suitable candidates. DC: 0/30/50. 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.

[] Expand the Militia: You need more manpower. That is undeniable. Through speech and encouragement and example, recruit as many as possible to join the militia and join the fight. The mood in the city suggests that this shouldn't be too troublesome. DC 0/20/40/60/80/100. Benefits: More militia. Cost: Manpower.

[] Expand the Red Guard: You need more manpower. That is undeniable. Through speech and encouragement and example, recruit the most enthusiastic and determined to join the Red Guards and join the fight. The mood in the city suggests that this shouldn't be too troublesome. DC 0/20/40/60/80/100. Benefits: More Red Guard. Cost: Manpower.

[] Integrate the Militia: Rather than recruit directly, General Alexei wants to integrate the militia into the army, using them to fill holes first then creating new units of mixed militia and veterans. This process will be followed for all militias in the future, bringing them directly into the army as its numbers expand. 0/60. Benefits: Army size increases. Cost: No more militia.

[] Coordination With the Revolution: The armies of the Revolution must come together. Unity is strength. Not only do you have the largest forces, but yours are the best trained and equipped and you have the political authority as well. It will be a simple matter to reorganized the disparate commands of the Kammanist cities into a more cohesive force, although you will need a staff to manage it. 0/40. Benefits: Control of all Revolutionary armies, more Military and Operations dice. Cost: Front support.

[] More Uniform Uniforms: You have some breathing space now, enough that you can begin thinking about making your forces more like a proper army. You have enough cloth as well that the first step is obvious: uniforms. What exactly it will look like is a matter of some debate, although it will probably include a lot of red. But having one, especially if you make sure to include good shoes and a warm coat, will do wonders for the morale of your men, no matter what it looks like. And should foreigners visit, having uniformed troops will make an impression. 0/40. Benefits: Troops gain uniform with rank insignia, increase to morale. Costs: Cloth and manpower.

[] Establish a Training Cadre: You have some professional, experienced troops. You have a ragtag band of militia, hardened by their experiences but still overall untrained and undisciplined. You have the Red Guards, fierce and nigh unbreakable but also of...arguable competence when it comes to the finer parts of fighting. And you will need to recruit many more. Have a few hundred of your troops remove themselves from fighting to take on the permanent task of training and drilling new units. 0/50. Benefits: New troops will come in with better training. Costs: Recruitment will be slower, 1 Resource per die, 500 soldiers removed.

[] More Regular Recruiting: You have an actual staff now, which means you can put someone in charge of handling recruitment. Tell them to put people on street corners to persuade young men (and women you suppose) to sign up and join your ranks. You will gain a constant trickle of new recruits for the militia and Red Guards, although they will need training and equipment before they can be really called soldiers. 0/20. Benefits: Gain steady trickle of recruits, recruitment actions improved. Cost: None

Office of Operations - 2 Operations Dice

[] Expand Devrograd Fortifications: Devrograd has been fortified. The troops there have not been idle. But it is your northern border, arguably your most exposed given how little you know of who controls the central plains, and the sight of your first great victory. Losing it would be a blow. The current fortification efforts have focused on effectively reversing the directions of the High Duke's, but now you will begin expanding them, digging firing pits for spellblasters, communication trenches, establishing wardstone strongpoints, and taking other measures to make yourselves impossible to dig out. 0/?? Benefits: Increase in fortification, will have diminishing returns. Cost: None

[] Anti-Bandit Operations: The greatest priority now is to secure what you have. To those ends, you must stop these bandits. They are clearly operating with support from somewhere, but the main advantage is that you have not yet been able to commit to hunting them down. It will be a long and frustrating effort, but as long as you have the support of the peasantry, you will be able to find where they are hiding and destroy them, especially since they seem to have relied upon the stolen gunpowder for their best weaponry. DC 0/?? Benefits: Begin hunting down the bandits. Cost: 500-1000 Red Guard, 1000-200 militia, 0-1000 soldiers.

[] Town Garrisons: The towns have been centers of low-level resistance, they clearly do not like you, and you have lacked the ability to cow them. Some suspect them of giving support to the bandits...if that's true, they will be punished. But for now, you will simply station soldiers to keep order and protect your supporters...and make sure nothing suspect is happening. DC 0/?? Benefits: Order kept in towns, potentially weaken the bandits? Cost: 1000-2000 militia, 0-1000 soldiers

[] Food Raids: There isn't enough food in the areas you control. But there are certain to be stockpiled in the land outside it, especially around Maltka. Send men out to buy food, and if need be, to take it by force. Given some of the descriptions of battles in Maltka and the fact that the peasantry clearly supported the soldiers responsible, this will not be too controversial...DC 40/60/100/120. Benefits: More food. Costs: 500-1000 Red Guard, 500-1000 Militia. May upset the army and possibly others.


Assistant Secretary - 3 Intrigue Dice

[] 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: ??

[] Into Imprado: Imprado was the other place where the Uprising failed...that you know of, anyway. It seems to be in control of a liberal democracy, or perhaps the military, but in either case it is not in the hands of the workers. Refugees fleeing from Kammanists is a reliable trick, one that you will use again to find out what's really going on and who will support you. DC 60/120. Benefit: Spies in Imprado.

[] Where the Armies Are: The Imperial Army numbered over three hundred thousand at the beginning of the war, and more were recruited near constantly. Sure, lots of them died or deserted, but the High Duke really should have more troops, and there weren't that many in the capital either...you have heard rumors of existing troop concentrations, but that's not enough. Send out spies to visit other cities and try and find where the armies are. DC 90/180. Benefit: Find better information on potentially hostile armies. Cost: ??

[] Into Trokograd: Trokograd and Dedregrad have united into a strange sort of state, but one that seems dedicated to bettering the lot of its people, even if some of their decisions seem questionable. A few well-placed ears could find out a lot more that might explain it, as well as proving useful should you need to go to war against them. DC 50/100. Benefit: Spies in Trokograd-Dedregrad. Cost: ??

[] Into the Sejm: The Wloski (who are apparently different from Avlisi) have declared their independence, which is all well and good, but they seem...sort of Kammanist, you really don't understand what's going on in those cities. Send a few agents into their cities and find out. DC 50/100. Benefits: Spies in the Wloski state. Cost: ??

[] Into the Cities: The Revolutionary cities are probably on your side, but you want to know for sure. What are their workers saying? What changes have they made? What's going on? You want to know. You need to know, can your allies be trusted? DC 40/80. Benefits: Spies in allied cities. Cost: ??

[] Punish Your "Friends": The crime families have made a serious mistake by trying to set up some of their more unsavory operations in your Revolution. Make it clear that this will not be allowed. You have your contacts, and you know rather more about them than they think. A few horseheads, a few knives...they will get the message. DC 30/60/90. Benefits: Curtail the influence of crime families. Cost: Pissing off the crime families.

[] Deal With Them Quietly: The corrupt individuals must be dealt with, they must not be allowed to escape. Depending on the specifics, they will either be taken for interrogation, executed in their own homes, or simply vanish. And the capitalists who remain will learn to watch themselves. DC 0/50/100. Benefits: Quietly punish those who corrupted the Revolution. Costs: ??

[] Anti-Corruption Operations: You have twice found corruption within the Revolution, and not even the Front is safe. Arrange to create a division of the police responsible entirely for finding corruption and reactionaries. They will use a variety of methods, and neither rain nor snow nor the dark of night shall keep them from their duties. DC 0/??. Benefits: Found a division of the police responsible for finding corruption and counterrevolutionary activity. Costs: ??
 
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The Storm Ends Results
Anti-Corruption Trials (1 front dice, 60)

The trials began as such things always do: with those charged brought into the courtroom. There were many of them, lawyers and bankers who had been desperate to retain some measure of influence, capitalists trying to keep factories under their control, shopkeepers hoping for friendly governments, workers greedy for gold. All of them would have the truth told, and if they were guilty, they would be punished. The juries had been selected more or less randomly, and some effort had gone to winnowing out those who would be too gentle or too harsh. The accused had been given time with lawyers, although not very much. There were too many of them, and not enough lawyers, not even after Comrades Zandi and Leo had personally persuaded some of the more revolutionary-inclined to defend the accused.

The trials did not take long. In most cases, the evidence was fairly simple: the guilty had been persuaded to testify to their deeds in exchange for reduced sentences. In several other cases, additional proof was found after legal searches had revealed notes discussing the bribery, in terms opaque (in one case, it was deemed too opaque to serve as proof) or transparent. Some tried to refuse to recognize the validity of the courts or the charges. In most of those cases, their co-conspirators turned on them, or else details such as the notes or gold the Evaluation Boards had identified as belonging to them ending up in the hands of council delegates. In the rest, the lawyers were able to argue it hadn't actually been bribery.

Mr. and Mrs. Zeniv had always maintained a good relationship with the teamster who delivered goods to their store. They usually invited him to eat with them once a month or so. They simply continued the tradition after the young man had been elected. Comrade Evlistin had been offered money for his vote, but had rejected the offer, explaining that it was illegal and telling his former employer to offer him an argument instead. That he had voted in favor of his employer's request for the hiring of street sweepers was because the argument was sound - his case briefly derailed the trials as some of those who attended decided to push forth their own proposals for keeping the city hygienic.

In the end, most felt justice was done, and the results of the trials had left a sense of satisfaction in people, that their government was fair and just, and that it cared about them. Front members used it as a propaganda point, that this was the result of a government by and of and for the people who labored to create the state. And even those who did not support a Kammanist government harbored some relief that they would not be dragged through rigged courts and ridicule to be given a predetermined sentence. The news of the trials leaked outwards, sometimes distorted, but the central message was maintained.

Substantial gain in popular support in all sectors.

Crackdown on the Families (1 front dice, 70), Punish your "Friends" (3 Livia dice, 79+92+72)

Meanwhile, another set of trials, given far less attention by all, was being completed at another courthouse. The police responsible for the arrests had been given their orders directly by a member of the Central Executive Committee, one with a reputation that had been proven terrifyingly real, one with evidence she had said came from prior experience to allow them to fill out the warrants. They found those charged exactly where she had said they would be, although some had apparently killed themselves before the agents came in. Some were alive, and determined to stay that way at any cost, and several men were killed or wounded in the process of bringing them in, in kicking down doors into rooms laced with traps and blazing with weapon fire.

Every single one of those arrested was guilty of crimes under both the Emperor and the Kammanists - smuggling, theft, racketeering, and more. Their defenses were determined, but often there was no defense. And so several dozen men were tried and sentenced. Several dozen more had never made it to the courthouse.

On the other side of the city, as the trials were being conducted, a very large man in a stained suit was sitting at a desk, trying very hard to look like he was in control. His bodyguard lay dead in the doorway, a knife driven into his throat, one he hadn't seen until it was too late. The woman who killed him was leaning against the frame, another knife in her hands.

"Comrade, if you wanted to talk..." he started.

"You don't get to call me that. That title is reserved for those who have contributed to the Revolution and the benefit of the world," she said in an iron voice.

"And the only reason you are still alive is because I want you to deliver a message."

What was once one of the most powerful men in the city frantically nodded, eager to do anything to stay alive, to avoid the fate of his former lieutenants...

"Get out."

He blinked, confused at the order.

Then he blinked again, as her form blurred and there was a knife on the desk, just slicing through the web between his thumb and fingers. "That was the message."

He was up and running before she had finished talking.

The crime families in the city itself have been driven out through a variety of methods. They are now very unhappy with you.

Make Contact with Friends (1 Stefan dice, 48)

They had enough farspeakers for this, enough that a few could be spared. Not all of his friends would be close enough, but he had some in the Doytch Republic, and some in Lustenta and the Maygrig Kingdom. And a few in the new kingdoms. There were a few in the lands the Armani claimed, and the various kingdoms that would be rising in those mountains and the deserts beyond. But most of them would be in Breton or Aquita, or Italo perhaps. Those would have to wait for letters. Really, they were the important ones. But at least he would hear something soon...

To Trokograd (1 council dice,40)

Dovid was from Trokograd originally, yes, but he had not been liked there. He was one of the First Faithful, and while nowhere was truly safe for his people, the city of Trokograd had been especially bad. Still, the councils had argued and it had been decided that he would go, he still spoke some of the language from the days the city had been Trokena, and that would likely endear him at least a little. And he wasn't the only one going, either, as he glanced at the grim-faced Kammanist riding next to him in the wagon. He seemed someone important, too important to bother speaking to Dovid.

A representative chosen by one of the councils, along with a couple of men from the Front went to Trokograd. You should hear back from them soon.

Request Foreign Food Aid v2 (2 Stefan dice, 88+71, 2 Front Dice, 35+48)

The trade that had been going on in Korvio was enough to cause condemnation. Going to the capitalists like beggars to ask for food would have been an unbearable humiliation for many (The stupidity of some of his comrades appalled him sometimes). But it was a necessary one, and while the Front might not like it, the prospect of free food appealed to many beyond them. So he was able to find some able diplomats and give them a program on what to do and what to say, to emphasize the democracy of their movement, the popular support, to offer free passage for shipments to others. He sent them with sketches of Maltka and the slums and the soup kitchens. And swiftly he heard back. The Silver Crescent was of course willing to donate ample supplies of food and provide medical aid, but they would need guarantees of protection and immunity of search and seizure for their supplies and personnel in your controlled territory, as well as opportunities to take testimony to ensure you are as democratic as you claim.

Reading the terms, Stefan can't help but wonder if they are a pretext for the capitalist powers to attack or overthrow them. On the other hand, the demands are...logical, and perhaps they will cave.

[] Accept in full
[] Attempt to negotiate
-[] Limit testimony. Insist that their efforts to gather testimony will be limited, and only take place in the presence of members of the Front.
-[] Reject testimony. Insist that they refuse to seek out testimony from the people under your control
-[] Reject immunity. You will have the same rights to search and seizure as you would anything in your territory. Reasonable suspicion and a warrant will allow you to confiscate Silver Cross equipment and arrest Silver Cross personnel, although you will not inflict any harm beyond deportation.
-[] Reject protection. You can't guarantee their safety
[] Fully reject them

An offer has been made. Negotiation will be possible, but difficult. The points are in order of increasing difficulty.

Check the Mood (1 Politics dice, 74)


The mood is undeniably jubilant, but for many in the softliner faction and the democratic-nationalists, there's a serious undercurrent of concern regarding the decisions involving the councils. The massive disenfranchisement makes some worry about inspiring a counterrevolution, and goes against revolutionary principles for others, especially since there is no recourse. Meanwhile, the hardliners are generally ignoring those concerns, advocating for further destruction of the power of the wealthy, including enormous wealth taxes. Several attempts on compromises have been formed, none of which have really satisfied anyone. There will need to be a push from somewhere to make a workable one.

One matter everyone in the Front agrees on is the need for reform on matters of women's rights and other social issues. However, a few of the more extreme softliners are concerned about the reaction from the Orthodox Church. They have begun discussing potential methods to weaken it' hold...

Speeches to Sell it (1 Politics dice, 70/50)

Kylis chose his speechmakers carefully. They needed to be young and handsome, and a good portion of them needed to have distinctive features, impressive scars were the best. They needed to be willing to wear red and black, to make bombastic proclamations, to have an excellent grasp of theory, but most importantly they needed to be able to speak without condescending to the peasants or the workers who were unfortunately ignorant..

He found enough who met the standards he wanted and sent them out. In the city they made excellent progress - the typical method involved standing around near the soup kitchens and answering questions, or asking them. You were guaranteed to get everyone to at least be near you when you spoke if you did it long enough. It especially helped that the majority of the people were eager to take part. Already, the councils saw greater participation, which began to strain them. Several educated workers offered their services to help spread reforms as they were swept up in the wave of enthusiasm.

The richer parts of the city were more troublesome, the questions more hostile, but they were answered with aplomb. A few of the speakers were roughed up, many more were heckled and yelled at, but things generally stayed more or less calm.

It was outside the city that things proved troublesome. The peasants were happy with land reform and not being serfs, but it seemed there was quite a bit of unease and unrest, focused on a few issues. First, there were fears that the church would be dismantled, and that they would be forced to accept some strange faith. Second, there were rumors that they would not be allowed to vote since they were considered backward by the Committee. Third, distorted reports about the slaughter at Maltka had filtered amongst them, It was a ridiculous assertion, and a great deal of effort was spent assuaging these fears, but there was still quite a bit of trouble, often led by priests, although the worst of it was a few symbolic abandonments.

The towns were worse, the people more hostile. There were fewer workers relative to their class enemies, and the police and priests and other institutions of the capitalist aristocracy had quite a bit more power than in The City. Several speakers were beaten quite badly, and one died under the boots of a mob. Fortunately, measures were being taken even before news of that came...

Substantial increase in involvement with the councils in the city, further interest in reform from many. Slight decrease in popular support amongst the peasants, but also a greater awareness of what issues are on their minds, loss of popular support in towns, but the presence of troops prevented anything serious from happening.

Land Reform, Stage 1 (1 Front dice, 56+55/100, 11/200 Land Reform Stage 2)


The headmen of the villages were left in place, in the end. It burned in Zandi's guts, but she had delegated that and not given it her personal attention, and so decisions had been made that she had not approved of. Still, overall she could not argue with the results, especially since they were presented as a transition. Each of the new collectives had separate homes, but with larger faculties held in varying levels of common, and equalized fields. In most of those the former headmen had carved out some sort of position for themselves, but she consoled herself with the thought that once the councils spread out they would lose those...and apparently some who had used the nobility's backing a little too much had ended up losing their heads. Reading the reports did bring a smile to her face. It was good that people were taking justice into their own hands...

With all the estates within easy distance turned into collectives, she had begun overseeing preparation for the next set, using what was effectively bribery - while the existing ones had gotten slightly better houses, those which fully collectivized voluntarily would get the first agricultural equipment. She began setting up a team, a more trustworthy one, who would be responsible for verifying that the peasants did what they said they would...

The existing estates had all been turned into what are basically moshavim. The farmers have individual (equal) plots, with things like barns and silos and eventually tractors held in common. Progress has begun on establishing the first voluntary full cooperatives, which will be more like kibbutzim.

Full Council Reforms (2 Reform dice, 47+57=104)


She had made the reforms, made them with glee. When the first councils had been established, and the enemies of the revolution allowed in, she had argued against it fiercely, and now she was vindicated...and so she had practically a free hand in deciding what to change. As long as it reduced the likelihood of corruption, it would be acceptable. The Central Committee had offered their own opinions, and she had listened, but many did not fit her vision properly. Those had been discarded.

She of course knew the people would need a voice too, and so she had asked her supporters to gather some opinions of their own. To her disappointment, most of what they told her had to be discarded, but she supposed they currently lacked a great deal of class consciousness. Efforts on rectifying that on a more-than surface level had only just begun, she would need to speak to Comrade Kylis on that.

She shook away the distracting thoughts and turned back to the sheet of paper. She would need to have a proposal soon...

I will have a separate vote on the specifics of this, but it will involve some form of workplace councils, some level of disenfranchisement, and some restrictions on who can be elected above and beyond that.

Encourage Collectivization (1 chairman dice, 50/50) (1 Resource), Establish Farmers' Associations (1 chairman dice, 53/50)


While she struggled to make her decisions, she occasionally stopped by to see the Chairman. Comrade Zenus had remained only briefly in the city, but he also returned often after visiting some little peasant village with a load of supplies and a willingness to speak. The peasants were much happier to see him than the others, which only made sense, she supposed. The speakers didn't bring new buildings with them.

He would tell her a little about what happened, about how grateful the people were to have new stoves or whatever present he bought for them, how eager they were to listen to his promises, how enthusiastic they were about the prospect of politics. So enthusiastic they nearly rioted at the thought of being denied it, she thought, but the establishment of the Associations was good sense. It would ease the processes involved, break the power of village headmen, weaken the church...

Collectivization will go smoother, difficulty reduced.

Institute Rationing (1 Industrial dice, 68)


Rationing would prove vital. Already the stocks of supplies were running lower than she liked. Immediate efforts were enacted to cut back on waste in material. Children whose lessons had finished were paid with scraps of sweet to collect sawdust from carpenters for fuel, reclamation of useful material from the abandoned houses and businesses were stepped up, but even this was not enough, and one by one factories and shops producing goods deemed unnecessary were shut down.

She didn't like seeing that, but what came next was worse. The kitchen rations were cut, while the amount bought for them from the incoming peasants was increased so that less food made its way to markets. Riots nearly started but were calmed by the promise that it was temporary and the commitment of the Front to hold themselves to the same standards.

The meals were still filling, meat soup and bread with the occasional flavoring of herbs would never be bad, but the soup was thinner, the portions of bread smaller, there was less tea and vegetables. At least there was plenty of fuel to keep everyone warm...

Rationing is...not a popular measure, but there's no significant unrest as long as there's no corruption found.

Restart the Printing Presses (1 Industrial dice, 64) (1 Resource)


Propaganda had been a neglected front for some time. The printing presses were still sort-of running, but they usually lacked ink and paper. It took barely an hour's work for her to get factories for both to begin again, and while she was at it she arranged for the largest presses to be seized for the use of the Front. Now posters and papers could be printed, helping spread the truth of Kammanism and news of the Revolution.

As for the first thing to be printed? She didn't even consider it a question. Several hundred copies of the Kammanist Manifesto slid down the chute. She picked one up, looking over the words she knew by heart, and softly said the last sentences out loud.

"Workers of the world, unite! For you have nothing to lose but your chains."

Options for using pamphlets, posters, and propaganda unlocked.

Securing Fuel, Pt.2 (1 Industrial dice, 42+46/50, 38/200) (2 Resources)


The coal mines had begun some desultory operations in the week since they had left, mostly scrabbling at scraps of what was available, but after the deliveries of masks the workers went to work with enthusiasm, swinging picks and detonating small charges of gunpowder. Several men were killed or wounded working in the mines, and they were properly compensated, both by the coal miner's council and by the Front, but the coal flowed out, and another barrack was constructed and filled with workers, who joined in with somewhat less skill.

But the bulk of her focus was in preparations for expansion. The most experienced miners were identified, and new mines as well. It would be a massive operation, one that would likely have to wait until after winter to be completed, but every coal mine within reach would be in use once it was completed, guaranteeing an ample surplus until the mines ran dry.

Increase to coal supplies is enough to begin building up a stockpile, even with everyone using it for heating.

Agricultural Autocaster Construction (1 Industrial dice, 94+18/35, 77/80 Autocaster Workshops) (5 Aether, 10 Resources)


Autocasters were already in use industrially, but it was relatively uncommon for them to be used outside of the cities. To many of the villagers and their hedge witches, they were strange objects of superstition. But they were practical enough to take them anyway, even if they kept their old plows and harvesters in careful condition in case the strange machines broke.

Getting them built had been an incredible effort. There were only a few, but more would come, that had been promised. Avla had always been an incredible stronghold of the mage guilds, and so autocaster construction in the city had been rare and those who could make or repair them could charge a high price. Which meant she had to spend lots to persuade them to do the work, and give them everything they asked for, although at least most of it was used for the actual construction - the amount of steel they needed was unfortunate, as was the sheer number of Aether crystals, both to fuel them and to provide the autocasters with the magical framework needed to be able to cast the same spell again and again.

A trickle of agricultural autocasters has begun being distributed to farmers, and in the process industrial autocasters are almost ready to be produced again.

Maltka Reconstruction, Pt. 1 (1 Industrial dice, 75,60, 15/180 Maltka Reconstruction Pt. 2)


The work in Maltka was mostly done by prisoners. Prisoners carefully watched by trusted soldiers, both to make sure there were no escape attempts and to make sure the Red Guard in Maltka, the survivors of a savage uprising and an agonizing siege, did not make any attempts at retaliation. There were none.

Instead, the prisoners labored. They were all used to this. The captured peasants were used to farm labor, the soldiers to digging trenches. And clearing rubble was little different from either. They started in the lived-in sections, and slowly expanded outwards to the ruined factories. The streets were cleaned, the bodies buried.

With the streets clear, things could flow in and out. Timid peasants came in to give in what little spare food they had (and perhaps some that wasn't spare) to the kitchens, lumber, and cloth is hauled in to make temporary housing.

And a few repairs began, holes in walls filled to protect the inhabitants or equipment from the elements, and in one or two places, collapsed roofs were rebuilt.

Maltka is at least partly cleared of rubble, and the repair of damaged buildings has begun.

Hunting In Mass (1 council dice, 38/25) (1 Resource)


The councils decided that hunting would be a good way to gather more food. Hunting and trapping. They didn't really know how to go about it, of course, but some people pooled their wealth and hired woodsmen, former retainers, and the occasional poacher. Others simply took up weapons and relied on sheer numbers. And then they began to sweep the forests. Dozens of deer, hundreds of rabbits, and even a few bears were slain, along with all manner of other creatures that would not normally be eaten - snakes and turtles were both caught and eaten. People died in the process, of cold or getting slammed by a bear's paw or attacked by an Aethertouched beast, but sheer numbers and their coordination allowed them to gather large quantities of meat.

Some people even found snake meat quite delicious, and a few small-scale snake farms were established on the outskirts, run by cooperatives.

Food shortages somewhat alleviated.

Of Iron and Steel (1 Industrial dice, 80/50, 30/100 Of Iron and Steel Pt.2) (2 Resources)


The iron mines were still running, more or less seamlessly, and it only took a few explanations from the speakers to reorganize the miners as they began digging into the earth in eight-hour shifts, although they regularly worked overtime out of sheer enthusiasm. Meanwhile, the smelting complexes were being reorganized, new workers from the city traveling to add their hands to the work going on. Ore was brought in and heated, coked coal added in enormous quantities, and steel began to come out. The ingots were transported back to be shaped into weapons and tools of every kind in a constant flow of wagons, moving even through snow and bitter cold.

More Uniform Uniforms (1 Bejen dice, 72/40)

There had been something of an impromptu contest to design the new uniform, one which everyone had enjoyed very much, especially with some of the more elaborate and overdone proposals. But in the end, practicality and the desire not to be incredibly colorful won out. The new uniforms were mostly a deep gray, with a new set of rank insignia in which red stars and crescents and swords featured prominently. The soldiers and the Red Guards wore them with pride, their ranks now indistinguishable...and they had all made sure they had thick socks and good boots.

Before, they seemed half an army and half a mob. Now, they seemed more disciplined and resplendent than some of the armies who fought in the Great War. They were unified in cause, and now in appearance.

And quite a few of them looked very handsome when they strolled down the streets.

Your men have rather plain uniforms, but they are warm and in good condition and they are very proud of them.

Militia Drill (1 Bejen dice, 67/80)

"Left, left, left right left! Left, left, left right left!" The lieutenant called, marching alongside the rather ragged formation of militia, while a pair of sergeants seconded to the duty paced around them, bawling at anyone who failed to keep formation or pace. The militiamen had their faces set in determination, for just ahead them marched a band of the regular troops in perfect formation, carrying warcasters, wearing their new uniforms with undeniable pride.

If they could make a circuit behind the soldiers and stay in perfect formation and perfect time, they would be given the honor of wearing the same uniform. That was the bargain.

It was their eighth attempt and they seemed no closer than they did before. Bejen sighed and shook his head. Such things were to be expected, he supposed.

After they finished, they were taken inside for lectures on teamwork and supporting your comrades, followed by basic exercises to strengthen their bodies. Most were fit, but there were always a few who needed some extra encouragement.

The militia is learning how to march and the basics of soldiering. It's taking time.

Coordination With the Revolution (1 Bejen dice, 68/40)


Bejen sat on a horse and waited beside General Alexei, who had chosen to stand next to his, eyeing the creature with distrust. In the distance, a small party of people approached, dressed in a motley mix of tattered uniforms, ruined suits, and ordinary clothes. Some of them he recognized, and he could practically see them swallowing their disdain as they approached.

The discussion that followed was...difficult, it left heads aching and egos bruised, but the facts were undeniable. General Alexei was the highest-ranked officer who had gone over, he commanded the most troops, and it was his army that had the most victories. The entire Army of the Revolution would be under his command.

The rest of the week was spent in a blaze of taking the measure of other officers, meeting troops, reorganizing and repairing, expanding the staff to account for the new fronts, working with the improvised and hastily made Red Navy to try and establish some sort of shore defense...

You now have control of all military forces who have sided with you. Additional dice and actions have been added, and Operations has been divided into Fronts. Transporting troops from Front to Front will take time.

More Regular Recruiting (1 Bejen dice, 58/20)


They used abandoned stores for recruiting centers. New posters directed young men (and a few women) to sign up, promising good pay, fair treatment, and an opportunity to fight the aristocratic and capitalist forces which loom. Those who enter are given the opportunity to speak to former soldiers, given a few quick tests to make sure they have all their limbs and aren't incredibly unhealthy, and then they are sent off to join the militia. They are yelled at by sergeants and screamed at by lieutenants, and taught how to march and carry a weapon, and they are ever so slowly turned into soldiers.

You will gain 4d100 militia every turn.

Anti-Bandit Operations (2 Operations dice, 82+47), Town Garrisons (1 council dice, 58)


The Red Guard, the Militia, and the People's Army turned out in force, marching out in dozens of separate columns for separate goals. The Red Guard sought out enemies of the Revolution, dispersing to protect food shipments and hunt bandits in copses of trees.

??? vs. ??? = 12 vs. 16

The support of the peasants proved absolutely vital for them. Farmers and hunters, some of whom had survived the brutal attacks, some of whom had only heard about them, helped the Red Guard track the bandits, provided shelters and guides to the hard-to-find places, gave them warning of noises and mysterious movements that might have belonged to enemies. And so the bandits attacks began to fail more often or not, musket-wielding attackers falling to quick volleys of warcaster fire.

The few collaborators were exposed and executed, often by their furious neighbors, and with them died their ability to find targets and send messages clandestinely. .

And so the bandits began to change tactics. Their smaller bands began to gather and assault villages which had proved helpful, particularly targeting those who had begun to collectivize. The only problem was that in doing so, they encountered militia, backed by the young men of the peasants. (It had been decided that preventing them from helping was more trouble than it's worth....)

1d5+1+3+3+1 vs. 1d5+2+4+0+2 = 13 vs. 11

The militia held. Protected by the fortifications they had managed, fighting with their backs to the wall, firing from the windows of homes and churches, they held, but it was a bloody and bitter victory, and many bandits escaped when the Red Guard managed to gather their scattered detachments and come to the relief of the beleaguered villages. It was a scene repeated across a dozen, or more than a dozen, villages: bandits fleeing into the trees, throwing down their muskets, a few buying time for the rest. They didn't say it, but everyone knew what that message meant: they would be back.

And in a few villages, the Red Guard arrived to find only ash.

Meanwhile, the professional soldiers arrived to take charge of the town, to become responsible for keeping order. Here the rich had more dominance, by virtue of a greater proportion of the town's population having some source of income beyond the work of their hands or because the work they did paid well. Here lived many petty mages and bureaucrats, bankers and architects and doctors and lawyers...and here order would be kept. Tensions were high. The soldiers stayed in groups, citizens did as well. In a few there riots, a few more saw incidents of lesser unrest. Overall, everything was kept under control with minimal casualties. It probably helped that there was no evidence of collaboration with hostile forces found, which meant no one needed to be executed.

Walk Among the Workers (2 chairman dice, 37+72 = 109)

Chairman Zenus had decided to visit the towns, to see the impact his Revolution had among those who did not favor it. The results were...not favorable. The towns were suffering. A lot of the work they had once done had vanished - the lawyers could no longer practice law, the doctors could no longer charge for medical services, the bureaucrats were no longer involved with governance. Many wandered aimlessly during what had once been their workdays, dazed looks on their faces. Many others glowered angrily at anything that reminded them of the changes: the soldiers in their grey uniforms, the speakers sent to preach the benefits of Kammanism, the kitchens feeding any who came.

No one was starving, no one was freezing, no one was being made to choose which daughter to give up to the guards, no one was suffering the horrible abuses he had witnessed so often. But they were suffering all the same, from confusion and terror and uncertainty and humiliation. And the rumors which drifted among them did not help either.

He sat inside the barracks and thought. For there must be a way to reconcile them to the new order...

Special Event: The Banker's Offer

He was still thinking when he returned to Avla, to what was now simply called the Headquarters. The opulent halls made him uncomfortable as he stalked through them, trying to find a way to cut the knot. As he walked, he found himself suddenly on the floor, a young woman standing above him. "Oh, forgive me, Comrade Chairman, I didn't mean to run into you, I mean...there's someone here to see you, Comrade Chairman, he's with Comrade Stefan and Comrade Zandi now in the Committee Meeting Room."

Comrade Zenus nodded, thanked her, and walked off, his guards hurrying behind. In the meeting room, he saw his two committee members, both sitting very properly, their hands neatly folded. He sighed, wondering what they were fighting about now. Then he noticed the third individual: a rather fat man, his fingers marked where rings used to be, in a deep blue suit.

"Hello, friend," Zenus said, stepping out of the shadows, and the man looked up.

"You're still alive? I thought you had been arrested in Tuvak!" he gasped, paling slightly.

"No chain can hold the revolutionary spirit."

The fat man coughed. "Yes, anyway, I have a proposition for you. You know my name, you know my reputation. I run a half dozen food banks in this city alone, I have spent a great deal of my fortune sponsoring reformist candidates and charitable initiatives...and I still have plenty left. It can be yours, if you like."

Zenus blinked. So did Zandi and Stefan. The man had just offered them the wealth of one of the largest banks in the country.

"More than that. You will have my endorsement, the assistance of those I employ, my name. That can be worth quite a lot, both during this war and after. Some of those I am representing have similar offers."

"What's your price?" Comrade Zandi demanded.

"First of all, protection from prosecution for prior deeds. Second, we'll want the same political privileges anyone else would get under your system, at least for ourselves personally and those who work with us. Third, we want something of our own: you will be nationalizing the banks, I assume, since that's in your manifesto, but you'll still need people to help run it. We'll want to be part of that. This isn't something I can negotiate on. It's all or nothing."

[] Yes. You will gain a considerable amount of Wealth immediately, and access to some more later. You will also gain the benefit of an endorsement of a man popular with large portions of both the working class and the establishment, which will have political ramifications. You will gain the benefit of experience for when you start doing financial projects. You will be obligated to give some specific people you might not have the ability to vote, to look away from some past crimes, and to at least hear them out when it comes to some financial matters, but those are small considerations. And nothing says you have to listen to them...

[] No. They might have good motivations, or they might be looking to disrupt and corrupt the Revolution. You will send him away empty-handed.
 
Special Event: The Council Reforms
The Councils

Zandi chewed on the pencil as she stared down at the blank sheet of paper. She would need to present her final restructuring of the council plan to the rest of the Central Committee soon, but several other tasks had come up, distracting her. They had been important, but she couldn't help but wish she hadn't needed to do them so she could focus on this.
After a moment's thought, she began to write on the purpose of the councils, how they should be the ones to truly govern, with the Central Committee simply being an expression of their will on a day-to-day basis, one that would be subordinate to the Council Congress. She wrote on how they should represent the workers, but also locations. She wrote down not just her opinions, but the opinions of her comrades, even ones she disagreed with. Then she began crossing out the ones she would not accept - disenfranchisement on a case-by-case basis, location-based councils with greater weight, an immediate election for the Central Committee. Such things did not fit in her vision.

She considered other possible issues, such as workers who lacked a unifying facility like a farm or factory, then decided not to worry about them for the moment, she would consider that matter separately.

In the end, she took a proposal to the Committee that she found acceptable, and despite some arguing, it was passed by a majority vote. Within a day, posters listing the new rules for councils were hanging within every kitchen.

Structure

There are two sets of councils that operate in parallel: location-based councils and profession-based councils. Location-based councils have their borders drawn based on existing local government borders. Each district elects one delegate for every 25000 voters to the District Council. Any delegate may be recalled by a majority vote or a petition signed by a majority of voters from the district.

Industrial, agricultural, extractive, service or military enterprises that have more than 100 workers may also form Worker's Councils, with one delegate per 100 workers. Again, these delegates may be recalled at any time by a majority vote or petition.

Any Worker's Council and District Council with more than 100 members may elect one delegate per 100 members to the Council Congress.

All Councils must meet not less than once every three months, and elect a Central Committee by majority approval to preside over meetings and conduct business between meetings.

Enfranchisement

To allow the counterrevolutionary classes political power was unacceptable, but to completely cut them out could be dangerous. Some would say it was immoral as well, to have elections in which only a portion of the population could vote. Zandi cared not for such things, and so she wrote:

Any man or woman over the age of sixteen may vote in Council elections and stand as a delegate, with the exception of...

[] Any individual who was able to vote in a Parliamentary Election, held a noble title, or was a member of an ecclesial or government organization shall be disenfranchised.

[] Any individual who was able to vote in a Parliamentary Election, held a noble title, or was a member of an ecclesial or government organization shall be disenfranchised, excepting those who have given good service to the workers and people, who will be granted exemptions.
-[] However, those exempted may not run as delegates.
-[] Furthermore, those exempted may run as delegates.

[] Any individual may vote or run in the District councils, but any individual who was able to vote in a Parliamentary Election, held a noble title, or was a member of an ecclesial or government organization will not be allowed to vote or run in a Worker's Council, excepting those who have given good service to the workers and people, who will be granted exemptions.
-[] However, those exempted may not run as delegates.
-[] Furthermore, those exempted may run as delegates.
-[] In addition, district borders will be drawn to weaken those who cannot vote in a Worker's Council.

[] As above, but all disenfranchisements will be reviewed every five years.

Voting and Election Security

[] All votes are to be conducted through open debate and then role call
-[] However, councils may request a secret ballot at any time.

[] Votes are to be conducted through private ballots after an open debate, with security measures to reduce fraud.

[] As above, but furthermore, a committee will be created, subordinated to the councils, responsible for ensuring the enterprises run by Worker's Councils are not fictional and that the elections are free and fair.


On other matters, she would not compromise. The Central Committee was an emergency government, it would not stand for election until there was victory, or at least security. No one really disagreed with her logic, even if many disliked it...
 
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