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: ??
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: ??