Jailbreaks (1 front dice) - 53/60
The process began with those who were newest because their records were the easiest to find. Even then, the guards had not been particularly literate or careful, and many files were damaged or ruined or simply misplaced. But those guards were still around, and they were almost pathetically eager to assist, to the point some found it suspect how many the guards said were arrested for Kammanist sympathies. Some of the more suspect prisoners were lightly interrogated, and those results were used to decide what to do with them.
It made things take long enough that only about two-thirds of all the prisoners could be released, setting aside the rapists and murderers and the conmen who had preyed upon the poor, who would remain in prison until their sentences could be reviewed. And in the meantime, the Front members who had worked to free those unjustly imprisoned raised an outcry about the conditions in the prisons, which were unsanitary and overcrowded, and relayed many reports of abusive guards. Some began to wonder if prisons belonged in a society transitioning to Kammanism at all...
It's slow going thanks to poor record-keeping, but about two-thirds of prisoners have been vetted. In the meantime, a great many of those who had been involved in the process are demanding the conditions in the prisons be improved, and wondering what place prisons have in a just society...
The Farmer's Liberation Army (2 chairman dice) - 53+46 = 99
For the first time in far too long, Chairman Zenus did not just leave Avla, but the entire district, traveling for two days by Aetherail to reach a small village built around a refueling station. The place had seen better days. Several of the houses had been burned, several more had holes in them that suggested someone had been shooting into them. Once-neat gardens were overgrown. And by the small church, the equally small graveyard had a dozen patches of freshly-turned earth just outside its ramshackle fence.
Waiting for him were three men - each looked like what he imagined when he thought of the untold thousands of peasants toiling on their thin plots or a landlord's estate. But unlike those peasants, these three men were armed and wary, scanning the train keenly. After a minute, they turned their attention to him. "So, you're the chairman who's in charge of us now," one said, his broad tones taking Zenus back to his childhood...
He shook off the nostalgia. "Zenus. My name is Zenus. And I'm here to talk," he said.
Another spat in the dirt. "You don't look like the thief-king."
"I named myself after him. Robbing from the rich and giving to the poor had an appeal. And I thought I could do one better than in the stories and make a world where someone like me wouldn't be needed."
The three exchanged looks. "Put on a blindfold, we'll take you to the General."
Zenus's guards, who had been glaring silently at the three, started to object. "Do you have one?" Zenus asked over their complaints.
A rag over their heads, Zenus and his guards were spun around, then led on a meandering route, their footsteps crunching in the snow., until they were halted and their blindfolds removed.
They were in a cave, an enormous one, dimly lit by crystals hanging from the ceiling which flickered with faint amounts of mana. Old tools lay discarded and rusted into uselessness. Standing before Zenus, barely visible, was a man in an immaculate cavalry colonel's uniform, the three men from before at his back.
"This is General Ivan of the Farmer's Liberation Army," one announced.
"Colonel. I am Colonel Ivan. We have much to speak of, Chairman. I understand it was your orders that halted the theft of our granaries and the destruction of our homes. The fact that it was one of you Reds who started it is the only reason we are working with you, you understand. That, and the fact that it's unlikely many of us would survive a new emperor now."
The Farmer's Liberation Army is led by a mix of deserters and veterans holed up in some caves somewhere. They barely tolerate coordinating in defense with you, and will almost certainly refuse to take part in offensive actions. But they are willing to hear Chairman Zenus out and can be convinced to cooperate better in exchange for various concessions, including the prosecution of Front members who were especially egregious in stealing food, compensation, etc.
Ideological Alliances (2 dice) - 29+96 =125
Stefan is familiar with anarchists. He met a great many of them on his world tour. In general, he found their ideology fantastical and childish, but he didn't really have anything against them, especially when they were cooperative. And they were as fervently opposed to capitalism as any Kammanist, which meant they would likely be good allies.
He had their representatives in Trokograd read aloud the manifesto of the Ukortic Free State (a name which was apparently temporary) and he wrote down a summary of it, one he then presented to the Central Committee. Some of the more extreme members had disapproved, others had disagreed in intense terms, but a motion that there was nothing objectionable about their goals was passed easily.
With that done, he turned to convincing the Free State of the same. There seemed an easy approach - the end goal of Kammanism was the destruction of the state, after all. Hopefully, they would accept being part of one as a temporary measure until revolution swept the world.
You have managed to accept working with anarchists for now, in the process dividing the Hardliners into those who want to stay the course and those who think the anarchists have the right idea.
To the Sejm (1 dice) - 71
There were very few Wloski in Avla. It wasn't their place, it was the place of their conquerors. So thought Oskar as he looked up at the extravagant mage's guild. Most of those in the city were Kammanists or corpses. Steeling himself, he entered and stood before the central committee. He could feel their gazes on him - curiosity, contempt, pity, disinterest, hope. After a moment, one of them spoke in refined, haughty tones that made Oskar bristle for a moment.
"You are to be our ambassador to the Wloski, both to their Kammanist movements, if there are any, and to their uprising as a whole. Emphasize our commitment to nationalism, and as a show of our sincerity..."
He carefully lifted a package from under the table, setting it down. "This belonged to one of their kings. I trust you will know how to handle it."
Oskar took the package, which was far heavier than it looked, cradling it as he turned, recognizing the dismissal for what it was.
You have sent an emissary on his way with a gift of good faith.
Push the Hardliners (1 chairman dice, 1 dice) - 44+61 = 105
Comrade Zandi was the leader of the hardest, most determined faction in the Front. The ones who would do anything to create their vision. Kylis agreed with them in principle, but the implementation was something he often found himself wondering about. Especially when he compared the thoughts of the sort of necessities that their plans could create with the dream of a network of interdependent communes, laboring together in solidarity and harmony.
But those dreams were not relevant, and he turned his attention back to the lunch he and a few others were sharing with Comrade Zandi.
"I am concerned about some of the reports we are hearing from Comrade Bejen. After the council reforms, unrest started growing in Eseven, Terograd, all those places. If we push further..."
She shook her head. "If they rebel they will be crushed. They don't have the numbers or the weapons. The Revolution can't be stopped."
"But we can slow it. They are cut out of influencing politics, we will be taking their economic power away day by day. We can let them keep some family jewels and their houses for now. But later..."
She nodded. "They might even join us willingly if they are given some time to turn. Quite a few did, even if they tend to be less than dedicated. Give them permission to have their old lawyers defend them in courts perhaps, what are the other grievances they are bellowing about?"
Kylis smiled. "We should be hearing about that shortly. We can decide what concessions they should get soon."
Options unlocked, Hardliners slightly displeased, Softliners moderately pleased.
Personal schooling (1 dice) - 47
It was embarrassing to sit in a classroom with the very youngest children, but he could at least pretend to be seeing how the education initiatives were going - in truth, it seemed they were going fairly badly, but he was learning. He carefully shaped the letters on his slate, again and again, fixing the sounds in his mind.
After an hour, he had a meeting to attend, so he stood, nodded, and left. Hopefully, no one would realize why he was there.
No education penalty will be reduced by 1 per week.
Congress Preparations (1 chairman dice) - 61/50
Chairman Zenus hated this part of the job more than anything else. The people he was meeting with might have been Kammanists, but they were sanctimonious bastards one and all. Still, they listened to him because of his prestige and position if for no other reason, and they all had at least some ideals. So it wasn't as bad as some of the times he remembered.
And they were happy to share their pet issues with him, and what other Front members had been talking about. From what he gathered there were a few issues everyone wanted sorted out: elections, which most agreed wouldn't be happening yet, setting up some sort of general system for handling industry in general so that they could out-produce their enemies and give the workers the wealth they deserved, creating a general plan for their military victory, and then there was one final issue that even with all his assurances and arguments would likely result in at least one fistfight: ideology, especially in light of the agreement with the bankers, the alliance with the Ukortic Free State, and the weird semi-Kammanist uprising up north...people wanted limits on what principles were acceptable to espouse, and they wanted to discuss how this was enforced.
A few keynote issues have been identified, and some potential trouble has been defused.
Orphan Protection (1 dice) (1 Resource) - 57/30
The orphanage she had once lived in was still there: a squalid place with the stench of mold filling the air in the back rooms the children lived, while the front rooms were decorated and perfumed. She idly wondered what they spent the money that should have gone to her and those after her, remembering the sting of the switch when she dared to ask that question, the relief she felt when she was taken away...
The rooms were being energetically cleaned as the children watched, wide-eyed and more than a little fearful. She turned to the Front members and a few tutors who she had arranged to take care of them. "I have high standards. And I will be checking."
They swallowed and nodded, then she turned to the children and began to interview them one at a time, speaking softly and bribing them with sweets and magic tricks to make sure she heard everything they had to say, keeping every bit of anger she had at how they had been treated locked down carefully so she would not scare them.
That accomplished, she turned on her heel and walked away, finding an abandoned alley and scorching the ground beneath her feet in sheer rage.
Orphanages in Avla have better quality furnishings and supplies, and caretakers who are definitely not going to hit their charges, for fear of Comrade Zandi if nothing else.
University Reform (1 dice) - 39/40
The students mostly leaned at least a little towards Kammanism. Arranging for them to have books on Kammanist theory was easy, but it was the least of the problems. Many argued that being a student was like being a worker, and therefore the student body should have the ability to form their own college. Others wanted to disenfranchise the teachers.
As contentious as those were, three other issues were deemed far more important: maintaining the quality of education and research, allowing free access or at least reducing restrictions, and getting the students their customary free drinks. The Front chose to disregard the third, and while some of the points made about the first were classist, Comrade Zandi thought there was some rationale given the limited number of university seats and teachers.
Expand the Kitchens (2 dice) (2 Resources) - 54+61 = 115
No one could object to expanding the access to free food and clothing, and between the looms and the Silver Crescent, there was enough of both to give at least some people something, even if it wasn't much. A carefully handled agreement had them using churches for the distribution, since every village had them and that way people could be kept warm while waiting, but the speakers generally stayed outside.
Still, even aside from the popularity of seeing everyone fed, and the good impression it made for outsiders, there seemed to be some sort of synthesis of ideas, especially given how some of the priests seemed to be taking interest in the concept of a collective where everyone lived together and worked together, sharing in their hardships and joys, running everything by democracy and consensus...
Increase in rural popular support, Front support, and some propaganda opportunities.
Identify Mages (1 dice) (1 Aether) - 56/??
There were only twelve actively Kammanist mages in all of Avla, and most of them had barely enough magic to make a spark. But that was enough to see if someone else had magic reliably, and so they sat by the busiest kitchen and held the hands of those who waited in line, focusing on the poorest since they were the most likely to have been missed, and by ones and twos, they found mages, although none had the strength to be a warmage or seamage, at least as they were.
They would need to be taught, but while autocasters were more reliable than mages, not every spell could be replicated in that manner, and if nothing else they could help make more. Arranging for their apprenticeships or lessons would likely be expensive, in gold and aether both, but it was a dire necessity as well, not that their power was awakened and potentially dangerous.
Small numbers of mages identified, none were particularly strong.
Aether Mines, Pt. 1 (2 dice) (8 Resources) - 55+77 = 132/80, 52/160 Aether Mines Pt. 2
Aether mines were dangerous things. Aside from all the mundane hazards like dust, cave-ins, getting lost, accidents with tools, and other such things, there were the twin dangers of aether: first, that an unstable pocket could be found and unleash a wave of wild and unpredictable magic, and second the aether-affected beasts (and rarely) people who tended to be both aggressive and powerful.
So the first thing to be done to get the Aether crystals flowing was to organize the specialists who fought them. They were willing to do the job mostly, even if they were stubborn about democratizing their guild instead of using their system of advancement based on seniority and kills.
With that task accomplished, Comrade Delia turned to recruiting the needed manpower for going into the mines and digging out the crystals. There weren't enough pickaxes for everyone, so some made do with less useful tools, but they went to work with a will, and fairly quickly with a great deal of caution as they struggled to bring home large quantities of the crystals...
But the amount steadily increased, as did the number of injuries.
A small supply of Aether crystals is steadily flowing in. It will likely continue growing to some degree as the miners gain experience.
Rail Improvements (1 dice, 1 council dice) (8 Resources) - 77+49 = 126/120
The rail was...mostly intact. There were sections that had been damaged, especially on the stretch south of Maltka, but it was all repairable without new rails, even if some of the repairs would be slipshod and require extensive maintenance. Steel and stone and wood were hauled down on a small, specialized train, and gangs of workers set loose, replacing ties, removing pits, patching rails, cleaning tracks. Up and down they went, repairing as they went, concentrating on the main branch.
The largest railway is being repaired, although it will likely require constant maintenance and repair for some time.
Militia Drill (1 dice) - 48+67/80 =115/80, The Protclow Protocol (1 dice) - 56/80, Establish a Training Cadre (1 dice) - 53/50
As the militia drilled, new recruits alongside veterans of Dedregard and Maltka, arrangements were made. A space was selected for the camp, based in the old barracks but including a larger section outside for all the drills that would be doing. The most grizzled, foul-mouthed, vicious sergeants were selected, along with kind but caring officers, and that section of the city became used to the rhythm of warcaster fire and marching feet and angry yelling.
They were made to run through the streets with heavy packs, to stand at stiff attention in the cold, to fire their warcasters and then reload them, to clean them with their eyes closed, to practice in deploying wardstones instantaneously (or at least as close as could be managed).
In short, they were made into soldiers. And as the first militia went out, marching proudly, the officers gathered to go over the particulars of the Proctlow Protocol so that they could teach the next set of recruits.
And every week, a few hundred soldiers, militia or Red Guard rotated in to learn to march and shoot, and every week they would rotate out, skills improved, with warnings that they better see improvement when the men came back.
Militia and Red Guard are being drilled, training will gradually improve for both groups. The Proctlow Protocol is not yet being taught. It will take 4 weeks for the first new recruits to come out.
Expand the Red Guard (1 dice) - 83
The Red Guards were famous in a way. They were the veterans of the Summer Revolts, the heroes of the Uprising. Stories about battles tended to claim all the soldiers were Red Guards, the Silver Crescent was certainly under that impression. And so calls to join their ranks were easier - "Join the Red Guard and spread the Revolution" was a better slogan than "Join the militia and spend months tramping around being yelled at."
Of course, the new Red Guard found themselves doing the same thing. And it was harder as well, because you needed a certain revolutionary fire to be in the Red Guards. Several students and scions of the richer neighborhoods tried to join, hoping to earn their votes with their blood, and while they were let in they were carefully watched, placed with the most fervent men and women only.
And there were only a few of those. Still, they would add strength to the cause.
Starting in 4 weeks, you will gain 3d100 Red Guard a turn.
Into Imprado (3 dice) - 43+66+84 = 194
The refugee trick was harder now, since the Silver Crescent was by and large handling those, and those few who still desired to flee often traveled in groups alongside their caravans, but a few conversations in the guise of coordinating aid told her where they hadn't reached, and that let her plan around them.
A few of her trustworthy friends were sent off in fine clothes and with jewels sewn into the hems of their sleeves, their route planned to take them around so they would come from Imprado from the north. Bandits, rebels, Imperial soldiers hunting either of those, all of them were perfectly plausible reasons for a rich family to flee their homes and shelter in a prominent and protected city.
And while they would be there, they would be listening, and prevailing on the Silver Crescent to send letters to family. Letters containing information.
She gave them their orders. They would prioritize... (rank these items 1 to 3)
[] The government
[] The army
[] The local Kammanists
The Passionate Priests (2 front dice, 2 council dice) - 63+56+63+44 = 226, Addressing Concerns (2 front dice) - 45+31 = 76
See Pt. 2