A Kammanist Uprising: Fantasy Communist Revolution Quest

[x] Plan Fuck Around and Find Out
-[x] Specific - he made specific promises, knowing they would anger some but please others.
--[x] Referenced World Revolution - "and we shall liberate the worker everywhere they are oppressed, our universal triumph is imminent." This will please the Internationalist/Orthodox faction, may provoke foreign powers
--[x] Asked For Help - "and we call upon the workers of the world to lend us what aid they can."
This may provoke foreign powers, for good or for ill
--[x] Promised Self-Determination - "and we will grant self-determination to the oppressed nationalities so that they may join us as equals." This will please the Orthodox/Nationalist faction, will anger Avlisi Nationalists
--[x] Promised Representation - "and we shall form a government by, of, and for the workers and peoples we liberate that they will have true control of, giving them the freedom and liberty so many have promised." This will please the Democratic faction, may increase Popular Support
--[x] Referenced Scripture - "for it is easier for a serpent to walk on two legs than the wealthy and proud to enter the Holy World, and therefore it is the duty of the faithful to cast off the chains of capitalism. We call upon the priests of the Avlandian Empire to lead their flocks and join us in bringing the Holy World into being..." This will upset the Orthodox faction and please the Religious faction, may increase Popular Support


[x] Plan behead the serpent
-[x] [PRIMARY] Write-in: Investigate the Duke's personal security in preparation for an assassination attempt.
-[x] [SECONDARY] Find out what the mood of the workers are. Are they restive? Is there any resistance?
-[x] [TERTIARY] Find out what the mood and status of the army is. Are there really the feared Tiger Stripes? Do they have spellblasters or other heavy weapons? Are they eager or resigned?
 
[x] Plan Fuck Around and Find Out
-[x] Specific - he made specific promises, knowing they would anger some but please others.
--[x] Referenced World Revolution - "and we shall liberate the worker everywhere they are oppressed, our universal triumph is imminent." This will please the Internationalist/Orthodox faction, may provoke foreign powers
--[x] Asked For Help - "and we call upon the workers of the world to lend us what aid they can."
--[x] Promised Self-Determination - "and we will grant self-determination to the oppressed nationalities so that they may join us as equals." This will please the Orthodox/Nationalist faction, will anger Avlisi Nationalists
--[x] Promised Representation - "and we shall form a government by, of, and for the workers and peoples we liberate that they will have true control of, giving them the freedom and liberty so many have promised." This will please the Democratic faction, may increase Popular Support
--[x] Referenced Scripture - "for it is easier for a serpent to walk on two legs than the wealthy and proud to enter the Holy World, and therefore it is the duty of the faithful to cast off the chains of capitalism. We call upon the priests of the Avlandian Empire to lead their flocks and join us in bringing the Holy World into being..." This will upset the Orthodox faction and please the Religious faction, may increase Popular Support
[x] [Refugee Spies] Plan OOB Prioritization
-[X][Primary] Find out what the mood and status of the army is. Are there really the feared Tiger Stripes? Do they have spellblasters or other heavy weapons? Are they eager or resigned?
-[X][Secondary] Find out what the High Duke's plans are. Is he going to attack immediately or take his time? What they get will likely not be much more than rumor, but it will be something.
-[X][Tertiary] Find out what the mood of the workers are. Are they restive? Is there any resistance?
 
I really don't think quoting scripture is a good idea when we don't even have Theological Support. It seems like the most likely sort of thing to cause friction within the Front.
 
I really don't think quoting scripture is a good idea when we don't even have Theological Support. It seems like the most likely sort of thing to cause friction within the Front.
I'm thinking it being a result of him hamming it up towards the end and turning a few theological references into calling for a crusade against the bourgeoisie. Think the speech from Great Dictator.
 
A grand crusade seems a bit much and something that can backfire. We could alternatively take a stance of separation of church and state instead in order to reassure them that the front won't oppress them:

In matters of faith I say thus, render onto the state that which belongs to the state and render onto the Gods that which belongs to them. The state shall respect the right of it's people to seek salvation beyond this life in whatever form that may take. Let the Gods tend to their flocks and we shall do the same with our own.
 
[X] Plan lets not kill each other
-[X] Vague - he made a few nods to specific precepts, but kept it short and sweet, declaring a revolution in the Avlandian Empire, and exhorting those who labored under the yoke of the aristocrats and capitalists to rise up and join them, for they had nothing to lose but their chains. This will not please anyone, but it won't offend anyone and will delay factions forming over the goals of the Revolution.


I'd rather not deal with factions when were still fighting our civil war
 
Week 1 Rumor Mill
Rumor Mill - Local

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

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

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

Rumor Mill - National

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

International News

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

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

What You Know:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Politics:

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


The Committee As A Whole - 5 free dice

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

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

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

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

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

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

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

Commissar of Diplomacy - 3 Diplomacy dice

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

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

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

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

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

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

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

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

Head Political Officer - 3 Politics Dice

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

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

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

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

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

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

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

Chief Economic Commissar - 4 Industrial Dice

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Assistant Secretary - 3 Intrigue Dice

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

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

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

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

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

[] Balink Support: Revolutionary sentiment still stirs in Balink. If you can fan those flames, you will gain another potent ally. Even if your efforts fail, you will still have distracted counterrevolutionary forces and delayed any efforts at suppressing you. DC 80/160. Benefit: Support for allies in Balink. Cost: ??
 
[] Talk to the Towns: There are more than a dozen towns within two day's ride. Each of these places was briefly investigated by the Red Guard and found to contain no major hostile presence, but they do contain oppressed workers, valuable industry, and raw materials. Visit them with a few infantry and Red Guard and persuade them to join your cause. DC ?? Benefits: Towns peacefully join you, satisfy your desire for action. Cost: Risky
[] Take the Towns: There are small towns aplenty scattered around with no defenses but rag-tag, demoralized civilian militias and a few bands of police. You will almost certainly have supporters in every one as well. Send out the Red Guard and the army to take control of these places, they will be vital for the spreading and success of the Revolution! DC: 0/??. Benefits: Gain control of many towns, increase to Resources and Aether, access to more raw materials. Costs: 1000 Red Guard, 2000-4000 Army
Looking at this, are these two actions mutually exclusive, or will they target different towns?
 
Note: This plan is just a draft. Don't vote for it.

[ ] Plan Speaking of Revolution
Chairman of the Central Committee of the United Kammanist Front - 6 free dice
-[ ] The Eight Hour Workday, 1 Chairman Dice
-[ ] Talk To The Towns, 4 Chairman Dice

Commissar of Diplomacy - 3 Diplomacy dice
-[ ] Theological Support, 2 Diplomacy Dice, 1 Chairman Dice, 1 Committee Dice
-[ ] Look into Laws, 1 Diplomacy Dice

Head Political Officer - 3 Politics Dice
-[ ] Integrate the Worker's Councils, 2 Politics Dice, 1 Committee Dice
-[ ] Starting Schools, 1 Politics Dice

Chief Economic Commissar - 4 Industrial Dice
-[ ] Guns and Ammo, 1 Industrial Dice (10 Resources, 1 Aether)
-[ ] Organize the Workers, 1 Industrial Dice
-[ ] Securing Fuel, 1 Committee Dice
-[ ] Launch Airships, 1 Industrial Dice
-[ ] Industrial Assistance, 1 Industrial Dice
-[ ] Light Warcaster Construction, 1 Committee Dice (10 Resources, 5 Aether)

Chief Commander of the People's Military - 4 Military Dice
-[ ] Patrol the City, 2 Military Dice (1000 Red Guard, 1000 Militia)
-[ ] City Fighting, 1 Military Dice
-[ ] Create the Office of Operations, 1 Committee Dice
-[ ] Scout Devrograd, 1 Military Dice

Assistant Secretary - 3 Intrigue Dice
-[ ] Follow Them, 3 Intrigue Dice

This is an incomplete plan that focuses on trying to get the towns via diplomacy. Partially because I'm not sure if we really have the troops to go for an actual large-scale operation to take them by force.

Anyway. Eight-Hour Workday so we're doing stuff for the Workers, Talk To the Towns to get the towns on our side and keep Zenus satisfied.

Diplomacy focuses on contacting getting the Priests to cooperate (and gets a heavy focus/support) and starts working on reform. Militia recruitment can wait for when we have enough warcasters to arm them.

HPO does work on Integrating the Worker's Councils so we're fulfilling our promises, and a bit of work on Starting Schools (I would be willing to swap this to something else, or just more focus on Worker's Councils if there is an argument for it.)

CEC finishes guns and ammo for obvious reasons, organizes the Workers for bonus (and it's her specialty). We're also securing fuel to provide some form of relief to our supply situation, launching airships for better scouts, and doing Industrial Assistance because we really need those extra dice (though the ?? Cost has me leery.) Light Warcaster Production so we can have basic small-arms production going.

The Military continues patrolling the city, trains in how to fight in cities (willing to switch on this) and scouts Devrograd.

Assistant Secretacy meanwhile, focuses on chasing down these bandits so we can root them out for good.

Note: I still have one Committee Die left. I'm torn between multiple options, from Creating an Office of Operations to putting an Ear to the Ground to Identify Mages to getting improvised explosives to... well, a lot of stuff. Anyone have any suggestions.

Edit: Went for Office of Operations in the name of More Dice.
 
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Note: I still have one Committee Die left. I'm torn between multiple options, from Creating an Office of Operations to putting an Ear to the Ground to Identify Mages to getting improvised explosives to... well, a lot of stuff. Anyone have any suggestions.
Either more resources or more dice would be my choice. If I had to choose though I'd go with Identify Mages which opens up several new options for industrial use of them. You can never go wrong with having more options to choose from.
 
I would prefer getting the Office of Operations.

Edit: Also, 4 dice on talk to the towns feels like an over commitment to me. I think Send Farspeakers is more important than looking into law.s
 
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Edit: Also, 4 dice on talk to the towns feels like an over commitment to me. I think Send Farspeakers is more important than looking into law.s
Counterpoint:
1. There are likely degrees of success which grant us even greater rewards the higher we go. As retaking this action is unlikely with the current towns, its best to maximize our gains with our immediate neighbors.
2. There are undisclosed consequences for not rolling well for our chairman. Better safe than sorry.
 
Actually, one thought.

@notbirdofprey So, do we have any idea of what's the actual status of Devrograd and:
Most of these troops were stationed at the Duke's estates. Some two thousand, a mix of the peasantry, police, and Imperial soldiers, were placed elsewhere. If they had truly heavy weaponry, it was with those soldiers.
These 2000 soldiers in terms of where they are? Because part of the turn says that it's under the Duke's control. Does that mean we know those 2000 soldiers are in Devrograd? Also, where are the Duke's estates?

Wondering if it might be worth it to take a gamble and go for Devrograd right now. Maybe with a bit of scouting done in advance of the army (if that's possible?)
 
You don't know where the other soldiers have been sent, just that they are somewhere separate from the rest of the army. Devrograd seems plausible according to those with military experience.
 
Alright. But, where is the Duke's estate? Is it a fair distance away from Devrograd? And will scouting Devrograd grant bonuses if we then march on it on the same turn?
 
[ ] Plan March on Devrograd
Chairman of the Central Committee of the United Kammanist Front - 6 free dice
-[ ] The Eight Hour Workday, 1 Chairman Dice
-[ ] Talk To The Towns, 4 Chairman Dice

Commissar of Diplomacy - 3 Diplomacy dice
-[ ] Theological Support, 2 Diplomacy Dice, 1 Chairman Dice, 1 Committee Dice
-[ ] Look into Laws, 1 Diplomacy Dice

Head Political Officer - 3 Politics Dice
-[ ] Integrate the Worker's Councils, 2 Politics Dice, 1 Committee Dice
-[ ] Starting Schools, 1 Politics Dice

Chief Economic Commissar - 4 Industrial Dice
-[ ] Guns and Ammo, 1 Industrial Dice (1 Resources, 1 Aether)
-[ ] Organize the Workers, 1 Industrial Dice
-[ ] Securing Fuel, 1 Committee Dice
-[ ] Industrial Assistance, 1 Industrial Dice
-[ ] Repair the Advanced Facilities (2 Resources, 2 Aether)

Chief Commander of the People's Military - 4 Military Dice
-[ ] Patrol the City, 2 Military Dice (1000 Red Guard, 1000 Militia)
-[ ] Scout Devrograd, 1 Military Dice
-[ ] Take Devrograd, 1 Military Dice, 2 Committee Dice

Assistant Secretary - 3 Intrigue Dice
-[ ] Follow Them, 3 Intrigue Dice

Alright, a slightly altered plan.

Instead of Office of Operation, it instead goes for Taking Devrograd (with some preliminary scouting that presumably goes in like, a day before the actual army.) It also takes away Airships and Urban Fighting training to place more Dice on this.

The reason for this is simple: Right here, right now, the vast majority of the duke's army is in his estate, a fair distance from the town. Only 2000 combatants are away from it, and let's assume they're all in Devrograd. The troops there also aren't his most elite troops, the Tiger stripes. Instead, they're a mix of regular army soldiers, policemen, and peasant conscripts that are constantly dealing with desertion. Furthermore, the Duke is wounded and not with that force.

Meanwhile, we have 6,000 Army soldiers (with landships and battle mage support, plus support weapons), so we can probably rely on outnumbering them 3-1. Add to that some of the Red Guard, and I think now is the best chance to take the town before the Duke can send in a more sizeable army to hold it. If we have the river crossing secured, it becomes a lot harder for the Duke to launch an effective assault against us.

One of the advantages we picked was a larger and higher quality army than we'd normally have, so let's see if we can make good use of it now.

EDIT: It's been said on Discord that Guns and Ammo is sufficient to get enough basic Warcasters for all our soldiers. With that, I'm swapping over to getting advanced facilities repaired so we can supply the army's more advanced equipment.
 
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Interlude: The Meeting
Lisov had not been a Kammanist for very long, but he was well and truly committed now. He had joined the Revolution in Selvada, fighting alongside the great mass of workers, but before that the closest he had come was attempting to join a newly formed union that had been crushed by the police. Even during the Summer Revolts and their strikes, he had kept his head down and simply avoided showing up.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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