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: ??