Influence=1 (Father's reflected glory)+1 (Alms Success)+1 (Envoy)=3, one must be used for martial actions. (Any action with Martial anywhere in the dice pool.)
Title: Shakedown Cruise
Dice Rolled: Martial
Chance of Success: 60%
Time: ! Turn
Text: It is spring, and with spring comes spring training. Have the army march out around the area of Csrae, practicing maneuvers and getting any winter kinks out. Perhaps this will be vital experience that will help bind them together and work better in the future. Or perhaps it will be seen as a provocation, or will waste too many resources on what is not the actual war. It all depends on how it's framed...and done.
Title: Too Much Baggage
Dice Rolled: Martial and Stewardship
Chance of Success: 55%
Time: 1 Turn
Text: Currently the army is going to be slow on the field, with a huge baggage train. There's no time to truly institute major reforms, not this late in the game, but perhaps something could be done to at least speed up the baggage train and allow the army to briefly operate if it is cut off. Without the tactical and strategic mobility that Kiralo is used to, the army will be unable to do nearly as much as he expects any army, allied or enemy, to be able to do.
Title: High Maintenance
Dice Rolled: Martial
Chance of Success: 60%
Time: 1 Turn
Text: Currently the army is very expensive to maintain. Are there ways to keep the cost in some sort of check, while streamlining the process of making new weaponry and armor? Because once the army rapidly expands for the war, then most of the methods of getting new equipment and forming units are going to break down incredibly fast. So Kiralo could carefully try to contact, as the Envoy, large groups of blacksmiths to begin their business, while trying to figure out just how and in what ways the whole process might become just a little more efficient.
Title: Mother's Return
Dice Rolled: Diplomacy
Chance of Success: 10%
Time: 1 Turn
Text: Currently a long-shot, and more importantly not logistically viable, at some later date, Kiralo could try to get his mother's remains drawn up from where they rest, and transported north in order to be buried somewhere in the Imperial City, with the honors that he feels are due to her. It probably won't be happening this month, though. I mean, look at that 10%.
Title: Spare A Few...Thousand?
Dice Rolled: Intrigue, Diplomacy, Martial
Chance of Success: ???, variable
Time: 1 Turn
Text: The time has come to covertly ask to see whether or not the Provincial Governors and other authority figures who, in some cases, actually run the province, if they are going to stand with the Imperial seat. By calling on them ahead of time, Kiralo can make it so that they will be ready when the general call comes, but of course, if this is found out it ruins any surprise and could ratchet the tensions up even faster, driving towards the inevitable war at a quicker than desired pace.
-[] Choose two Provinces
Title: At the corner of Empire.
Dice Rolled: Diplomacy
Chance of success: 65%
Time: 1 Turn
Text: Hari-Bueli is a far-off province, and the governor has his own concerns. There have been rumors that Bueli has been raiding extensively, perhaps Kiralo could establish contact with him to learn more.
Title: Mountains and Forests
Dice Rolled: Diplomacy
Chance of Success: 70%
Time: 1 Turn
Text: Rerin is a heavily mountainous province whose forests are said to contain much of wonder and more of terror. Bordering more than a few provinces, with its governor sick and its succession in doubt, it might be far more important than one might think at first. Yet the opening gambit to talk to them is simple: a letter of concern and hopes for improvement to the Governor, and then see just what turns up.
Title: An Old Seat of Empire
Dice Rolled: Diplomacy
Chance of Success: 60%
Time: 1 Turn
Text: Once, Xissand was the seat of a rival Empire, formed in the breakup, classic history says, that followed the Fourth Emperor and led to the age of darkness in which the Emperor was forgotten. It has long since been conquered, its heretics purged, or at least as purged as any being on the planet, and it has long been loyal and fully Csiritan, lacking much of the blood (though there is some) of Xissand. Yet there are still many ruins that to this day remain guarded by powerful spirits or more powerful superstitions, or are hidden far away beneath rivers and within the craggy hills of West-Xissand.
Title: I Will Build A Wall
Dice Rolled: Stewardship
Chance of Success: 75%
Time: 1 Turn
Text: Sure to be a hit with the traditionalists in Hari-Su, increased border security around the forts would also firm up the line and tamp down on bandit activity, even if it would, at least in the short and medium term, barring a change in policy, lead to economic hardship for the traders, if not the peasants who no longer have raiders on their backs. In the medium to long term, if combined with a policy of more open borders, the forts could serve to protect trade routes, and be beneficial for all. Kiralo can hardly pull a lever and make it happen, but he can influence the court to perhaps give approval to the right faction. Certainly, it fits the general inclination of the court already.
Title: Open(ish) Borders
Dice Rolled: Diplomacy
Chance of Success: 40%
Time: 1 Turn
Text: There is no way to actually reverse the closed borders policy of Kuojah, but in writing and carefully influencing the missives the court writes, and in giving support to certain ideas and perhaps having his own mercenary company help interfere, there could be an unofficial opening of the borders in times and places. The danger, of course, is that if not handled right this could lead to bandits and general misery, but it is a policy designed to appease the merchants, both in Hari-Su and Hari-Os, and one that might align with Kiralo's own interests as well...even if there is a risk to the peasants. Yet, is it the right action?
Title: Respect My Authority!
Dice Rolled: Diplomacy
Chance of Success: 60%
Time: 1 Turn
Text: The Governor is a man that needs to be wooed, and whatever the long-term situation with his power over Hari-Su, in the short term befriending him and granting him an audience and a sympathetic ear to his plight might keep him from turning the wrong way, hopefully.
Title: Your Authority Is Lies!
Dice Rolled: Diplomacy
Chance of Success: 65%
Time: 1 Turn
Text: Mutually exclusive with 'Respect my Authority.' Come down on the side of those against the Governor's power and prestige. Either for the purpose of creating local autonomy of petty nobles, or for future efforts to centralize power under the Imperial Seat.
Title: Farthest North
Dice Rolled: Diplomacy
Chance of success: 70%
Time: 1 Turn
Text: Hari-Nat is the province that borders the vast and barely passable in the best of times mountains of the far north. It is often the province that stands out of the way of the major conflicts, waiting and seeing what happens, not strong enough to ever declare independence as some have during times of conflict, but not so weak as to be conquered and subjugated. Even its people are a little different, altered by the cold and harsh climate. Investigate into them more fully.
Title: A Stirring in the South, Part 1
Dice Rolled: Intrigue and Diplomacy
Chance of Success: 60%
Time: 1 Turn.
Text: Messages can be sent, thoughts can be had, on just what to do about the matter of Hari-Su and the Southlands. Their loyalty is neither sure nor unsure at this point, and more than that, figuring it out will be difficult, to say the least. But collusion with the Southlands, as long as it is not found out, has its own advantages in these matters.
Title: J'Accuse
Dice Rolled: Intrigue, Diplomacy
Chance of Success: ???, variable
Time: 1 Turn
Text: There is evidence in. Is it conclusive? No, no it isn't. But is it enough? Possibly. There is at the least enough of this evidence to accuse Prince Jinhai of treason and demand that he come to the Imperial Court to defend himself. Which he will not do. This would start, immediately, for better or worse, the war that might yet wait a month or two to begin. But perhaps it might be started on a better foot, or with the accusation ringing in the air...or perhaps the Imperial Court might benefit less from it than Prince Jinhai would. Everything is in the air.
Title: Rumors of Foreign Affairs
Dice Rolled: Diplomacy
Chance of Success: Variable, must get 40 at the minimum or it goes sour
Time: 1 Turn
Text: Perhaps an accusation is too much? But a hint. A word whispered in the ear of Hari-Su nobles already afraid of the Southlands, of Iritans who might stand stronger if they suspect that Prince Jinhai is the worst kind of monster, willing to make deals to destroy the Emperor...proof? Proof isn't needed if the rumors can take hold well enough.
Title: No Contracts
Dice Rolled: Martial, Intrigue
Chance of Success: ???, variable
Time: 1 Turn
Text: Kiralo has access to his money in the banks, and he has access to the networks he gathered as a mercenary, including among the courts. The matter would be to try to use these, from afar--the real difficulty--to try to thwart any plans to hire mercenaries or otherwise cause problems for the imperial side. The fate of the entire war might rest on whether Prince Jinhai is playing with merely the troops he can raise...or the troops he can pay for.
Title: People of the Sea
Dice Rolled: Learning and Diplomacy
Chance of Success: 55%
Time: 1 Turn
Text: The Sea-People did Csirit an uncertain good when they helped Hari-Os, but it is a good that might be appreciated. Often regarded as both less bad and worse than the normal barbarians, the Sea People are those who have done what is pure heresy, made strange mystical congress with the spirits of the sea, and so many of them are not entirely human in appearance or even outlook, and in addition to the Islands that house the large majority of their population, they are said to have underwater cities where those 'too far gone' rest. Of course, many things are said and only some are known, but Kiralo has seen men with gills or strange colored skin, or webbed toes or hands, and even the most 'normal' of the Sea People has a tie to the ocean and water far greater than even the most experienced Southlander sailor. Learning more about them, and perhaps cautiously contacting them, could be useful.
Title: Supplicants
Dice Rolled: Diplomacy
Chance of success: 13%
Time: 1 Turn.
Text: Begin the long bureaucratic process of opening up the distant possibility of perhaps having court ambassadors. At this stage, it's making the argument that other local powers should be allowed to send a train of supplicants to give and exchange gifts with Csirit, whom they would acknowledge as the center of the world and the greatest power that has ever lived, paying homage as their inferior status makes the only right action and the only just thing. It would be a first step on the road to slowly opening up Csirit, even if it would be fraught with perils on both sides of the negotiation: both the chance of offense and the chance of rejection are high, though the odds might grow better with events.
Title: Against the Enemies of the State
Dice Rolled: Diplomacy (Primary) and Intrigue (Secondary)
Chance of Success: 70%
Time: 1 Turn
Text: He has a list, and he can use that list. Kiralo knows a few people on it are probably innocent, but if he can convince Kuojah and the Imperial Court to censure them for their actions, he can in a single swoop harm the Governor's enemies and potentially make sure that everyone knows that any aid to the bandits will end well. It will also, rather importantly, gain the gratitude of the Governor, and who knows what that might be worth? Now's the time to act...or not!
Title: Checking it Twice
Dice Rolled: Intrigue (Primary) and Diplomacy (Secondary)
Chance of Success: 75%
Time: 1 Turn
Text: There are some names that seem not to fit. Some people who might be guilty. Kiralo could hesitate and take his time, going through and making sure by careful diplomacy and asking the right people to exonerate the innocent, perhaps winning their gratitude.
Title: Put Down
Dice Rolled: Martial, Diplomacy
Chance of Success: 60%
Time: 1 Turn
Text: An army is what is needed to lance the boil of the banditry, but beyond any difficulties with planning the campaign, and now is the time to act if there is to be any action before the boiling civil war. Convincing people will be difficult, but what other choice is there? [Starts a semi-war-turn]
Title: Task Force: Hari Bueli
Dice Rolled: Military
Chance of Success: 55%
Time: 1 Turn
Text: Sending an army to Hari-Bueli might not be the smartest decision, and it's also one that will take a lot of work to convince the throne to do, but it might be the key to gaining Hari-Bueli's support. And if it's going to be done, it needs to be done well. And that means time and planning, as well as working to convince people.