INTERREGNUM MONTH 5
Martial
Company Hires

DC: 20. Roll: 19 + 2 + 3.2 + 2 + 4.6

You're in luck, apparently - one Etrellan mercenary band, the Horns of Plenty, is currently looking to duck their heads for the next while, so their interests in disappearing into the countryside and your interests of having bodyguards happily coincide.

Interestingly, they don't seem to be as overawed by Ophelia-Oskaria - it could be that the disharmony is reducing the effect, but in the privacy of your mind you're hoping that you're right about the limitations of the spirit of Oskaria.



Intrigue
Whispers

DC: 10. Roll: 22 + 2 + 2 + 6.0 = 32.0.

Diplomacy
Requesting Barony Meetings

DC: 20. Roll: 20 + 2 + 2 + 4.8 = 28.8

You know that you will receive nothing but delays, on account of noble dignity and whatnot. The best that you can get is "we will consider this matter at the soonest convenient date for our parties," which, translated, probably meant in about another month or so, and without delay.

Well. No use hoping for the moon, you supposed.



Stewardship
Calculating Net Losses

DC: 25. Roll: 24 + 2 + 2 + 2 + 6.7 = 36.7

Stewardship
Documenting Conditions

DC: 15. Roll: 24 + 2 + 2 + 0.4 = 28.4

Piety
Reaffirming Oskarian Blessings

DC: 20. Roll: 20 + 1.0 = 21

The Aurora is cold and distant. Ramshackle houses continue to smolder, casting an ominous red gaze over the ashes of the camp. You note another house, and attempt to determine how many people lived here once. It takes you a few minutes, but you find the shards of a few spindles, and that alone tells you somewhere around three spinners lived in this house, which suggested somewhere between two to four foragers also under this roof.

Quietly, you draw a circle, and bury the spindles. That's the best you can do right now.

Ophelia stands at the door, white light gone from her body. Her frame is loosely rigid, like the remains of a sickly old oak devoured from the inside. You can only guess that Oskaria didn't want to spend any more time morosely staring at doors, it appeared.

Just as well for you.

"Come, Ophelia. Let's move on to the other thing we must do," you say, leaving the house behind you.

Ophelia stands unmoving as you pass her by, even now towering over you.

"Is it...really such a good idea? Can we even work with...it?" Ophelia asks quietly.

You sigh. "Let us set that matter aside for now, then. Come, and I will tell you a story."

Ophelia turns and quietly falls in step with you.

"Before I begin the story, I must warn you that it has been some time since I have heard this story recited to me, and unfortunately I was not the one blessed with the gift of tongues.

"Nevertheless," you say, seating yourself. "I shall attempt to relate it in proper fashion, and that means we ought to be seated in a small room beneath a cold ceiling, although on short notice, being seated shall do."

The ground is cold and uncomfortable, and the words stick, the old intonations sounding vaguely off yet resonant.

"There is a story every Colonist is intimately familiar with, since time immemorial. In the long ancient past, so ancient that not even a single stone has survived the passage of such time, once there was our clan. I spin a tale of a time before Justice carved itself out of order, before Wisdom had carved itself out of Time, and before even People carved itself into being. Should you reach far back enough, you would find that our clan predates the kingdoms, the Calamity, and the very rivers and mountains themselves.

"In this long ancient past, our clan eked out its living on the land. We lived, we died, and we prospered in the hills and the caves.

"One day, a Tyrant came down to our ancestral lands and demanded our clan follow its ways. Its ways were foreign, unnatural, and could not possibly sustain us all, so we refused.

"This displeased the Tyrant greatly, and so the Tyrant reached out and scoured one tenth of our clan without the slightest trouble. The Tyrant then threatened that each sunrise we refused to comply, that they would repeat what they had just done. Then, the Tyrant went to sleep.

"For one day and one night, our clan struggled. We tried hitting them - but our fists glanced off their skin. We tried biting - but found that our teeth broke before their skin was even scratched. We hurled stones, but found no more purchase. On and on through the first day and night, and we could not even scratch them.

"So in the midnight hours, we told ourselves that perhaps it was invulnerable when it was sleeping, but when it awoke we would have a chance.

"When the sun rose on the second day, the Tyrant awoke, opened its sleepy eyes, and batted aside our attempts to wound it. Oh, we struggled, but we posed no resistance to the Tyrant, and once again it scoured a tenth of our number before returning to sleep.

"So for the second day, we sat back, hopelessly defeated. Some called to escape the Tyrant, and some called to appease the Tyrant, and still others demanded to live where their ancestors lived and die where their ancestors died, for even in an era so far lost there were still the ancestors.

"And so it was this debate raged for one day and one night. We argued until the sun arose, at which point the Tyrant awoke and once again scoured one tenth of our number, uncaring of our debate."

You pause, and see Ophelia wordlessly watching the stars. From this angle, you cannot tell what she feels. You wonder if you have failed to tell the story correctly, or with the power it should carry, but nevertheless to finish the tale halfway would be a disgrace.

"I wonder if the stories diverge here. Some colonists say that this is where the clan stood, fought, and died, taking down the Tyrant at the cost of nine tenths their number. Others say this is where the clan escaped, leaving the Tyrant to chase echoes in the vast caves until the earth swallowed up the Tyrant.

"For our clan, the Appeaser won control - and so on the fourth sunrise, the Appeaser has the clan bow in reverence to the Tyrant.

'"We will accept your ways,' the Appeaser says. ' We accept your terms, so long as you spare our lives.'

"So our clan lived on beneath the Tyrant, through the depradations and injustices and the violations that the Tyrant visited upon our clan with abandon. We buried more than we birthed in those long years, as years turned into decades turned into lifetimes.

"But even the Tyrant was unable to escape time, and the Tyrant was such an existence such that it could never raise children of its own. So one day, the Tyrant died, and although our clan was halved in number our clan survived, and while the Tyrant themselves died we still carry whatever scraps of knowledge and power the Tyrant gave to us.

"Now, uncountable eons later, our clan lives to tell this story, while even the bones of the Tyrant have been swallowed by the Earth and crumbled into so much dust in the wind."

"That is the story passed down from the first generation to the seventh generation," you finish, breaking out of your rapturous tone. "Perhaps we will be unable to resist the predations of the Tyrant, but so long as we survive the Tyrant's gifts will be ours, and in time even the Tyrant will pass."

Ophelia sighs.

"Okay. Do what you need to do."

In light of recent events, this is rather unfortunate - in light of the historically minded among you, similarly. Note that Agueda is speaking in his own capacity as a Colonist who has integrated extremely successfully personally and as a member of a deeply integrated colony - his views and his stories are by no means universal.

You may want to stick a pin in this thought.



Learning
Special Tooling

DC: 25. Roll: 23 + 2 + 0.2

Piety
At the Edges

DC:???. Roll: 16 + 1.9 + 1 = 18.9

"A bust," Tekla says, knees dirty and hands stuffed into his pockets. "Couldn't find anything."

"Mm. Found nothing, or was unable to find conclusions?" you ask.

"Found nothing. Whatever this is, this is pretty far outside the Compact wheelhouse," Tekla angrily mutters. "And there is something - it's just not the usual unusual stuff."

"That…" Cormag says, hesitantly. "We have asked the local spirits, and they said there was nothing there, right?"

"I believe so, yes," you nod.

"So we are dealing with something that is notably atypical, is spiritual in nature, and hides itself from other spirits, correct?" Cormag continues, hands cupped in prayer.

"That about sums it up," Tekla angrily huffs.

"I may have encountered something like this in my studies, but I'm not certain - however, I think there may be someone who knows something nearby. At least, I hope old Palmira's still around…"



Random Event Roll: 36

The smoke plumes on the horizon tell a story. They tell a story of a rogue army of young patriotic men reveling in the murder and destruction of the hated other for which they blame all woes.

You want to interrupt.

But you don't think you can.

In other news, some local baron has made a whole thing out of a hunt they're about to do - which is curious indeed.



Salaries and Wages Expense: 5 Budget
Facilitation Expense: 4 Budget
Mercenary Expense: 5 Budget.
Research Expense: 6 Budget
Net Loss: 20 Budget

Remaining Budget: 94 Budget

The evidence you have laid out is thus far damning in your mind.

You have Regent Coburn's illegal orders to collect taxes multiple times, stamped in his name. You have a visualization and a description of the land he was obligated to protect as part of his domains and his oath to the church, and how he desecrated it with imported labor in contravention to his obligation to denote and regulate immigration into his capacity as minister of State, especially immigration of the special category.

Category one violation: dereliction of his duties to his peers. Category two violation: dereliction of his duty to the Compact.

However, you still lacked evidence of connecting overexploitation to his personal decisions, despite the fact that in order to conceal these work camps from everyone else he had to have been aware that there were work camps violating local agreements on land use. Furthermore, you'd need some proof that this overexploitation was ongoing, rather than a mysterious paroxysm of violence. Without those pieces of proof, however, it would be trivially easy to spin the devastation caused by your foolish introduction of an army into the region to be your fault.

You also lacked hard proof of how they came here in the first place. Hopefully you'd be able to get some answers from what you were tracking down.

Unfortunately, you don't know if you can truly spin a violation of category three: dereliction of duty to vassals. You simply lack enough information to tell.



Cormag advises you to talk with old Palmira.

Kerrie is in agreement that the suspiciously large and ostentatious hunting party is worth checking out.

Ophelia is slightly concerned about how much money you have left.

You need the testimony of the spirits beforehand at some point, and you're not confident in the memories of spirits.



You may spend as much money as you have available. You would be well-advised to find some sources of revenue, before the economy realizes how badly the lumber supply in the region was propped up by all the illegal foresting camps.

You have three [Free] Action that may be spent in any category.

You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on.

You have four more months to register evidence before you have to start tangling with the new Registrar of Evidence.

Ophelia carries a bright red glow in her role as Ophelia-Oskaria.

Martial (Choose 1) {Ophelia-Oskaria Action}
[] [Martial] Hunting Party

Officially, one local baron is going hunting. Unofficially, there sure are a lot of people in that hunting party. You may as well meet up with them in person. DC: 20. Cost: 2 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] Requesting Barony Meetings II

You laid the groundwork, time to see it through. DC: 25. Cost: 6 Budget.
[] [Diplomacy] The Merchant Elite

You don't know if the merchants are aware a market collapse is incoming, but you may as well give them a headsup. They might even pay you for it. DC: 25. Cost: 10 Budget.
[] [Diplomacy] The Cooperatives

On the other hand, if the cooperatives don't find out about the impending lumber supply implosion, they don't have the depth to survive. Truthfully, they probably won't have the depth to survive even with the warning - but maybe this can get you a little bit ahead of the curve. DC: 10. Cost: 0 Budget.

Intrigue (Choose 1) {Kerrie/Agueda Action}
[] [Intrigue] Hunting the Hunters

You want to find out much more about this "hunting party", and you are perfectly happy willing to find out without asking permission. DC: 25? Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Old Palmira

Cormag's mentioned talking to an old woman he calls Old Palmira, who might be able to help you narrow down whatever weird spiritual entities you've caught sight of. DC: 20. Cost: 0 Budget.
[] [Learning] Illusive Gear

It's still probably not safe to show your face - or, well, your body in public. Ditto for Cormag, who has it worse right now. DC: 15. Cost: 2 Budget.
[] [Learning] Trinkets

Your budget is running dangerously low. Perhaps it is time to offload some things. DC: 15. Cost: 0 Budget.

Stewardship (Choose 1) {Ophelia-Oskaria Action}
[] [Stewardship] Registration of Updated Data

You have compiled some more reports, and you want this in public record earlier rather than later. DC: 20. Cost: 1 Budget.
[] [Stewardship] Temporary Labor

If you're hard up on work you could find some odd jobs that levy your crew's vast talents to make some quick money… DC: 20. Cost: 0 Budget.

Piety (Choose 1) {Ophelia-Oskaria Action}
[] [Piety] Requesting Spiritual Testimony

You need testimony of the before times, and hopefully the nature spirits have someone calmed down and might be willing to provide it. DC: 25. Cost: 10 Budget.
[] [Piety] At the Edges II

On the other hand, Tekla feels like he might be able to just find whatever it is is out there by brute force, now that he has a better idea of the problem. DC: 25??? Cost: 2 Budget.
 
INTERREGNUM MONTH 6 ROLL CALL
Plan Zama wins, 3-2.

Roll me 9d100s, please.

Martial
Hunting Party

DC: 20. Roll: 22 + 5 (Tax Cut) + 2 (Blessings of Oskaria)

Cost: 2 Budget.

Diplomacy
Requesting Barony Meetings II

DC: 25. Roll: 20 + 3 (Cooperation) + 2 (Blessings of Oskaria)

Cost: 6 Budget.

Diplomacy
The Cooperatives

DC: 10. Roll: 20 + 2 (Enchanted Vestments) + 2 (Blessings of Oskaria)

Cost: 0 Budget

Intrigue
Hunting the Hunters

DC: 25? Roll: 22 + 2 (Tools of the Trade) + 2 (Blessings of Oskaria)

Cost: 0 Budget.

Learning
Old Palmira

DC: 20. Roll: 20 + 2 (Blessings of Oskaria)

Cost: 0 Budget.

Stewardship
Registration of Updated Data

DC: 20. Roll: 24 + 2 (Blessings of Oskaria)

Cost: 1 Budget.

Stewardship
Temporary Labor

DC: 20. Roll: 24 + 2 (Blessings of Oskaria)

Cost: 0 Budget.

Piety
Requesting Spiritual Testimony

DC: 25. Roll: 25 + 2 (Blessings of Oskaria)

Cost: 10 Budget.

Random Event Roll
Scheduled vote count started by huhYeahGoodPoint on Oct 20, 2020 at 11:15 PM, finished with 48 posts and 10 votes.

  • [X] Plan Random
    [X] Plan Zama
    -[X] [Martial] Hunting Party
    -[X] [Diplomacy] Requesting Barony Meetings II
    --[X] Add Free action to Requesting Barony Meetings II
    -[X] [Diplomacy] The Cooperatives
    -[X] [Intrigue] Hunting the Hunters
    -[X] [Learning] Old Palmira
    -[X] [Stewardship] Registration of Updated Data
    [X] Plan Back On The Hunt
    -[X] [Martial] Hunting Party
    -[X] [Diplomacy] The Cooperatives
    -[X] [Intrigue] Hunting the Hunters
    -[X] [Learning] Old Palmira
    -[x] [Learning] Illusive Gear
    -[X] [Stewardship] Registration of Updated Data
    -[x] [Stewardship] Temporary Labor
    -[X] [Piety] Requesting Spiritual Testimony
    [X] [Piety] Reaffirming Oskarian Blessings
    [X] [Piety] At the Edges
    [X] All In v2
    -[X] [Martial] Drumming Up Support
    -[X] [Diplomacy] The Cooperatives
    -[X] [Intrigue] Whispers
    -[X] [Learning] Special Tooling
    -[X] [Stewardship] Calculating Net Losses
    -[X] [Piety] Requesting Spiritual Testimony
    -[X] [Stewardship] Temporary Labor [Free action]
    -[X] [Piety] Requesting Spiritual Testimony
 
INTERREGNUM MONTH 6
Martial
Hunting Party

DC: 20. Roll: 22 + 5 (Tax Cut) + 2 (Blessings of Oskaria) + 8.1 = 37.1

Diplomacy
Requesting Barony Meetings II

DC: 25. Roll: 20 + 3 (Cooperation) + 2 (Blessings of Oskaria) + 9.2 = 34.2

Intrigue
Hunting the Hunters

DC: 20. Roll: 22 + 2 (Tools of the Trade) + 2 (Blessings of Oskaria) + 2.5 = 28.5

You had a lot of plans for how you were going to approach the situation, what would be best, who was the right figurehead.

Ophelia-Oskaria flared her presence, walked right into their camp, and politely requested an audience.

You find out rather quickly that many of these hunters are probably surveyors, or at least clerks - surely a real scout or hunter party would be less clingy to the roads. Strange, for what is effectively a small army on the move, less siege munitions. Although, some of those clerks did have suspiciously atrocious handwriting, so maybe they just replaced siege munitions with a really expensive artillery mage squad.

You figure that perhaps this survey group was meant to identify lands reserved for the baron in charge of the local region or something.

Ophelia-Oskaria asked them to explain themselves very nicely and politely with a hand on her glowing red stone.

The young baron Julio Serban quickly explains that yes, this is an armed force to survey the countryside, since he was supposedly receiving an endowment from the Coburn family of this land - the smoke plumes worried him, and while he was out he figured he may as well take a proper survey and mapping of his territories.

Ophelia politely asked for all of this in writing with his affirmation, and the baron and his servants nearly fall over in their rush to comply. She also tells them of what to expect - burned and exploited forests, along with bands of adventurers scouring the countryside for more Colonies established in the forests.

Oskaria then makes a decision for you. She tells the baron that these adventurers could be easily brought under his banner if he makes the right noises about cracking down on these colonies.

Implicitly, of course, these adventurers would receive no consequences for razing so many villages to the ground.

What terrifies you is that Justice has nothing to say on the matter, not even silence. The Justice you are supposed to be representing just...doesn't care.



Learning
Old Palmira

DC: 20. Roll: 20 + 2 (Blessings of Oskaria) + 6.5 = 28.5

Old Palmira's house is a den of fragrant smoke, carrying tantalizing hints of everything and nothing at the same time. Her delicately patterned and gorgeously colored rug speaks to a wealth of time or money, and probably both.

"Old Palmira," Cormag respectfully says. "I'm afraid I need to ask you for your knowledge."

"Ah…" Old Palmira rasps, toddering with a cane in hand. "Ah, young Cormag! How you've grown! Come on in!"

You're somewhat surprised that Cormag somehow manages to act more reverential than he normally does, but he manages the act anyway. Probably something to do with respecting his teacher.

She glances at you, one eye opening slightly.

"I think you had better come in too, young spider." Despite how warmly she says it you know you have no choice but to follow her in. "Especially if you keep making earthshattering discoveries."

Your mind blanches at the implication, and you drift through the conversation, wondering just how much the old woman knows. Is she just talking about the time you figured out the dragon's nest was a poorly rigged spell? Or is she talking about the box? Can you tell?

Round and round it goes.

"Ah, old Aunt Nezhin would know better, but I think your mystery spirits might be the fae, tricky little devils they are. Adept at the arts of concealment by all means, restricted to the forests, yet separate from the forest likely fits the fae best."

"In dealing with the fae, ironically enough, act as you would with dwarves. Treat carefully, for the fae have long memories and exacting word choice, although much like with dwarves, you will find that the word choice binds them much more tightly then it does you."

"I'm afraid that's all the help I can give you for now. If you intend to come back, and I would strongly advise you to do so, I'll need to make some...special preparations."

You leave with a lot of advice on the fae, and a decision to make.



Stewardship
Registration of Updated Data

DC: 20. Roll: 24 + 2 (Blessings of Oskaria) + 5.3 = 31.3

Meanwhile, you simply send along another packet of evidence along with a generous tip for all involved. You suppose that the postal service must be improving.



Piety
Requesting Spiritual Testimony

DC: 25. Roll: 25 + 2 (Blessings of Oskaria) + 2.6 = 29.6

You speak with a headless spirit of the forest, seated upon the stump of an oak nearly as old as the entire post Calamity era.

It gently whispers to you of what it once was, before being clear cut. It softly sings of an era when there was a forest here, when the traditions were respected twenty rings ago, before fellers appeared one night, as if out of a mist, and the young and old fellows fell overnight, as though there had been nothing there to begin with.

You ask whether it would be willing to repeat this so that justice may be done.

The forest, withered and dying, whispers only that they wish to start new growth and regrow, and so you explain that this is taking a cutting so it might grow in a more fertile soil.

Spiritual Testimony and exact date identified!



Diplomacy
The Cooperatives

DC: 10. Roll: 20 + 2 (Enchanted Vestments) + 2 (Blessings of Oskaria) + 3.3 = 27.3

Stewardship
Temporary Labor

DC: 20. Roll: 24 + 2 (Blessings of Oskaria) + 4.5 = 30.5

Random Event Roll: 98

The Second Great Reform


From the highest parapets to the lowest gutters, the decrees and promises of the Regent echo.

King Julius meant well, but the regime he had left behind was hopelessly corrupted by greed and evil alike. A thousand small interests carving out small exemptions and special rules has left Oskaria a hollow shell of your forefather's forefathers. Now, opportunity has come. From the heavens Oskaria's star shines, and the calamities that have swept the nation last year have demonstrated the inadequacy of the current state of affairs. It is time for Oskaria to restore itself to its past glories.

Thus, the Regent Coburn calls for a Second Great Reform. To this end, he calls upon not merely the official Sejm but a Greater Sejm, one including minor landowners and members of the clergy beyond the nobles themselves. Their first task will be to draft up grievance lists, so that the new order may better address long-standing ills.

In furtherance of this new Great Reform, the Regent furthermore proclaims freedom to publish and associate without royal interference. He claims this not from the temporary powers the Regency gives him, but rather a position of idealism and humility, that it is in the interests of a Great Reform to hear all ideas, no matter how inconvenient. It is only from such a vast swath of ideas, of course, that the choicest ideas may be refined into a new nation, and faithfully executed by its steward.

This hit at about the time you made yourself known as available for consulting and editing services.

Needless to say, you make a very handsome profit.

He also posted many other proposed reforms, or perhaps more accurately floated them in the court of public opinion through intermediary cutouts, and you start to see a pattern.

He intends to lead a Great Reform with him as the unquestioned king ruling over a population that feels heard and adores him, neatly sidelining the slighted aristocracy by promoting the church and the middle class.

Considering this was the man who you were sure conspired to violate his obligations and enact vast suffering for his benefit, you cannot allow his plan to succeed.

(But another quieter voice reminds you: reform was necessary. That much is patently obvious. Might not it be worth surviving a Tyrant to seize his gifts?)

That said, if the partying could pipe down for five seconds!



Service Revenue: 20 Budget.
Facilitation Expense: 8 Budget.
Spiritual Expense: 10 Budget.
Salaries and Wages Expense: 5 Budget.
Mercenary Expense: 5 Budget.
Travel Expense: 1 Budget.
Net Loss: 8 Budget.

Remaining Budget: 84 Budget.

You now have your spiritual testimony from the spirits of the forest.

It's time to petition the court of the fae.

You may spend as much money as you have available. The local economy seems to be buoyed by the recent talk of reforms - fingers crossed that tides people over as the market prices for lumber start to rise.

You have three [Free] Action that may be spent in any category.

You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on.

You have four more months to register evidence before you have to start tangling with the new Registrar of Evidence.

Ophelia carries a bright red glow in her role as Ophelia-Oskaria. You wonder how much still is Ophelia.

Martial (Choose 1) {Ophelia-Oskaria Action}
[] [Martial] Faerie Prep

You are fully aware that dealing with the fae could go badly. Best make sure you have a plan B ready. DC: 20. Cost: 5 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] High Society

Absolutely everyone is abuzz with the latest thinking, and you made quite the impression on the Antiguan nobility. They want your input, though of course there is an admissions fee… DC: 10. Cost: 4 Budget.
[] [Diplomacy] Lawyer Up

If there has been any group of people as excited about the Second Great Reform as the lawyers, you have yet to meet them - especially since the lawyers are outright paying you to come to their meetings. DC: 10. Gain: 2 Budget.
[] [Diplomacy] The Cooperatives II

The first people to start feeling the pinch is the cooperatives, and they're begging for you to hear them out and relay their concerns up the chain. DC: 10. Cost: 0 Budget.

Intrigue (Choose 1) {Kerrie/Agueda Action}
[] [Intrigue] High Society Infiltration

Just because you're not invited into their meetings through the front door doesn't mean you can't get in another way. DC: 25. Cost: 2 Budget.
[] [Intrigue] Tap Tap

Hello, network? Now might be a good time to get to work. DC: 20. Cost: 2 Budget.
[] [Intrigue] Covering Your Tracks

If you plan on getting rid of the Box, you need to outright vanish. Make triply sure of it. DC: 30. Cost: 4 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Old Palmira II

You're thinking in circles about this. She might know about the Box. She might not. You need to find out. DC: 20. Cost: 0 Budget.
[] [Learning] Tossing the Box

You know what? Why do you even have this accursed thing? Toss it. Don't keep holding onto a dragon's tooth if you don't know whether you're in or out of the dragon's maw. DC: ??? Cost: 0 Budget.
[] [Learning] Fey Aids

Now that you know that you're going to be trying to work with the fae, you can include certain things to make the process easier. DC: 25. Cost: 2 Budget.

Stewardship (Choose 1) {Ophelia-Oskaria Action}
[] [Stewardship] Registration of Updated Data

You have compiled some more reports, and you want this in public record earlier rather than later. Sealed, of course, to protect a lord's anonymity. DC: 20. Cost: 1 Budget.
[] [Stewardship] Temporary Labor

Ever since the Second Great Reform's announcement, absolutely everyone with a talent for writing and editing has been in high demand, and you can command a premium amount. DC: 10. Cost: 0 Budget.
[] [Stewardship] Law Review

You're not showing up to a law reform session half-baked. No, if you're wading in you're bringing in references. DC: Scaling. Cost: Scaling.
[] [Stewardship] Contract Drafting

Well, if you're going to be dealing with spiritual dwarves, better have your contracts ready and up to snuff. It might also give you a good opportunity to review the existing literature for them. DC: 25. Cost: 0 Budget.

Piety (Choose 1) {Ophelia-Oskaria Action}
[] [Piety] Into the Fae Court I

You know what you're looking for; a group of spirits independent of the Divine Gathering, skilled at illusionism, and absolutely dedicated to their contracts. This will be difficult. DC: 30. Cost: 2 Budget.
 
INTERREGNUM MONTH 7 ROLL CALL
Plan Concentrate On Fae & Moneymaking wins.

Roll me 9d100s.

Martial
Faerie Prep

DC: 20. Roll: 22 + 5 + 2

Cost: 5 Budget.

Diplomacy
Lawyer Up

DC: 10. Roll: 20 + 2 + 2

Gain: 2 Budget.

Intrigue
High Society Infiltration

DC: 25. Roll: 19 + 2 + 2.

Cost: 2 Budget.

Intrigue
Tap Tap

DC: 20. Roll: 22 + 2 + 2.

Cost: 2 Budget.

Learning
Fey Aids

DC: 25. Roll: 23 + 2.

Cost: 2 Budget.

Stewardship
Temporary Labor

DC: 10. Roll: 24 + 2.

Cost: 0 Budget.

Stewardship
Contract Drafting

DC: 25. Roll: 24 + 2.

Cost: 0 Budget.

Piety
Into the Fae Court I

DC: 30. Roll: 25 + 3 + 2. Your sovereign is your sovereign, and our sovereign is our sovereign. Do not confuse the two.

Cost: 2 Budget.

Random Event Roll
 
INTERREGNUM MONTH 7.1
Diplomacy
Lawyer Up
DC: 10. Roll: 20 + 2 + 2 + 4.3 = 28.3

Stewardship
Temporary Labor
DC: 10. Roll: 24 + 2 + 9.7 = 35.7

Intrigue
Tap Tap
DC: 20. Roll: 22 + 2 + 2 + 5.2 = 31.2

Intrigue
High Society Infiltration
DC: 25. Roll: 19 + 2 + 2 + 9.9 = 32.9


No event is ever unconnected.

It is the financial crisis that you only partially averted almost two years ago that drove the former occupant of your entire office floor out. Now you profit from their loss in order to acquire a binding ten year lease, paid in installments before the landowner fully realizes what a goldmine they're sitting on. You will admit, however, that you probably could not have pulled it off without Oskaria's help.

Except the lease is not for one office, even as tempting as that would be; no, you smell a real opportunity.

You lease the whole floor, and then immediately turn around to your lawyer acquaintances and tell them you're establishing a law firm with you as the consultant on site, always available for consultation, and with your name as the implicit guarantee to prospective clients. You not only promise that you will provide consultation, you also promise career guidance, and career promotion in a regular journal providing samples of all the promising attorney's best works in recent times.

You then turn around to your prospective clients, and tell them that you will be able to provide legal advising based on a handpicked team that will provide results no worse than if you had personally intervened - and the ability to review their legal chops in a private journal they will be able to access if they agree to come in for a consultation.

If this whole scheme worked, you could profit handsomely, continuously, and be paid thrice over for simply being available. Not to mention having a whole legion of underlings you could trust to continue the case should the Regent decide to step on a marked landmine and destroy his entire reform effort by some tyrannical yet technically legal letters of condemnation.

In order to make the scheme work, however, you needed to convince everyone involved to take a leap of faith, above and beyond how tempting this offer is.

Which is why you have Kerrie come in full plumage in order to appear as though you already had fabulously wealthy clients, and with only a bit of gumption and commitment, other lawyers could similarly profit.

The first batch of applicants come in shortly afterwards, and you're not particularly shy about welcoming in the young and untested; their drive and your occasional guidance should be enough to keep them from embarrassing you too badly. Moreover, with them attached to your work, you can have them begin to take advantage of all the job opportunities you used to have to decline out of lack of manpower.

Especially when you use your old network to start spreading the good word with potential clients seeking legal and writing help.

Then you start subtly inserting that Kerrie has always been a noble into the well of common knowledge, and quietly lean on a few of the minor noble servants to lean on their masters to acknowledge Kerrie.

Slowly, it simply becomes common knowledge that the fancily dressed lady is a lady not to be insulted by comparison, and despite the paint still drying on Agueda and Partners, the firm is already part of the street and a local vanguard for the reform efforts. By day the firm is a bustle of activity, bringing in clients and papers and frenetic talking; by night the firm becomes a local hotspot for after hours lawyers discussing reform at length.

By your estimation, this idea has become a spectacular success.



??? INTERRUPT

When Thevenet comes to your offices one fine morning, you don't recognize him. On the crowded streets of Antigua, a foreign man dressed in a tight headwrap draws only some notice, but the sight is nothing unusual - in fact, the foreign merchants tend to be your best customers.

The moment he steps in the door and sweeps his eyes over your office, however, you are already paying attention. His sweep is extraordinarily focused and practiced, gaze snapping in the way you know your own eyes snap. He is an assessor as well, one you recognize as perhaps peers if not equals.

"Greetings, learned one. I believe I am your third and a half bell?" he says, with a warmth your instincts do not believe for a moment.

"I believe that you are, mister Sangha," you warmly greet him.
"Thank you," 'Sangha' says. "I apologize for the rudeness, but I'm afraid one as busy as yourself would not deign to hear me out unless I presented myself with a reason for you to hear me out. Would you still grant me the pleasure of a few words of advice?" he asks. You consider rejecting him on principle, but inwardly sigh in disgust. You have your own principles, and you agreed to the meeting ahead of time. "Especially with regards to the spirits you are looking for," he offhandedly drops in.

You pointedly do not stiffen, but it feels as though a biting wind has blown over your spine.

"Ah, but where are my manners? I am Brother Thevenet to my associates and Sangha to my friends. A little old lady has sent me to help you with the fae, I believe you call them. Consider my advice to be at your disposal, no charge to you."

"Is that so, Brother Thevenet?" you archly ask. "I recall your consultation fees."

"Things have changed since then," Thevenet says, smile still sitting naturally on his face as his hands turns up. By this point you deeply suspect the trick is that he lets you read whatever you want into that expression. "Though if you really must be so insistent, I do have other business with the fae - or as these fae specifically prefer, the Melusine Commonwealth."

"And if we insist otherwise?" you ask, unwisely pointedly.

"Well, then I suspect we will both be worse off; you because you'd lack a local guide to the Melusine, me, because I will have to go explain myself to a rather irate old lady. Though I do have business in the Commonwealth regardless, so I believe we will see each other soon, regardless of your decision here."

So.

Thevenet had at least three agendas. He was to help your group succeed, spy on your group, and also do whatever it is he personally wanted to do in the Melusine Commonwealth.

His offer was local knowledge and expertise - and his threat was that you would not be able to find any alternative, because he or his group had chased all the competitors out.

"Though as an additional free piece of information, the Regent's man in the Melusine is Besim Rosenberg; in fact, he should be entering the realm as we speak," he says offhandedly.

Clearly he was adept at using his leverage too.

Tch.

Under better circumstances you could tell him exactly where he could take his advice - but for now his group had probably driven off or warned off all the other guides to the Melusine, and he knew you were on a ticking clock and was willing to press that fact.

Worse, you knew that one of the reasons he was going along with this whole thing was to not-so-subtly spy on you, both for himself and for whoever his actual employer was. He was too mercenary to be doing this out of the goodness of his own heart.

And if he was clever and not tied to some very obvious lodestone like Ophelia then he probably had accomplices.

One way to view the problem was simple: either invite the obvious spy into your camp, or don't. Inviting the spy into your group creates an incredibly obvious security vulnerability. Not inviting the spy doesn't.

The other way to view the problem came from your own experience: if he was watching you, you were watching him. From that perspective, the choice was exactly opposite: you had the choice of being able to monitor the man's activities with a twenty-five to one manpower advantage, or the choice of trying to watch the man in a foreign country.

And you needed that evidence, if you really wanted to make sure that the Regent was sunk beyond measure. Any evidence you could steal from him would not only be tainted, but would immediately give him pretext for destroying your entire case. Only the testimony from the Melusine Commonwealth would be both sufficiently damning and unblockable.

Damn.

[] "We gratefully accept."
[] "We must respectfully decline."
 
INTERREGNUM MONTH 7.2
Martial
Faerie Prep
DC: 20. Roll: 22 + 5 + 2 + 1.2 = 30.2

Learning
Fey Aids
DC: 25. Roll: 23 + 2 + 1.8 = 26.8

Stewardship
Contract Drafting
DC: 25. Roll: 24 + 2 + 3.3 = 29.3

Piety
Into the Fae Court I
DC: 30. Roll: 25 + 3 + 9.0 = 37.0

Random Event Roll: 20

Into the Melusine Commonwealth


Thevenet apparently takes his job seriously, and comes in the next day. Specifically, sometime just after three in the morning one of your triplines ring, but whoever was poking their nose into your scheme doesn't seem to have stuck around long enough for you to poke back.

When morning breaks and your office hours open, Thevenet arrives in slightly ruffled business attire. You make a note of his sloppiness - it may be a small personal choice, but people tend to be made up of all the little personal choices they add up along the way.

You, of course, greet him in perfect business formal, albeit somewhat….adjusted due to circumstances.

When you enter your business space, however, you notice a shift in register. His slouching form straightens, and his expression shifts from the smug grin of a good awakening to a narrow calculating focus. As you describe your plan, his focus wavers, but it is wavering between your map and the map in his own mind - he very clearly knows his stuff.

"You've got a good idea for most of your assembly, and getting Kerrie established as a noble is definitely a good way to disguise the more outrageous things you'll probably do. Most of your tools fall into place with the invention of Madam Kerrie - now your delegation looks like a nouveau riche trying to break in, which, in all honesty, it is. Two things stick out to me, though," Thevenet says, applying a razor sharp wit through the fuzzy imprecision of his own language.

"You've got to get Ophelia her own position in the group. Out here she's the Maiden of Light, but that's not actually an occupation - she never actually got a formal job with the King, so if she went she'd be treated as a separate group entirely. I assume that's not what you want, so I'd suggest using your new law firm to give her a formal position in the group. Remember, the fae are very literal - if you come in under the King's authority, you need to have formal positions given to you by the King."

Mm. Extremely reasonable and useful. So this was probably the good news.

"The other problem is that this means that your group has to have absolute discipline. You need to always be careful when you're doing things for fae; what grudges are to dwarves, favors are to the fae. You do a fairy a favor, they'll spend the rest of their lives trying to get out of debt to you. The fae do you a favor for free, they'll spend the rest of their lives trying to collect. In their domain, they get to collect."

You blanch. Thevenet nods.

"Mostly, though, things are at least workable. They're not quite as rigid as they used to be, and having me around means you can cut out a lot of the negotiations and counteroffers for the day to day affairs. The big problem I was thinking of was actually with the mercenaries. I trust you to keep your people in check; I do not trust your Etrellan mercenaries to successfully keep it in their pants," Thevenet says in a complete deadpan.

"Is sex such a huge problem?" you ask sceptically.

"There's a lot of taboos around sex, some of which I suspect is intentionally cultivated in order to create exactly this situation of forcing recompense," Thevenet shrugged. "Let's get the commander in before we discuss further, though."



The good captain, of course, asks the question in a rather distinctive manner.

"Are the Melusine girls so bad we need to threaten premature contract termination over it?" Captain Baroch immediately and distastefully punts over to Thevenet.

"Well, if your men decide to fuck the ladies of the lake, that's binding until death do them part. I hope that none of your men are married, because that one night stand is going to be the law of the land for them going forward," Thevenet casually shrugs.

"Well, mister diplomat. Is it worth it?" Captain Baroch asks, waggling his eyebrows.

Thevenet smirks.

"Captain, the same thing's true in reverse. They only get one shot too," he replies, eyebrows waggling.

Captain Baroch laughs uproariously. First his head leans precariously back, and then once he's rocked himself three times to the tipping point and no further, his body slams down and his arm descends, slapping his thigh mightily.

"Point taken, point taken," he says. "Sorry, buddy, but I'm gonna have to skip out on this. I don't think I would accept that deal for all the treasures under the hills, let alone all of my boys."

You look at him a little crossly.

He raises his arms innocently. "I know that I'm skipping out before our contract is up, and I'll pay out the early termination fee. I'm a man of my word, and fortune's always been my foremost friend; I won't hesitate to pay it forward now, you can rest assured of that."

Captain Baroch stands up, salutes you, and takes the Horns of Plenty with him out the door.

You look back at Thevenet very crossly.

"I'm truly sorry about this," Thevenet says, and you dearly wish that he was obviously lying, "but I thought it would be best to resolve this while you had the chance to make alternate arrangements, as opposed to discovering this imprudent fact far too late to do anything about it. As an apology, would you accept a recommendation for an alternate bodyguard group?"

You'd love to say no, but you probably can't.

Probably.



As you enter the Melusine Commonwealth, several things become clear. The cave system you had to enter through was dark and twisting - probably an intentional illusion that would help lose any would be pursuers, but the actual nation is a vast cavern underground, one that you cannot possibly fathom being the size that it appears to be.

Oh. Right. Illusions.

You very suddenly realize describing your surroundings as a lush array of farmlands and villages on a gentle rise leading to a high castle is futile to counterproductive; the vast majority of the landscape is probably illusory, and you can't be certain unless you start tossing rocks and finding out.

You hesitantly agree to let Thevenet speak your case to the queen first. When you enter the great crystal hall, it even seems like a good idea; you do not miss the shiver that passes through the honor guard when they see you, one that the queen apparently shares. Your image was unsettling to them? Something to investigate later.

Thevenet, meanwhile, presents your delegation as an investigation force into possible wrongdoings committed by the current King, against the case law without passing overriding legislation. Of course, there are multiple organizations behind the effort; he hopes the Queen understands when he says he speaks for them.

Besim, of course, is his usual self.

"Wh- but that's ridiculous! How can the King, who may I remind you, is force of law, conduct an investigation into the King for crimes against the King against the King's wishes?!" Besim whines.

"Quite easily," the Queen says in an exasperated monotone. Her hand raises, and the motion chokes off whatever sputtered retort Besim was about to make. That may actually be literal, you note.

"It has been a late night, and I understand our delegations are tired for tonight," and you notice her eyes are on Besim, "and there are still many arrangements we must all make," she says, glancing at Thevenet. "I invite our honored guests to enjoy our hospitality."

Wait, you suddenly realize.

Didn't Thevenet say that Ophelia would be counted as a separate group if she went alone? So if individuals could be counting as representing groups…

That rat bastard.



Service Revenue: 30 Budget
Salaries and Wages Expense: 5 Budget
Fee Revenue: 10 Budget
Spiritual Expense: 2 Budget
Equipment Expense: 5 Budget
Facilitation Expense: 4 Budget

Net Income: 25 Budget.

Remaining Budget: 109 Budget.

With the caveat that you want to be able to return to the Antiguan region with some frequency, there's only one place that will take you in; the honor guard's captain. When she removes her armor, however, you're somewhat surprised to see a ponytail and bone necklaces - orc heritage, perhaps?

Captain Sheona confirms as much; her father was an orc and her mother a fae, so she sympathized with the rough position you're in, and is willing to help you acclimate to the Melusine Commonwealth. Just tell her some good stories, and she'll call it even.

Thevenet, however, interjects with the actual negotiations, and soon you have your lease; by most measures, actually fairly reasonable. That done, Thevenet turns and leaves for elsewhere; he apparently has other lodgings in mind...and you can't really do anything to stop him, can you.

But with him gone, you can actually probe Captain Sheona. As a completely unprompted gift, you're giving her all the incense and crystals you had intended to use to get yourself entry into the Melusine Commonwealth.

Captain Sheona laughs, and takes it all without hesitation - the exact opposite of the behavior that Thevenet described as typifying the fae of the Melusine Commonwealth. Interesting.

You may spend as much money as you have available.

You have three [Free] Action that may be spent in any category.

You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on.

You have three more months to register evidence before you have to start tangling with the new Registrar of Evidence.

Ophelia carries a bright red glow in her role as Ophelia-Oskaria, but in foreign lands the influence is much diminished. Her mind is no lesser, and her presence is still awe inspiring - but only to those who call themselves Oskarian, it appears.

Martial (Choose 1) {Ophelia-Oskaria}
[] [Martial] The Warrior Monks Hospitaller

If there was any group of mercenaries who'd fit your needs, it'd have to be this infamously strict monastic order of knights. On the other hand, they came recommended by Thevenet. DC: 25. Cost: 6 Budget
[] [Martial] Sizing Up the Melusine Captain

Know yourself, know your enemy, and definitely know the people keeping a spearpoint practically on your throat. DC: Scaling. Cost: 0 Budget.
[] [Martial] Walking the Streets

If you're going to be staying in the City of Illusions, you want to at least know the place. DC: Scaling. Cost: 0 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] Court Reintroduction

Right, so since Thevenet has apparently usurped your primary mission for himself, you need to start jamming yourself back in, and try not to step on a landmine. DC: ??? Cost: 4 Budget.
[] [Diplomacy] Cards on the Table

You need to figure out what Thevenet's actual deal is, and whether you can't just buy him off or something, something to make him a less harmful ally. DC: ??? Cost: 0 Budget.
[] [Diplomacy] Making Friends

The Captain is apparently a friendly face, sympathizes with your position, and might have a different perspective. DC: 10. Cost: 0 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Thevenet Watch

You're not going to do anything to Thevenet, yet. On the other hand, Thevenet. You're certain he's hiding his capabilities and motives from you; this will certainly not be the last time you have to watch him carefully. DC: ??? Cost: 0 Budget.
[] [Intrigue] Captain Watch

If the Captain is hosting you, you want to know whose payroll she's on. DC: 20. Cost: 0 Budget.
[] [Intrigue] Besim Watch

Besim, technically, has the most foreign authority. You want to watch him, and if the opportunity arises to give the hapless asshole a nice shove, you'll take it. DC: 15. Cost: 0 Budget.
[] [Intrigue] Castle Watch

Whoever goes in and out of the castle controls the vast majority of the Commonwealth, and as a bonus observing the castle will prepare you for later infiltration. DC: 25. Cost: 0 Budget.
[] [Intrigue] More Shifts

You have way too many people who could intend harm and not enough people. You're going to need everyone to just pull more shifts. DC: 10. Cost: 3 Budget.
[] [Intrigue] Behind the Castle

Something is lurking behind the Castle, something everyone else seems to know but is desperate to keep concealed. DC: 25. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Trade Goods

Everything is worth something, you say? Time for some profits, I say. DC: Scaling. Costs: 2 Budget.
[] [Learning] A Favor for the Mage-Smith

Thiemo has mentioned that he wants to get his hands on some specialty stones in a deeply magical place. This is probably pretty close. DC: 30. Cost: 20 Budget.
[] [Learning] Old Palmira II

You don't know anything about the faction behind Thevenet, and you intend to find out more. DC: 10. Cost: 2 Budget.

Stewardship (Choose 1) {Ophelia-Oskaria Action}
[] [Stewardship] Case Construction

Well, you're here. If you want to get your hands on the documents, you need to assemble your case and prepare for counterarguments, especially since Besim is also here. The more work you do before your presentation, the easier it gets. DC: Scaling. Costs: 0 Budget.
[] [Stewardship] Presentation

When your case is ready, present it before the Queen. DC: 35. Cost: 4 Budget.
[] [Stewardship] Personal Touch

Your law firm is mostly running itself, with a bit of advice here and there; with your personal touch, you could take on some of the more profitable jobs. DC: 25. Cost: 0 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Spiritual Baseline

Every place has a spirit; it's simply how the spirits are. You don't know what they're like here, however. That is a deficiency worth rectifying post haste. DC: 20. Cost: 2 Budget.
[] [Piety] Ward Changing

You're not going to name names, but someone's already testing your warding scheme. You're going to make that considerably harder by changing it. DC: Scaling. Cost: 2 Budget.
[] [Piety] Ward Upgrades

On the one hand, you can't take it with you. On the other hand, you definitely don't want to cheap out on your wards now. DC: Scaling. Cost: 6 Budget.
 
INTERREGNUM MONTH 8 ROLL CALL
Plan I'm not awake yet wins, 4-0.

Roll me 11d100s.

Martial
The Warrior Monks Hospitaller

DC: 25. Roll: 22 + 5 (Tax Cut) + 2 (Blessings of Oskaria).

Cost: 6 Budget.

Diplomacy
Cards on the Table

DC: ???. Roll: 20 + 2 (Enchanted Vestments) + 2 (Blessings of Oskaria).

Cost: 2 Budget.

Diplomacy
Making Friends

DC: 10. Roll: 20 + 2 (Enchanted Vestments).

Cost: 0 Budget.

Intrigue
Thevenet Watch

DC: ???. Roll: 22 + 2 (Tools of the Trade).

Cost: 0 Budget.

Intrigue
Captain Watch

DC: 20. Roll: 22 + 2 (Tools of the Trade).

Cost: 0 Budget.

Intrigue
More Shifts

DC: 10. Roll: 22 + 2 (Tools of the Trade).

Cost: 3 Budget.

Learning
Old Palmira II

DC: 10. Roll: 23 + 2 (Blessings of Oskaria).

Cost: 2 Budget.

Stewardship
Case Construction

DC: Scaling. Roll: 24 + 2 (Tekla's Divination Compass).

Cost: 0 Budget.

Piety
Spiritual Baseline

DC: 20. Roll: 22.

Cost: 2 Budget.

Besim's Heated Gamer Moment In...[0/2]
(Normally, this would be an Event - but you know Besim is in the area and you know Besim is Besim, soooooo)

Random Event Roll
 
INTERREGNUM MONTH 8.1
Random Event Roll: 4
Cold Winter, Fast Winter, Long Winter

Martial
The Warrior Monks Hospitaller

DC: 25. Roll: 22 + 5 (Tax Cut) + 2 (Blessings of Oskaria) + 1.8 - 5 (The Second Winter) = 24.8

It should be the last days of autumn.

It should only be in the range of comfortably chilly.

The snowflakes begin falling at the beginning of the month. At first, it's a light dusting, a freak accident.

Then the second snow comes, two days after the first. That night, the third, now up to the ankles and the doors. In the afternoon of the third day, the fourth, and now boots and winter coats are coming out. By the time of the fifth snow in the first week, everyone realizes this winter will be long, cold, and brutal like the winter two years ago.

In the second week, a miracle seems to occur; the clouds clear, the weather warms up, and a brief period of warmth shines down on the region. Warmth sufficient to remind everyone that winter was coming, and warmth enough to churn the dirt roads into a muddy quagmire.

It is at this point that everyone very abruptly realizes there is an enormous lumber shortage.

Panic. Confusion. Madness that you are not present for.

Then the snow starts falling again.

Practically all travel grinds to a halt. How can anyone move through such high snowdrift and the biting winds?

You scrap your plans to reach out to the warrior monks. You don't think that they're going to be able or willing to dig themselves out of the castle they're wintering in until spring comes around.



Learning
Old Palmira II

DC: 10. Roll: 23 + 2 (Blessings of Oskaria) + 3.2 - 5 (The Second Winter)

Piety
Spiritual Baseline

DC: 20. Roll: 22 + 5.1

The Commonwealth

"Ah," Palmira says, opening the door to her cottage. You notice that the snow stays firmly piled up against the threshold and the dry floorboards - whatever it is she has bounding the house, it must be very good at keeping the warmth in. "Come in, come in. I was hoping you'd come. I'll make some warm tea for you all."

"Many thanks for your hospitality," you reply sincerely. Everyone except Ophelia knows better than to react to the exaggeration, but Ophelia-Oskaria is always able to simply substitute raw shock and awe for misdirection and subterfuge.

Palmira even seems to smile at the byplay. Actually, if anything she probably finds it hilarious, especially when layered on top of how she seems comfortably warm under her layers and near the warm fireplace, in contrast to your blue-faced and snow covered group.

Hm. How is she keeping her fireplace fed, considering the lumber shortage?

You try to distract yourself with thoughts like these while you all get settled down and warmed up - but of course, old Palmira is absolutely not interested in letting you avoid thinking about the trivialities like that.

"So, what brings you here? Are you here because Thevenet bit off more than he could chew? Someone poke their nose in where it didn't belong? Or are you just here to spend time with an old lady?" she says, grinning toothily.

"Well, I can't say either of those aren't reasons for coming here," you say, "but I must confess we're looking for answers for a more spiritual question."

"If that question is the question I think it is, then I can reassure you that these things are not so unrelated as they appear," Palmira says, sipping her tea. You crabbily file away that what she just said is practically the opposite of reassuring, and signal Cormag to explain.

"We're specifically wondering where the local spirits of the Melusine Commonwealth are - surely it should've been immediately obvious where the local spirits were, but all we could really tell was that there was some sort of unbelievably huge seal by the castle, and the greater Compact nearby - no city spirits, no river spirits, not even a household spirit!" Cormag animatedly asks, obviously desperately confused.

"That's just because you weren't looking in the right places - or should I say, the right persons. The Melusine is a bit of a special case because their people and spirits have directly merged; they could not have survived all these centuries otherwise," she says, taking another loud sip of her tea.

You're convinced the slurping is intentional. It can't be that obnoxious purely by accident. You're also trying not to think too hard about the implications of that seal being insufficient to hold back whatever was on the other side without it, and you've just failed quick think about the slurping.

"Even that is not nearly enough, but fortunately for the Commonwealth, the Divine Gathering has taken a rather extensive interest in their survival. That seal you saw is in large part the work of the Divine, not merely mortal hands.

"And in one last note; if you were wondering why the fae might have had a particularly bad reaction to you in particular, Agueda, I will reassure you that their fear is not unfounded."

Oh no.

No pure spirit or fleshly body can survive in the area over the long term, the Compact takes an overriding interest and designed the seal, and they react with fear to arachnoid body types?

"Indeed," Palmira smiles, and now her wrinkles make her age look dangerous rather than endearing. "The entirety of the Melusine Commonwealth is meant to seal away one Calamity Armor.

"So as a good woman of the Church, I hope you understand my dismay when about a year and change ago, we suddenly realized we lost track of a Calamity Key that we thought for sure we had tracked down, within only one day's hard travel of a known Calamity Armor."

You do not react. Tekla does not react. Kerrie does not react. Cormag at least knows to remain neutral.

Ophelia-Oskaria is never particularly subtle.

"Ah," Old Palmira says, and now the circlet around her neck begins to pulse. "So you do know something. In the name of Order, I do hope you'll share what you know. Rest assured, the Divine Gathering is not unreasonable - you will be compensated fairly."

[] Personally Agree
Hand over the Box of Frames, get one Favor from the Divine Gathering, get Palmira to sort out Thevenet and this whole business in the Commonwealth.
[] Yield to Ophelia-Oskaria
Ophelia-Oskaria is never particularly subtle.
 
INTERREGNUM MONTH 8.2
[X] Yield to Ophelia-Oskaria

Ophelia-Oskaria is never particularly subtle.

It is only a moment of hesitation. A lapse where the smart thing would've been to agree.

The red glow shines. The selfishly correct decision is shoved down your throat.

"Yes, we do know something," Ophelia-Oskaria languidly says, power suffusing the air so thickly you feel like you are choking on dry land. "What of it?"

"Did you not hear me the first time?" Palmira rasps, necklace shimmering as she tries to keep her airways open. "If you know something, it is your duty to report that to the Compact - !"

A chill descends. A howling whisper roars over your spine. You shiver as if you were plunged outside, in the freezing cold.

"The Divine Gathering has been reasonable? Don't make me laugh," Ophelia-Oskaria says, softly heralding the apocalypse.

"That's - ghk!" She breaks out coughing, holding onto her armrests for dear life. She's miscalculated, and suddenly realizes it.

You've miscalculated too. Thevenet was sent by Old Palmira to investigate you. It could be coincidence, but against mages of this caliber, you doubt it would be a mistake. You don't know who else is part of their organization. It might be workable if all you have is leads on Calamity Frame data, but if they find out your trip to the Melusine Commonwealth ends there and then.

"Great spirit, I swear upon my life and my honor that I speak honestly for me and those I represent - if you think that there is gain from Calamity, I tell you there is not! If you think there is a motive for the Divine Gathering aside from genuine well-wishes of peace, I tell you there is not! The Calamity rendered Vinimrond to ashes under the shattered skies once - surely we must all agree that that can never happen again?!"

"On the scales that we discuss, your life and your honor is cheap," Ophelia-Oskaria dismissively says. "Power enough to make the Divine Gathering respect Oskaria, rather than merely occasionally permit Oskaria to beg, in exchange for one woman's honor? This is a ridiculous trade," she says.

She just revealed you had the Box of Frames.

You still. Your habits are not as broken as you think, not with the howling wind in your spine and the bone cold freezing, and the terrible conclusion roiling in your gut as your mind outlines the necessary steps.

If you are to complete your mission in the Melusine Commonwealth - if you are to win your case at all - Old Palmira has to die right here and now..

[Lost: Title the Just]
-2 Diplomacy
-2 Piety
-Virtue: Justice


Let no one say you are not decisive.



The Bell of Calamity

When you reenter the Melusine Commonwealth, there is a great ringing sound. It sets every hair on your body to shaking. The tension is so electrifying you feel yourself torn apart and reformed in its passing. Only the fact that the streetlamps remain completely still alerts you that this is a soul attack like no soul attack you have ever felt before, not even near the dread mires.

Then you look for the source - and you know with a soul-solid certainty where the source is, and see the whole sky glow with an incredible radiance, drowning out the facsimile of the Aurora.

Then the false sky shatters, the future decouples from the present, and all hell breaks loose.
ARE YOU THERE?
Title Gained: The _ _ _ _ _ _ _ _ _
+5 Learning
-???
???




Besim

[???]

For Whom the Bell Tolls


The morning after the bell of calamity rings, the queen breaks through your door and thrusts a crumpled sheet of paper at the Captain. The queen appears feverishly pale and visibly wasting away. Sheona glances down at the letter, sighs, and gets up. Her face is stormy as she sharply throws on her overcoat and adjusts her sword belt.

"Don't go anywhere," she warns you. "I'm being called to clean up some foolishness. Keep the doors locked and barred until I return."

The Captain marches out, holding her arm out so the queen can use it as a crutch. The queen takes her arm, limping along.

You stare at their backs long enough to determine they're gone - and then Ophelia-Oskaria grabs your leg.

You bow for the moment.

Even now, you can simply wait and see.

Half the day goes by. Commotion and a mob breaks out outside, but you don't move. They shout death threats with such force it nearly caves in the walls, but nearly is not the same thing as does.

When the Captain finally opens the door, half of her overcoat burned in powdersmoke to the close boom of cannonfire, you simply nod in understanding.

"Terrible guest, that Besim Rosenberg. We're kicking him out once we finish with our business here."

You nod in appreciation, while everyone else merely sits up in notice.

She grunts, shrugs off her overcoat, and then gently reopens the crumpled letter. She glances at it with unfocused eyes, reading the memories behind the paper rather than the paper itself. Then she folds it and tucks it into her breast pocket.

"Two things: the queen delivered a prophecy recently. It is short and mostly unambiguous, which is half the reason for that whole mess," she says, waving off what must be a riot outside. "Here's the prophecy," she says, sucking in a deep breath.

We swept in the widening gyre,
Foreign sparks stoke the fire,
Behold the shattered heavens!
Behold as apocalypse awakens!
Behold our ashes in the pyre.


You sit in contemplative silence.

So those were the terms of the Divine Gathering's future.

Blame "foreign elements" for the death everyone was about to inflict, with a little dash of self-preservation thrown in.

You know Captain Sheona caught that contemplative look in your eye.

"Second thing, and the thing that 'Istro wanted me to tell you: prophecies are shockingly limited for how much people like to make use of them. They can be fulfilled by the dumbest things, and there's a decent chance that by the end of this whatever comes out of the whole thing will be rewritten to fit the prophecy, no matter how poorly the shoes fit. Don't change who you are because of the prophecy; do what you do because of who you choose to be, got it?"

You nod.

You always understood this.

The question is: has the world understood this?



Diplomacy
Making Friends

DC: 10. Roll: 20 - 2 (Enchanted Vestments) + 7.0 - (???) = ???

Diplomacy
Cards on the Table

DC: ???. Roll: 20 + 2 (Enchanted Vestments) + 2 (Blessings of Oskaria) + 4.1 + (???) - (???) = ???

Stewardship
Case Construction

DC: Scaling. Roll: 24 + 2 (Tekla's Divination Compass) + 6.7 - (???) = ???

Words words words. You know that it's important. You can even imitate the motions of your regular notions. But the words are so unimportant.

Yes, the Captain is proud to be both orc and fae. Yes, Thevenet is earnestly cooperating with you. It's a matter of pride for the Captain, and a matter of pride for Thevenet. Thevenet is genuinely interested in helping you out, though of course he'd like to be more than an attorney and client - friends, perhaps.

He cannot be allowed to know, but he does not know.

Captain Sheona is concerned for you, too; the worry is that you personally might set off some bad emotions among the lesser fae, but amongst the educated and the righteous you have nothing to fear.

(She worries too much; you were raised on the parable of the Tyrant, and you can hear - )

Thevenet, at least, picks up that you are anxious to be done with this whole business, and gladly cooperates with you in making the words correct on the page and the intent carried through.



Intrigue
Thevenet Watch

DC: ???. Roll: 22 + 2 (Tools of the Trade) + 8.3 - (???) = ???

Intrigue
Captain Watch

DC: 20. Roll: 22 + 2 (Tools of the Trade) + 8.9 - (???) = ???

Intrigue
More Shifts

DC: 10. Roll: 22 + 2 (Tools of the Trade) + 3.9 - (???) = ???

You and your dispirited band keep a healthy amount of vigilance, scrutinizing Thevenet and Sheona's every move. They do nothing especially harmful to your interests, as far as you can tell - mostly conventional guard duties and playboy diplomat things.

Nothing that would truly worry you.
Thevenet asks you once about the weather outside, and when you tell him that it's a freezing blizzard like the one two years ago, he shrugs and says New Years with the old granny might be a bit harder to get to. Then he goes right back to flirting with the fae.

Sheona, for her part, seems to take it as part of good fun and invites you to tromp around with the royal guard on patrol to make sure Thevenet does not get into trouble.

Your faculties are not so far gone that you do not recognize this for what it is - but frankly, this pettiness is ultimately irrelevant.



Service Revenue: 25 Budget
Fixed Assets: 4 Budget
Salaries and Wages Expense: 18 Budget
Spiritual Expense: 2 Budget
Facilitation Expense: 6 Budget
Net Income: 3 Budget

Remaining Budget: 112 Budget.

You must not touch the Box of Frames. You don't know why - no, you know why.

You may spend as much money as you have available.

You have three [Free] Actions that may be spent in any category.

You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on.

You have two more months to register evidence before you have to start tangling with the new Registrar of Evidence.

Ophelia carries a bright red glow in her role as Ophelia-Oskaria, but in foreign lands the influence is much diminished. Her mind is no lesser, and her presence is still awe inspiring - but only to those who call themselves Oskarian, it appears.


There is unfinished business here. You know what must be done.

Martial (Choose 1) {Ophelia-Oskaria}
[] [Martial] Hunkering Down

There are still roaming mobs around here, and for now you can still depend on the good word of the Captain Sheona. DC: ??? Cost: 0 Budget.
[] [Martial] Exit Strategy

Right, as soon as you finish up here you're getting out. DC: ??? Cost: 0 Budget.

Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] The High Seats

Currently, the high position is going unfilled. However, you may still be able to get somewhere if you get certain high ranking members to cooperate with you. DC: ??? Cost: 0 Budget.
[] [Diplomacy] The Right to Exist

Captain Sheona right now is fighting fae society alone. Cormag believes he can help. DC: ??? Cost: 0 Budget.

Intrigue (Choose 0) {Agueda Action}
[] [Intrigue] Enhanced Cooperation

Given what you know of the current landscape, you, the Captain, and Thevenet have many...common interests. DC: ??? Cost: 0 Budget
[] [Intrigue] Heightened Vigilance

Right now is the absolute last moment any of you should be contemplating giving anything less than your absolute maximum vigilance. DC: ???. Cost: 0 Budget.
[] [Intrigue] Package Removal {Kerrie Action}

Kerrie's just interested in some spring cleaning. DC: 25. Cost: 0 Budget.

Learning (Choose 0) {Agueda Action}
[] [Learning] Trade Goods

Everything is worth something, you say? Time for some profits, I say. DC: Scaling. Costs: 2 Budget.
[] [Learning] A Favor for the Mage-Smith

Thiemo has mentioned that he wants to get his hands on some specialty stones in a deeply magical place. This is probably pretty close. DC: 30. Cost: 20 Budget.
[] [Learning] Word Hunt

Some of those wordings are too specific to be accidental. Time to hit the books again. DC: ???. Costs: 2 Budget.

Stewardship (Choose 1) {Ophelia-Oskaria Action}
[] [Stewardship] Presentation

Whatever's come over the Queen, surely there must be someone you can present the case to in their stead? DC: ???. Cost: 4 Budget.
[] [Stewardship] Helping Hands

The law firm could always use more helping hands around here.

Spirits (Choose 0) {Cormag Action}
[] [Piety] Against Calamity

You stare against Calamity. You must ward against the Calamity. ??? DC: ??? Cost: 2 Budget. Repeatable.
[] [Piety] Interpreting the Prophecy

It may be worth asking for more clarification on this whole prophecy business. DC: ??? Cost: ???
 
Last edited:
INTERREGNUM MONTH 9
Watching the World Burn

Watching the World Burn wins 0-4.

Roll me 10d100s.

Martial
Hunkering Down

DC: ???. Roll: 22 + 5.

Cost: 0 Budget.

Diplomacy
The Right to Exist

DC: ???. Roll: 20.

Cost: 0 Budget.

Intrigue
Enhanced Cooperation

DC: ???. Roll: ???.

Cost: 0 Budget.

Intrigue
Heightened Vigilance

DC: ???. Roll: ???.

Cost: 0 Budget.

Learning
Word Hunt

DC: ???. Roll: 23 + 2.

Cost: 2 Budget.

Stewardship
Presentation

DC: ???. Roll: 24 + 2.

Cost: 4 Budget.

Intrigue
Touch Me

DC: ???. Roll: ???

Cost: 0 Budget.


Learning
Hear Me

DC: ???. Roll: 21.

Cost: 0 Budget.


Piety
Answer Me

DC: ???. Roll: 21.

Cost: 0 Budget.


Random Event Roll
 
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