CASE: GRAINY RESOLUTION MONTH 4
Martial:
Out Afield:

DC: 15. Roll: 17 + 1 + 1 + 6.6 = 25.6

Diplomacy
Uprooting Society II:

DC: 22. Roll: 17 + 3 + 3.4 = 23.4

Allied Intrigue Action:
Staying Honest:

DC: 15. Roll: 19 + 3.4

Stewardship:
Organizing Distribution:

DC: 25. Roll: 22 + 4.7 = 26.7

Taking Root

You decide, given the situation, to take a back line role in this upcoming month. Cormag will be out front as your eyes, ears, and voice on the ground, while you organize the distribution and payment of your volunteer organization even as you draft a script for Cormag and the people he's instructing to rattle off. You coordinate closely with the Countess during the process, tipping the argument between her and her Head Maid about the advisability of sending her remaining agents afield.

Buoyed by the good news coming out from the farmers near the manor, the money and the potatoes spread at the speed of rumor, the mobs that formed in the past month giving way to the sheer promise of good harvests coming every season rather than every third. You're glad that the Head Maid and her helpers have largely been keeping the new organization honest; establishing and maintaining a strong institutional culture of honesty can only be a good thing, in your eyes. That doesn't mean you tell Cormag to stop organizing the peasants, however - you weren't foolish enough to believe that handing nobility more power wouldn't inevitably lead to them screwing it all up in your line of work.

So it goes. The money goes out. The agents go out. The potatoes go out.

And the shoots begin to rise, even as many farmers who had lost their first batch of potatoes to the mad crowds of farmers now racing for potatoes angrily sharpen their pitchforks and ready themselves for...something. Whatever it is, the agents on the ground don't know, and you really don't like the sound of it.



Intrigue
Screw Wahner

DC: 20. Roll: 22 + 7.5 = 29.5

The first thing the Wahners try to do in the beginning of the month is bribe the judges. The first thing you do is to steal that money right off the judge's nose, and leave the Wahners looking all the world like they just tried to stiff the judges. The second thing...well, you don't so much allow the second thing to happen, as you watch the fights unfolding and decide to...help them along, here and there. The fact that you get to help yourself to their treasury while they do it is just the thing to chase down a satisfying operation like that.

Gain: 6 Budget.



Learning:
The Root of the Issue IV

DC: 15. Roll: 20 + 8.7 = 28.7

Tekla continues his studies of the potato crops and its effect on the remaining soil. He doesn't note anything extraordinary, simply continuing his daily observation of the plants. He makes a small note that potatoes seem somewhat more vulnerable to cold weather, and that sufficiently cold weather might be able to kill the leaves without actually killing the root that's the real source of the potato's early growth.

You really wish you had paid more attention to that little factoid.



Piety
Local Politics II:

DC: 26. Base Stat: 22 + 2 + 5.9 = 29.9

Random Event Roll: 19

So it's as you start racking up all these successes in the wider implementation of potatoes that the weather turns against you. An unseasonable - or as unseasonable as it got with the unknown madness of the Aurora - cold snap suddenly hit the province, breath fogging and water freezing overnight. Instantly, vast swathes of the recently planted potatoes were frozen and killed, the farmers uprooting them the obviously killed plants. Your science was getting better - if nothing else Tekla was able to find that despite the plant dying the potato still lived - but your distribution networks were unable to get the news out, at least not in time to prevent a mass furor against the Countess' deception. The mobs howled that the traditional fallow-land crop would be able to survive the cold snap, and what did that foreign noble from Alanyiva know about Oskaria anyway?

The mood was worsened because of the split between the farmers close to the Countess, who had profited greatly in selling off their crops of potatoes for others to plant and the farmers who had accepted their potatoes at a high cost. These farmers had adopted the potato earlier - clearly on the Countess' prompting, who was also cavorting with monsters in the night - and had gladly profited from the sales of the cursed, poisonous crop. As far as the local spirits were concerned, this was all to the good: the potato was clearly a dead end if a cold snap like this could kill so many of them off, and to some degree any ruler had to rule by consent of the spirits, which the Countess evidently had not earned.

The tension builds and builds, angry muttering turning into angry marches turning into daily standoffs between groups of furious mobs trying to protect whatever gains they had staring down mobs of farmers who were convinced the lawlessness of the first group had led them to lose everything facing off against ... who knows. Regardless, the streets were tense, angry, and the moment someone throws a stone the land will drink deeply of the whole province's blood.

So of course, the neighboring Count Schmitt decides it's a great time to make everything worse by declaring war on the Countess, drawing upon the mutual defense pact that his family had with the Wahner family. Somewhat fortunately for you, the sheer hunger that even the Schmitt's small number of forces exhibit as they march into the territory seizing food and the fact that they imported their own spirits as they went about tearing up the old spiritual relationships makes the original local spirits much more amenable to potatoes - both to ensure the peasants they protected would have something to eat as well as a general ethos of "screw those invaders who aren't giving us anything".

Unfortunately, Baron Kaufmann chose either the worst or best time to stay conspicuously neutral, or at least drag his feet on the mobilization of the Countess' retinue-under-arms. The Countess was furious that she could only mobilize her limited forces loyal to her only - and dwindling by the day - but still the Baron dragged his feet. The mobs of angry farmers draw back to the respective armies, choosing to side with, or at least not oppose, whoever looks like they might protect or "protect" them - with the understanding that should the backing army leave that a bloody mob will follow shortly on its heels.



Other Income: 8 Budget.
Administrative Expense: 1 Budget.
Salaries and Wages Expense: 11 Budget.
Spiritual Expense: 3 Budget.
Net Loss: 7 Budget.
Remaining Budget: 67 Budget.

Well, there's a small army of about 20 cavalry and 40 support soldiers approaching the Countess' manor, who can only maybe call up five men-at-arms and twenty soldiers at best - the vast majority of the forces under her nominal control are actually answering to the Baron Kaufmann, who controls the real force of 100 cavalry and 400 soldiers in this province. Add to that a cold snap badly damaging crops and a populace one step short of starting mass pogroms and counter-pogroms, and the situation is on the brink of total disaster.

With 67 Budget remaining and an army at your doorstep, you are free to spend up to 30 Budget this turn.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.


Martial (Choose 1) {Kerrie Action}
[] [Martial] First Strike - Countess

You and the Countess will join forces to hit the Schmitt forces hard with only what forces you can call up and the element of surprise. Hopefully it works. Hopefully. DC: 23. Cost: 0 Budget.
[] [Martial] First Strike - Schmitt

...The King cares not who the tax comes from, only that it does. Given the low number of allied troops, you could just backstab the Countess... DC: 18. Cost: 0 Budget. ???
[] [Martial] Mobilizing the Baron

The Baron's either been bribed or chose to stay neutral for whatever reason. Hopefully a nice big gob of money will convince him otherwise. DC: 21. Cost: 10 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] Get With The Program

You need to defuse the situation, and that means toning the calls for blood in the streets and corpses in the fields way the fuck down holy shit. DC: 27. Cost: 4 Budget.
[] [Diplomacy] Uprooting Society III

The root cause of this issue is the death of the potato crops. Tekla has confirmed for you that the potatoes can actually regrow despite exposure to the cold snap, so if you can get the word out that the harvest isn't yet ruined you might yet be able to calm these groups down. DC: 25. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Screw Wahner

With recent events forthcoming, the Wahner family has jumped way down your priority queue - but you still probably need to keep them on their toes and at each other's throats. DC: 18. Cost: 0 Budget.
[] [Intrigue] Capture Schmitt

So...it'd be fairly risky, but you might be able to simply end the war before it starts by launching a night-time attack. Given the limited quality and trustworthiness of the Countess' forces, it'd practically be just your team, but... DC: 28. Cost: 0 Budget.
[] [Intrigue] Judicial Honesty

For a small province like this there are only a handful of judges - a handful which you can immediately bribe, and hopefully set in motion to get the Wahners at least out of your hair. Your manufactured embarrassment of the Wahner family can only help you here. DC: 15. Cost: 4 Budget.
[] [Intrigue] Staying Honest

You need to watch over the fledgling network that you and the Countess are setting up, and keep them from punishing theft or dishonesty. DC: 15. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] The Root of the Issue V

The cold snap has raised an urgent question: how well does the potato crop grow after losing it's plant stem? Can the harvest even be recovered at this point? Dispatch Tekla to actively find out. DC: 15. Cost: 0 Budget.
[] [Learning] Magical Mapping

The need for mapping out the local spiritual map comes with a new urgency, since the Count Schmitt's forces are actively going about tearing up the old networks. Help out the local spirits regain their footing, while also conveniently pinpointing the enemy forces' location DC: 23. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Bringing A Case

You no longer have time for "precisely tight legal arguments" - you mostly need the Wahner family to sit down and shut up, and you're willing to bring some charges which may not be completely watertight in order to do it. DC: 24. Cost: 2 Budget.
[] [Stewardship] Organizing Distribution II
Well, there's been a second round of uprootings and threatened violence, which means that you need to start using your fledgling network to go put the potatoes back into the ground and money into people's hands. Hopefully that calms the situation down. DC: 27. Cost: 6 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Politics III

Good news! The local spirits have decided to back your attempts. Bad news: it only took an army invading to cause it. You might be able to leverage this into a boon for your forces, and at this point you'd be foolish to refuse. DC: 25. Cost: 0 Budget.
 
GRAINY RESOLUTION MONTH 5 ROLL CALL
Winning the War Expensive Edition wins 7 - 4 - 1 - 1.

Roll me 7d100s.

Martial: Mobilizing the Baron: DC: 21. Base Stat: 17 + 1 + 2 + 3. Cost: 10 Budget.
Diplomacy: Uprooting Society III: DC: 25. Base Stat: 17. Cost: 4 Budget.
Intrigue: Judicial Honesty: DC: 15. Base Stat: 22. Cost: 4 Budget.
Learning: Magical Mapping: DC: 23. Base Stat: 20. Cost: 0 Budget.
Stewardship: Bringing A Case: DC: 24. Base Stat: 22. Cost: 4 Budget.
Piety: Local Politics III: DC: 25. Base Stat: 23 + 2. Cost: 0 Budget.
 
CASE: GRAINY RESOLUTION MONTH 5
Martial
Mobilizing the Baron:

DC: 21. Roll: 17 + 1 + 2 + 3 + 6.8 + 2 = 31.8

Learning
Magical Mapping

DC: 23. Roll: 20 + 6.5 = 26.5

Piety
Local Politics III

DC: 23. Roll: 23 + 2 + 3.0 = 28.0

+2 Martial, +2 Stewardship, +2 Diplomacy party-wide buffs for this month and the upcoming month.

To neglect the power of the spirits would be madness. One could love them, one could hate them, but the one thing nobody could do is ignore them and the power they wield.

Yet...that's the best explanation you can think of for why this province has gone so completely mad. None of the authority figures left in this province had displayed the piety necessary to the spirits, so naturally the spirits failed to give the support or blessings to their efforts - and since everyone else was, this made the authority figures look like shiftless people abdicating their duties - which in many cases, frankly, they were.

The Wahner family has been famously recalcitrant to make amends with the spirits, the Countess was a foreigner who hadn't yet learned the necessary rituals to appease the local spirits before high-handedly imposing her will on the province, and Baron Kaufmann...honestly you don't know what the Baron's excuse is. If you had to bet, probably indecisiveness, because that's how he got right into the middle of this mess anyway.

Needless to say, your team does not make this mistake. The mutual signs of respect and disrespect flow both directions - while Ser Tekla was largely proscribed from dealings with the Greater Compact, the lesser spirits could answer his offered gifts. Spirits could love you, hate you, but they still had to show some amount of respect for the mortals besides them. His use of the Gnarled Rod helps you identify the spiritual domains - making your job of speaking with them much simpler.

So while with the one hand you speak with the spirits to ask them what sacrifices they're missing or which direction the invading army is coming from, you listen with the other ear to what Kerrie is telling you about the Baron Kaufmann. The offered bribe money, shockingly, is rejected - the Baron doesn't care for wealth. He just wants someone to help cure his wife, who has been deep in a fitful slumber since late last winter. On the surface, he's fine, but when Kerrie finally dug the secret out the Baron broke down in tears.

With this information in hand, however, you went to the Kaufmann's family spirit to ask them what was going on. The Kaufmann spirit responded that Kaufmann had missed an important part of the ritual, and as such the spirit had simply decided...not to help last year, when a bout of tiredness spread through the province. The ancestor spirit could try to do something about the Baron's wife, but frankly the spirit wasn't doing anything for the Baron, who as far as the spirit was concerned was a recalcitrant truant who had dodged debt obligations.

With that information in hand, naturally you decided to use it to profit twice from the same piece of information.

You approached the Baron Kaufmann, who was shocked to see you walk in - he reflexively reached for his weapon when he saw your approach, and pointedly didn't remove his hand when you began speaking. You introduced yourself as Agueda the Just - who also happened to one of Justice's occasional voices, you explain. The Justice of the Balanced Scales had a message for the Baron, you smoothly lie. He had two outstanding obligations unfulfilled, and while both remained unfulfilled his wife would see no improvements.

The hand that reached for the Baron's weapons suddenly brings itself to the other, as the Baron collapses in desperate supplication, begging you to tell him what he needed to do.

You tell him of his unfulfilled obligation to his feudal contracts - refusing to answer the call of his liege-lord and refusing to answer the plight of those beneath him. The special emphasis is on answering the call and protecting the weaker - without the Baron showing himself to have at least that much answer, the spirit of Justice in his own house could not trust him to settle his outstanding debts to them, you explain.

The Baron begged you to tell him what the remaining debt was so that he could fulfill it, all traces of treating you like a monster gone. In his eyes, you were the voice of the spirits, and thus the answer to all his problems.

You bluntly respond that the spirits will not trust his repayment unless his own dishonor has been repudiated by valor in service.

The Baron gapes, before frantically nodding and calling up whatever troops he can on short notice, flying through the arming process as swiftly as he can.

He begs you to lead the group, as the spirit guide.

You accept, and lead his honor guard on the quest to regain his honor. You move by day and by Aurora-light at night, carrying supplies for only ten days with you.

If your map of the area and what the spirits were telling you were right, you would only need eight days worth.

Of course, you underestimated the Baron. On the morning of the fourth day, he led the charge out of the grey mists of the morning. Count Schmitt's forces, barely roused and without weapons, cannot put up a fight. His prized horses are tied to their posts, and their armor is off when the Baron's forces scatters the watch and takes the rest captive.

In keeping with the obligation, he claims victory in the name of the Countess, and brings the group back to the Countess, loot and all.

Which, of course, raises the question of what to do with them.

The Baron doesn't really care, however - once he accomplished the task of capturing Schmitt's desperately begged you for advice on what to do. You tell him that the ancestor spirit feels neglected, and his grave improperly maintained - go fix that, and Cormag will help you take care of the rest.

The Baron immediately speeds off at top speed, and you pat yourself on the back for a good week's work.

Or rather, Tekla does it for you, because your limbs don't have the same flexibility his does. Ah well. You win some and you lose some.



Diplomacy:
Uprooting Society III

DC: 25. Roll: 17 + 2 + 1.0 = 20.0

Your money flows out to the peasantry, trying to get them to put the potatoes back into the ground. You tell whoever you can in person that the spirits are happy - no, overjoyed - to accept potatoes in the ground, if they'd just do that! On your authority as an oracle of Justice! It's fine, no really!

But they do not believe you when filtered through two intermediaries. They barely believe you in person. As far as they're concerned, should a cold frost come early someone has failed to be properly pious - someone has failed to appease the spirits, and the rituals for what to do during a bad cold snap must be respected, even if the crop changes.

So when Schmitt's forces are driven away, these peasants are furious. Furious at the peasant mobs who had ripped up their one chance at feeding their families, before the cold snap had come and forced them all to take their potatoes out of the ground, scarcely edible. Furious at those impious mobs who had gone and ruined it for them, personally.

Furious enough to grab their sharpened pitchforks and torches.

The fields are watered with a tide of blood.



Intrigue:
Judicial Honesty

DC: 15. Roll: 22 + 8.3 = 30.3

Stewardship
Bringing A Case

DC: 24. Roll: 22 + 0.5 + 2 = 24.5

Screw it, someone had to be blamed for all this madness of invasions, of failures, and of the massacres that had occurred. You needed the Wahners out of your hair, and you needed someone to take the fall before everybody decided to blame someone distinctly more inconvenient for you.

So you decided to activate an old law of the commons, one dedicated to punishing those who had failed to meet their spiritual obligations. The judge is bribed ahead of time with money and the story you will present - that the misfortunes of this province can be laid at the feet of the impious Wahner family, who had failed to acknowledge their end of the spiritual obligations and had led to the moral decay of the province.

You know it's a lie, and you can feel the spirit of Justice's pointed absence.

But it needs to be done, you convince yourself.

So you set up the trial. Publicly.

The Wahner Family appears to the trial of the spirits, and judged by a hostile judge, naturally, they fail.

What remains now may be the true trial: hashing out exactly how their restitution to the province which they failed ought to be, as the peasantry and the landholders and even the Baron Kaufmann heaps abuse on them for abandoning their duties.



Random Event Roll: 41

As if to reinforce the malaise and madness of the past few months, a cough begins to spread. It doesn't appear to be anything truly serious or dangerous to the people, but with circumstances as bad as they are it is taken as a sign of ill omen - especially as the army bears down on the province now.



Administrative Expense: 1 Budget.
Salaries and Wages Expense: 7 Budget.
Other Expense: 4 Budget.
Net Loss: 12 Budget.
Remaining Budget: 55 Budget.

The bloody mobs have quieted down, their vengeance sated - but the spirits of the massacred families are now up in arms, demanding restitution for the violence lest they visit all manner of curses and evils upon the survivors. You've also captured the invading Schmitt forces, as well as sentenced the Wahner family to some degree of spiritual impurity, penalties for both transgressions to be determined. The last factor, of course, is that the army arrives next month, and will continue marching through the area for three more months.

Darkly, you note that the massacres mean that there's less native mouths to feed, so more food can go into the hungry maws of the army.

But you won't lie.

The food situation is bad. You need to set up a harvest season (3 months of food) of at least half-strength to avoid starvation in the province. Getting a full harvest season will prevent hunger in the province.

With 55 Budget remaining and few threats remaining, you are cutting back spending to 10 Budget maximum.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] To the Victors

As one of the leaders of the capture of the Schmitt, and as technically allied forces to the Countess' rather than as a direct subordinate, you can muscle your way into the negotiations and claim your own reparations. DC: 20. Gain: 10 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Uprooting Society IV

You must get the crops in the ground if you are to avoid starvation by winter's end. If you fail...at least the vultures will be full. DC: 20. Cost: 4 Budget.
[] [Diplomacy] Reconciliation

With your status as spirit guide and reputation as the Just, you can charge a service to settle small claims that finding an actual judge would take too much effort for. DC: 20. Gain: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Staying Honest

You need to watch over the fledgling network that you and the Countess are setting up, and keep them from punishing theft or dishonesty. DC: 15. Cost: 0 Budget.
[] [Intrigue] Sloshing The Lake

With the Wahners arrested and tried of some spiritual crimes, and with their already disorganized lot, you could definitely steal a little more maybe without them noticing - but, it'd be pretty limited at this point, and may cut into your other possibilities of revenue extraction. DC: 20. Gain: 4 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] The Root of the Issue V

Well, it's been a month since Tekla got to actively research the potatoes. Perhaps those half-formed potatoes from the misbegotten harvest may be still salvageable. You need Tekla to find out whatever he can about them. DC: 15. Cost: 0 Budget.
[] [Learning] Assisting the Baron

You don't know if the Compact has any good way to cure the Baron's wife, but perhaps Tekla might know something? DC: 25. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Organizing Distribution III

You'll need to get crops out in the field and the harvest to granaries that the army can use as it heads in. Time to take control of the network again. DC: 25. Cost: 4 Budget.
[] [Stewardship] Crime and Punishment

Well, you've got the Wahners convicted, at least. Now you have to get them with some sort of penalty, which means that you'll have to dive back into the legal minutiae to see what you can hit them with. DC: 20. Cost: 2 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Restitution

The spirits of the massacred families want restitution from the mobs, and are threatening to bring down curses and evils should they not be satisfied. Figure something out to placate them. DC: 28. Cost: 6 Budget.
[] [Piety] Replacement

The survivors get to write history. Just as mortals can be killed on this plane, so too can spirits on the spiritual plane. It'll be difficult, but... you could attempt to purge the land and replace them with your own chosen spirits. DC: 30. Cost: 0 Budget.
 
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GRAINY RESOLUTION MONTH 6 ROLL CALL
Alright, then, Harvest or Death wins 7-2-1-1. Update probably will be late tomorrow.

Roll me 7d100s.

Martial: To the Victors: DC: 20. Base Stat: 17 + 1 + 2. Gain: 10 Budget.
Diplomacy: Uprooting Society IV. DC: 20. Base Stat: 20 + 2. Cost: 4 Budget.
Intrigue: Staying Honest: DC: 15. Base Stat: 22 + 2. Cost: 0 Budget.
Learning: The Root of the Issue V. DC: 15. Base Stat: 20. Cost: 0 Budget.
Stewardship: Organizing Distribution III: DC: 25. Base Stat: 23 + 2. Cost: 4 Budget.
Piety: Restitution: DC: 28. Base Stat: 23 + 2 + 3. Cost: 6 Budget.
 
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CASE: GRAINY RESOLUTION MONTH 6
Diplomacy
Uprooting Society IV
DC: 20. Roll: 20 + 2 + 7.7 = 29.7

Intrigue
Staying Honest
DC: 15. Roll: 22 + 2 + 7.4 = 31.4

Learning
The Root of the Issue V
DC: 15. Roll: 20 + 0.6 = 20.6.

Stewardship:
Organizing Distribution
DC: 25. Roll: 23 + 2 + 9.1 = 34.1

Random Event Roll: 38


A province is still a big place. Your mind grasps the difference between 50,000 and 500,000 easily - and while the big cases of your career have involved great masses of 500,000, 50,000 people has it's own weight to it. Enough weight that you can organize people from across the province to go help in another - not through community bonds but rather the cold hard promise of specie and seeds. You really don't want the peasants from last month's murderous mobs to get near the extended family of the peasants they just massacred - that's asking for another round of bloodletting in a province that's already bled too much.

Or eyes, really, since you need to push for the mass planting this season. You were pretty sure that the food yields you needed out of this season were going to have to be full exploitation of the land, high intensity only. The only way you could achieve that and not starve during the winter season was through much broader adoption of the potatoes, a proper full implementation like the Countess had been pushing for all this time.

At the same time, you dispatch Tekla to apply field knowledge to taking care of the crops, carefully marking out the sites of mass graves and where others perished as he implements the lessons he learned from his small plot on a bigger scale. With the initial followers learning from him directly, you direct that initial group to break apart and teach their own groups how to plant and raise potatoes. By no means is this good; you're still leaving nearly everyone to learn how to eat and prepare potatoes on their own, and by rumor, but it works.

The money you dispatch to the countryside, and the wheat, and the potatoes all goes out under your watchful eye, and while you still need to personally smack a few miscreants who still believe they can cheat you somehow, your organization is slowly becoming less prone to corruption - there's still definitely preferential treatment to close family and friends, but you're managing to keep them moving the money and potatoes where you want it.

But it is not as much as you want.

And you know this, even as you help the Countess organize the shipments of grain coming in from the countryside in order to feed the incoming army. There's even more of an issue there, as the army unit you were dispatched was more cavalry-heavy and more aligned with the Count Schmitt than you were expecting - but that ultimately meant that the Countess' peasants would have to rely even more heavily on the potato than originally hoped.

So it goes.

The first batch of the army is fed, and the food stores will be depending on an early harvest and a diet cut to the bone, but complete starvation should be averted.

Should.



Martial:
To the Victors
DC: 20. Roll: 17 + 1 + 2 + 5.6 = 25.6


The case is simple and straightforward. As one of the key leaders of the war-party, you are entitled to a share of the war spoils. The Baron Kaufmann sends for you in person, and he greets you by the side of his sickly, bedridden, but awake wife to give you your reward in person. He had to beg the Countess to let him do it, but he felt like he needed to show you his gratitude in person. You're flattered, of course, -

Please speak with his man-at-arms, he interrupts.

You bow gratefully, and go to collect your profits.

+10 additional Budget.



Piety
Restitution
DC: 28. Roll: 23 + 2 + 3 + 9.5 = 37.5

Critical Effect: Restitution II


But there is a more important work to be done first.

A work that must be done to placate those whose hatred left behind their own malignant spirits, merging with the tatters of their families' to demand restitution. The first thing that must be done is identification and burial, and you bluntly demand that the Countess and her retinue assist you. They need to help make an in with the remaining spirits, since their failure to consult or appease the existing spirits is partially to blame for this entire situation spinning so badly out of control.

Guiltily, she agrees to help, and at gunpoint you conscript landholders and the survivors to identify the bloody remains of those thrown into the mass graves by the madness of the past months. Landholders who had never once cared for the names and faces of the peasants beneath them in life suddenly took an extremely keen interest in such matters in the peasant's deaths, offering sacrifices and recognition to spirits of households they had never cared for before. Peasants whose bonds extended through the closeness of camraderie instead of blood adopted the weight of households obliterated, and the former landholders were essentially forced at gun and cursepoint to give up those lands to the newly freed farmers who bore the legacy of those massacred families on their backs.

On the spiritual side, you successfully bargain for a stay of execution, or at least a stay of indiscriminate curses - provided justice was obtained for their families. You acquiesce, offering to communicate their own demands for recompense to the spirits of the families that had so wronged them at the boundary of life and death. On the opposite side, you communicate to the spirits of the surviving families that genuine, honest recompense must be given on their account - lest you call down the really powerful spirits and force everything to become significantly more complicated. Some understand immediately, and for others you need to flare your presence and threaten to put Justice, Unrelenting and Unforgiving on the line - and for the truly recalcitrant you mark them down and tell everyone else that they're unable to be reasoned with. You'll still want to make good on your threat later, of course, but for now...

For now, the wounded spirits were calling for restitution and demands instead of levying curses indiscriminately, and the spirits of the offending families were at least somewhat receptive to making amends. They still needed to live together, after all.



Service Revenue: 20 Budget.
Administrative Expenses: 0 Budget*
Salaries and Wages Expense: 11 Budget.
Spiritual Expense: 6 Budget.
Net Profit: 3 Budget.

Remaining Budget: 58 Budget.



I kind of procrastinated on this one too long after my first exam today. I then have a second one that I need to be taking pretty much any minute now, so there's no way I can draft plan options now either.

Because of that, there's really no reasonable way we're going to be able to have a good plan-making and rolling session in time for a daily update, so we're going to do another Interlude vote.

[] [Interlude] With Nothing But A Gesture
To be respected requires two things: the power to change the world, and for the world to know what it means to have that power exercised.
[] [Interlude] Dreaming of a Distant Home
For some of those sent away from home, to return home is at once the peak of unreasonableness and yet the only goal worth striving for.
 
Interlude: With Nothing But A Gesture
Interlude: With Nothing But A Gesture

The Western Insignificant Ones have grown unruly.

Though as the new Dragon That Overturns Heaven And Earth, truthfully speaking, everywhere grows unruly. Any trueborn Dragon understands the principle that even the most insignificant of the Heaven Splitting Beings must continuously search for new areas to grow, lest their scales grow restless and their stomachs empty of fill. An army of Lesser Ones led by yourself, then, must be an even greater hunger - and thus drive an even greater need to roam for food. So thus, after you have spent half your life granted to you by the thrice-cursed Accords of the Western Spirits, you need to find somewhere with the richness of grazing and conquest that your army and your stature requires.

You huff, annoyed.

A grassy knoll is instantly cleansed of green, burning away in the wake of a white-hot breath.

Damn, you knew that to go west and assist the Accords of the Western Spirits in their Crusade was the best outcome you could hope for - free grazing, free conquest, and with great honors bestowed upon the victors. It galls you that the Accords of the Western Spirits believes that you are sufficiently cowed by their idle threats and enticed by such a naked offer to die in place of the ones they favor more, but you cannot find disagreement with their intended goals.

"Father, this is a trap," your unruly daughter tells you unprompted.

You shush her with a ray of fire. You tune her yips out with a dismissive thought, rationalizing that if she was the true dragon she should have been, she would not have been hurt by such a light rebuke - not that she hadn't earned much harsher rebukes in the past.

You could honestly care less if this was a trap. Mighty you were, yes, but that was no equivalent of being a fool, especially not for the Western Spirits.

But that was the key factor. Just because the Western Spirits asked that you only come and sear the transgressor out of history and leave all else untouched did not mean that you would. They had clearly intended their thinly-veiled threat and appeals to the honor of the Spirits, but.

You were mighty, and yet the Western Spirits believed you to be so easily cowed.

Very well.

You roared.

The ground quaked, firm ground soiling itself until marsh surrounded you. The heavens shook free of rain and clouds, and for an instant you even believed you had shaken the Aurora loose.

The Army of Wyverns and Dragons alike answered your call.

You would go west, to smash flat the one the Western Spirits were so afraid of. Then you would smash flat the armies the Accords of the Western Spirits were so proud of, and remind them of who was truly mighty. You would repay every indignity your forefathers had endured, and you would ensure that your name would be seared into the annals of the world for all eternity.

Yes, this was a worthy cause indeed.



Remaining Budget: 58.

The land is at peace. Ill at ease, as the armies march through and demand the meager stocks of the survivors of the madness of previous months, but at peace. The Schmitts have been allowed to redeem themselves in the Crusade, but with a significant indemnity to your forces. The Countess, enriched by her victory over the Count, agrees to shoulder the cost of financing your fledgling new organization.

But you know better than to pretend all is well. The army on the march consumes an incredible amount of food, and for all that you know that this province is strained as is, there is no spare food to be bought from the neighboring provinces - who all must host the passing army. You are desperately counting on the harvest to remain full and plentiful come in two months, or else hunger is a surety and starvation is a possibility.

With 58 Budget remaining and few threats remaining, you are cutting back spending to 10 Budget maximum.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Army Discipline

Whenever an army marches through, there are always cruelties visited on the populace. It is an inevitability - and yet that does not mean justice cannot be done. See to it that the commanders of the forces see justice done. DC: 25. Cost: 0 Budget.
[] [Martial] Visions of the Future

Well...you're definitely not the kind of conventional oracle that the army's come to expect, but you are a channel to the spirits, which the Baron Kaufmann has been busy extolling. As a bonus...the army does pay quite handsomely. DC: 20. Gain: 6 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Small Claims

With your status as spirit guide and reputation as the Just, you can charge a service to settle small claims that finding an actual judge would take too much effort for. DC: 20. Gain: 4 Budget.
[] [Diplomacy] Large Claims

The wronged spirits call for justice against the murderers of their families - the stay of judgement was just that, a stay in the judgement. You need to start bringing the ones responsible to a justice - and that means you have to convince them to show up. DC: 25. Cost: 2 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Ear to the Ground

Honestly, at this point your organization has learned through trial and error how to stay mostly forthright - while the incoming army has complicated matters slightly, you've been able to keep a lid on it. Still, it'd be good to keep track of them. DC: 18. Cost: 0 Budget.
[] [Intrigue] Shaken Loose

The army is a fantastic place to find some loose items and blackmail - though certainly you'd never publicly admit to it. DC: Scaling. Cost: 0 Budget.
[] [Intrigue] Shakedown

By this point, the Wahner family coffers are basically completely looted by the people who had closer access to it, but if you act fast you might be able to shakedown just a little bit more. DC: 15. Gain: 2 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] The Root of the Issue VI

At this point it's just dispatching Tekla to keep an eye on whether an unexpected blight might be spreading - but given the desperately thin rations that is an extremely salient concern. DC: 15. Cost: 0 Budget.
[] [Learning] Enhancements

Alternatively, you know that Tekla's been given an esoteric toolset that would make many smiths jealous. Perhaps you can have him leverage this into equipment improvements for selected individuals of means. DC: 22. Gain: 6 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Organizing Distribution IV

With the demands of planting over and done with, you now mainly have to keep shuffling around food into the Army's hands, and keep making sure that the army doesn't ransack more food than you're trying to conceal - or worse, get into your seedstock. Honestly, you could probably just leave this to the Countess. DC: 15. Cost: 0 Budget.
[] [Stewardship] Crime and Punishment

Well, you've got the Wahners convicted, at least. Now you have to get them with some sort of penalty, which means that you'll have to dive back into the legal minutiae to see what you can hit them with. DC: 20. Cost: 2 Budget.
[] [Stewardship] Accurate Reporting

How the hell are you going to explain...any and all of this madness to Vivien, let alone the Sejms? You don't know, but maybe it's time to start seriously thinking about it. DC: 20. Cost: 0 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Restitution III

For the next step in the process, you need to start calling down the spirit of Justice to oversee the really recalcitrant spirits, as well as bringing Justice into the conversation in general. DC: 25. Cost: 0 Budget.
 
GRAINY RESOLUTION MONTH 7 ROLL CALL
Tying Up Loose Ends wins unanimously, with 10 votes as of this call.

Roll me 7d100s.

Martial: Visions of the Future: DC: 20. Gain: 6 Budget. Base Stat: 17 + 1 + 1.
Diplomacy: Large Claims: DC: 25. Cost: 2 Budget. Base Stat: 20 + 3.
Intrigue: Shaken Loose: DC: Scaling. Cost: 0 Budget. Base Stat: 22 + 2.
Learning: Enhancements: DC: 22. Gain: 6 Budget. Base Stat: 20.
Stewardship: Crime and Punishment. DC: 20. Cost: 2 Budget. Base Stat: 23.
Piety: Restitution III: DC: 25. Cost: 0 Budget. Base Stat: 23.
 
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CASE: GRAINY RESOLUTION MONTH 7
Martial:
Visions of the Future

DC: 20. Roll: 17 + 1 + 1 + 3.0 = 22.0

Intrigue:
Shaken Loose

DC: Scaling. Roll: 22 + 2 + 0.9 = 24.9

Well, your reputation is almost certainly being overhyped by the Baron Kaufmann, especially since your specialties lie more along the lines of communicating with local spirits rather than asking the truly powerful spirits about the direction of events like an entire war.

Bluntly put, however, the army needs the morale boost and liberating cash from noble coffers is frankly it's own reward.

So you do it. You dress up, wave some nonsense about, bribe some spirits backstage to provide visual effects, and pronounce that victory for the Crusaders were assured so long as they had faith in the cause and faith in their comrades. In some sense it was even true - the moment the soldiers lost that faith, routing was imminent, while faith and faith alone could turn a hopelessly grim situation into an assured victory.

You're sure the lightning you called down from the blue made quite the impression, given the sheer raucous overwhelming response you received from the crowd.

That you needed a few people to be willing to sacrifice more than they had initially expected to sacrifice in the ensuing feast, of course, is completely incidental.

Gain: 10 Budget.

[] [Loot] Items

You can steal one good tool or two - as a sacrifice to the great gods of war, as the nobles will understand it.
[] [Loot] Money
You could also simply steal cold hard specie, and the nobility will even probably consider it a good deal.
[] [Loot] Box
There are some items that the nobles are clearly uncomfortable with carrying, but feel they must as part of their obligation. Relieve them of it.



Diplomacy:
Large Claims:

DC: 25. Roll: 20 + 3 + 6.7 = 29.7.

Piety:
Restitution III

DC: 25. Roll: 23 + 0.2 = 23.2

The Day of Black Sun

You manage to successfully bring out the recalcitrant spirits out to trial, almost forcefully dragging the spirits of the household out by the ear to answer for what their charges did to the spirits of the massacred families. It takes coaxing, bribes, and naked threats, but you manage that, with the help of Cormag and the Gnarled Rod.

With that done, you begin calling for Justice to oversee a dispute between the spirits. Naturally, you start shaping your request to draw in Justice, Reconciliatory and Restorative - except this goes badly wrong at step one. The first sign you get of this disapproval is when your candle suddenly winks out in the middle of the day, before flaring up unexpectedly and exhausting itself just as quickly.

The second is an angry force of palpable hatred you feel sweep through you, a sense of black-and-white wrongness that afflicts you on every level and has you instinctively leaping to the ceiling to avoid the ground.

The third is the sun itself vanishing underneath an unnatural black cloud.

Random Event Roll: 99

Restitution IV

DC: 30. Roll: 21 + 3 + 3 + 2 + 3.4 = 32.4

"Cease," Cormag growls. His priest frock flaps in the howling winds, black curses swirling around him as he stands on the border. The waves of hatred crash around him - and yet with the Gnarled Rod planted into the ground and his hands holding the Book of Judgements open, his body moves not a single inch. Though the ground around him crumbles away to ash, within the sphere centered on his breath and soul, his will is inviolable.

And his will is to begin the chant that you had abandoned.

"Hear me, Justice in your infinite facets, and answer to the cry calling for you now!" he roars into the wind, and somehow you can hear him despite barely being able to see him standing all that distance away. It is not because his voice is louder - simply that it carries weight to itself onto the wind, brushing aside mundane concerns like distance and distractions.

"Hear me, Justice, and see that you are done to those who have wronged! To those who have been wronged! And to those who may still yet live in the ashes of your great and terrible decisions!" He intones.

The howling curse-bearing winds quiet, and the blackness hanging over the province begins to lift, one solitary ray of light illuminating the priest holding his book against the vast darkness.

"Hear me, Justice, and through this vessel let us bring this trial to session."

The book slams shut, and although the noise is quiet the sensation reverberates through the souls of all in the province, calling them to attend the great trial.

Cormag's already large frame seemingly swells as he raises the Book of Judgements.

"Then by my authority vested in me by Justice, I call this trial to order."

The force of the proclamation disperses the black clouds of curses like the morning mists, and the spirits are called into attendance to achieve justice within the court of spiritual - or perhaps now, it would be better to term it divine? - law.

The worst, thus, is temporarily stopped.

Temporarily.

Cormag gains a permanent +2 Piety. For the duration of the Trial, Cormag gains Temporary Title: Justice's Overseer, which grants +3 Piety, +5 Respect, and one Action that must be directed at the Trial.



Learning:
Enhancements:

DC: 22. Roll: 20 + 9.0 = 29.0

Stewardship
Crime and Punishment:

DC: 20. Roll: 23 + 0.1 = 23.1.

Compared to the terrifying grips of madness that had burst through the province, the rest seems so positively banal. Tekla handily succeeds at selling his improvement services, while you help him squeeze even more money out of the noble knights who wanted such upgrades to their equipment. The trial of the Wahner families, frankly, seems like a distant afterthought, even if your chosen solution of levying fines for them to repay and a temporary revocation of some of their noble rights seemed reasonable at the time.

But it works.

That's all you can ask for, at this point.



Service Revenue: 14 Budget.
Sales Revenue: 8 Budget.
Cost of Goods and Services Sold: 5 Budget.
Legal Expense: 4 Budget.
Salaries and Wage Expense: 1 Budget.
Net Profit: 12 Budget.
Remaining Budget: 70 Budget.

Cormag's frame carries with it a palpable presence in the air, nowadays, and the only thing that preserves the thread-like peace in the province is that Cormag has called the session to order, and the power of that pronouncement has locked up those who might want to bring preemptive retribution. At least Cormag's quick action appears to have spared the crops serious damage, but the damage to the harvest is still quite extensive and uneven. Worse, the army has seen the sky black out with curses, and become incredibly jittery - while no one's calling for war, everyone's calling for something to be done. Furthermore, your reserves are all about cut down to the bone - you must collect a good harvest this turn or starvation hits the province as well.

With 70 Budget remaining and most of your costs covered, you're not willing to stretch the Budget far - 10 Budget at most.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions. This can include selecting the Action that Cormag is already locked into.

Martial (Choose 1) {Kerrie Action}
[] [Martial] Army Restraint

You've just got done indoctrinating the army with a massive heap of faith in their cause and their comrades, and then the skies literally blackened with curses. Time to make sure they don't do something stupid. DC: 22. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Small Claims

With your status as spirit guide and reputation as the Just, you can charge a service to settle small claims that finding an actual judge would take too much effort for. DC: 20. Gain: 4 Budget.
[] [Diplomacy] Stories

With a trial like this kicking off immediately, you need to start collecting evidence. Evidence like eyewitness testimony, or perhaps testimony of the perpetrators. Time to get to work. DC: 23. Cost: 2 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] And Stay There

Alternatively, you could just point a knife at the commanders of the army and tell them in no uncertain terms that their continued survival depends on their forces doing nothing dumb. Hopefully that will discourage them from trying anything. DC: 25. Cost: 0 Budget.
[] [Intrigue] Shaken Loose

There's a new batch of army rolling through, which means a new opportunity to procure some new items that just so happen to fall off the wagon - however, the Day of Black Sun has them jittery, and so they've tightened security somewhat. DC: Scaling. Cost: 0 Budget.
[] [Intrigue] Plant Evidence

Part of the problem is that evidence is hard to obtain. Therefore...you could always fake some. Sure, it might not hold up to scrutiny, and you definitely don't want to be caught by Justice while you're doing it - but it might help resolve the case that much faster. DC: 25. Cost: 2 Budget. Cost: In the Light Achievement.

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

The outgoing armies have left a strong word about an incredibly talented glyphworker among the Countess' groups - which is Tekla, which means you both have a chance to make much bigger amounts of money. DC: 22. Gain: 10 Budget.
[] [Learning] The Dead Speak

Alternatively, Tekla has some really esoteric tools he can use...although they're not strictly Compact approved, he might be able to utilize these abilities better than Agueda might be able to mentally reconstruct the scenes. DC: 25. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] A Late Investigation

Tekla's got some esoteric tools, and you have the mind to help reconstruct what happened at the scenes of the crimes - or really, you should term them, as mass murders. You'll be working in mass graves among decomposing bodies, but there might be something to work with. DC: 25. Cost: 0 Budget.
[] [Stewardship] The Final Harvest

You have an incoming army to finish feeding, and a peasantry three steps from starvation. Absolutely nothing can go wrong with this upcoming harvest, and you intend to ensure that. DC: 25. Cost: 0 Budget.

Piety (Choose 1) {Agueda Action}
[X] [Piety] [LOCKED] Justice, Unbiased and Unwavering

Cormag, standing in as the Justice's Overseer, must preside over this trial between the spirits. He must be fair, impartial, and critically, be perceived as such by all factions, lest this turn into a complete disaster. DC: 28. Cost: 0 Budget.
[] [Piety] Spiritual Testimony

You're going to want to obtain the testimony of various spirits about their roles in the massacres all those months ago to establish a baseline - and then be prepared to knock the whole house down, if you have to. DC: 27. Cost: 0 Budget.
[] [Piety] Leading the Harvest Ceremony

One of the great festivals of the year is the Harvest festival, led by a spiritual leader to appease the spirits and ensure that the harvest is good this year. The Countess would gladly pay for it, and someone else other than you might get it wrong. DC: Scaling. Gain: 6 Budget.
 
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GRAINY RESOLUTION MONTH 8 ROLL CALL
8 Votes for the Box, 2 votes for Item, 2 votes for Money.

Plan No Starvation wins, 9 - 1 - 1.

Roll me...9d100s.

Martial: Army Restraint: DC: 22. Base Stat: 17 + 1 + 1. Cost: 0 Budget.
Diplomacy: Stories: DC 23. Base Stat: 20. Cost: 2 Budget.
Intrigue: And Stay There: DC: 25. Base Stat: 22. Cost: 0 Budget.
Learning: Enhancements II: DC: 22. Base Stat 20. Gain: 10 Budget.
Stewardship: The Final Harvest: DC: 25. Base Stat: 23 + 3. Cost: 0 Budget.
Piety: Justice, Unbiased and Unwavering: DC: 28. Base Stat: 24 + 3. Cost: 0 Budget.
Loot: DC: Scaling.
Harvest Ceremony Performance: DC: Scaling.
Random Event Roll: I hope you're feeling lucky.
 
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CASE: GRAINY RESOLUTION MONTH 8
Martial:
Army Restraint

DC: 22. Roll: 17 + 1 + 1 + 1.0 = 20.0

Intrigue:
And Stay There

DC: 25. Roll: 23 + 3.6 = 26.6

Loot: 18

You send in Kerrie first to try and make sure the army units don't do anything stupid like deciding to hang people until the curses stopped.

Kerrie came back grousing about getting laughed out of the tent.

You sighed, and went to go help discourage the problem that night.

You do this by throwing one of the key knight's locked box into their fireplace to get their attention, before outlining that you know about what's inside that box, and if he wants it to say secret he will sit down, shut up, and tell everyone else to let your group handle it. Of course, provided he followed your instructions for a month the curse laid out in the letters would probably lose their charge - he could rest assured that you had determined it was limited to him alone, provided he followed the orders of his commanders and didn't do something stupid like go off on half-cocked wild hunt, understand?

He nods his understanding, and you leave for that night.

Kerrie shows up, smiles at him in the morning, and suddenly he becomes one of your staunchest advocates.

Funny how far a little blackmail could travel, couldn't it?



Diplomacy
Stories

DC: 23. Roll: 20 + 1.6 = 21.6

You try to coax out the stories of what had happened during those bloody days. Unfortunately, many of the people that you most needed to tell their story were simply refusing to out of what amounted to petty spite, after being dragged before a divine tribunal, apparently. It seems clear now that these people and their spirits intend to make a fight out of everything - and obtaining their testimony will certainly be no different. Fortunately, you were clever - you didn't ask them for their own incriminating stories, oh no. You asked them for the stories about the people that they were enemies twice-removed, which hopefully they would be more receptive too. They didn't see anything wrong with that per say, but they also weren't going to cooperate with you just because you asked or provided a bribe, apparently. Instead they made up bullshit about needing to consult with their ancestors and the phases of the Aurora - and you knew that was complete bullshit because you talked with other people here in the province.

Frustrating.



Learning
Enhancements II

DC: 22. Roll: 20 + 7.9 = 27.9

At least Tekla's business is going well, even if the exact specifics of how his glyph layout borrowed from the southern lands is usually more inefficient than the runic spells from the northern traditions but has more flexibility - provided you don't somehow manage to combine the two usages by cleverly combining them in a format that could only possibly work with an expert like Ser Tekla working on it could.

You commit it all to memory more out of force of habit than anything else, but you know that you won't really understand or be able to use it. Still, it's useful things to be able to rattle off when he's making more sales that earn you this kind of money.



Allied Piety Action:
Leading the Harvest Ceremony

Roll: 70.

Stewardship
The Final Harvest

DC: 25. Roll: 23 + 3 + 2.2 = 28.2

Random Event Roll: 84

Your eyes need to be everywhere. As certain of the sun arising the next day, you know that the province must be fed. There is no food to be imported from elsewhere - the army would have eaten if it was available. There is no more stores of food, not after several months of consumption and the remainder shipped off to the army. There is only the food left in the soil, and the food must be constantly monitored lest everything go badly at the last possible moment. The Countess bankrolls the efforts to redouble the amounts of reports flowing in from the countryside and out to the village granaries.

You politely turn down the Countess' further request that you lead her Harvest Ceremony as a renowned spiritual leader - she needs to do it herself to build her own credibility, and you'd really rather ensure that your projects go off without a hitch. She acqueisces, and honestly does a pretty respectable job. Certainly not quite as good as you or Cormag might have been able to do, but the results are clear to see:

Her fusion of her Alanyiva customs adopted and blended with the local traditions here resulted in a bountiful harvest, one bountiful enough to even build up what would amount to a small surplus.

You made sure to write the steps all down for later. You had no doubt that the villagers had it all memorized, but you wanted to make sure there was an extra source, just in case the Countess decided to disregard the exacting advice the peasantry again.

But for now -

Rejoicing in the good fortune of a bountiful harvest was all you could ask for.



Piety
Justice, Unbiased and Unwavering:

DC: 28. Roll: 24 + 3 + 1.8 = 28.8

By far the most challenging task, however, is the beginning of the trial for the spirits - or perhaps you should term it, the process to begin settlement. The first and most important priority is to persuade the spirits to accept Cormag's authority to speak for and of Justice in this trial to the participant spirits. This is harder than it seems, even as the literal air itself evens itself out out of respect to his empowerment as the neutral judge of this case. Much of this is simple resentful obstructionism - the spirits brought out as the overseers of the massacrers attempt to spite the proceedings in any as many ways as possible, even if they do not explicitly come out against the trial.

But over the course of the month, you and Cormag cooperate to swat away their flimsy arguments. Eventually, they acquiesce to have Cormag oversee the case - although they do not quite recognize his legitimacy to make judgements.

You content yourself with this outcome. After all, being able to control the course of proceedings was itself an incredibly powerful tool, in the hands of those who knew how to wield it.

You and Cormag certainly knew how to wield the power of procedural actions.



Sales Revenue: 14 Budget.
Cost of Goods Sold: 5 Budget.
Salaries and Wages Expense: 3 Budget.
Other Expense: 2 Budget.
Net Profit: 4 Budget.

Remaining Budget: 74 Budget.

The army has departed from Transulinia, and the granaries are filled as much as you dared hope and then some. Birth rates will still decline for this year, but you're certain that this province will make a strong recovery. With this situation resolved, well, it's time to start working on resolving the remaining trial for the executioners of a mob-led massacre. After being exposed to the opposing spirits, the aggrieved spirits are agitating once more - it's almost certainly not going to lead to anything like the Day of Black Sun again soon, but let them go on too long without forward progress and they just might.

That's not to say that things are going well, though. While the huge potato harvests have left the peasant mobs in favor of potatoes satisfied, the newly made free farmers and relatives of the massacred are still just as furious, and now with full stomachs. You're keeping a nervous eye on the mood in those sectors.

With 74 Budget remaining and most of your costs covered, you're not willing to stretch the Budget far - 10 Budget at most.

You have one [Free] Action that you may spend on an action in any category.

You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions. This can include selecting the Trial Action that Cormag must take every turn.


Martial (Choose 1) {Kerrie Action}
[] [Martial] Cadre

You have the feeling that you're going to need to make some arrests in the upcoming months. Best to start assembling a group that's loyal to you - and more importantly, won't decide to defect in order to protect potential suspects. DC: 22. Cost: 0 Budget.
[] [Martial] Peacekeeping

You want to avoid another mob action, this time from the anti-potato crowd again. Requesting forces be dispatched and personally patrolling is probably going to help with that. DC: 20. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Small Claims

With your status as spirit guide and reputation as the Just, you can charge a service to settle small claims that finding an actual judge would take too much effort for. DC: 20. Gain: 4 Budget.
[] [Diplomacy] Stories

You need evidence, and it's thus far proven a little hard to get. Maybe it's time to...turn up the heat a little bit. DC: 23. Cost: 2 Budget.
[] [Diplomacy] Simmer Down

Perhaps you might be able to go out and convince the anti-potato - or perhaps, now they should be called the reactionary - groups to allow the trial to go through, without feeling the need to revisit a proportional offense upon suspected perpetrators. DC: 25. Cost: 0 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Feet to the Fire

And by turn up the heat a little bit, you mean a lot. You're going to get your testimony, one way or another. DC: 20. Cost: 0 Budget. In The Light Achievement.
[] [Intrigue] Preemptive Measures

Never hurt to be too cautious, and you see only reason to step it up now. DC: 25. Cost: 0 Budget.
[] [Intrigue] Staying Honest

The harvest has been good to you, which means you're going to need to poke some people to ensure that they don't get any funny ideas like "skimming a little off the top won't hurt anybody," because it very much does, and you're going to remind them that skimming off the top will result in getting hurt. DC: 24. Cost: 0 Budget

Learning (Choose 1) {Tekla Action}
[] [Learning] Upgrades

Tekla's picked up some loose parts from his modifications in the past two months, some odd parts he might be able to use to make your current set of tools even slightly better. DC: 25. Cost: 0 Budget.
[] [Learning] The Dead Speak

Tekla has some really esoteric tools he can use...although they're not strictly Compact approved, he might be able to utilize these abilities better than Agueda might be able to mentally reconstruct the scenes. Of course, the longer you take, the less sure he is of his tool's efficacy... DC: 26. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] A Late Investigation

Tekla's got some esoteric tools, and you have the mind to help reconstruct what happened at the scenes of the crimes - or really, you should term them, as mass murders. You'll be working in mass graves among decomposing bodies, but there might be something to work with. DC: 25. Cost: 0 Budget.
[] [Stewardship] Accurate Reporting

With the Army gone, it may be worth considering writing your report, speedily arriving at a conclusion for the trial, and then simply...going back to the Finance Ministry and call it done. To do that, though, you'll want to write up your report - as well as start digging into other potential cases you might need to keep your eye out for. DC: 20. Cost: 0 Budget.
[] [Stewardship] Spiritual Support

A trial needs supporting infrastructure, especially one as momentous as this. You should arrange for this trial to receive the support it needs - from food, water, veneration, security, and other needs. DC: 25. Cost: 0 Budget.

Piety (Choose 2) {Cormag Action}
[] [Piety] Swift Trials

Cormag can simply choose to move through the trials quickly, giving short windows for both prosecution and defendant to prepare their cases before Justice in its entirety makes its decision. This is...risky, to put it mildly. Incompatible with Sure Trials. DC: 30. Cost: 0 Budget.
[] [Piety] Sure Trials.

Alternatively, even though the case has just been declared it'd probably be best to ensure that the prosecution and defense gets to safely establish themselves. Setting up areas to protect witnesses from each other and hostile spirits and/or the mob is just good sense, as well as providing for their families in the interim. Incompatible with Swift Trials. DC: 25. Cost: 0 Budget.
[] [Piety] Spiritual Testimony

You're going to want to obtain the testimony of various spirits about their roles in the massacres all those months ago to establish a baseline - and then be prepared to knock the whole house down, if you have to. DC: 27. Cost: 0 Budget.
[] [Piety] Reporting to Duty
Well, you've got one incredibly powerful spirit paying attention. Throwing the spirit of Duty in as a method to compel answers is probably not a great idea, but... DC: 28. Cost: 0 Budget.
 
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