GRAINY RESOLUTION MONTH 9 ROLL CALL
Plan Insert Cool Name wins 5 - 2.

Roll me 7d100s.

Martial: Peacekeeping: DC: 20. Base Stat: 17 + 1 + 1. Cost: 0 Budget.
Diplomacy: Stories: DC: 23. Base Stat: 22 + 3. Cost: 2 Budget.
Intrigue: Staying Honest: DC: 24. Base Stat: 22 + 2. Cost: 0 Budget.
Learning: Upgrades: DC: 25. Base Stat: 20. Cost: 0 Budget.
Stewardship: A Late Investigation: DC: 25. Base Stat: 22. Cost: 0 Budget.
Piety: Sure Trials: DC: 25. Base Stat: 24 + 3 + 2. Cost: 0 Budget.
 
CASE: GRAINY RESOLUTION MONTH 9
Martial
Peacekeeping

DC: 20. Roll: 17 + 1 + 1 + 5.2 = 24.2

You make the case to the Countess, and she agrees to have her forces dispatched out to ensure that violent reprisals don't occur. You liaison Kerrie out with them to make sure that nothing goes wrong, and by and large it sounds like your forces have succeeded.

But privately, Kerrie tells you that she's worried - when they saw Kerrie there, the forces under the Countess' control were generally well-behaved, and the peasantry were less provocative. When she disappeared for a few minutes, however, she noticed that both sides started escalating, name-calling, and in general being more aggressive. Fortunately things haven't spiraled out of control yet, but she gets the feeling that sending the forces out may have escalated the situation in and of itself.

Just...something to think about.



Diplomacy
Stories

DC: 23. Roll: 22 + 3 + 7.4 = 32.4

Stewardship
A Late Investigation

DC: 25. Roll: 22 + 6.9 = 28.9

In your process of collecting testimony, you decide to step up the pressure. You insinuate that you've already gotten someone else's story, someone distinctly less inclined to their side of the story. The first time someone cracks and tells you an obviously edited story of how they stood by, but this other family's dumb cousin decided to escalate to throwing stones then the crowd responded, you bring hints of that story to the next family, and so and so forth until you have a veritable library of stories - all edited to make themselves blameless, aside from a few people who had nearly attacked you before they shut up in the face of your guns. You also quietly note the body count that the presented testimony suggests is almost three times than even the plausible upper range of murdered people, especially in the small streets and on the night that many of the townspeople claimed it happened. You also note that the days change from person to person - further reducing the possibilities.

With their testimony in hand, you begin digging up the mass graves to identify the causes of deaths among the victims. Immediately you notice a lot more piercing deaths than deaths by bruising or trampling - and moreover, piercing deaths from multiple directions. While you lack the tools to be able to identify who owns these weapons now, you can certainly conclude that it's unlikely that the massacres your stories have presented to you are what happened. As you leave, you note that some of these bodies still have some lingering spiritual presence - either breeding ground for vengeful ghosts that need to be dispersed, or perhaps ghosts who need to say one last thing before they expire for good. Something to come back to, later.

So with that in mind, you go back and apply even further pressure. You know about what happened on the nights they allege it happened. So what happened five days later at night?

Grudgingly, people reveal that their idiot cousins or stupid children or good-for-nothing parents decided to form up into a gang and violently murder people at night. You still notice patterns of shifting blame, but at least you've started to compile a real list of names who were plausibly involved in the real butchery.

Gained: Secondhand Testimony
Gained: Rudimentary Forensic Analysis
Gained: List of Suspects




Intrigue
Staying Honest

DC: 24. Roll: 22 + 2 + 8.6 = 32.6

At this point, you and the Head Maid casually switch places, and when you plug into the network you easily slap down the abortive attempts at bribing or sloshing the funds around without purpose. You're careful with that, however - you notice that while discretionary items on the budgets being sent up the chain are larger than normal, when you went to go do personal investigations, you started uncovering some inefficiencies in the budgeting, which you quietly fix and suddenly the budgetary items right themselves.

Sheesh. At some point you do have to include an expense account for equipment, you mutter, shaking your head.



Learning
Upgrades

DC: 25. Roll: 20 + 8.6 = 28.6

Tekla takes another once-over with your equipment, and begins to improve them. After he spends days examining the Gnarled Rod, he throws up his hands and admits that it's just one of those items that just can't really be improved with odds and ends from the army, but the Ring of Fire can certainly be brought into line with the standard of equipment that came with the Tools of the Trade. He also copied over some of the more efficient enchantments he had seen other people use on their equipment over to the Tools of the Trade, enhancing their usability even further. With it came a small upgrade to the armors that all of you were now wearing, adding strips of metal to better protect the gambesons you all wore during military duties. Still shouldn't affect your other activities, but it was always good to stay safe.

Ring of Fire and Tools of the Trade merged into Tools of the Trade. Tools of the Trade now grants +2 Martial and +2 Intrigue until 27 in either stat.



Piety
A Sure Trial

DC: 25. Roll: 24 + 3 + 2 + 1.1 = 30.1

You and Cormag clearly have been depending on the Gnarled Rod a bit too much, because you keenly felt its temporary absence as you set about establishing a spiritually neutral grounds for witnesses, spirits, and observers to stay. In fact, during the process you made several errors that you would later have to correct with the Gnarled Rod's assistance, routing around spiritual conduits from homes to graveyards and further away from the spirits of the forests and the fields.

Regardless of the difficulty, however, the safe zones are established, and preparatory budgets have been allocated in advance, as the prosecution attempts to organize itself for a mass action grievance against the spirits who had to some degree condoned the massacres. You quietly hand over your evidence to the prosecution, and they thank you for it while also asking for your continued legal advice, or at least for you to testify eventually.



Random Event Roll: 83
HIDDEN EVENT MODIFIED: COMPACT SANCTION REDUCED


In a somewhat surprising move to you, one of the town's few prominent families came out denouncing the events of Bloody May, as the province is beginning to call it. While some of the rabblerousers have been muttering angrily about it, the good harvests last month and the general cooling-off of tensions has left many exhausted, and some even a little remorseful of what happened. Certainly retributive violence will not be tolerated, but there's definitely an air of reconciliation in the air.

But then...a party of four arrives, as you're in the middle of helping the Countess spot irregularities in the finances of the organization you've handed over. The four are cowled in nondescript but fine overalls, carrying long bundles, wearing thinly covered armor, and bringing twelve horses between the four of them. You immediately clear your schedule to receive the visitors of such obvious importance, and the lead man flipping back his hood to reveal a head of scruffy hair and a lackadaisical expression immediately confirms your suspicions. It's an attention-grabbing move, but it doesn't keep you from looking behind him and noticing several things. One, the woman using her spare hand to reach for her hip - and without a sword bulging there, you're sure it's a pistol. Two, one of the warriors behind him glances at the leader in clear confusion about why he's revealing himself. Third, the completely blank-faced dark-skinned man - no, you catch the burn marks and cuts around the tips of his ears, where ears might have once extended - tightens his lips imperceptibly, and you instinctively flinch back.

The Countess glances at you for an instant, and you nod, before politely asking what the King's Pillar is doing here.

The warrior behind him immediately gets angry on his behalf, but Antonin waves him off. As Antonin explains it, he doesn't care that much about formalities - personally, he's always found it a little awkward, he says, scratching his head.

Then he straightened up, and everything around you narrowed down to him as his presence expanded through its entirety. You feel the formation of Boundaries, as Order imposes itself upon your surroundings and your being.

His formal business is delivering a message to the local Compact, and thus a message to the Countess directly: Due to present circumstances, the adoption of the proscribed potato is temporarily permitted, but the Divine Gathering at large fully expects no further proliferation, and greatly encourages a steady draw down in its usage. Should the Countess attempt or support further proliferation, she will be held to account for violating the divine order of the Compact. Thus is the decree of the Divine Gathering, enforced through the available Orderlies.

The presence evaporates from the room, and Antonin is left scratching his head with an embarrassed smile. He apologizes for the imposition - but orders are, quite literally, orders. He doesn't have time to stick around, unfortunately, but he thought he might as well give you a heads-up before he has to go race off to the front.

The Countess thanks him for the warning, and Antonin gladly takes the opportunity to take his party and leave.

As he leaves, you catch the eye of the last member of his party, who had stayed completely silent and blank-faced throughout the whole proceeding. For just an instant, you see a hint of what you think is jealousy - and then it is gone, washed away in careful neutrality.

Somehow, that glance alone unsettles you.



Salaries and Wages Expense: 4 Budget.
Legal Expense: 2 Budget.
Net Loss: 6 Budget.
Remaining Budget: 68 Budget.

The province is slowly beginning to come around, the food and security of the past few months inspiring a certain cooling of tempers, and a swing against the madness of the earlier months. Spiritually, the prosecution has assembled, and is beginning to prepare proper evidence - but defense, thus far, has not collated. Cormag, with the sphere of absolute neutrality surrounding him, will likely have to make the decision soon.

But right now, the Countess uneasily looks at you, and asks what you are going to do. You can't blame her - you're fundamentally an agent of the Crown, and the King's Pillar has personally come to deliver a message to her. You don't feel Justice either affirming or denying which decision is correct - Justice doesn't appear to be giving you orders like Order might have.

How do you respond?
[] [Decree] Enforce it.

The heavens have delivered the orders. You act as an agent of the King, whose right to rule is granted by the heavens. Therefore, your duty eventually traces back to the Divine Gathering, and that obligates you to carry out their orders.
[] [Decree] Nothing
What the Divine Gathering decrees or doesn't decree isn't your problem. You are here to feed the army, to ensure the taxes are paid correctly, and perhaps to help resolve a spiritual dispute. A decree to be executed by the orderlies of, well, Order, has nothing to do with the judgements of Justice.

With 68 Budget remaining, you can spend more money - and with the possibility of needing to act against the Countess, you may want to. This month, you may spend up to 15 Budget.

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] Making the Arrest

You have a list of suspects that you can reasonably nail for the atrocities. You can make your attempt to arrest them - knowing, of course, that the troops you'll be using might decide that their loyalties lie with the accused...DC: 23. Cost: 0 Budget.
[] [Martial] Handpicking Troops

Okay, you've heard reports from Kerrie that not all of the soldiers can be trusted to carry out their duties and not escalate unnecessarily. You need to make a force that will carry out only their duties, which means you're going to have handpick a force that will. DC: 21. 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] The Merchants

While the Merchant Guilds are significantly less powerful in this province, they do have a certain ability to speak for many of the tradespeople - which means that they are their own power, and one that you probably need to start independently working with. DC: 22. Cost: 6 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: 26. Cost: 0 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Mapping the Mansion

Well, it's a little distasteful to do this to allies...but in the event that you do need to, it'd probably be best to identify exactly who her agents are, and their interactions. DC: 25. Cost: 2 Budget.
[] [Intrigue] Counter-Intrigue

You know for a fact that the Head Maid has never truly trusted you. You can't blame her - but you can certainly be careful, just in case she tries anything. DC: 24??. Cost: 0 Budget.
[] [Intrigue] Conduit Protection

Hostile actors might decide to act against the trial, or possibly attack witnesses and suspects, and you really can't have that. DC: 20. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [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 to give these spirits some final closure. With the bodies dragged out of the ground, your window for doing this closes by the day - at least, before they turn into ghosts. DC: 26. Cost: 2 Budget.
[] [Learning] Ghostwatching

On the other hand, you can also send Tekla to simply observe the formation of ghosts and see what lessons you can learn from watching it in person - at least, before you disperse them. DC: 27. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Documentation Consolidation

You have a whole pile of testimony and evidence - but it's all stored in your head, and that means it's harder to present as evidence. Spend some time and the Countess' supplies to write them out and collate them into a summary report. DC: 15. 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.
[] [Stewardship] Reporting In

With this new addition, you're going tow ant to mention it in the final report - which you should definitely get around to writing at some point, but needs always must. DC: 20. Cost: 0 Budget.

Piety (Choose 2) {Cormag Action}
[] [Piety] Broad Justice

Cormag can argue that justice must be broad - all who participated must be brought to account, and the society at large cannot simply lance the wound - they must also bandage the wound, and start a process of healing. DC: 28. Cost: 0 Budget.
[] [Piety] Narrow Justice

Cormag can also argue that full justice be brought down upon those who knowingly committed atrocity, and that a wound must be responded to with such a force that none shall think to repeat it. 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] Burying the Dead

With the lingering spirits attached to the murdered bodies being exposed, you're going to want to dispel those spirits before they simmer in hate and unfulfilled grudges to become full-blown ghosts. DC: 15. Cost: 0 Budget.
 
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The Divine Gathering (Isn't)
@huhYeahGoodPoint Could we get an info post on how the Divine Compact operates or functions?
I'm going to answer your question with a mangling of a famous Voltaire quote.

The Divine Gathering isn't a gathering, isn't divine, and it's not even "the".

Gathering implies that the spirits that constitute the Divine Gathering are in session all the time - and depending on which school of theology you follow, not that it really matters so long as the rituals still work, it's either an unfathomably huge pantheon (to numerate the spirits here would be to numerate more than the snowflakes on the peak of Mt. Anak) of different spirits, who mostly gather in smaller gatherings to hand out decisions as blocs named after their role (e.g. the spirits of Justice have decided this, the spirits of Orders have decided that, the spirits of Oskaria have decided that) or it is a gathering of a few large spirits and their underlings, who can all take on faces as their need requires. Some even hold that it's really just One Being, whose infinite facets determine the shape of the entire world, although this view is decidedly...heterodox, to say the least.

However, this is not to say that the Gathering part is true. Frequently, you have situations where one set of spirits enforces a completely different set of regulations and decisions than another, sometimes even contradictory in multiple ways - to call them a unified body would be patently ridiculous, considering how many decisions are made without consulting the other spirits, or groups of spirits, depending on your theology. Instead, the Gathering seems to have been one of those things that just happened in the theology, where everyone assumed that the spirits on high were getting together and deciding everything together, when in practice that doesn't really happen.

Just about the only thing the Divine Gathering has, slowly but surely, tried to enforce was the founding mission statement: restrict the growth of technology to prevent another Calamity from ever happening again. Even then, it's not all that successful - spirits constantly carve out little exceptions to the rule, surely this innovation can't cause that much upheaval and change, right? - and so regardless of the Gathering's occasional abortive attempts to completely shut down technologies that dip too far into prohibited territory, through means large (like Crusades) and small (a sensation of revulsion whenever someone uses or touches an item created by said innovation), civilization slowly innovates. That said, many of the local spirits under the Divine Gathering have gotten the message from on-high, so to speak, and discourage innovation in many of the same ways - save for Crusades, because that's an amount of power that the local spirits simply cannot call down.

So that's one of the three.

What do I mean by not "divine"?

Because again, you have to go back into the theology. Are the spirits that constitute this so-called "Divine Gathering" many of one concept, or are they one of many concepts? If we accept the commonly accepted definition of "god" being a "being or spirit who has power over nature and destiny", well, there's a lot of powerful things out there that have power over nature and destiny, and a lot more people out there with a plow and a need to eat or they'll die inside of the month - to say that these particular spirits are gods on this definition would be to definitionally assume that everyone is a god. To adopt a looser frame of it, then, where you stipulate Gods have power over many people's lives and the destiny of many people, you still run into the problem of "so what's a God to a Dragon? To a King?" All of those groups still have control over many people's lives, and yet somehow they're not (usually) included in the Divine Gathering as "gods". Thus to call them a Gathering of Divine spirits makes some amount of sense - until you start poking at what exactly divinity is and the whole enterprise falls apart.

Most importantly, however... it's not even "the".

I hinted at this in Interlude: With Nothing But A Gesture, but the Divine Gathering you're familiar with, and the Compact of the Precursors that you're familiar with, isn't the only one. In fact, the Dragons out on the steppes view it as the Accords of the Western Spirits - that is to say, there are other spirits out there with their own agreements and their own treaties with mortal rulers.

So it's not the definitive Divine Gathering - it's a Divine Gathering...which really isn't divine so much as "consists of spirits"...and isn't a singular Gathering because spirits don't appear to consult with each other and it's made up of successively smaller gatherings and agreements...and it's only real purpose that it can't even quite pull off is to try and impose the Compact of the Precursors to try and prevent another Calamity.
 
GRAINY RESOLUTION MONTH 10 ROLL CALL
Plan Wrapping Things Up wins 9-3. Nothing wins 7-1.

Roll me 8d100s.

Martial: Making the Arrest: DC: 23. Base Stat: 17 + 2 + 3. Cost: 0 Budget.
Diplomacy: Small Claims: DC: 20. Base Stat: 20. Gain: 4 Budget.
Intrigue: Conduit Protection: DC: 20. Base Stat: 22. Cost: 0 Budget.
Learning: Ghostwatching: DC: 27. Base Stat: 20. Cost: 0 Budget.
Stewardship: Documentation Consolidation: DC: 15. Base Stat: 23. Cost: 0 Budget.
Piety: Broad Justice: DC: 28. Base Stat: 24 + 3 + 2. Cost: 0 Budget.
Special Piety Reaction: Ghost Outbreak: DC: 30. Base Stat: 24. Cost: 0 Budget.
 
CASE: GRAINY RESOLUTION MONTH 10
Martial
Making the Arrest

DC: 23. Roll: 17 + 2 + 3 + 4.0 = 26.0

Diplomacy
Small Claims

DC: 20. Roll: 20 + 6.2 = 26.2 HIDDEN THRESHOLD: 25 CLEARED

You decide to take the opportunity to go and deal with a bunch of smaller issues, resolving certain claims that had percolated through the tangled mess of the legal system. Getting the Countess to deputize you was a fairly trivial task, especially considering how fast you could simply resolve a bunch of the lower cases.

So you went out into the countryside to do just that, figuring you might be able to also pick up a few arrests while you were swinging though.

Except, you immediately notice that many of the plaintiffs and defendants aren't showing up - and there are a whole bevy of new cases that seem to have sprung up.

You go back and immediately review the old cases. They were mostly about whether a farmer had overplanted into their neighbor's plots, whether they had allowed their livestock to overgraze the others - and in many cases, either the plaintiff, the defendant, or both were dead. In their wake, a new set of cases seems to have sprung up around the new freedmen's plots - at least, if they were reported. It appeared that just about everyone was exploiting them in some small deniable way, just enough for it to be a benefit but not enough for the freedmen to actually afford some kind of justice. Not coincidentally, the list of people who were busy committing this sort of fraud against their neighbors also happened to be on the list of people who you knew were particularly responsible for the Bloody May.

You use this connection to sever any ties of goodwill between the forces the Countess assigned to you and the ones you want to arrest - you point out that not only did they make all of them feel responsible for the events of the Bloody May, but they also used the soldiers as a way to profit at everyone else's expense. It wasn't really revenge so much as it was murdering someone for their plot - and this gets the soldiers angry enough that you feel comfortable going in for the arrest.

The freedmen can't pay you, given how they've been systematically robbed over the past few months, but the Countess comes through with the money owed, even if she looks despondently at her budget.



Intrigue
Conduit Protection

DC: 20. Roll: 22 + 9.8 = 31.8

CRITICAL!
Effect: Free Cadre Action


You decide to get to work setting up an organization to watch over the trial, just so that you can dedicate your work to doing other things. You instill in a bunch of kids and adults a sense of discipline, a sense of belonging, and some basic training, and then set them up to guard the jail.

You're apparently far more successful then you've thought, because they started developing their own secret handsigns and gestures and are going around calling themselves the Guardians of the Spirits, and answering to you directly like you're some kind of leader or something.

You weren't...really expecting that, but alright. You'll need to start telling them to answer the Countess when you're gone, but for now, they're a great help in this area.



Learning
Ghostwatching

DC: 27. Roll: 20 + 7.1 = 27.1

Piety Reaction
Ghost Outbreak

DC: 30. Roll: 24 + 4.2 = 28.2

Random Event Roll: 82

You dispatch Tekla out to the graveyards to take notes on how exactly these clinging spirits turn into ghosts - only to be unpleasantly surprised when the next thing you hear is a large-scale ghost outbreak, since nobody had actually gotten around to taking care of those lingering spirits properly.

Great masses of white wispy spirits hung over the land like a thundercloud, contained only briefly and weakly by the seals you had left on the ground, just as a precautionary measure. You try reinforcing the seals you had set up, but to no avail - they fail, and you inevitably have to fall back. A sense of dread sweeps through you as the skies darken, the world fades away, and you feel a deep and primal hunger - you know this is just the effect of ghost sickness, but it still deeply unsettles you. When Cormag arrives in with his Gnarled Rod, he's somewhat surprised when the power behind it and his words fails to sway the ghosts, only to temporarily halt them rather than properly disperse them and allow the spirits to pass on.

Fortunately for you, this ghost outbreak doesn't seem to have spread to the other grave sites, but you'll probably need to disperse both, and quickly.

In another bonus, although Tekla was haggard and barely able to stay awake for the first few days after escaping the point-blank ghost outbreak, he threw himself into a frenzy of writing for the next week, jotting down all his notes about how the ghosts formation had taken hold. By the end of the week, he handed you the Endless Pen back, hair like a bird's nest tangling into a veritable jungle. He bends over to hand you the notes, carefully holding up his pants because his belt no longer fits against his waist.

You scan the ream of documents for a moment, before sighing and throwing up your hands. Tekla's already barely legible chickenscratch has completely devolved into an unreadable mess - though you can't blame him too much, deciding to stick right by the ghost outbreak and certainly experiencing what must have been a far worse ghost sickness.



Stewardship
Documentation Consolidation

DC: 15. Roll: 23 + 9.4 = 32.4

Piety
Broad Trials

DC: 28. Roll: 24 + 3 + 2 + 4.2 = 33.2

You collate the testimony you've received over the past few months, and start to make a coherent case. While you can certainly pin some of the blame on the few instigators, to judge them alone would be wrong - you find it notable that you have testimony of the crowds devolving into mad violence, as well as lone events where someone started something, but the riots sputtered out before they could even start. Clearly, there was a madness in crowds - and thus all could be held accountable for helping fan the flames.

But -

there had to be a proportionality to it all.

For many, while you're certain that some are certainly guilty of something, you have no way of proving it. To stone an innocent person for another's crimes would be injustice, and yet clearly some reconciliation must be had - you cannot simply pretend as though no harm was done.

At least, that's the argument you feed to the prosecuting spirits, who seem to slowly come around to your viewpoint.

The argument is made in front of the court, and while the defense, now speaking on behalf of all the spirits doesn't violently agree or disagree, their mutedness is seen as a sign of quiet assent. No one is coming forth to repent, or even to explain what reconciliation would look like - but that is the framework that the court seems to be adapting, even as the spirits of the dead begin to form ghosts.



Service Revenue: 4 Budget.
Costs of Services Sold: 1 Budget.
Salaries and Wages Expense: 3 Budget.
Net Profit: 0 Budget.
Remaining Budget: 68 Budget.

The living province is healing. New shoots are emerging from the ground of the massacres, and the spirits are slowly beginning to speak of reconciliation. Of course, some of the dead that you uncovered as part of your investigation last month have begun developing into full-blown ghosts, so you're definitely going to need to handle that. In general, however...you've probably done just about enough in this province. The core issue is resolved, and an outsider imposing justice on the province would probably be entirely the wrong set of tools.

Just - something to consider.

With 68 Budget remaining, it's your call about how much money you want to spend 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. This can include selecting the Trial Action that Cormag must take every turn.


Martial (Choose 1) {Kerrie Action}
[] [Martial] Protection Detail

You're worried that after pointing out that your new detainees were busy profiting off their neighbor's murder, that the population at large might decide it's okay to visit some vengeance on them. Best to keep a protective detail on them. DC: 21. Cost: 0 Budget.
[] [Martial] Transferring Command

You're not going to stay in this province forever - better to hand off command to someone who might be able to properly make use of their loyalty and training. DC: 15. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Patchwork

The messiness of the past few months and the dizzying series of arrests means that you're going to want to help patch the local social fabric back together, or at least answer "so who's farming this land now?" You expect the landholders to pay you some money to ensure that they can at least know what's going on. DC: 20. Gain: 4 Budget.
[] [Diplomacy] Merchant Rumors

You're not exactly asking for much - you just want to hear some of the rumors traveling with the merchants, and see where you might need to go next. Fortunately, the Countess has also shown an interest in this kind of thing, so she'll cover the expenses - again. DC: 20. Cost: 0 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Sneaking In

No need to pay for rumors when you can simply fake your traveling merchant status and get the rumors that way - even if you might be stepping on a few toes, if Kerrie's caught. DC: 20. Cost: 0 Budget.
[] [Intrigue] Conduit Protection II

You do need to make extra sure that your prisoners and witnesses stay safe - best to head off any misguided attempts to poison the whole thing. Of course, your new Guardians of the Spirits will be a big help in this endeavor. DC: 15. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Rewriting the Notes

Okay, this is completely illegible. You want Tekla to set about rewriting his notes in a more organized fashion and with better handwriting so that you can understand whatever it is he's written down. DC: 20. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Reporting In

With this new addition, you're going to want to mention it in the final report - which you should definitely get around to writing soon. DC: 20. Cost: 0 Budget.
[] [Stewardship] Market Research

As a bonus, if you could obtain the manifests and price lists, the merchants would be happy to provide that to you verbally - and you assume that they know you have a mind like a steel trap, but it never hurts to leave that out. DC: 20. Cost: 0 Budget.

Piety (Choose 2) {Cormag Action}
[] [Piety] Continuing Justice

You still have some responsibilities in this province, so you can't ask Cormag to give up the frock and the power just quite yet. The process of reconciliation has barely even begun, after all. Incompatible with Transferred Justice. DC: 20. Cost: 0 Budget. Uses Gnarled Rod.
[] [Piety] Transferred Justice

The fact of the matter is, your squad's basically done what they need to for this province. Time to wrap things up, and leave justice in the hands of those who live here. Incompatible with Continuing Justice. DC: 27. Cost: 0 Budget. Does not use Gnarled Rod.
[] [Piety] Burying the Arisen Dead

Well, you didn't take care of this last month, so it's almost certainly going to be an extra big pain this month, but you do need to disperse the spirits and properly bury the others. DC: 25. Cost: 0 Budget. Does not use Gnarled Rod.
[] [Piety] Spiritual Testimony

You can encourage the shape of the reconciliation to come by encouraging the spirits to tell the truth of what happened on Bloody May - and perhaps, to finally get some of their own closure. DC: 25. Cost: 0 Budget. Uses Gnarled Rod.
 
GRAINY RESOLUTION MONTH 11 ROLL CALL
Alright, so while I'm still awake-ish let's just close the vote here quick so I can get the rolls in.

Plan Handing Off to the Locals wins 4-1-1.

Roll me...9d100s.

Martial: Transferring Command: DC: 15. Base Stat: 17 + 2. Cost: 0 Budget.
Diplomacy: Patchwork: DC: 20. Base Stat: 20. Gain: 4 Budget.
Intrigue: Conduit Protection II: DC: 15. Base Stat: 22 Cost: 0 Budget.
Learning: Rewriting the Notes: DC: 15. Base Stat: 20 Cost: 0 Budget.
Stewardship: Reporting In: DC: 20. Base Stat: 22. Cost: 0 Budget.
Piety: Transferred Justice: DC: 27. Base Stat: 24 + 3. Cost: 0 Budget.
Piety: Burying the Arisen Dead: DC: 25. Base Stat: 23 + 2. Gain: 10 Budget.
 
CASE: GRAINY RESOLUTION: CASE CLOSED
Diplomacy
Patchwork

DC: 20. Roll: 20 + 8.3 = 28.3

In the wake of the deaths and the arrests you've made over your career, as well as the men carried off by the levy, the customs of who farms which land is badly torn apart. The confusion is palpable, and barely settled as winter begins to set in. You decide to help resolve the issue; before your status as the Just, you were the Assessor, after all, and that leaves you in a position to report on who is able to farm what lands under what conditions - especially ones that might ensure future prosperity.

Which is to say, you set up contracts where farmers work on land they don't technically own in exchange for a commission on the sales of crops on the land, close to but not quite equaling the interest rates one might pay for taking out loans to hire other farmers. You briefly considered a mad scheme where you'd have everyone in the province owe each other some amount of money in order to correctly align incentives for farming other people's lands, but you decide to throw that out in favor of a much simpler system: a quota due to the landholder that could be disregarded in times of crisis, as agreed upon by at least one party and an outside observer.

It wasn't a fantastic solution, and you were also adding in new laws that had not been implemented before, but as a solution it seemed to work well enough for getting farmers back onto the land and producing food at reasonable rates. So - you handed in the code for what you had done to the Countess, and also left notes about how you were fairly certain that people were going to be abusing the crisis function soon enough, provided she didn't step in and start bringing either some real rigor to the code or simply phased it out as life moved on.

That was probably good enough, and you were forced to simply accept good enough so that the rest of the country wouldn't fall apart around your ears first.



Learning
Rewriting the Notes

DC: 15. Roll: 20 + 7.9 = 27.9

Tekla is hard at work figuring out exactly what his cryptic writing from last month meant - what did it mean that the first rotation of the, what the hell is this, red soul goes first?

Hey, he said it, not you, you shrug.

He glares at you, but over the course of the month he eventually figures it out.

It's a lot more complicated than it sounds, but largely, he explains, the formation of ghosts boils down to some sort of obsession in life, an abrupt end, and an exposure to a spiritual power, apparently. While it's not that anybody who encounters those conditions becomes a ghost, it's more like it is impossible for ghosts to form without those necessary conditions - much like how fuel, air, and heat do not always make a fire, but a fire always needs all three. Importantly, obsessions don't have to be life-long, as paradoxical as it seems - so long as the obsession is sharp towards the end of the life, it creates the conditions for a soul to cling onto the mortal plane. An abrupt end, then, is necessary for the spirit to not be greatly weakened by the weakening of the body. Ghosts themselves are significantly weaker spirits than ensouled spirits, and the process of death is...extremely traumatic, to put it lightly, so the soul cannot be overly weakened at the start of the process or the spirits will simply lack the strength to incorporate their obsession. Finally, Tekla notices that there needs to be some source of magical energy to commence the conversion into ghosthood - while he's not certain of whether it's something in the grave site or just something to do with natural energy from the environment, some grave sites produced huge outbreaks of angry ghosts bent on revenge, while others didn't.

If he had longer in the field, he might be able to try to experiment on them - but, well, the dead were well and truly buried, and not even he was foolish enough to risk digging them back up for some more experiments.



Stewardship
Reporting In

DC: 20. Roll: 23 + 3.6 = 26.6

Well, this thing's a doozy to put together. You have to explain that the Countess was pushing the adoption of a proscribed crop and was busy fighting resistance to it, and that's why you had to...join forces with her to arrest the deceitful tax collector in the province...before pushing for the wide-scale adoption of the proscribed crop so that you could feed the army...and then sticking around to help bandage the bleeding wound you ripped into the province.

Hm.

Well, never let it be said that you're bad at paperwork.

You begin your work to recast the whole thing as a series of desperate necessities. You needed to boost food production, and buying up grain from the neighboring provinces would have completely defeated the point. You needed the liquidity that the Wahners had embezzled - which in a short-sighted move, they had apparently spent in order to keep their extortion scheme running. After an initially bad harvest, you needed to boost food production for the army. You decide to leave off the little war with the nobility you had in the middle there - it'd only make things more unnecessarily awkward, and might result in a trial before the Sejm, which you really didn't need at the moment. You simply leave it as "the peasants grew too hot-headed and slaughtered other peasants", and leave the rest to their imagination. The rest was a process of obtaining justice and sorting out the tax schema in the wake of the madness, and that's what you'll stick with.



Piety
Burying the Arisen Dead

DC: 25. Roll: 24 + 6.7 = 30.7

Random Event Roll: 23

Well, the good news is that the outbreaks have stopped and the dead are well and truly buried now.

The problem is that some of the spirits in the local Gathering have petitioned for the existing ghosts to become recognized as ancestral spirits - and unfortunately, this made enough sense that they were able to persuade enough members to make it a quorum, before the Gathering at large realized what the ghosts were.

That is to say, one big seething mass of hatred and grudges from life given spiritual nourishment and the urgent need to see it done. Their developed ability to reason didn't really help their case, when all of their solutions inevitably turned to "violent retribution" - if you had more time in the province, you would probably want to kick them out. At this point, though, they had well-entrenched themselves into the Local Gathering - prying them out would be an entirely other hassle that you had neither the time nor the justification for.



Martial
Transferring Command

DC: 15. Roll: 17 + 2 + 5.5 = 24.5

Intrigue
Conduit Protection II:

DC: 15. Roll: 22 + 3.8 = 25.8

Piety
Transferred Justice

DC: 27. Roll: 24 + 3 + 2.7 = 29.7

In some respects, much of your work is already done. The Guardians of the Spirits need only select their own leader, who answers to the Countess. You've long since spun off your network of whispers and payments, and the only thing left is the transfer of the Title of Justice's Overseer.

The search for a candidate whose Justice that the people would accept is difficult - the problem being that the person must at once be seen as neutral, be seen as spiritually attuned, and have the presence to command the province. You eventually settle for one of the old doorsman of the Countess, a holdover from when the Count still lived, as your best available candidate. Cormag and the doorsman shook hands, balancing the scales - so that when Cormag released, the title of Justice's Overseer rested on the shoulders of the doorsman, who now commanded the routes through which the communities' own justice must flow.

It wasn't a perfect solution, but it was one that would be good enough.

Good enough to pack up your things and start heading to the next case.



CASE:

GRAINY RESOLUTION (I)

RESOLVED



Achievement Get: Swift Justice. For completing within one year. +3 Minor Boons.
Achievement Get: Thorough: Defeat all enemies. +1 Shiny.
Achievement Get: In the Light: Do not use evidence acquired with less-legal methods. +1 Respect.
Achievement Get: I Am Altering the Terms: Convince the local Compact to loosen technological barriers. +1 Learning, party-wide.
Achievement Get: Pray That I Do Not Alter It Further: Convince farmers to adopt a new crop - with or without the Compact's permission. +1 Shiny.
Achievement Get: War For Fun and Profit: Win a short war that makes you a lot of money. +1 Martial, party-wide.
Achievement Get: The Starting Penalty is Waived: Successfully feed the army without starving the peasantry. +3 Minor Boons.
Achievement Locked: The Ministry Funds Itself: Through the course of normal operations, earn more money than you spend.
Achievement Locked: Order Above All: Prevent the adoption of a new technology.
Achievement Locked: Loyalty To The Crown And Nothing Else: Betray or oppose every faction within a province and successfully close the case anyway.
Achievement Locked: An Uneasy Peace: Successfully prevent stochastic massacres from occurring after a period of heightened tensions.



[] [Interlude] Pouring Rain
Wind blows, rain falls, and the strong prey upon the weak. When the strong collide, then, what is the weak to do but run away?
[] [Interlude] The Swagger of Heroes
The conquering hero did it again! You knew that your job here was a little bit of a...journey, but hey, you got respect, power, and you didn't need to look for a dry place to sleep anymore!
 
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Interlude: The Swagger of Heroes
Wake up, check the mirror, make sure your hair was just right. You had pink hair to begin with, so the red sweater was an inspired choice, in your opinion.

It shocked you that was a sentence that made sense to you - mirrors were the stuff of the rich people that made other rich people jealous, the stuff you afforded with huge beds and windows and dresses and all of that. Not for people who used to live borrowed meal to borrowed meal. Not for people who had to wear cloaks constantly, lest -

Damn, your hair just didn't want to cover the horns right. And after all that effort trying to just leave it at the red sweater.

You sigh.

Nothing to it then.

You'd just have to put on your hood again.

Couldn't expose yourself. Couldn't tip your hand. If you did, it'd all be over. Better to be the brooding silent one, than let other people realize you were one of the satyrs.

A drumbeat on the door suddenly made you jump, and with the panic came a bout of guilt. You knew you had told your team to knock on your door that way to not terrify you, and still.

"Coming!" you shouted, scrambling your hood up.

You opened the door, and Ser Tekla casually leaned back. His curled hair draped over his signature blue coat. His hands were stuck in his pockets, looking all the world like...well, like he had nothing to fear from the rest of the world.

He was right, of course - it was just one of those things. Humans didn't have to get questioned on whether they deserved to exist, or why the street vagrants were allowed here, should you ever let your cowl slip.

"Still need the cowl?" He said, like it was no big deal to see you without it.

"You just don't get it," you muttered, ushering him inside the room. You've stacked your food under the bed and inside most of the dressers, so you needed to move that stuff just in case you'd need to hide in it in short order - but, out of respect for your team, you kept one set of chairs open. You point him at the set of chairs - not that he needs to, casually stepping over and around the piles of clothes you've strategically arranged around the room to trip people up.

"I thought we talked about this a while ago, Kerrie," Ser Tekla casually said. "If you don't start owning who you are, everyone else gets to own who you are, wasn't that what Agueda said?"

"Easy for you to say," you say, shame running hot as you tucked the cowl further down your head. "You've never had it that bad."

Tekla shrugged.

"Yeah, that's true. Lecturing you is kinda in bad taste since I got it better than you, I get it. Still, it's not like Cormag and Agueda have it much better," he said. "Besides, we're capital-H Heroes now, and that means we can get away with anything," he half-smirked. "Wasn't that the whole point of that whole private parade we did a few days back?"

"I know," you say, tugging your cowl in closer. "Can't we just talk about something else?"

"Sure," Tekla said, shrugging. "But just so you know, we're not going to stop talking about it until you start standing up for who you are."

You forcefully shift the topic, and he rolls with it.

When he leaves, you watch his fleeting back jealously.

You wish you had the ability to not care about what anyone else thought.

But you had to.



Rumors are confused, but supposedly the Royal Army met complete disaster in Transulinia - some are reporting that the King with his cavalry, some say that he made it out with the help of a few adventurers, and still others say that the Vampire Lord got his undead claws into them. The Army itself has nearly completely shattered, scattering to the nine hills - some are trickling back to the nearest banners, but it's a pale shadow of what the Army was, even on the muster.

-5 Cash Flow continues! Neighbors shifted to In Crusade! Military strength at "Tattered".

That means the Army needs to rebuild. They need to draft further into the levies, and that means they need to start reaching deeper into the Treasury and getting the manufactured goods into the hands of the hungry modern army.

Which is where you come in.

[] [Case] The Origins of Specie
You're not totally sure what's been going on in the western provinces - last you checked, the prices rose across the board for no discernible reason. It's not like they were intentionally diluting the money supply or anything, so what gives?
[] [Case] Highway Robbery
Ever since the army was badly damaged in the fields - but if you're being honest, the uptick began right around the time of the levy's announcements - merchants have reported far more highway robbery in the southern provinces. Time to check it out.
[] [Case] Log Jam
The production of pretty much every single manufactured good must inevitably track back to wood somehow, and you've noticed that the prices of wood spiked too sharply after the announcements. Best check out what's going on in that supply chain.



In exchange for your past hard work, you may spend up to three Shinies.

[] [Shiny] Cold Hard Coin

Money talks, and loudly. Best to start with more.
[] [Shiny] Archbishops' Authorization
Due to your hard work, you've impressed some among the archbishops. With a little bit of cash, you can impress them a little more for an official permit to investigate matters related to the cloth.
[] [Shiny] Wider Remit
It would be great to have a much wider remit to search for incriminating documents among persons of interest, and not just potential culprits.

Tier-1 Upgrades:
[] [Shiny] Well Organized

+1 Stewardship.
[] [Shiny] Well Spoken
+1 Diplomacy
[] [Shiny] Well Trained
+1 Martial
[] [Shiny] Inspired
+1 Learning
[] [Shiny] Unremarkable
+1 Intrigue
[] [Shiny] Faithful
+1 Piety
[] [Shiny] Party Upgrades I
Kerrie gains +1 Intrigue, +1 Martial, Cormag gains +1 Piety, +1 Diplomacy, Tekla gains +2 Learning.

Tier-2 Upgrades (Costs 2 Shinies):
[] [Shiny] Excellent Recall

+2 Stewardship, +2 Diplomacy.
[] [Shiny] Faith-Burnished
+2 Piety, +2 Martial
[] [Shiny] Secret Explorer
+2 Intrigue, +2 Learning
[] [Shiny] Enhanced Cooperation
Cooperation gives +4 for Cooperating rather than +3.
[] [Shiny] Higher Tempo
Gain one Free Action.

Tier-3 Upgrades (Costs 3 Shinies):
[] [Shiny] Genius

+2 to all stats.
[] [Shiny] Eidetic Memory
+3 Stewardship, +3 Intrigue, +3 Diplomacy, +3 Learning.
[] [Shiny] Miracle Worker
+3 Martial, +3 Stewardship, +3 Diplomacy, +3 Piety
[] [Shiny] Visionary
+3 Martial, +3 Intrigue, +3 Learning, +3 Piety.
[] [Shiny] Two As One
Cooperation gives +5 instead of +3.
[] [Shiny] No Wasted Moments
Gain two Free Actions.

Costs 1 Shiny:
[] [Shiny] Reroll

Reroll any roll, including Random Event Rolls. Once.

[] [Shiny] Null
Save the Shiny for later.
 
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