CASE: THE ORIGIN OF SPECIE START!
[X] [Case] The Origins of Specie
[X] [Shiny] No Wasted Moments




"The war's gone badly, I hear," you carefully say.

"That's one way to put it," Vivien harshly laughs. "Oskaria went overnight from the leader of the coalition to the laughingstock. Were we any less important we'd be levied right now so that the King can go waste more of his own people," she bitterly said.

"I am to assume I hear 'thank you Finance Minister Vivien for keeping them off our back'?" you drily respond.

"You are welcome for that, by the way," Vivien haughtily responds.

You nod.

"But I suppose with things this dire, we'll need to get you to your next assignment to fund the ever-so-important Army. Very well. You requested sorting out the currency issue to the west, and I agree with you - to the west lies a significant manufacturing center, and we need to figure out why prices are rising there. We have been regularly weighing the currency with our own scales, and we have not found any discrepancies there - it doesn't appear like they're minting the coinage with new currency. Regardless, we need to figure out why, and soon - it's not like we can source materiel from elsewhere forever," Vivien states. "Unfortunately, your Budget is tighter than ever - the Army apparently doesn't think that your job is that valuable after all, and has slashed your Budget yet further. This time, you get 50 Budget to work with, headed into a province whose cash values have overinflated."

You sit in gobsmacked silence.

"I know, it's a paltry sum. Unfortunately, subordinating you to the Army means that you have to work with the budget they give you, not necessarily the budget you want," she sheepishly responds.

You hold your head in your hands, and open your mouth in a silent scream.



Revealed Achievements:
Swift Justice

Resolve the Case within twelve months. +3 Minor Boons.
Thorough

Defeat all enemies. +3 Minor Boons.
The Ministry Funds Itself

Through the course of normal operations, earn more than you spend. +2 Shinies.



Whatever is going on in this province is stranger than you suspected. On the one hand, many people look...well, full is the wrong word, especially with many of the best fed men already shipped off to the army, but at least with much fewer people starving on the streets.

On the other hand, you've been keeping track of how many beggars you see on the streets, how many people you see hustling goods, and how many people seem to be houseservants. Every day the number of houseservants and hustlers are dropping, and every day you see a few more people begging on the streets.

The storefronts you can see appear to be desperately begging for customers - or at least, you're certainly surprised when you see literal turf fights between hawkers trying to persuade you to come to such and such store. This is far more aggressiveness than you expected, and with higher prices to boot! Carefully, you signal Tekla to go ask around for where the best places to get cheap goods were - and found that people thought that the cheap goods here were commanding significantly higher prices, and that the people were happy to pay it!

You were fairly sure that this mean that most people simply had more money in hand.

It makes you tempted to simply raise the taxes from the city and be done with it. It's not like increased prosperity is a crime - if it was, you'd never get anywhere.

You think back to the Compact's message.

Okay, maybe the Compact had a problem with that or something, but you certainly weren't going to think too hard about that.

But...those increased number of beggars on the street worries you.

Time to investigate a little.



You have 50 Budget. This is bullshit. You're completely kneecapped. You may only spend 10 Budget this turn.

You have 3 [Free] Actions that may be spent in any category.

You have 6 Minor Boons that you may attach to any Action.

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] Acquiring Power

With the early end of the campaign season, some mercenaries and adventurers have returned to the province. You have the opportunity to hire them...provided, of course, you outbid the other potential buyers, like the nobility, and the Army. The sooner you move, the lower you can bid...hopefully. DC: 20. Cost: 6 Budget.
[] [Martial] Power Mapping

It's almost standard practice at this point, but still, never hurts to check out who the power players in this city are. Still, you will likely have to be quite stingy... DC: 17. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] The Clergy

You're not sure how the common citizen has so much wealth - fortunately, however, you know who just might. Those same people may also be able to tell you a crucial detail: when. DC: 15. Cost: 0 Budget.
[] [Diplomacy] The Merchants - Cash

Alternatively, you could try and pry into merchant dealings a little, but of course, such business information commands a price. DC: 20. Cost: 6 Budget.
[] [Diplomacy] The Merchants - Information

Unless, of course, you have some business information of your own. Information like the Army's cloth expenses growing multiple sizes. DC: 25. Cost: 2 Budget.
[] [Diplomacy] Asking City Government

Your best bet might be to go straight to the city government and interview the officials and gate guards - acknowledging, of course, that they insist the job simply cannot be done without an upfront payment. DC: 15. Cost: 4 Budget.
[] [Diplomacy] The Nobility

Maybe the nobility knows something about this. Of course, you'd have to get into their circles, which have high entrance fees to keep out the rabble, which somehow includes royal agents. DC: 25. Cost: 8 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Seizing City Documents

Hm. You are honestly sorely tempted to simply grab the city documents and not waste everyone's time and money with credentials and all that. Certainly, the...lacking professionalism should make that a simple affair. DC: 15. Cost: 0 Budget.
[] [Intrigue] Reviewing Merchant Documentation

Unfortunately, merchants keep a closer eye on their own financials than the city government. Fortunately, you're very good at getting into places that other people don't want you in. DC: 25. Cost: 0 Budget.
[] [Intrigue] Breaking Into Nobility

You could simply try breaking into the noble estates for their documents. It'd be a little tricky, but ultimately very doable. DC: 27. Cost: 0 Budget.
[] [Intrigue] Coining Servants

Alternatively, you could simply work on turning the servants for the various noble families to let you in on some gossip - and maybe form the beginning of a network here. DC: 24. Cost: 2 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] The Haul

The army did manage to win some spoils before getting completely annihilated, and some are trying to sell those off. May be worth a look. DC: Scaling. Costs: Scaling.
[] [Learning] Understanding Justice

You and Cormag have had close working relationships with different aspects of Justice. Perhaps it may be worth exploring just how Justice behaves? DC: ??? Costs: 0 Budget.
[] [Learning] Magical Mapping

It may also be worth using the Gnarled Rod to check out the magical layout of the area, and see who needs to be appeased where. DC: 25. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Book Sales

You hear that the Army had some trouble with ghosts over in Transulinia. You happen to have some notes about how exactly ghosts form - and implied, what you can do to quickly prevent them. This means you can sell them to some interested buyers. DC: 15. Gain: 10 Budget.
[] [Stewardship] Surveys

You can also simply pay people to tell you what's going on across the city, as well as running some other errands here and there. Shouldn't be too expense. DC: 15. Cost: 2 Budget.
[] [Stewardship] Investments

In addition to your notes about the ghosts, you're pretty sure the Army's going to want to be purchasing a lot of cloth - which means you have an opportunity to get in while the prices are low. DC: 15. Cost: 2 Budget.
[] [Stewardship] Raise Taxes

Well, you're fairly certain the citizens are more prosperous, which means you can raise taxes to match - acknowledging, of course, that such a move is likely to be...unpopular, at best. DC: 15. Gain: 4 Budget.

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

The local spirits may decide to help or hurt your case - best nip them off with an immediate offering, yes? DC: 20. Cost: 2 Budget.
[] [Piety] The Spirit of Oskaria

Okay, this is distinctly unconventional, but apparently the King is asking for prayers to and from the spirit of Oskaria, which clearly must be strengthened to strengthen the backbone of the serving members. Does this mean they may be able to help you? DC: 25. Cost: 0 Budget.
[] [Piety] The Authority of Oskaria

Actually, you may be able to get in on this initiative by simply claiming spiritual authority to do so and then using it to pray to Oskaria more effectively - acknowledging, of course, that you will be able to command a salary from this. DC: 28. Gain: 6 Budget.
 
Last edited:
THE ORIGIN OF SPECIE MONTH 1 ROLL CALL
Fascinating. Plan Getting the Lay of the Land wins 8-7-1.

Roll me 9d100s.

Martial: Power Mapping: DC: 17. Base Stat: 18. Cost: 0 Budget.
Diplomacy: The Clergy. DC: 15. Base Stat: 20. Cost: 0 Budget.
Intrigue: Seizing City Documents. DC: 15. Base Stat: 22 + 2. Cost: 0 Budget.
Learning: Magical Mapping: DC 25. Base Stat: 21 + 3. Cost: 0 Budget.
Stewardship: Book Sales: DC: 15. Base Stat: 23. Gain: 10 Budget.
Stewardship: Investments: DC: 15. Base Stat: 23. Cost: 2 Budget.
Piety: The Spirit of Oskaria: DC: 28. Base Stat: 23 + 3. Cost: 0 Budget.
 
CASE: THE ORIGIN OF SPECIE MONTH 1
Martial
Power Mapping

DC: 17. Roll: 18 + 2 + 8.2 = 28.2.

You have Kerrie begin to put together the map of the various powers throughout the city and the surrounding areas - and that starts helping you figure out what's going on.

For starters, it's clear that the western provinces have a few members of adventurers among the ranks of their nobility...which was just to deployed the disastrous war and subsequently killed. This has left a lot of the nobility scrambling to fill the gaps of their own ranks - they had expected to be able to count on their lords and adventurers returning from the Crusade, if not rich with spoils, at least well enough to help defend their own holdings from the shameless nobles they were certain were scheming against them. In turn they decided it was best to not be the second one to react, and you're fairly certain that part of the reason the people on the street are so well fed is because the nobility has taken to unofficially bribing everyone to "avoid our property if things go down", which somehow morphed into "when things go down," because that's pretty much just the story of your life at this point.

In short, the nobility were busy trying to outbid each other on every sort of warm body with a stone they might be able to get their hands on. Anybody that could actually use a sword could naturally command a high premium - which, actually, you might be able to leverage into a business opportunity. However, the balance of power was clear; the nobility and merchant classes were at a temporary truce, but should the situation turn sour, the streets would rise up in revolt - and the nobility might join in to get in some cheap shots on their rivals.



Diplomacy
The Clergy

DC: 15. Roll: 20 + 6.1 = 26.1.

Tracking down the clergy was fairly simple, as well as engaging them in small-talk - while the life of a city priest was quite busy, there also wasn't much in the way of entertainment that clergy were supposed to be getting up to. Well, not that it was stopping the majority of the clergy anyway, but it was worth at least a little bit of indulged curiosity.

And it turns out that while the clergy aren't sure why or when this all kicked off, what everyone's certain of is that the money now lining everyone's pockets came from the nobility suddenly getting into what appeared to be a contest to show who could donate more to the people and raise more money from businesses recently. It's a little confusing where they got all that money from, but for whatever reason the money simply hasn't stopped for a while - no matter how much money was being poured out into the streets. If they didn't know any better, it's almost like someone uncovered a dragon's hoard!

That got a round of hearty chuckles, and you made sure to keep appearances by laughing along, even as you saw the glint in the priest's eyes.

It reminds you a lot of what other people tell you. For an instant the two of you judge each other mid-laugh, sharing in the cold realization that the other was far too alike for comfort. Too comfortable guiding other people to build the gallows from which they'll hang.

Then the moment passes, and the hearty laughs continue.



Intrigue
Seizing City Documents

DC: 15. Roll: 22 + 2 + 8.9 = 32.9.

You found the documents, and it was as you feared, mostly. The city government was made up of mostly nobility, and if the indications about the prestige of charitable business skyrocketing recently was any indication, the bureaucracy was no longer receiving the favored or even second-line children but rather the dregs of the dregs, and it showed. The documentation was so sloppy that you couldn't be certain if it was an indication of huge off-the-book bribes or simply their own bookkeeping being completely awful. You couldn't even be certain of the government receiving the tax receipts, had you not personally verified how the receipts were handled.

Damn. Would've been too convenient if the people that constantly demanded bribes for everything and were this sloppy with their defenses took careful and extensive notes, you supposed.

However, you do get one fascinating hint - while the taxes to the government were all paid in hard specie, you were seeing traces of "grants" being paid and bought by the government in amounts that would've been far too unwieldy to transport in public. For one, you would have noticed an entire wagon of specie rolling down the street during the beginning of the month, if you were reading these notes right - which, admittedly, you could be failing to, but assuming it was accurate enough, it probably meant that they were transferring money through unofficial means - a unsanctioned coinage in significantly higher denominations, or quite possibly losing the metal altogether and sticking to paper.

But how could people who couldn't even be trusted to keep their own recordkeeping straight entrust everything to what was fundamentally an exercise in trust on both ends?

Something is deeply fishy here, and you're starting to suspect that these aren't where the actual notes are being kept.



Learning
Magical Mapping

DC 25. Roll: 21 + 3 + 6.6 = 30.6.

The process is simple, all the more because Cormag is there to help him interpret the spiritual emissions from the Gnarled Rod better. It's not a task that you understand super well, so you sort of just leave it to Tekla to handle with his typical capability and simply leave them to it. When they come back with a legible map filled with helpful notes, you're all but certain the handwriting and note taking was Cormag's work - nevertheless, it gives you a decent guide into how the local spiritual landscape works.



Stewardship
Investments

DC: 15. Roll: 23 + 5.8 = 29.8.

"This feels like it should be illegal," Cormag says. "Tell me this whole scheme's got to be illegal, Agueda."

"Not in any provable way, no. It'll get tied up in the courts, if it doesn't get caught up. Besides, I've been in the city governments - they have no idea that Agueda the private citizen is working with the landed Ser Tekla, or at least, not on paper, and that's what they'll need to prove duplicity," you drily respond. "Nobody's going to be able to stop us from buying up these cloth weaver shares before we drive up the army's demand for cloth - if anything, most would be jealous they didn't do it first."

"Surely someone else has put laws in place? Somewhere saner than Oskaria?"

"Not that I know of. Nobody's really caught on yet, I think," you say.

Cormag sighed, and pinched the bridge of his nose.

"Tell me at least we're going to make a huge profit."

"We're definitely going to be doing that," you snark.



Stewardship
Book Sales

DC: 15. Roll: 23 + 8.0 = 31.0.

You start by advertising that you have a handbook on what ghosts are, how to identify them, and how to prevent them from forming in the first place. You have your reputation as the Just and as a spiritual leader to lean on, especially your conversations with the clergy establishing your spiritual credentials - at least, to the nobility nearby. You sell a few books to their retainers, the men responsible for equipping their forces. As an extra favor, you ask them to spread the word.

And oh boy, do they spread the word.

The only name on anyone's lips for the next weeks is Ser Tekla, and the only book anyone wants to talk about is "The Spiritual Actualization of Ghosts" - and you're fairly certain that the copies are selling for two or three times sticker price.

Which means you're going to need to step up your next printing runs up.

Exactly the kind of problem you want to have.



Piety
The Spirit of Oskaria

DC: 25. Roll: 23 + 3 + 7.3 = 33.3.

You're not really expecting anything when you lead your party in prayer to Oskaria, swearing itself to the flag and what it represents. So it actually catches you really off-guard when you get an answer from what must be a nascent spirit, powered only by what amounts to the king decreeing that power must be invested in the nation. It seems to suffuse your body with a sense of purpose and satisfaction, that serving the nation in whatever capacity you can is good.

Well, of course, it doesn't do much else for you.

After all, you had been raised to understand that your current position in life was all thanks to King Melka I's reign, and one of the few things King Muran had been able to do was defend your birthplace. How could you owe your loyalty to anything else?

What really surprises you is that you feel more than you hear the spirit sigh, and point you to a site a ways away from town, towards a hillock.

You ask if Oskaria can tell you anything else about it.

Oskaria shrugs.

You roll your eyes.



Random Event Roll: 93
??? Event Roll: 54


Word spreads, both of your arrival and of the cloth stock's great value. Overnight the value of the cloth stocks you hold doubles, then triples, then continuously keeps climbing anyway. Last you looked your securities were worth somewhere upwards of ten times what you had initially put in. Offers to buy out your stock options continue to climb relentlessly, from the solicitors the fifth day and increasing every day since then.

And then someone makes a key mistake.

One of the young noble's sons asks you to help their family out. You get the sense that he's had too much to drink and was definitely the idiot disfavored son by how horrified his mother was to find him talking to you, but before his mother can drag him off, he asks you to help bring one of the nobles to justice. You see, they were overdue on the debts owed to their house - or at least, were refusing to pay according to the schedule that their family wanted them to pay up.

Unfortunately, his mother was hot on his heels, so you couldn't squeeze anything more out of him - in fact, the mother handed you a hefty bribe to simply pretend the whole thing had never happened.

Well, you weren't going to turn down the money, but that wasn't going to stop you from doing your job.

Because now you have a lead.



Sales Revenue: 14 Budget.
Other Gains: 10 Budget.
Cost of Goods Sold: 5 Budget.
Wages and Salaries Expense: 3 Budget.
Net Income: 16 Budget.
Investments Expense: 2 Budget.
Unrealized Net Gains on Securities: 26 Budget.
Comprehensive Income: 40 Budget.

Remaining Budget: 64 Budget.

You're deeply uneasy about the atmosphere in this province. Money is flowing far too easily based on the vaguest of rumors, and should that money ever stop flowing things are liable to get extremely ugly extremely quickly. Something else is pinging all your senses of danger, and it's probably not just your one meeting with that priest. The atmosphere honestly reminds you far too much of the capital in June, practically on the eve of the July Days. Maybe if you move quickly enough, you can defuse the situation, or at least patch this up.

You have 64 Budget, and 26 Budget and climbing in stock holdings that you could liquidate. As such, you are clear to spend up to 20 Budget.

You have 3 [Free] Actions that may be spent in any category.

You have 6 Minor Boons that you may attach to any Action.

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] Getting Some Real Answers

You need some real explanations from what's going on in this city, and you are theoretically backed by the army. You can knock down the city government's door and start asking some questions. DC: 25. Cost: 0 Budget.
[] [Martial] Acquiring Power

As every day passes, the nobility keep jacking up the bidding on the available mercenary forces in this city. The longer you wait, the more you'll pay and less you'll get. DC: 22. Cost: 10 Budget.
[] [Martial] Trust These Guns

Alternatively, you can hop onto the market yourself and sell yourselves as available forces - and take that opportunity to get closer to some key targets of opportunity...DC: 15. Gain: 6 Budget.
[] [Martial] The Site

The Spirit of Oskaria seems to have pointed you to a spot outside the city. You're not sure what the spirit sees there, but it might be something worth looking into. DC: ??? Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Gaspard Thevenet

That priest is setting off all sorts of alarm bells in your head. Time to get to the bottom of what he really feels - even if he joked about getting bribed for more information, you're willing to pay it. DC: 25. Cost: 6 Budget.
[] [Diplomacy] Asking City Government

Fine, you're clearly not going to get a straight answer from this paperwork in hand. Maybe it's best to just suck it up and pay in some money to get some real answers. DC: 15. Cost: 4 Budget.
[] [Diplomacy] The Merchants

Perhaps you can ask the merchants what's going on. Nicely and politely, and hint at your knowledge of the loans underpinning the franchise. DC: 24. Cost: 6 Budget.
[] [Diplomacy] Hearts, Minds, and Stomachs

Well, you don't want to be the one poor sucker who didn't set up their own network of peasants to defend their shit should everything go to shit quickly. DC: 20. Cost: 4 Budget.


Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Reviewing Merchant Documentation

Unfortunately, merchants keep a closer eye on their own financials than the city government. Fortunately, you're very good at getting into places that other people don't want you in. DC: 25. Cost: 0 Budget.
[] [Intrigue] Breaking Into Nobility

You could simply try breaking into the noble estates for their documents. It'd be a little tricky, but ultimately very doable. DC: 27. Cost: 0 Budget.
[] [Intrigue] Listening In

On the other hand, you're starting to get the suspicion that these people are carefully keeping whatever they're doing off the documentation. That would mean that the only way of figuring out what's going on would be to listen in on their conversations. Fortunately, you've got just the tool for that. DC: 27. Cost: 0 Budget.
[] [Intrigue] Coining Servants

Alternatively, you could simply work on turning the servants for the various noble families to let you in on some gossip - and maybe form the beginning of a network here. DC: 24. Cost: 2 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] The Haul

The army did manage to win some spoils before getting completely annihilated, and some are trying to sell those off. May be worth a look. DC: Scaling. Costs: Scaling.
[] [Learning] Understanding Justice

You and Cormag have had close working relationships with different aspects of Justice. Perhaps it may be worth exploring just how Justice behaves? DC: ??? Costs: 0 Budget.
[] [Learning] Unconventional Tools

If it's a problem of finding a mass of coinage, Tekla might actually have a solution to that problem from that old bag of tricks. He's not sure if it'll work, mind you, but he might have a way to find masses of metal. DC: 27. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Book Sales II

The initial print run sold like nothing you've ever seen before. This actually gives you a good chance to make even more stupid amounts of money from this whole endeavor, and you're certainly not going to turn up that chance. DC: 20. Gain: 30 Budget.
[] [Stewardship] Investments II

And that popularity means that you have another business opportunity - investing in printing presses, and the people who operate them. Heh heh heh. DC: 15. Cost: 4 Budget.
[] [Stewardship] Cashing Out

Actually, on that note you do not want to be near that cloth stock any more - you've got a lot of value out of it right now, and you do not particularly want your money to be in worthless paper when the inevitable impact of the war hits. DC: 15. Realized Gain: 26 Budget.
[] [Stewardship] Document Analysis

Okay, so these government notes are fairly garbage as data goes, but you might be able to process it into...something. DC: 25. Cost: 0 Budget.

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

The local spirits may decide to help or hurt your case - best nip them off with an immediate offering, yes? DC: 20. Cost: 2 Budget.
[] [Piety] Bringing Oskaria In

Actually, that sense of purpose and meaning might actually make things a lot better in this bureaucracy. Perhaps it might be worth bringing in to the city government? DC: 24. Cost: 0 Budget.
[] [Piety] The Authority of Oskaria

Well, you've made successful contact with Oskaria, which you can actually leverage into a series of sessions where you lead the prayer meetings - and get handsomely paid for it, of course. DC: 27. Gain: 6 Budget.
 
Last edited:
THE ORIGIN OF SPECIE MONTH 2 ROLL CALL
Plan Getting Settled In wins 12-1. I've also added a case information entry for The Origin of Specie - fingers crossed about whether I'll have the time to update it in the future.

Roll me 9d100s.

Martial: Acquiring Power: DC: 22. Base Stat: 18 + 2. Cost: 10 Budget.
Diplomacy: Hearts, Minds, and Stomachs: DC: 20. Base Stat: 20. Cost: 4 Budget.
Intrigue: Coining Servants: DC: 24. Base Stat: 22 + 2. Cost: 2 Budget.
Learning: The Haul: DC: Scaling. Base Stat: 20. Cost: ???
Stewardship: Book Sales II: DC: 20. Base Stat: 23. Gain: 30 Budget.
Stewardship: Investments II: DC: 15. Base Stat: 23. Cost: 4 Budget.
Stewardship: Cashing Out: DC: 15. Base Stat: 23. Realized Gain: 26 Budget.
Piety: Local Spirits: DC: 20. Base Stat: 23 + 2. Cost: 2 Budget.
 
KING JULIUS' NEGAVERSE I
Negaverse - King Quest

uhNoBadPlan said:
Character Creation part 2

[X] [Country Name] Oskaria
[X] [Country Focus] A Strong Army - Military guaranteed to be strongest national stat
[X] [Char Name] Julius the Bold
[X] [Background] War Hero - +2 martial, +1 diplomacy, +1 piety, martial guaranteed to be highest stat
[X] [Trait] Excellent Strategist - Your military leadership is amongst the best in the world, +2 martial, expands combat roll crit range from exactly 100 to >95, military crit-fails treated as regular failures
[X] [Trait] Cavalry Commander - Your true excellence lies in the command of mounted knights, smashing through enemy lines. +4 martial when cavalry take a central role in your strategies
[X] [Burden] Exclusive focus (Martial) - One aspect of your rule has been your highest priority… perhaps to the detriment of others, +3 to selected stat, -2 to all others
[X] [Burden] Illness - You have contracted a serious illness, which impedes your abilities. It'll probably fade on its own, but will seriously impact your abilities until it does. -2 to all stats until illness cured, small chance illness worsens, tiny chance it becomes lethal

Greetings to you, honoured King Julius the Bold, hero of the Third Wyvern War. May tales of your martial prowess spread far and wide across the land. Now, your stats were rolled as 10 + 1d10, and then bonuses and penalties applied, with your martial roll being swapped with the highest roll you got. And here's the results:


Stat Line:
Martial: 20 + 2 (strategist) + 3 (exclusive focus) + 2 (war hero) - 2 (illness) = 25
Diplomacy: 16 +1 (war hero) - 2 (exclusive focus) - 2 (illness) = 13
Intrigue: 11 - 2 (exclusive focus) - 2 (illness) = 7
Learning: 15 - 2 (exclusive focus) - 2 (illness) = 11
Stewardship: 13 - 2 (exclusive focus) - 2 (illness) = 9
Piety: 19 + 1 (war hero) - 2 (exclusive focus) - 2 (illness) = 16

Now remember everyone, you went for min-maxing here, so no complaining about how you don't have very many good stats.

Now, onto the rest of the nation. There will be 6 different stats your nation has at the start of the game

Income Stream: How much money you have coming in, and how easily you can collect it.
Judicial system: How transparent, reliable, and usable your judicial system is.
Centralization: How much power you have as king vs how much power your nobles have
Corruption: How much corruption tends to exist in your country.
Military: How powerful your military is
Neighbours: How well your relationships with other nations are going

I'll need a d10 roll for each of these stats, so we can see your starting values. Due to you picking a Strong Army as your starting country focus, it will be swapped with the highest roll if not already the highest.

So let's get rolling with 6d10s

MingConfederation said:
Alright, here we go for Income stream

Edit: Well, I guess we don't get to have money

Rolled: 1d10 = 2

Sapient Bush said:
Well, here we go for the judicial system

Rolled: 1d10 = 1

TerranEchidna said:
Rolling for centralization

Rolled: 1d10 = 1

Uncertain Participant said:
So if I've got this right, we have no money, and our judicial system is a complete mess. Off to a great start here.

Edit: And we're corrupt as hell too...

Rolled: 1d10 = 2

Light as Gold said:
Well here's hoping we get at least one good roll

Edit: your saviour has arrived

Rolled 1d10 = 7

Danish16 said:
And the final roll for diplomacy

Rolled: 1d10 = 3

TheNavyDude said:
So… we're in charge of a country which might actually be improved if someone set it on fire.

Alright, who angered the dice gods this time?

And you know what really gets me? With the hyper-military build we went for, we ended up with a character who is wholly unsuited to actually fixing any of this mess. I honestly have no idea how we're going to dig ourselves out of this hole.

uhNoBadPlan said:
Alright… so here's your nation...

Oskaria:
Cash Flow: +1 (Barely Positive)
Income Stream: Hopelessly Tangled
Judicial System: No Two Citizens Have Common Sets of Laws
Centralization: Every Noble Granted Liberum Veto
Corruption: No Honest Officials
Military: Respected
Neighbors: Temporarily Placated

I'm going to need a bit of time to figure out how this will go, as I really didn't expect things to go this badly this fast… Good luck!

FirstDigit said:
So, it looks like we're playing on hard mode this time. Should be interesting. Hopefully we can get rid of the illness quickly, and get the rest of our stats in shape. Intrigue will still be awful, but it'll put our stewardship into basic competency, and our diplomacy into actually skilled. We'll almost certainly have to delay our planned military conquests though, which is sad, but we need our own house in order before we can go getting more stuff.

Uncertain Participant said:
Liberum Veto… never heard of that before. Let's look it up.

<looks it up>

horrified.jpg

TerranEchidna said:
And this is why min-maxing before we even know the state of the nation was a bad idea. Agree that illness is something we should work on, but it's not something reliable, and if it was trivial to get rid of, it would hardly be a good char creation choice. We'll probably have that for 2-5 turns, else it wouldn't be worth the trait it bought us.

Honestly, the Veto is our biggest problem. If our intrigue wasn't awful I'd say we could trick some noble into rebelling, and use our army to win, and use that as an excuse to remove the veto… But our guy's incompetent so that scheme would get discovered in about 3 seconds.

MingConfederation said:
If we can manage to get more money we might be able to use the corrupt officials to our advantage. Bribe them to take out some of our opponents, who'll stand in the way of the necessary reforms.

Uncertain Participant said:
Hey uhNoBadPlan If we start a revolution and become a republic, would we keep playing as the president, or would that be a game over?

uhNoBadPlan said:
Unfortunately having a successful revolution would be a game over. This is a king quest, not a revolutionary quest.

Uncertain Participant said:
Looks like I'll have to put my revolutionary ambitions aside for now :(

Pretty sure there's like a 60% chance that a revolution occurs no matter what we do though, so anyone have any ideas on how we can stomp down on it? I mean we've got our army, but given how messed up the country is, I'm not exactly sure they'll stay loyal when everything explodes.

FirstDigit said:
Hopefully we can attempt to assuage the citizens many MANY complaints through the court system, and rely on its ridiculously incompetent setup to delay things forever.
 
CASE: THE ORIGIN OF SPECIE MONTH 2
Martial
Acquiring Power

DC: 22. Roll: 18 + 2 + 9.3 = 29.3

You task Kerrie with the job of recruiting mercenary companies. So you're surprised to find that she's back the next day with the Horned Boar company in tow, within your expense budget.

That was fast, you say. She was in talks last month, then, you take it?

She nods, and says it seemed like the smart thing to do.

Fair enough, you shrug.

The Horned Boar gives you a +2 Martial.



Diplomacy
Hearts, Minds, and Stomachs

DC: 20. Roll: 20 + 5.9 = 25.9

You're uneasy with the situation, especially how volatile the streets could turn out if everything goes wrong. You decide to head off the problem by beginning your own bribery campaign - though, fortunately, you have a lot less to protect than some other nobles, so you only need to buy off a neighborhood instead of what amounts to the entire city.

You hope that it's enough.



Intrigue
Coining Servants

DC: 24. Roll: 22 + 2 + 9.0 = 31.0.

These merchant nobility are decent at picking their servants - some have some degree of loyalty, but it's still fairly easy to pay some of them to tell you a few harmless details. You leverage those harmless details into getting them to tell you more and more, getting themselves deeper and deeper into your control - all while making them take the steps themselves.

But of course, it's not enough to make their servants feel the need to embed themselves in your network - you need to actually get some useful information out of them. What you hear is that the heads of noble families often get together, along with their servants to exchange something. Whatever it is, it isn't specie - you were careful to check whether they were simply exchanging specie in private, but apparently that wasn't what was happening. You then ask a series of questions aimed at answering how much specie the lords were keeping.

You received a confusing answer: the nobility apparently had lots of money, but little specie.

Well, not that confusing, you realize with a sense of dawning horror.

Quickly, you thank the servants for being so useful in service of the Crown, and extricate yourself to scream in silence.

You need to get into their financials sooner rather than later.



Learning
The Haul

DC: Scaling. Roll: 21 + 7.0 = 28.0.

[] [Haul] Box of Junk
Someone's left a box of various junk they managed to pick up on their rampage through Transulinia. They're selling it for cheap - maybe you can have Tekla sort through it later for something valuable. Cost: 1 Budget.

[] [Haul] Secondhand Compass

With the loss of so many people sent out to the army, the families naturally kept the best equipment and are trying to liquidate the stuff they can't use. This looks like one of the lower-tier divination compasses - it might help with investigative tasks? Grants +1 Stewardship for investigation actions below 25 Stewardship. Cost: 2 Budget.

[] [Haul] Energy Beans

Supposedly, this is a set of beans from somewhere in the far east, guaranteed to give you a serious increase in your mental faculties. Grants 1 Minor Boon. Cost: 6 Budget.

[] [Haul] Spell of Dictation

You almost immediately bought this the moment you saw it - apparently, it'll automatically write out what you dictate to the pen. Tekla having legible handwriting. Imagine that. Will cut the necessity for certain actions. Cost: 4 Budget.



Stewardship
Investments II
DC: 15. Roll: 23 + 7.0 = 30.

Stewardship
Book Sales II

DC: 20. Roll: 23 + 3.6 = 26.6.

Why profit once from a book sale when you could profit twice off the book sales?

At least, that's your justification for buying out some shares in multiple printing houses - and then putting in an order for a much larger run of the handbook. Just as hoped, the wagonfuls of copies practically empty the moment they arrive at their marketplaces, sold at a lower price point than the originals to encourage just that sort of behavior.

Also just as hoped: the markets took the bait for those new investments. While there wasn't the same sort of crazy frenetic purchasing spree that characterized whatever the hell the cloth maker's stocks were doing, it was still an incredibly respectable return on investment. You were content with your results.



Piety
Local Spirits

DC: 20. Roll: 23 + 2 + 2.6 = 27.6.

You offer the appropriate sacrifices and rituals to the local spirits. While they don't have any specific blessings for you in particular, nor any tasks they urgently want you to carry out, they instill in you a general sense of good feeling, as well as assurances that they will give warning should you do anything too egregious. Overall, not what you were hoping for, but certainly better than letting them wreck everything. Unfortunately, prodding for information didn't go anywhere - they were still beholden to the native residents, and didn't want to offend them too much, you see.



Stewardship
Cashing Out

DC: 15. Roll: 23 + 5.7 = 28.7

EVENT TRIGGER: MARKET CRASH
RANDOM EVENT ROLL: 32
EVENT MODIFIED! UNMITIGATED MARKET COLLAPSE


You knew this whole market was screwy. Cashing out all of your investments when you did was the right call.

Because very suddenly, the nobility realized that you weren't in on their stock market - you actually wanted hard specie for the investments. While you were in the process of cashing out, they still thought the stocks were valuable enough that they grudgingly paid out in specie - and you were oh-so-careful to ensure that you were only selling your stock piecemeal to avoid exactly what you suspect ended up happening.

Well, you got your specie.

The entire market staggered on for a week, and then collapsed. Prices associated with noble-backed merchants skyrocketed, and payouts to the streets and mercenaries drew down just as sharply. Huge masses of people were suddenly laid off, their business loans very suddenly coming due all at once. By the third day, shops were closing down, either by will or by the force of the mob.By the fifth, bodies had to be taken off the street after a five-story fall from the highest towers.

Something had happened, everyone was angry, and nobody really knew who to blame.

Buying the services of the mercenary company and some street loyalty suddenly looked like an extremely clever move.



Sales Revenue: 36 Budget.
Cost of Goods Sold: 6 Budget.
Gross Profit: 29 Budget.

Mercenary Expense: 10 Budget.
Charity Expense: 4 Budget.
Investigation Expense: 2 Budget.
Spiritual Expense: 2 Budget.
Salaries and Wages Expense: 3 Budget.
Net Income: 9 Budget.

Realized Net Gain on Available For Sale Securities: 31 Budget.
Investments Expense: 4 Budget.
Comprehensive Income: 36 Budget.

Remaining Budget: 100 Budget.

Well. The market is exploding, and is probably going to go nuts for a while. Prices are temporarily soaring, but you're certain that if you simply wait out another month that the prices will crash to the floor as merchants desperately try to make some money with the inventory they have left, as well as in general surviving the furious streets. Technically...you could probably walk away from this case. Whatever happened, it's too late for you to fix it, and fixing it isn't strictly in your job responsibility.

But...you could try and fix the problem. It would take extra time, but you did just make a fairly handsome profit...

Hm.

You have 100 Budget and a complete market collapse. You feel...not comfortable, but grudging acceptance, of spending your way out of this pit. Thus, you can spend up to 50 Budget this turn.

You have 3 [Free] Actions that may be spent in any category.

You have 6 Minor Boons that you may attach to any Action.

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] Getting Some Real Answers

You need some real explanations from what happened in this city, and you have a mercenary company at your back. You can knock down some doors and start asking some questions. DC: 25. Cost: 0 Budget.
[] [Martial] Site Investigation
Oskaria pointed you at a site a month ago. Perhaps it's worth looking at closer, in force. DC: ??? Cost: 0 Budget.
[] [Martial] Contract Renegotiation

With the complete crash in prices, you could probably renegotiate the mercenary contract, maybe bring down the costs to something closer to reality, eh? DC: 20. Mercenary Expense reduced from 10 to 4.
[] [Martial] Contract Termination

Actually, screw this, you want out. DC: 15. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Calming the Angry Streets

You're certain that the streets are about a few more days of soaring prices and no payouts from starting bread riots. Best to quell them, even if you have to spend lots of your own money to do it. DC: 20. Cost: 20 Budget.
[] [Diplomacy] A Cry for Help

A request has come by your door, from the government and the nobility - they know of your great financial prowess and just demeanour. They're hoping you can maybe do something, anything, to help fix this crisis. They'll pay - at the end of the crisis, when everything's fixed up. DC: 15. Cost: 0 Budget.
[] [Diplomacy] The Merchants

In a similar vein, the merchants are looking for anyone who can explain what just happened to everything. You can help answer - provided they answer a few of your questions first. DC: 20. Cost: 0 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Reviewing Merchant Documentation

You need to see what the hell the merchants have been doing with their bookkeeping. It's past time to find out. DC: 25. Cost: 0 Budget.
[] [Intrigue] Breaking Into Nobility

You could simply try breaking into the noble estates for their documents. It'd be a little tricky, but ultimately very doable. DC: 25. Cost: 0 Budget.
[] [Intrigue] The Subservient Hands
You need access to the truly important servants of the house, and you can offer to help put their lives back together while you do it. DC: 24. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Understanding Justice

You and Cormag have had close working relationships with different aspects of Justice. Perhaps it may be worth exploring just how Justice behaves? DC: ??? Costs: 0 Budget.
[] [Learning] Unconventional Tools

If it's a problem of finding a mass of coinage, Tekla might actually have a solution to that problem from that old bag of tricks. He's not sure if it'll work, mind you, but he might have a way to find masses of metal. DC: 27. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Exit Strategy

You really don't want to deal with this. There are other problems elsewhere in the country that need resolving, and this case will frankly resolve itself very shortly. If nothing else, the army can just dump money into here and put the workers back to work. DC: 15. Cost: Ends Case right here.
[] [Stewardship] City Organizer

You can go back to the work you did during the July Days and put those lessons back to work here to make sure at least everyone gets fed - it's going to be largely the same principles, since it's really only here that the prices are exploding beyond all control. DC: 25. Cost: 6 Budget.
[] [Stewardship] Document Analysis

You can ask for documents from the nobility and the merchants, and this time they might actually give it to you. That would actually help unravel what just happened here. DC: 15. Cost: 0 Budget.
[] [Stewardship] Personal Investigation

You can also ask them to describe their own positions and answer your questions. It might help answer the things that never got put to paper around here - it'd certainly give you a different tack to approach the problem from. DC: 15. Cost: 0 Budget.

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

The local spirits are confused and terrified, and they're desperately looking for someone who might be able to help them fix what just broke down. You're a prime candidate. DC: 15. Cost: 0 Budget.
[] [Piety] Calling on Oskaria

Well, Oskaria's produced one of your only hints thus far, and you could use another - perhaps Oskaria might care about such an important province enough to help out in a big way. DC: 27. Cost: 0 Budget.
 
THE ORIGIN OF SPECIE MONTH 3 ROLL CALL
Plan Fixing This Mess Because That Is What The Spider of Justice Does wins 13 - 1 - 1. In terms of the Haul, grabbing everything wins.

Equipment Cost: 13 Budget.

Roll me 11 d100s. Individually, like we discussed earlier.

Martial: Site Investigation: DC: ???. Base Stat: 18 + 2 + 2. Cost: 0 Budget.
Diplomacy: A Cry for Help: DC: 15. Base Stat: 20. Cost: 0 Budget.
Diplomacy: Calming the Angry Streets: DC: 20. Base Stat: 20. Cost: 20 Budget.
Diplomacy: The Merchants: DC: 20. Base Stat: 20. Cost: 0 Budget.
Intrigue: The Subservient Hands: DC: 24. Base Stat: 22 + 2. Cost: 0 Budget.
Learning: Understanding Justice: DC: ???. Base Stat: 21. Cost: 0 Budget.
Stewardship: City Organizer: DC: 25. Base Stat: 23. Cost: 6 Budget.
Stewardship: Document Analysis: DC: 15. Base Stat: 23 + 1. Cost: 0 Budget.
Piety: Local Answers: DC: 15. Base Stat: 23 + 2. Cost: 0 Budget.
Loot Roll
Random Event Roll
 
CASE: THE ORIGIN OF SPECIE MONTH 3
Loot Roll: 59.

Unfortunately, the box of scraps is all it had appeared to be. A box of scraps.

Sure, Tekla's finding some decent components and maybe serviceable components in the mix, but it's mostly junk.



Martial
Site Investigation

DC: ???. Roll: 18 + 2 + 2 + 5.3 = 27.3.

Everybody was a little uneasy at just how well the Horned Boar was being paid - you for massively overpaying them, the team for...much the same reasons, and even members of the Horned Bear were starting to look at the mood of the streets more than a little uneasily.

But! You need someone decently trustworthy to go poke at the Site that Oskaria had pointed out to you.

You are surprised to see Kerrie back the next day, without the Horned Boar in tow.

Apparently, when they got there, they poked around a bunch and failed to find anything obvious - until suddenly, the earth shook, a dark cloud descended, and a great gout of flame burst out, demanding who had dared rouse the Green Dragon from slumber.

Everyone had immediately run as fast as their legs could carry them because holy shit was that a dragon??!!!

You have your doubts about that, actually, but you decide to stay silent.

Kerrie checked in with the commander, who was still busy trying to regroup his terrified mercenary company back together - certainly, they'd be completely combat-ineffective for the rest of the month and probably would only be enticed with the promise of such a continuing generous budget.

Dragon sighting? Site Investigation DC revealed: 35.

The Horned Boar company has canceled their contract unless they can be assured of having similar pay or not poking the dragon's nest again.




Diplomacy
A Cry for Help

DC: 15. Roll: 20 + 0.1 = 20.1.

Cost: 0 Budget.

Intrigue
The Subservient Hands

DC: 24. Roll: 22 + 2 + 6.8 = 30.8.

Cost: 0 Budget.

Diplomacy
The Merchants

DC: 20. Roll: 20 + 2.5 = 22.5.

Cost: 0 Budget.

Stewardship
Document Analysis

DC: 15. Roll: 23 + 1 + 4.0 = 28.0.

Cost: 0 Budget.

Alright, all these people wanted answers about how the entire economy was crashing down around their ears. You are the assessor, and you can do it, if you have access to their financial documents. Their real documents, please, not the one they use to bullshit to themselves and the tax collectors. You're not exactly at your most diplomatic - probably a bunch of other things competing for your attention simultaneously causing you to be off your top performance, honestly. However, that's not a real problem - you could navigate this minefield asleep. You're a little ashamed to admit that that's actually what you do at several points throughout the month.

The nobility is hesitant, and tries to feed you some of their accounts, which were, generously speaking, rosy, and not generously, complete bullshit. You know this because they don't make a distinction between specie and paper money - all of it is recorded as either revenue or hard cash, which probably helps explain how everything went downhill so fast. You know this because many of the key servants of these noble houses corroborate what you had suspected: they had invested their actual specie into these wild speculations to try and get unbelievably rich - on paper, at least. You also know this because you have the merchants accounts in hand as well, and you note that while many merchants made the same mistake, not all of them did.

This makes it especially egregious, then, when you start encountering the first set of what appears to be completely paper transactions - where a noble bundled debts as repayment for debts of their own and smooth-talked the other party into agreeing into this completely nonsensical tangle.

But the sheer incestuousness of the tangle of debts helps you in a big way.

As far as you can tell, the basics of the system was that while noble families would not lend money to their enemies, and certainly not accept their paper debt notes, they were certainly willing to lend to their friends, who were willing to lend to their friends, who in turn were willing to loan to their friends, until eventually every noble family in the province owed another noble family some amount of money, no matter how tortured the chain - and because there was this separation, one family started calling on their debts, which caused the families that were indebted to them to call on their debts, and so on, until this entire chain reaction collapsed everyone's confidence in the debt economy simultaneously.

In your mind, you drily noted that the government was getting a cut of precisely none of these transactions. You made a note of it to go inquire about it at the local city government. Very nicely and politely.

In any case, however, your problem in the future was simple, much like how moving a mountain was a fairly simple task of moving one spoonful of dirt at a time. Simply put, the amount of debt floating around was far too much for the local economy to adequately support repayment in specie. You needed to facilitate a broader-scale debt forgiveness or at least some way of bringing the debt loads down.

Then...you weren't totally certain what came next - this was a new thing, and the Sejm was useless on a good day, which meant there likely weren't any laws against this sort of behavior.

You keep an open mind, however, and start asking the servants how this entire structure came about.

Most of the servants agree with the noble rumors: most of this kicked off on the urging of one Jensen, speaking for the Albert family.

Jensen Albert was the second son, not directly in the line of succession but nevertheless ambitious like one. Except, instead of going off to be a proper knight or whatever, Jensen Albert had apparently become a traveling merchant adventurer.

He had returned from his travels, a rich, well-spoken, and learned man. He came back with wagonfuls of gold and treasure, all sorts of ideas, and a silver-tongue to bring them into reality. Supposedly, he had helped set up this whole scheme - why get rich once when you could get ten times as rich? So with a system of debts and shares largely set up on his initiative, the Albert family and their families suddenly grew much more prosperous - and increased their spending to match. The other noble families didn't want to lose out on the action, so they piled into the economy too - and everyone else was enjoying the vast prosperity fueled by the emptying of noble coffers. When he left about three years back to go seek out more adventure, it seemed to be the height of the economy - everyone could afford food, everyone could afford shoes, and hell, there was even a booming trade in middle-class clothing!

Except - the bills had to come due eventually. The war starting was mildly bad for business - tons of young, able-bodied men ready and willing to work and consume drafted away to the war made for damage, even as production orders increased.

Losing the war was catastrophic for business. Everyone was twitchy, looking for the first sign that the market going bad to pull out. Market valuations were twitchy, nobles contemplating buying in or selling out constantly, reversing impressions multiple times a day. Eventually, the fever had to break, and it did so with alarming rapidity.

You can't help but notice that the accounts that scapegoat Jensen Albert as a silver-tongued rogue who had deceived everyone with his honeyed words were the traditional enemies of the Albert family, as well as the fence-sitters trying to decide whose side to join.

Fortunately, towards the end of the month, you do confirm it with the Albert family household - Jensen Albert was a rich adventurer, who did come back from his adventures with the spoils. He then promptly set about trying to ensure that the Alberts grew from a "rich" household to "dominantly rich" household via financial maneuvers. His reputation was exaggerated - many of the nobles were all-too-happy to try and copy the secret of the Golden Boy, or at least how he had gotten so rich so quickly.

You thank them all for their service, and reassure them that you will be able to stabilize this economy and their positions. You know you're almost certainly lying to someone, but you're not sure who yet.



Diplomacy
Calming the Angry Streets

DC: 20. Roll: 20 + 9.9 = 29.9.

Stewardship
City Organizer

DC: 25. Base Stat: 23 + 2 + 0.4 = 25.4.

Random Event Roll: 49

Your efforts to ensure that the people are fed, cared for, and don't explode into mass chaos are expensive, but they work. It is hard, especially since many of the people on the street will not listen to your requests after you promised free money and food - no matter what you needed to do to make that happen.

Fortunately, through the process of distributing all this food and money and some loans to keep the local economy running, you run into one towering giant of a man who the people will listen to.

His face is badly scarred and his every movement is so much larger than life that you could swear you could hear his heartbeat, but Mickael Dubost is a man of the people through and through, and even if the people outside the province do not know his name his city does.

The men move out, given temporary license to create their own work forces, and given the startup capital to do so independent of the existing houses. As tattered as the city government and merchant guilds are by the chaos of the collapsing economy, you play merchant house against merchant house in order to secure licenses to operate. Mickael Dubost, once so outspoken about the necessity to take their livelihood back, quiets down and watches everything you do. Asking questions of your approach. Tempering himself from a red-hot firebrand and whetting himself on the challenges before you to turn his mind, voice, and will into a keen edge.

Quietly, you're impressed at how quickly he's learning.



Learning
Understanding Justice

DC: ???. Roll: 21 + 8.4 = 29.4.

Absent any other better ideas, you decide to have Tekla work on a project to understand what exactly Justice is. You speak of hearing a voice in your head that you can occasionally tap into to ask a question to what seems like a jury, who make their judgement and then pass it on to you. Cormag talks about bringing the case before a far grander jury - but then again, he did call upon a larger jury than you did. Honestly, what was he thinking, making a statement that big?

Cormag rolls his eyes, and says that he walked away from that whole thing, so it clearly worked out fine for him.

You roll your eyes back, and Tekla decides to join in on the eye rolling "because everyone else was doing it."

The craw that sticks in all of your maws, however, is the question of "then what was going on during the July Days"? None of you find a very satisfactory answer.



Piety
Local Answers

DC: 15. Roll: 23 + 2+ 5.3 = 30.3.

By contrast, the task of appealing to the spirits is a simple job, made easier by the trust the merchants and the nobility were putting in you to handle the job. Considering the difficulty, they were more than willing to lend you a hand, here and there. Give you an approving nod, so to speak.

+1 Diplomacy, +1 Stewardship party-wide for the next turn.



Mercenary Expense: 10 Budget.
Cost of Services Sold: 4 Budget.
Public Relations Expense: 26 Budget.
Net Loss: 40 Budget.

Remaining Budget: 60 Budget.
Accounts Receivable: 10 Budget.

You carefully separate out the amount the nobles and merchants have promised to pay you for this month's work in unraveling the mess from the actual amount you're paid - you had just got done berating the nobles and merchants for failing to separate out cash-in-hand versus cash-in-accounts, so it would be foolish for you to make the same mistake again. While the financial backing of the local economy has just about collapsed and shops are going out of business, you're sort of encouraging a movement where the workers simply reopen the shop themselves while the owners try and figure out how exactly the financials are going to work - a temporary halt on debt collections and rent until everyone can get the crisis sorted out, on your urging.

It's not great, and the number of unemployed beggars shoots up, people choosing to spend less and try to save more for the inevitable lean summer - but it works, for now.

You just have to untangle the mess of debts and obligations looming overhead.

Wonderful.

You have 60 Budget and a stable situation - by which you mean, the economy isn't bleeding like a gutted pig. You do, however, need to sharply curtail expenses - any more months like this past month and you will be out of money in two months flat. You may spend up to 20 Budget this turn.

You have 3 [Free] Actions that may be spent in any category.

You have 6 Minor Boons that you may attach to any Action.

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] Getting Some Real Answers

You need some real explanations from what happened in this city. You can knock down some doors and start asking some questions. DC: 25. Cost: 0 Budget.
[] [Martial] New Dance Partners

Honestly, losing the Horned Boar is a loss, but not a huge one. You're certain that you can hire a different company or adventurer for significantly less - even accounting for the spread of rumors about a dragon in the region. DC: 22. Cost: 6 Budget.
[] [Martial] Contract Renewal

On the other hand, the Horned Boar did follow you into that supposed dragon site. It may be worth hiring them again - even at their frankly extortionate pricing. DC: 20. Cost: 10 Budget.
[] [Martial] Site Investigation II

Hm. Personally, you have your doubts about there really being a dragon in those hills - for starters, if they were actually a dragon, why would the famously vain dragons be this deep in Oskaria and otherwise be quiet? DC: 35. Cost: 0 Budget.
[] [Martial] Heavy Firepower

On the other hand, if there actually is a dragon there, you're going to want some real firepower to match. Real firepower like a battery of cannon that you might be able to requisition from the city. DC: 25. Cost: 4 Budget.

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

Right now, you've mostly got a handle on how bad the root problem is. Your new problem is that the nobles and merchants are terrified of the problem - which you need to address to get capital flowing again. DC: 25. Cost: 2 Budget.
[] [Diplomacy] Merchant Guild Negotiations

Okay, so on the one hand you did need to keep the economy going, and were plenty willing to outright forge or bully the merchant guild into giving you the charters you needed. Now you need to actually lock those in. Mickael Dubost is outright demanding to help you with this - no doubt to learn from you. DC: 27. Cost: 6 Budget.
[] [Diplomacy] Petitioning City Government

Actually, with the consultation you're doing with the local noble families, you might be able to parlay this into a means to talk with the city government directly, and by talk you mostly mean browbeat until they start answering your questions. DC: 23. Cost: 0 Budget.
[] [Diplomacy] Cutting the Knot

Screw this - you've heard it said that the best deal is the one that leaves both sides unhappy, and a perfect plan three months late is worse than a good plan three months early. Better to just cut through the tangle of debts with blanket debt forgiveness and a blank slate from here on out. DC: 27. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Keeping Tabs

You now need to turn your burgeoning network into a regular source of information - especially so that you can keep track of the movements of extremely important people. DC: 25. Cost: 4 Budget.
[] [Intrigue] Securing Loyalty

You know that you didn't really care much for exposing your network to other networks beforehand. You were mostly concerned about getting the information. Time to see if you can't start plugging the leaks. DC: 25. Cost: 2 Budget.
[] [Intrigue] Convincing the Guild

The Guild can always use your personal touch in negotiations. Very personal indeed. DC: 23. Cost: 4 Budget.
[] [Intrigue] Covert Site Investigation

Maybe armed forces isn't the way to go about poking a dragon. Where violence had been outmatched, maybe stealth could get you some answers. DC: 30. Cost: 0 Budget.
[] [Intrigue] Thevenet's Offer

Gaspard Thevenet has been watching the whole affair go down with some interest, and says that he's willing to help you by lending the power of the church - provided, of course, that you pay a cost of doing business. DC: 10. Cost: 15 Budget.

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

The influx of junk components means that Tekla has something to work with when he's touching up your gear - stuff that may actually be able to improve the stuff you bought last month. It helps that they're just not that good to begin with, Tekla says, as the spell of dictation writes it down. DC: 23. Cost: 0 Budget.
[] [Learning] Unconventional Tools

Tekla has the components to try and assemble a tool to find out whether there's a hunk of metal somewhere at a distance - very useful for checking out that hill from said distance. DC: 26. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Exit Strategy

Alright, the economic crash has halted, and the prices are crashing down back in line. Time to get out before the situation gets sticky. DC: 17. Cost: Ends Case right here.
[] [Stewardship] Gentle Unraveling

The net of debt obligations choking out this province is badly tangled at best - any attempt to use brute force is likely to meet resistance, so better to carefully cancel debt obligations slowly. DC: 27. Cost: 0 Budget.
[] [Stewardship] Business 101

The new worker cooperatives that are keeping the economy running haven't exactly received training in how to be merchants, a position they have suddenly been thrust into. You might be able to fix that a little bit, and Mickael Dubost is more than willing to help. DC: 25. Cost: 0 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Answers II

The local spirits are satisfied with the progress you're making, but there's a tradition to this sort of thing if you want to keep up the blessings. DC: 10. Cost: 2 Budget.
[] [Piety] Calling All Dragonslayers

You know that several of these spirits occasionally talk to the really powerful adventurers like Antonin or Jensen, apparently. Maybe they could put out a request to come look at this province's dragon? DC: 27. Cost: 4 Budget.
[] [Piety] Bringing In Oskaria

If Oskaria can find such a big thing like a dragon sitting inside of Oskaria's borders, surely it might be able to find something that would be more helpful to your goal? Like, oh, the government employee's sense of duty? DC: 27. Cost: 0 Budget.
 
Last edited:
THE ORIGIN OF SPECIE MONTH 4 ROLL CALL
Figured this would happen with such a late update yesterday. Fortunately, Plan Untangling the Mess Now, Dealing with Dragon Next Month wins unanimously, 8-0.

Of course, I can tell you outright that neither will happen :V

Roll me 8d100s, individually please.

Martial: New Dance Partners: DC: 22. Base Stat: 18 + 2. Cost: 6 Budget.
Diplomacy: Merchant Guild Negotiations: DC: 27. Base Stat: 20 + 3 + 2 + 1 + 1. Cost: 6 Budget.
Intrigue: Securing Loyalty: DC: 25. Base Stat: 22 + 2. Cost: 2 Budget.
Learning: Upgrades: DC: 23. Base Stat: 21. Cost: 0 Budget.
Stewardship: Gentle Unraveling: DC: 27. Base Stat: 23 + 3 + 1 + 1. Cost: 0 Budget.
Stewardship: Business 101. DC: 25. Base Stat: 23 + 1. Cost: 0 Budget.
Piety: Local Answers II: DC: 10. Base Stat: 23 + 2. Cost: 2 Budget.
 
Last edited:
CASE: THE ORIGIN OF SPECIE MONTH 4
Martial
New Dance Partners

DC: 22. Roll: 18 + 2 + 1.1 = 21.1

Unfortunately, the rumors about a new dragon in the region scare up many of your potential contracts - in fact, many of them outright fled mid-haggle over the pay rates.

At least this meant that you didn't have to spend any money paying for them.



Stewardship
Business 101

DC: 25. Roll: 23 + 1 + 2 + 9.2 = 35.2

Business has many complicated rules, a subtle art to it that requires years of experience in identifying the vagaries of the markets and a honed trader's instinct for legalities and prices - prices and appropriateness of sales and marketing had subtle differences that made up all the difference!

At least, that's what you would've said if you were here to pump up the audience's ego.

Unfortunately, you are not here to pump up the audience's ego, which means that they're going to learn some very short and hard lessons:

In theory, you need to master theory in order to understand everything that's happening so that you can make the right decisions - this whole thing was a nuanced art, and you had to know -

In practice you just need to follow the rules of thumb, you said, both to your rapturous audience of new business stakeholders. Mickael looms over the proceedings like he looms over everything else, but you know he's paying close attention.

Rule Zero: Don't lie to your partners. You need to be honest about what you have and don't have to yourself and your business, or else everything's going to explode when the truth inevitably comes out.

Rule One: Don't step on toes, because an awful number of those are connected to the ass you have to kiss tomorrow.

Rule Two: Record everything that happens somewhere. Some of you, you say, looking directly at Mickael, have minds like steel traps - but that's not good evidence when you need to prove the other guy's stiffing you or when you want to figure out where you can make your business better.

Rule Three: If the money isn't in hand, the transaction isn't complete, so don't pretend that it is. If your inventory is out of your hands, your inventory is out of your hands - so make sure you get that down.

Rule Four: Don't bullshit yourself. When you need to make decisions to do whatever your business wants to do, you need to have good information. You wouldn't eat your own shit, so don't feed yourself shit information to make yourself feel better.

Rule Five: Feeding bullshit to your investors rarely ends well. Exhibit A: the province's economy.

Rule Six: Seriously, don't tell yourself comfortable lies. If you want to boost your own ego, go to the bar and lie about your sexual prowess. You are in this business to make money so that you can do things with that money. It does no one any good to tell themselves they're rich when they're about three days from debtor's prison.

Rule Seven: Everything has a price. Many times the price is free, but sometimes people will say something can't be done when what they really mean is that you haven't paid the price in either time or money. Check.

Rule Eight: Everything has a price, so don't sell yourself, your work, or your time cheaply. You are professionals. Charge like it.

Rule Nine: What you present to your customers, be they paying you in money or favors or loan opportunities, should never be sloppily done - make sure you put in the time to prepare your presentation for the audiences.

Rule Ten: We've had to repeat this rule several times. We're going to keep repeating it: don't lie to yourself.



Diplomacy
Merchant Guild Negotiations

DC: 27. Roll: 20 + 3 + 2 + 1 + 1 + 9.5 = 36.5

So it's with hours of drilling and memorization and more drilling that you finally bring to the Merchant Guild, new businessowners in tow. It's a public spectacle, with many onlookers - and you're certain that the slightest of pressures in the air is the actual Spirit of Oskaria, listening in. The Merchant Guildmasters head into these meetings expecting to meet illiterate peasants who needed to have their business licenses revoked and handed over to the people who rightfully deserve it - they find trained and astute shareholders that can adroitly explain their own company's operating principles and growth prospects.

The Merchant Guildmasters are surprised, honestly. They hand over prewritten contracts to the undeclared businessowners, undoubtedly filled with traps - the shareholders simply respond that they'll take it under advisement but comprehending such a document would naturally take time and effort.

The Guildmasters are honestly impressed with these new shareholder's professionalism and work ethic - with the right set of clothing, it's almost like they were another noble family entirely.

You exhale a huge sigh of relief that none of them fell for the trap. Concealing the illiteracy of these poor - well, not likely to be poor for much longer - stakeholders was tricky, but you managed it, especially with Mickael's help practicing this interview for days on end. For bonus points, the charters you set up were practically accepted without revision, after you decided to conduct some of your own backroom negotiations, pointing out that these new stakeholders were reliable, and while they may not have the pedigree of former merchant families, they had the training to be transparent about their own activities - and that clarity was far better for business confidence than hoping that this new smooth talker wasn't lying about their own finances, right?

The whole negotation process was one of your more brilliant pieces of work, if you do say so yourself.



Intrigue
Securing Loyalty

DC: 25. Roll: 22 + 2 + 7.8 = 31.8

Ultimately, when you chose your agents you chose them for a variety of reasons: the difficulty of turning them, their positions within their houses, and whether you thought that you could trust them.

As always, your foresight a few months ago pays off now, with the servants that you had selected to be in your network proving to be mostly trustworthy and reliable - you only have to pay a few agents a little bit of money to watch over your interests and tell you if the other agents were selling your secrets - without your permission, of course.

It's a simple affair, ultimately, and you're glad that it appears you can mostly leave the network to its own devices now.



Learning
Upgrades

DC: 23. Roll: 21 + 2.8 = 23.8

You ask Tekla to go take a look at what upgrades he can make on your new equipment, especially considering it's...storied history, to be polite. He cracks his neck, looks at the components he has to work with, and promptly sweeps half of them off the table.

That unusable, you ask.

Yeah, they just wouldn't work at all, Tekla said.

In the end, he's able to upgrade the Divination Compass, but only slightly - not much he can do when the original compass is worn-down and his components even more so.

One slight problem presents itself when you're using it - you're simply so good at crunching numbers and memorizing factoids that the improvements don't actually make your quality of life any better.

Still, that's not so much a reflection of his inability so much as your brilliance, so you shrug and accept it.

Divination Compass would grant +2 Stewardship below 20 and +1 Stewardship below 25... except that you have Stewardship 23 and so don't get to see that bonus. Maybe it'd resell for higher, though.



Stewardship
Gentle Unraveling

DC: 27. Roll: 23 + 3 + 1 + 1 + 7.0 = 35.0

You begin the process by picking up your roughly constructed maps of debt. You look for easy opportunities, where two noble families owed each other debt obligations, and simply suggested they just forgive each other equal amounts of debt in order to reduce the total amount of debts in the system - and are met with mostly understanding nods, especially with Tekla's help in simultaneously convincing the other noble house. The tangle is tricky, however - many were counting on that debt instrument to remain a long-term investment, but you pointed out that since there was an equal outflow and inflow it really didn't make much of a difference.

The problem, of course, is that there were relatively few cases where only two noble families were required to close the circle of debts in their entirety - in many cases, many noble houses owed debts of varying sizes to many other families in a web so dense you were fairly certain it could pass for a solid wall, should you try to visually represent it.

You sigh. Best case scenario, you'd probably be at this for another few months just trying to pick apart individual loops where you could convince the nobles to forgive the debts.



Piety
Local Answers II

DC: 10. Roll: 23 + 2 + 0.8 = 25.8

It's a fairly perfunctory affair - and unfortunately, you may have let that slip in a compromising way. Fortunately, you're simply so good at performing the ritual and listening to the spirits that it really doesn't matter, but you know that it wasn't a great performance - even as you request for some aid in making sure your courage remains steadfast next month.

+1 Diplomacy, + 1 Martial.



Random Event Roll: 68

Surprisingly, the church has stayed relatively quiet throughout this whole affair - while the almsgiving continues and Thevenet continues to smile unsettling smiles, you hear rumors about the church buying out some of the loan obligations from stakeholders who simply lacked the ability to pay in specie. While you're certain that this is almost certainly an abuse of power somewhere, it's helping to settle the local economy and you don't really have any solid proof of it - best not to scrape through the sheen, in your considered opinion.



Cost of Services Sold: 4 Budget.
Public Relations Expense: 6 Budget.
Spiritual Expense: 2 Budget.
Other Expense: 2 Budget.
Net Loss: 14 Budget.

Advance Collection of Accounts Receivable: 4 Budget.

Remaining Budget: 50 Budget.
Accounts Receivable: 16 Budget.

The economy still wasn't stable, but it also wasn't completely spiralling out of control. Some days it felt like the tangle of debts still wasn't the least bit resolved, and you were getting concerned - much longer, and you'd suspect that the nobles would simply resume loan collections and make your job all that much more complicated when some noble inevitably immediately went bankrupt. As another priority, you slotted in "considering legal action against the Albert family," or at least some method to recoup the costs here. Maybe.

You were also hoping that nothing else went wrong, which was...well, a pretty major ask.

In your ever-dwindling free time, however, you keep an eye out for news and prices from the rest of the world, even though the markets in the province were swinging pretty wildly in prices - and you noticed that for some reason, the prices of manufactured goods were starting to rise alarmingly fast. All you can do is squint and hope it's not a harbinger of anything else more serious.

You have 50 Budget and a situation that is slowly improving. You're not comfortable spending lots of money with income so strapped right now, but you certainly can spend up to 20 Budget this month without breaking the bank.

You have 3 [Free] Actions that may be spent in any category.

You have 5 Minor Boons that you may attach to any Action.

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] Getting Some Real Answers

You need some real explanations from what happened in this city. You can knock down some doors and start asking some questions. DC: 25. Cost: 0 Budget.
[] [Martial] New Dance Partners

Unfortunately, the rumors about the Dragon appear to have shaken the confidence of the local mercenary companies more than you thought - but ultimately they need to get paid, so you think you can just do this again.. DC: 22. Cost: 6 Budget.
[] [Martial] Site Investigation II

Hm. Personally, you have your doubts about there really being a dragon in those hills - for starters, if they were actually a dragon, why would the famously vain dragons be this deep in Oskaria and otherwise be quiet? DC: 35?. Cost: 0 Budget.
[] [Martial] Heavy Firepower

On the other hand, if there actually is a dragon there, you're going to want some real firepower to match. Real firepower like a battery of cannon that you might be able to requisition from the city. DC: 25. Cost: 4 Budget.

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

Right now, you've mostly got a handle on how bad the root problem is. Your new problem is that the nobles and merchants are terrified of the problem - which you need to address to get capital flowing again. DC: 25. Cost: 2 Budget.
[] [Diplomacy] Petitioning City Government

Actually, with the consultation you're doing with the local noble families, you might be able to parlay this into a means to talk with the city government directly, and by talk you mostly mean browbeat until they start answering your questions. DC: 23. Cost: 0 Budget.
[] [Diplomacy] Cutting the Knot

Screw this - you've heard it said that the best deal is the one that leaves both sides unhappy, and a perfect plan three months late is worse than a good plan three months early. Better to just cut through the tangle of debts with blanket debt forgiveness and a blank slate from here on out. DC: 27. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Keeping Tabs

You now need to turn your burgeoning network into a regular source of information - especially so that you can keep track of the movements of extremely important people. DC: 25. Cost: 4 Budget.
[] [Intrigue] Unannounced Visitation

Perhaps these government employees can be convinced to talk to you about the information they have - provided sufficient incentive, of course. DC: 15. Cost: 6 Budget.
[] [Intrigue] Covert Site Investigation

Maybe armed forces isn't the way to go about poking a dragon. Where violence had been outmatched, maybe stealth could get you some answers. DC: 30. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Detailed Mapping

Tekla comments that the mapping of the area you did earlier in the year was necessarily short and abbreviated, spread out over an entire city - if he could take the Gnarled Rod and sample far more area he could make a much more detailed map around the site outside the city in particular. DC: 25. Cost: 0 Budget.
[] [Learning] Unconventional Tools

Tekla has the components to try and assemble a tool to find out whether there's a hunk of metal somewhere at a distance - very useful for checking out that hill from said distance. DC: 26. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Exit Strategy

Alright, the economic crash has halted, the prices are back in line, and you've started the process of untangling this mess. Time to get out before the situation gets sticky. DC: 17. Cost: Ends Case right here.
[] [Stewardship] Gentle Unraveling II

The net is dense, and unfortunately you've already dealt with all the easy swaps in this overgrown thicket of debts. DC: 28. Cost: 0 Budget.
[] [Stewardship] Continued Support

While you managed to get these new businesses through a crash training program, you're definitely going to want to generally be on-call just in case something comes up and they need to pester you for help. DC: 15. Cost: 0 Budget.

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

The local spirits are satisfied with the progress you're making, but there's a tradition to this sort of thing if you want to keep up the blessings. DC: 10. Cost: 2 Budget.
[] [Piety] Calling All Dragonslayers

You know that several of these spirits occasionally talk to the really powerful adventurers like Antonin or Jensen, apparently. Maybe they could put out a request to come look at this province's dragon? DC: 27. Cost: 4 Budget.
[] [Piety] Bringing In Oskaria

If Oskaria can find such a big thing like a dragon sitting inside of Oskaria's borders, surely it might be able to find something that would be more helpful to your goal? Like, oh, the government employee's sense of duty? DC: 27. Cost: 0 Budget.



I'm going to sleep pretty much immediately, so I probably won't be around to answer questions until I get up in the morning. Depending on whether there's a consensus that doesn't need an outstanding question answered, we might hold the roll session then or later, not totally sure.
 
Last edited:
Back
Top