THE ORIGIN OF SPECIE MONTH 5 ROLL CALL
Eh, good place to call it, should be a fairly straightforward update with limited items and highly synergistic items. Plan Placeholder Name wins 5-2-1.

Roll me 7d100s.

Martial: Site Investigation II: DC: 35? Base Stat: 18 + 2. Cost: 0 Budget.
Diplomacy: Cutting the Knot: DC: 27. Base Stat: 20 + 1 + 3. Cost: 4 Budget.
Intrigue: Covert Site Investigation: DC: 30. Base Stat: 22 + 3 + 2. Cost: 0 Budget.
Learning: Unconventional Tools: DC: 26. Base Stat: 21. Cost: 0 Budget.
Stewardship: Continued Support: DC: 15. Base Stat: 23. Cost: 0 Budget.
Piety: Bringing In Oskaria: DC: 27. Base Stat: 23. Cost: 0 Budget.
 
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CASE: THE ORIGIN OF SPECIE MONTH 5
Martial
Site Investigation II

DC: 35? Roll: 18 + 2 + 1 + 0.5 = 21.5

Intrigue
Covert Site Investigation

DC: 30. Roll: 22 + 3 + 2 + 8.6 = 35.6

Learning
Unconventional Tools

DC: 26. Roll: 21 + 4.9 = 25.9

Awakening the Sleeping Hills

You're less prepared for this than you would have liked. Grimly, Tekla and Kerrie both share your opinion in the midnight hours.

The metallic spirit detector Tekla rigged up was unreliable at best, currently - the consensus had been to leave it at what passed for your lodgings while the system was so temperamental that it could not even accurately detect whether a metal-rimmed shield in the same room was metallic. He promised that given another month or two he could definitely get it working, but there was no more time to mess with that.

But that's just about how it always goes. You never have the tools you want for the situation you want at the time you want, after all.

You'll just have to content yourself with your current plan.

You have Kerrie and Tekla set off as big a ruckus as they can, firing off their firearms with screamer rounds to try and get this so-called Dragon's attention in the middle of the night.

You, of course, would be traveling by the dim light of the Aurora from a different direction, and would hopefully be able to sneak in.

The gunfire that is your signal to infiltrate is a sad, timid thing - fortunately, you are small and quiet and layered with half-step illusion spells meant to evade tripwire spells and be nothing more than a smudge on the horizon.

The gout of flame that erupts forth from the hill is exactly as Kerrie described it, which naturally makes you all the more certain of your conclusions.

After all, you had heard the stories from your tribe about the thrice-damned Dragon King from the Second Wyvern War using elaborate artillery magic and army-scale support spells, where even the wyverns that made up the army knew better spells than "uncontrolled torrent of flame". To use only this flame, the Dragon would have had to be completely undetected well into the Oskarian border during both the Second and the Third Wyvern War, and yet lack the knowledge that the other wyverns had long since learned.

No, you suspected this was an amplifier spell, as you deftly proceed through the warding scheme as if it had never existed.

Just as suspected, once you sneak past the corner of the cave, you're confronted with an image of delicate runework drawing ambient and stored mana before using it in a spell formula encased into the rock.

You decide that caution is the better part of valor and thoroughly ruin said runework, before promptly running away at full speed.

You're three hills over where Kerrie and Tekla are cowering behind a log before the hill explodes in a positively earthshattering explosion.



Diplomacy
Cutting the Knot

DC: 27. Roll: 21 + 1 + 3 + 7. 5 = 32.5

Random Event Roll: 24

You take one more look at the noble houses financials, another look at the complicated web of debt, and decide to call a provincial Sejm to discuss the matter as a whole.

You show them the graphic of the web of debts each house owed - every strand the size of a hair was a day's labor paid in specie, and behind you hung multiple cords the thickness of a wagon's axle. You pointed out that this graphic made the tangle of debts in this province look better than the situation actually was - after all, many of the debts looked to be two-way when in actuality the obligations only flowed one way in endless circles of varying sizes and complications. To resolve this issue the slow and exacting way would take months at best - during which period nearly all collections would have to grind to a halt because in order to avoid collecting each others debts they had to stop collecting feudal dues since legally they were the same thing - and bluntly, that was in none of the nobility's interests.

Therefore, you had a simple proposal.

You highlighted it by using your pistol to incinerate the graphic.

Every noble at this meeting would agree to forgive and repudiate an equal amount of debts. They would declare the amount repudiated and forgiven to the session as a whole, and then they would track down their debtholders and bondsmen to negotiate individual negations at this emergency session. At your estimates, the total debt load had to be reduced by at least an order of magnitude if the province economy was to function again, and the simplicity of the proposal appealed. Of course, as the Just and the Assessor, you were the natural candidate to oversee the process of negotiation.

The preliminary session, of course, was conservative - many only forgave small, insignificant debts and similarly repudiated the already forgiven amounts, with you only needing to verbally smack down some of the attempts to repudiate more than they had forgiven. In a small break over the weekends, you worked to convince some of the mid-sized noble houses that they would be better off being able to forgive significant debts they couldn't collect so that they could repudiate the debts they couldn't afford to repay. Surprisingly, it only takes a little bit of convincing for them to agree with you - so the second session kicks off with a bang, and the debts begin to peel away one by one.

It is fantastic, it is the necessary step to save the province's economy, so naturally it runs into a capital-P Problem.

Said problem being the noble representatives of the house's other branches showing up, declaring all the debts just repudiated to be valid, that the representatives at the regional Sejm had no authority to forgive those debts, and then demanding payment of owed debts, plus an additional amount as late fees.

Had they no army you could have laughed them off - unfortunately, they came with their own retainers loaded for bear and a document professing their right to speak at the greater Sejm demonstrating their greater control over their own families.

Infuriating.



Stewardship
Continued Support

DC: 15. Roll: 23 + 4.1 = 27.1

Ultimately, the task is simple - be available to answer questions when the new cooperatives inevitably ran into business trouble, and proactively head out to inquire after difficulties and finances, because the new cooperatives were liable as any to feel overly indebted to you and lie about the severity of the issues they faced.

Issues like the dwindling number of traveling merchants and the growth in prices of manufactured goods.

It would be, frankly, probably correct to surmise that this was a result of army requisitions commandeering the supply of wagons and outbidding production on other goods in order to make more armor and swords and muskets, but something about that still bothered you to some degree.

Whatever it was causing, it was also causing supply shortages across the businesses you supported - which made the salary they started paying you all the more surprising.

You certainly won't complain too much about extra specie in hand, though.

Gain: 4 Budget.



Piety
Calling in Oskaria

DC: 27. Roll: 23 + 1.7

You're not entirely sure what you did wrong to not get the Spirit of Oskaria's attention. Could be that your ritual setup was wrong, could be that Oskaria simply lacked the spiritual weight at this time in order to show up. Fleetingly, you wondered whether Oskaria would grow stronger in about three months, in time for the July Days, but you dismiss that idle thought.

You also idly ponder whether turning Oskaria's lead into a smoking crater may also have something to do with Oskaria's displeasure, but you turn aside the thought.

Oh well, you could always try again later.



Service Revenue: 4 Budget.
Cost of Services Sold: 1 Budget.
Meeting Expense: 4 Budget.
Salaries and Wages Expense: 3 Budget.
Net Loss: 4 Budget.

Collection of Accounts Receivable: 5 Budget.

Remaining Budget: 51 Budget.
Accounts Receivable: 21 Budget.

Well, this interesting new development is as unwelcome as all other interesting developments that stomp all over your robust plans for the next few months. Oh well.

You have 51 Budget and a problem on your hands. You can spend up to 20 Budget this turn.

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] Rousing the Home Militia

An army threatening the interests of the province is exactly what the militia is for, so here's a great chance to call them up. DC: 15. Cost: 0 Budget.
[] [Martial] Site Investigation III

Well, you've certainly revealed that there is no dragon there with a bang. You'll need to bring some hands in to excavate it, though, and anybody who can afford that runework probably left some other surprises for you. Requires either mercenary or militia support. DC: 15. Cost: 4 Budget.
[] [Martial] Recruiting Mercenaries

Bidding wars for mercenaries. How nostalgic. The other side can hilariously outbid you. How nostalgic. DC: 23. Cost: 8 Budget.
[] [Martial] A Show of Force

Right, if these other nobles think their army is intimidating, they're dead wrong, and you're going to prove it - with violence. DC: 30. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Diplomatic Solutions

Maybe you can find a win-win solution that doesn't involve crashing all of your diplomatic efforts and the provincial economy. DC: 30. Cost: 8 Budget.
[] [Diplomacy] Guild Meetings

You respect the power of the Merchant Guild, so you're going to want them on your side rather than these other nobles - and fortunately, you both share interests. DC: 20. Cost: 2 Budget.
[] [Diplomacy] Church Faith

The church is likely to be the biggest wedge for the visiting nobles to take advantage of - and that smug bastard Thevenet knows it. DC: 25. Cost: 6 Budget.
[] [Diplomacy] Government Assurances

At this point, frankly, the Sejm you lead has more power than the local government - but that's not to say the local government has no power. Best to gladhandle them onto your side. DC: 22. Cost: 0 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] The Backers

This group couldn't've thought of this on their own, and they certainly could not have coordinated this on their own. Find out who's backing them. DC: 27. Cost: 0 Budget.
[] [Intrigue] Searching for Blackmail

If you can find some incriminating documents or evidence of the visiting nobles' wrongdoing. It would likely make convincing them to drop everything and leave far easier. DC: 28. Cost: 0 Budget.
[] [Intrigue] A Strong Suggestion

Politely speaking, of course, you need them to leave and drop everything. You're quite certain that you can come to an understanding. DC: 32. Cost: 0 Budget.
[] [Intrigue] Guild Assurances

One of the best ways to assure the Guild's loyalty is through coin, and you can certainly provide that. DC: 15. Cost: 6 Budget.
[] [Intrigue] Church Meetings

Thevenet has made it clear that if you simply agree to pay him a "reasonable" fee, he will gladly encourage the church to take the side of your justice. DC: 15. Cost: 10 Budget.
[] [Intrigue] Government Faith

Bribery is simple, bribery is easy, and it circumvents having to repeatedly beat duty into the government employee's heads. DC: 15. Cost: 4 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Refining Equipment

It wasn't ready in time for the investigation at the hill, but with just a little more effort Tekla thinks he can get the compass functional this month. DC: 24. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Continued Support

As before, as now. Continue to provide support for the fledgling businesses, especially in the uncertainty of the current market. DC: 15. Cost: 0 Budget.
[] [Stewardship] Cross Examination

Personally, you have doubts about the documentation those other nobles provided as part of their grievances. You'd like to...inspect them. Surely there's no reason to disagree with that, is there? DC: 25. Cost: 0 Budget.
[] [Stewardship] Inheritance Review

You also have suspicions about the powers granted to the branch nobility - and if you can prove that these clowns don't have the right to claim what they did, you can cut their case off at the knees. DC: 28. Cost: 0 Budget.

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

These foreigners are busy disrupting the neat arrangements of the local spirits, and the local spirits are willing to empower you to deal with it - for a price, of course. DC: 15. Cost: 2 Budget.
[] [Piety] Justice the Mediator

These people want to bring forth claims? Very well, let them proclaim their case before Justice, and see where it goes! DC: 28. Cost: 0 Budget.
[] [Piety] The Duty to Oskaria

Perhaps you can convince Oskaria to intervene in this brewing conflict - on your side, of course. DC: 30. Cost: 0 Budget.



Bah, even when I have a keyboard phoneposting is a pain in my ass. Roll session likely tomorrow morning.
 
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THE ORIGIN OF SPECIE MONTH 6 ROLL CALL
Plan Oskaria Bows To No One wins 8-4-1-1, which means that I can say this:
Regarding Oskaria, and why I'm investing heavily in a high DC piety: Basically, I see the Compact as a long-term massive thorn in our side. We want things to get better for the nation of Oskaria as a whole. The spirits, on the other hand, are so consumed with factional bickering that they'll screw over all of Oskaria's inhabitants to prevent the possibility of other spirits gaining an advantage. We need a way to tell them to go jump off a cliff.

The only way we can make that happen that I can plausibly see, is developing the Spirit of Oskaria. One single, national spirit, powerful enough to overrule the rest. There are other large spirits, yes - Justice for one. But these spirits are as far as I can tell all focused on their own jurisdictions - Justice does not care about the existence of the potato. Oskaria, on the other hand, is focused on the nation - just as we are.

But Oskaria is currently nascent and weak. It will not become the great power we need unless we make it so. That means we need to increase the populace's awareness of the spirit, and help the spirit enact strong, memorable effects on the world. Bringing in Oskaria now, at such a critical moment in a crisis affecting a large swathe of society, is a perfect opportunity.
Stick a pin in that thought, we'll come back to it later.

Roll me 8d100s individually, as per custom.

Martial: Rousing the Home Militia: DC: 15. Base Stat: 18 + 2. Cost: 0 Budget.
Martial: Site Investigation III: DC: 15. Base Stat: 18 + 2 + 3. Cost: 4 Budget.
Diplomacy: Guild Meetings: DC: 20. Base Stat: 20. Cost: 2 Budget.
Intrigue: Searching for Blackmail: DC: 28. Base Stat: 22 + 3 + 2. Cost: 0 Budget.
Learning: Refining Equipment: DC: 24. Base Stat: 21. Cost: 0 Budget.
Stewardship: Cross Examination: DC: 25. Base Stat: 23 + 1. Cost: 0 Budget.
Piety: The Duty to Oskaria: DC: 30. Base Stat: 23 + 3 + 1. Cost: 0 Budget.
 
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CASE: THE ORIGIN OF SPECIE MONTH 6
Martial
Rousing the Home Militia

DC: 15. Roll: 18 + 2 + 9.4 = 29.4

Martial
Site Investigation III

DC: 15. Roll: 18 + 2 + 3 + 3.0 = 26.0

Mustering the town militia is ultimately a simple affair - the people are angry and riled up at the army that has suddenly decamped at their front door, and more than a few angry mutterings are channeled productively into the militia. In order to avoid this becoming an all-out fight immediately, however, you and the militia commanders agree to go investigate whatever that huge explosion outside of town a few days ago was.

The militia grumbles a little bit, but upfront pay and a cut of whatever loot you find down there has them perking up and excavating with a gusto.

And oh boy, do you find loot.

An entire mound of silver coinage and other treasures, buried beneath hill. Many of them had been ruined by the explosion, but some were still good - though admittedly, the mad scramble for the treasure by the militia meant that you could only really grab one thing before you got it out.

Choose One.
[] [Loot] Money

Money is always at a premium in your profession, especially money that you can use to help fund your continuing operations.
[] [Loot] Robes
This robe shimmers with a magic, an enchantment weaved upon it that seems like it could be used to help either infiltration or diplomacy. Moreover...it seems to respond to the touch of your own personal magic, somehow.
[] [Loot] Sword
This sword is obviously magical. You couldn't possibly avoid the conclusion if you wanted to, and simply approaching it makes it clear that it draws deeply from the wielder.
[] [Loot] Chest
Of course, that makes this chest jump out to you all the more. What could possibly be so valuable that whoever had set up this hoard had locked it into a box that screamed the contents were more valuable than even the sword and the robes?



Diplomacy
Guild Meetings

DC: 20. Roll: 20 + 8.5 = 28.5

You have an interest in keeping the debts canceled. The merchant houses had an interest in keeping the debts canceled. Nominally you had more authority, but you felt it best to show your respect for the Merchant Guild by visiting them first.

They are all too happy to receive you, and confirm by and large that they gladly stand behind the provisional Sejm, not the usurper nobles.

That's one hassle settled, you sigh in relief.



Intrigue
Searching for Blackmail

DC: 28. Roll: 22 + 3 + 2 + 7.4 = 34.4

Tch. How typical. You demonstrate some of the greatest skills in infiltration with Kerrie's help, and in the end all you can scrounge up is some measly blackmail on some of the lesser nobles and powers. Apparently this army had the good sense to not write down their blackmail in somewhere eminently stealable, which sets you way back - you can settle for some of the lesser nobles sleeping around, being overly indebted by gambling issues, and all the other rot, but on the ringleaders you have nothing.

Oh well.

You guess it's not nothing.



Learning
Refining Equipment

DC: 24. Roll: 21 + 8.3 = 29.3

There's not much to say - Tekla finishes up the experimentation and modifications, and stabilizes his new compass framework in order to be able to detect metal at a significant distance. You're certain that it will come in handy for certain operations.

New Tool unlocked!

Directional Compass Array

Significantly reduces the DC for investigations that involve searching for large pieces of magnetic metal.



Stewardship
Cross Examination

DC: 25. Roll: 23 + 5.8 = 28.8

As you suspected, these documents were too recent. You had suspicions when the delegates had opted to read the charges themselves rather than hand them over to the duly represented speaker for the Sejm, and the list of charges only confirmed it. The initial charges were vague, and the newest charging documents took advantage of all the latest information they had undoubtedly found at the Sejm.

You supposed it was fortunate that your name carried some amount of reputation for straight-forwardness, because they could find no good reason to deny your request to examine the documents under the color of the court of their peers, not without provoking a troublesome duel for honor that surprisingly few people truly wanted to take.

As you immediately suspected, the new charges on the official documents had hardly been written up before the arrival of the usurper nobles - therefore, you charge, the charging document was clearly drafted after the accusations were levied, and one of the privileges that one House Arrens was owed was the right to have all charges levied against them and their allies at the time of accusations. The converse of said privilege being that once an accusation was made, it must either be retracted should the charges be insufficient, or a new charge levied with all due process under the color of the law.

The usurper nobles are not happy with your simple, straightforward legal reasoning, but you are the Just for a reason, and if you say it then justice exists within the constraints of your own.

Clearly, these usurpers would have to refile, since the clear indication was that these charging documents were invalid under the laws of the greater Sejm from which they claimed to derive their authority.



Piety
The Duty to Oskaria

DC: 30. Roll: 23 + 3 + 1 + 1.8 = 28.8

Well, you successfully have Oskaria's attention. You know the ritual worked because of a thousand little touches - but you also get the sense of a distinct...neutrality in the air, as the spirit of Oskaria decides to exist at once everywhere in the populace and at once nowhere. This was disappointing, but only mildly so - at the very least, you knew you had Oskaria's attention, even if you could not immediately sway Oskaria to take your side.

You sighed, and acknowledged it. You could not begrudge Oskaria for deciding to reserve judgement until they had examined the situation to their own satisfaction.



Hostile Action: Church Faith

Unfortunately, exactly what you were afraid of happening had happened.

The usurper nobles were backed by their army and their relative wealth - Gaspard Thevenet commanded some degree of respect while also demanding a truly outrageous bribe. This made the two tailor-fit for each other, and while Thevenet made sure to be careful with the direction he pushed the bishoprics to officially announce their own stance, nevertheless the church came down on the side of collecting the feudal dues - and therefore the resumption of the collection of debts, in full.

This...does not make him a popular man, to say the least, but his wealth and his noble status keeps the streets from immediately marching on his house.



Random Event Roll: 18
??? Delayed!


To make the situation worse, the local nobles had clearly been swayed by the argument to resume collecting the feudal dues, even if they wanted to avoid giving a single sliver of silver to these outside usurpers - the sudden, abrupt halt to feudal collections had utterly collapsed the shaky foundations of many of their budgets, and in literally another month or two without collections they would literally be out of money to spend. While this fortunately did mean that these nobles still did not want to pay out the money to the usurpers, it greatly weakened the calls to simply throw out the usurpers and go with the plan to negate the debts and resume collections only after the debt situation was hashed out.

Something bothers you about this whole situation, however.

Some of the key voices you hear are missing - and in the air, you feel more than you know that the spirit of Oskaria has come to a decision.



Friendly Piety Interrupt: 18

As you expected, one dreary morning Mickael Dubost slams through the door, power palpitating out of his every pore - power not his own, you realize. On his back rested the weight of the nation, and his denunciation of the usurper nobles' hamfisted attempts to loot the citizenry to which they owed no loyalty and no obligations carried the force of Oskaria's condemnation. The usurper nobles, having spent the previous month antagonizing you, desperately call for you to shut down the upjumped peasantry - you silence them with an errant gaze, backed by your own Justice.

The local nobles are clearly split on the matter - on the one hand, very suddenly, they realize that the peasantry and the urban poor, led by Mickael Dubost and spoken for by the power of Oskaria, is a power bloc that could overpower them should they choose to not act. On the other hand, these urban poor were aligned with the local nobility for now, and any amount of power was welcome in a storm.

The usurper nobles decided to then make a threat of it, bringing their army into the city.

Mickael Dubost and the spirit of Oskaria stood in answer, stiffening the backs of the militia and striking fear and doubt into the hearts of the usurper nobles' retainer.

The situation now rested on a precipice. On one side lay the usurper nobles, who had clearly opposed you from the beginning. On the other stood the city, backed by the urban militia. They answered to the spirit of Oskaria and Mickael as the representative, not you.

But in some ways, this neutrality means that you might be able to de-escalate - provided you even wanted to, at this point.



Service Revenue: 1 Budget.
Other gains: 6 Budget.
Cost of Services Sold: 1 Budget.
Discovery Expense: 4 Budget.
Negotiations Expense: 2 Budget.
Salaries and Wage Expense: 3 Budget.
Net Loss: 3 Budget.

Collection of Accounts Receivable: 2 Budget.

Remaining Budget: 50 Budget.
Accounts Receivable: 31 Budget.

The province is at a crossroads, the tension suffusing the warm air of June. The right spark could easily set off an event to rival the July Days - but a part of you seriously wondered whether it might not be better to simply fire.

You have 50 Budget and a problem on your hands. You can spend up to 20 Budget this turn.

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] With a Bang

Time to evict these usurper nobles squatting on the territory, with the full might of the militia. You will speak up for the war, and you will prosecute it to its short conclusion. DC: 28. Cost: 0 Budget.
[] [Martial] Yellow Alert

A surprise war that could give the usurper nobles a legitimate grievance and frighten the fence-sitters among the local nobility is not worth risking, in your opinion - but neither is unilateral disarmament on the table. DC: 28. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Diplomatic Solutions

Maybe you can find a win-win solution that doesn't involve crashing all of your diplomatic efforts and the provincial economy. DC: 30. Cost: 8 Budget.
[] [Diplomacy] Diplomatic Justifications

Or maybe you can't, and you're best off attempting to sell a casus belli you can use to kick these usurpers out. DC: 27. Cost: 2 Budget.
[] [Diplomacy] Government Assurances

Who controls the government controls the tax office, and considering how important the tax office is to the crux of the case, you need them under control. DC: 21. Cost: 0 Budget.
[] [Diplomacy] Noble Assurances

Some of the wavering nobles are afraid of the power that the militia controls, and the disastrous state of their own finances - it would be best to gently coax them back onto your side. DC: 25. Cost: 6 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] The Backers

This group couldn't've thought of this on their own, and they certainly could not have coordinated this on their own. Find out who's backing them. DC: 27. Cost: 0 Budget.
[] [Intrigue] Sabotage

If you're going to kick off hostilities, better make sure their horses are released, their powder wet, and their other supplies ruined, no? DC: 28. Cost: 2 Budget.
[] [Intrigue] Robbery

Clearly, if the usurpers have this much money to throw around you can scrounge up some from their own coffers - both to get it out of their hands and into yours. DC: 28. Gain: 10 Budget.
[] [Diplomacy] Thevenet's Offer

Damn that two-faced bastard, but he's willing to walk back the church's support of the usurpers in exchange for a suitably sized bribe. DC: 15. Cost: 15 Budget.
[] [Intrigue] Government Faith

Bribery is simple, bribery is easy, and it circumvents having to repeatedly beat duty into the government employee's heads. DC: 15. Cost: 4 Budget.

Learning (Choose 1) {Tekla Actions}
[] [Learning] Mapping Enemy Forces

With the Directional Compass Array, you can point it around the enemy forces to find where the enemy is keeping their huge metallic items, like, persay, their cannons and armor. DC: 15. Cost: 0 Budget.
[] [Learning] Better Sets of Tools

Tekla's pointing out that part of the problem for him is that he can't upgrade your tools very well because his own tools are not up to par. Grant him some budget to get a better set of tools. DC: 25. Contingent Cost: 4 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Continued Support

As before, as now. Continue to provide support for the fledgling businesses, especially in the uncertainty of the current market. DC: 15. Cost: 0 Budget.
[] [Stewardship] Inheritance Review

You also have suspicions about the powers granted to the branch nobility - and if you can prove that these clowns don't have the right to claim what they did, you can cut their case off at the knees. DC: 28. Cost: 0 Budget.
[] [Stewardship] Finding a Cause

If you want to declare a just war on these usurpers, you need to find an appropriate casus belli - which means hitting the books or your own memory to find one. DC: 25, Investigative Action. Cost: 0 Budget.
[] [Stewardship] Making Exceptions

If the problem is that the nobles cannot sustain themselves without feudal dues but cannot collect, it occurs to you that you could simply pull some legal maneuvers to reinstate feudal dues without also reinstating debt collection. It'd just be a little tricky, and you'd have to start with the noble houses most strapped for cash. DC: Scaling. Cost: 0 Budget.

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

The local spirits remain as unhappy with the usurper nobles as ever, but like the nobility they are discomfited by the sudden surge of Oskaria muscling into their turf. Give them a leader who will represent their interests. DC: 20. Cost: 2 Budget.
[] [Piety] Justice the Mediator

Now that the situation is at the point where it is, bringing Justice the Mediator in to help defuse the situation would likely reduce the pressure - provided you can get Justice the Mediator to show up. DC: 28. Cost: 0 Budget.
[] [Piety] The Oskaria Realignment

Well, the Spirit of Oskaria has decided to take a side. The problem is, it's not your side, and you want it to be your side - or at least, you're willing to somewhat meet it in the middle. DC: 26. Cost: 0 Budget.
 
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THE ORIGIN OF SPECIE MONTH 7 ROLL CALL
Alright, let's call it here. Plan Water the Tree of Liberty wins, 10 - 9 - 5.

The Sword is a sword that grows stronger the more magically powerful you are. That means that it adds Piety/5 to Base Martial. No Upper limit.

This thing is pretty seriously powerful - in a real sense, it's your first item that really belongs in the category of high-tier gear.

Roll me 7d100s.

Martial: With a Bang: DC: 28. Base Stat: 18 + 0.4 + 3 + 4.6 + 1. Cost: 0 Budget.
Diplomacy: Diplomatic Justifications: DC: 27. Base Stat: 20 + 3 + 1. Cost: 2 Budget.
Intrigue: Sabotage: DC: 28. Base Stat: 22 + 3 + 1 + 1. Cost: 2 Budget.
Learning: Mapping Enemy Forces: DC: 15. Base Stat: 21 Cost: 0 Budget.
Stewardship: Finding a Cause: DC: 25. Base Stat: 23 + 1. Cost: 0 Budget.
Piety: The Oskaria Realignment: DC: 26. Base Stat: 23 + 1. Cost: 0 Budget.
 
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CASE: THE ORIGIN OF SPECIE MONTH 7
Learning
Mapping Enemy Forces

DC: 15.Roll: 21 + 5.4 = 26.4

To proclaim that you're going to finding out exactly where the enemy army is decamped would be suicidal, and perhaps it would be easy for the other groups to wonder what your giant contraption is to do.

Fortunately, you're the tax group, and this is a fairly simple affair taking a look in a wide sweep.

The fact that you do this from two different angles, which gives you a map of metal concentrations when overlaid, is naturally elided.

Naturally, you fail to mention that this tells you where the stockpiles of armor, gun, cannon, and therefore, the powder must be kept.



Intrigue
Sabotage

DC: 28. Roll: 22 + 3 + 1 + 1 + 1 + 2.7 = 30.7

So naturally, you must bring some resources in to...ruin said supplies. You have no intention of ruining their rations of medical supplies or food supplies - the only result of that would be further impositions on the province.

But that still leaves one of the most important targets: the powder.

In theory, ruining powder would be simple - merely wetting it would make the powder nearly unusable.

Provided, of course, you could smuggle the water in - and in there is the rub.

It is hard, it is difficult, and you are, unmodestly, an expert in infiltration, so of course you pull it off.

Still, damn it, carrying water and pots over that sort of distance left all sorts of cricks in your back.

Cost: 2 Budget.



Diplomacy
Diplomatic Justifications

DC: 27. Roll: 20 + 3 + 1 + 0.9 + 3 (Casus Belli) = 27.9.

Stewardship
Finding a Cause

DC: 25. Roll: 23 + 1 + 9.8 = 37.8.

Martial
With a Bang

DC: 28 - 3 (Sabotage) - 5 (Compact Intervention) = 20. Roll: 18 + 0.4 + 3 + 4.6 + 1 + 1.7 + 5 (Compact Intervention) + 2 (Allied forces) = 35.7.

Random Event Roll: 87

The Long Arm of Divine Law


You begin immediately searching for a valid reason to kick these visiting nobles off the property, so to speak, and to recruit the nobles into it. You float the ideas occasionally, never fully committing but never really backing down - but the nobles refuse to bite on insults to their pride, insults to the cities' pride, an armed show of force to force these merchants to pay tolls, and the list goes on.

Frustrated, you dive back into your collection of knowledge for cases of war - you cite the wars levied against the Count Marion, against Duke Levan, against the Baron Strovich, against even the City of Alrutha.

No takers.

So about two weeks and a fine set of eight candles in, you offer your prayers to the spirit of Oskaria, to the spirit of Justice, to the spirit of Order -

LINK FORGED

You are before a featureless void, as an errant wind blows out the candle and the window is vanished.

"The Gathering has made a decision," you hear, and don't hear, from everywhere and nowhere, "and it appears as though you are the best vessel to deliver them on short notice," it proclaims. "We have decided that these usurpers must be made to leave, and the oathbreakers punished accordingly."

"Rouse your soldiers and all those who would follow our decree, and one night from tonight you will launch an attack upon the center of the usurpers camp," Order demands. "When you speak tomorrow, you will speak with the weight of the Compact behind you."

So you do, and although the nobles react to you with exasperation after weeks of subtle attempts when you speak your voice is carried and met with blanched faces and hurried mobilizations. You move to the militia, who were simply waiting for an excuse - and granted one with the full authority of the Compact to destroy the hated usurpers.

As night descends, torches alight in the enemy's camp and your own, resting on a hill as the usurper camp's leaders launch into a sermon of the righteousness of their cause.

Order murmurs in your ear, demanding that you wield the sword. You mount the weapon upon your back, the leaders of the militia and your own party backing away from the crimson light. It eagerly drinks of your power as you feed it your essence and mold the energies to your will. You feel the rigid touch of Order correct your aim and your spellwork, your weak and inefficient screamer artillery spell turned into a nightmarishly refined and terrifying shot, suspended only by the knowledge that the time is not yet right.

Through a soft sensation tickling your ears, you hear the last words of the usurpers' ringleaders:

"If our cause is not just, may the Compact strike us down where we stand!"

Order signals you.

The angry red spell tears a hole through the heavens, the sound of an angry banshee thirsting for blood, a comet of vengeance descending upon the earth.

Just as promised, the Compact did indeed strike down the ringleaders where they stood.

Morale in the usurper camp breaks, all scrambling to secure whatever they could before the Compact came for the rest of them.

So the war ends, with only a single shot fired.

All that remains is the cleanup.

+4 Budget.



Piety
The Oskaria Realignment

DC: 26. Roll: 23 + 1 + 9.8

When you wake up the next morning, a girl demands to speak with you. A white hood frames black hair and blood-red eyes and an indescribable presence that seems to impose its own obligation weighs on you heavily - emanating from the ruby gem hanging from her necklace.

Ah. Likely to be a spiritual problem.

You quickly slip into the mannerisms of Agueda the Just in your introduction first, because that is your spiritual credential - and she blithely dismisses it.

For she is Ophelia, a Vessel for Oskaria, and she demands to work with Agueda the Assessor for the Finance Ministry of Oskaria.

You switch approach and glance at your teammates. Kerrie is softly smiling, Tekla is brightly smiling with a thumb sticking up, and Cormag is nodding his head while pushing up his glasses. You nod as well, because you like this approach and you could always use another hand. Out loud, you tell her that the hiring process would likely have to be formally accepted by Finance Minister Vivien, but you feel like she would happily approve, and so in lieu of that you would be happy to welcome her as a member of the Ministry.

Gravely, she nods in approval. Stiffly, she walks around, the spiritual weight diminishing with every step she takes behind a building. You feel like maybe offending your boss isn't the best way to start a new job - but then you hear retching sounds, and decide that discretion is the entirety of manners.

When she emerges from the alleyway, you note the pallor of her skin, the residue on her cloak, how her eyes were now a golden-brown, and the white, featureless stone hanging from her neck.

You glance at Cormag and decide to let him take the question on both of your minds: was this the first time she channeled a spirit?

Shakily, she nodded.

Figures, you both say. She'll get used to it, Cormag reassures her.

And then you nod, and it's off to the rest of the day's activities.



Spoils of War: 4 Budget.
Cost of Goods and Services Sold: 4 Budget.
Negotiations Expense: 2 Budget.
Supplies Expense: 2 Budget.
Net Loss: 4 Budget.

Payment of Accounts Receivable: 10 Budget.

Remaining Budget: 56 Budget.
Accounts Receivable: 31 Budget.

Hm. It's very late so I doubt I'll be able to get a list of options up, plus I haven't statted out Ophelia yet, plus I've been meaning to...reset the voting times, so to speak. So!

Let's have an Interlude vote.

[] The Inevitability of History
History is never set in stone - though even stone can be reshaped through the will of sufficiently talented, well-placed, and well-timed individuals. And right here, right now, this genius is about to make some history.
[] When Destiny Calls
Many pray to the spirits so that they may become more then they are. Sometimes, those wishes are granted - in exchange for an equally heavy burden. So what must be granted, then, if the burden is an entire nation?
 
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Introducing Ophelia
Let's do a quick introduction to Ophelia, since I now have had the time to stat her out and draw her up.

So Ophelia's a little unique in that she has two...shall we say, facets. In her normal form, she's dark-haired, brown-eyed, timid, and the gem around her neck is just a pretty rock. In Ophelia - Oskaria form, however, she takes on red eyes, black hair, and she straightens up while her hands fill with the manifestations of Oskaria's will.

This, of course, means that she has two separate appearances - and statlines.

I introduce, my drawings of Ophelia. Ophelia's normal form is on the left, Ophelia - Oskaria is on the right.

Pencil:

Inking + Crayon:

The big idea was to make Ophelia look smaller than Ophelia-Oskaira through various means of hunching over, less revealed, and broader stance - what actually happened was that I actually just drew Ophelia smaller, apparently, so, uh, yeah.

Ophelia's limbs are too comically tiny compared to Ophelia - Oskaria, a mistake that I didn't really fix or take notice of until the ink was drying and it was too late to go back.

Honestly, the inked hair was just a mistake and I should've stuck to using crayon for that. I, uh, didn't really have access to colored pencils while I was doing this.

Ink blots kind of got all over because I was sloppy.

This thing has almost no detail whatsoever - partially because I couldn't think of any, partially because I toyed around with it starting at the boots and decided about ten minutes in that I could absolutely run a minimal detail design for Ophelia - less details to draw means less detail to screw up for me, and the hands and feet really show that principle in action :V

Yes, Ophelia-Oskaria has a bardiche basically made manifest through sheer spiritual power. Spiritual vessels are something else, lemme tell you that.

One final note: with details as sparse as they are Ophelia's inspiration could technically come from anywhere, but I'll come out and say that drew Ophelia - Oskaria based off a heavily simplified Ortlinde from Fate/Grand Order.

Feedback would be much appreciated

Her two statlines are as follows:

Ophelia:

Martial: 12
Diplomacy: 15
Intrigue: 12
Learning: 19
Stewardship: 18
Piety: 20

Ophelia - Oskaria:

Martial: 22
Diplomacy: 15
Intrigue: 7
Learning: 24
Stewardship: 23
Piety: 25

The trigger condition is being in a situation where Oskaria decides to intervene directly and channel itself through her - there has to be a need that Oskaria responds to, so you're not going to be able to start Ophelia off in the Ophelia - Oskaria state, and once the emergency passes Oskaria may very well decide to discard the state, at which point Ophelia - Oskaria goes back to being Ophelia.

But hoo boy, when she's in that state? You're going to see some pretty big numbers.

edit: Oh right, one more important message: let's close up voting sometime around, oh, ? We've got a pretty good head of voting here, so it's not that unreasonable.
 
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Interlude: When Destiny Calls
You felt...emptied.

Emptied of bile, emptied of energy, and emptied of doubts.

Once, you had hoped to be one of the adventurers who would go on to change the whole world - and while your parents were supportive, it was always with the expectation that you would eventually set down such childish dreams and live out your life as one of the peasantry. They never saw fit to deny your meager talents, however, and did seek to find out whether you might not be able to be a simple lay priest, carrying the robes of the true priests.

So you knew what the signs of the spirits meant, and sometimes, you could even...talk to them on your own!

And that meant you were watching, when you suddenly saw a great eagle land in front of you one day, and look you in the side. It meant that you were watching, when in the middle of a thunderstorm that shook the earth you saw a tree that had split perfectly down the center before your very eyes. It meant that when the rains left and the birds began to chirp, you saw the beady-eyed crow look you in the eye and fly towards the tree, split in half. When it pecked at the stone left in the heart of the tree, you naturally put in on your own neck.

When the sun's rays then parted the clouds and bathed you in light, you realized that it had been no coincidence.

Immediately, you had felt the greatest rush of your life. A sense of purpose animated your every moment, your breath elongating and straightening your back. Your diminished stature suddenly felt like you had grown ten sizes, your formerly dirty skin positively radiant with divine light. It was an all-encompassing expression of faith, and of the duty that you must fulfill as your destiny, the spirit of Oskaria itself speaking to your soul and animating your body.

When you reached out your hands, a yellow-red light manifested itself as a great axe that you knew was only manifest and usable by the great power of Oskaria. Immediately you marched to your home with a purpose not your own, and when your parents quailed before the divine might you radiated from the red stone upon your chest, you felt only an urge to comfort them, outweighed by the duty that the stone demanded of you. You left them with your blessings, and promises to remember them - they had realized that you were now beyond them, and as you left Oskaria's iron grip upon your body allowed you the hot tears and keening pain in your breast.

But never to stop.

When Oskaria granted you this power Oskaria expected you to stand tall as Oskaria itself, bloodied, and yet unbowed. Towards that end Oskaria would grant you power and the will to see Oskaria's will done - and to do so, Oskaria wanted you to join the forces of one of the King's agents.

It did not matter how many heads you turned, or the quiet reverence and respect you were granted on your passage there - because while the all-encompassing power suffused your being the only important thing was carrying out Oskaria's will to survive, and right now it demanded you join with Agueda the spider, Agueda the Just, Agueda the agent of the King, and thus Oskaria's, will.

So you did.

Oskaria, approvingly, retreated, and you felt a wave of exhaustion and nausea unlike any you had ever experienced in your life.

But when you were emptied of the nausea and the weight in your gut, you stood up, and lightly walked over to report in to your new teacher.

After all, Oskaria needed you, Oskaria made you, and so therefore you had to.

What else was left to you?



Spoils of War: 4 Budget.
Cost of Goods and Services Sold: 4 Budget.
Negotiations Expense: 2 Budget.
Supplies Expense: 2 Budget.
Net Loss: 4 Budget.

Payment of Accounts Receivable: 10 Budget.

Remaining Budget: 56 Budget.
Accounts Receivable: 31 Budget.

You now have a new obligation, handed down to you by the Spirit of Oskaria itself - bringing Ophelia along to work with you as an extra set of hands to help you with your various tasks - and eventually, to find her own role. You also had just accidentally broken the usurper's army so hard there was no chance to obtain surrenders, and thus loot anything other than what they had left behind in their mad scramble to leave such a cursed expedition.

You also had some very nice and polite questions to ask certain people - by which you mostly meant that smug bastard Thevenet.

You rolled your shoulders.

Time to get to work.

You have 56 Budget, a new salary to pay, and also in general you don't expect costs to run high. You are limited to 10 Budget this turn.

Ophelia currently has no experience working with any of you, but it's not like you can simply turn her away - you respect and fear the spirit of Oskaria too much to try and deny their chosen vessel. Instead, she must be assigned to a task, and locks a Free Action each turn until she fully integrates into the team. In addition, until she is fully integrated into the team she will not grant any Cooperation bonuses. You may choose to bring Ophelia into more tasks, which will speed up the time of her full integration into the team.

You thus have 2 [Free] Actions that may be spent in any category.

You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on, or you can bring in Ophelia to speed up the time of her integration. Using a Free Action will be understood as cooperating with your teammates, and using an Ophelia action will be understood as bringing Ophelia in to learn.

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

Okay, now that the immediate threat is over but the finances are still bleeding, you need to demobilize the militia - recognizing, of course, that you may not have jobs for them all exactly. DC: 24. Cost: 0 Budget.
[] [Martial] Questions and Answers

On the other hand, with the militia mobilized and a polite request to Mickael, you could use it to knock on some doors and ask questions with the looming presence of the militia behind you. DC: 22. Cost: 4 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Agreed-Upon Solutions

The local nobility is clearly cowed, but their accounts are badly feeling the loss of feudal dues, and they really need to come to a decision sooner or later. You happen to have a framework that they had all agreed to beforehand - simply stick to that, and everything will be okay. DC: 24. Cost: 8 Budget.
[] [Diplomacy] Thevenet's Request

Thevenet is approaching you with a gift and an offer - which you mentally translate to a bribe and a bigger one. He says that he did this to drain the usurpers of their money and to find out their backers - information he's happy to give you, so long as you agree to an...understanding. DC: 15. Gain: 6 Budget.
[] [Diplomacy] The Lower Church

No, actually, you're quite sick of this pompous bastard, and you're willing to work with the lower clergy, who were blindsided by Thevenet's statements to the Sejm. DC: 24. Cost: 0 Budget.
[] [Diplomacy] The Resumption of Dues

There's a slightly bigger problem, however - the peasantry has really enjoyed the past few months of no collections, and to impose it now would likely get...ugly. Ugly indeed. DC: 27. Cost: 6 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Reconnecting the Network

You realize you've gotten a little bit slack in checking out the loyalties of your servant network. Time to...check back in with them. DC: 15. Cost: 0 Budget.
[] [Intrigue] Finders Keepers

Screw Thevenet. If he said he had ironclad proof, well, you were simply going to take it. DC: 29. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Better Sets of Tools

Tekla's pointing out that part of the problem for him is that he can't upgrade your tools very well because his own tools are not up to par. Grant him some budget to get a better set of tools. DC: 25. Contingent Cost: 4 Budget.
[] [Learning] While Supplies Last

The recent spree of victories at war have created a pile of loot - in other words, a chance to pick up whatever you hadn't before for a price. DC: Scaling. Cost: Scaling.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Making Exceptions

If the problem is that the nobles cannot sustain themselves without feudal dues but cannot collect, it occurs to you that you could simply pull some legal maneuvers to reinstate feudal dues without also reinstating debt collection. It'd just be a little tricky, and you'd have to start with the noble houses most strapped for cash. DC: Scaling. Cost: 0 Budget.
[] [Stewardship] Business Expansions

Since the militia was spooling down, it seems prudent to make sure that they have jobs to come back to - and that means you need to spool up the local businesses, who have mostly learned to stagger upwards on their own two feet. DC: 25. Cost: 4 Budget.
[] [Stewardship] Collections

You're getting quite tired of this ever-present account of "Accounts Receivable" being so large: time to get some of that back. DC: 27. Realized Gain: 10 Budget.

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

Now that you have the blessing and the attention of the larger powers, it would probably be wise to go back and ingratiate yourself among the local spirits - just in case they feel snubbed or threatened by your actions. DC: 25. Cost: 2 Budget.
[] [Piety] The Duties of Oskaria

Well, Ophelia's here, and you want to clarify exactly what Oskaria expects and wants of you - and what terms Oskaria would agree to lend its aid for. DC: 30. Cost: 0 Budget.



Action list is decent, but I'm willing to take suggestions. Roll call will probably be around so that I can actually pretend to try and write an update in time for about . It's unlikely I'll succeed, but that's how it goes.
 
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THE ORIGIN OF SPECIE MONTH 8 ROLL CALL
Plan Oshha wins 7-5-1-1-1.

Roll me 8d100s.

Martial
Questions and Answers

DC: 24. Base Stat: 18 + 2 + 3.1.

Cost: 4 Budget.

Diplomacy
Thevenet's Request

DC: 15. Base Stat: 20.

Gain: 6 Budget.

Diplomacy
The Resumption of Dues

DC: 27. Base Stat: 20 + 3.

Cost: 6 Budget.

Intrigue
Reconnecting the Network

DC: 15. Base Stat: 23 + 2.

Cost: 0 Budget.

Learning
While Supplies Last

DC: Scaling. Base Stat: 21.

Cost: Scaling.

Stewardship
Business Expansions

DC: 25. Base Stat: 23.

Cost: 4 Budget.

Piety
The Local Spirits

DC: 25. Base Stat: 23 + 2.

Ophelia Action

Cost: 2 Budget.
 
CASE: THE ORIGIN OF SPECIE MONTH 8
Martial
Questions and Answers

DC: 24. Roll: 18 + 2 + 3.1 + 9.7 = 30.8
Critical!

Diplomacy
Thevenet's Request

DC: 15. Roll: 20 + 2.1 = 22.1

You don't exactly do a good job of concealing your disdain for Thevenet when you agree to meet him - even as you're pocketing his money and listening for what he has to offer you as a sacrifice to keep you from deciding to prosecute him. What he offers is some speculation about the origin of the usurper's armies coming from the Gorlin region at the behest of one Bishop Rosenberg - and suddenly you feel a deep sense of frustration that you had decided speed was the better of thoroughness. Thevenet also mentions that while going after the Albert family was the tempting option, it might be more profitable to go after the Sarkozy Family - after all, they kept more records, including meeting notes and financial accounts. It would certainly be far easier to prove wrongdoing.

So when you have the militia knock very loudly and politely on the Sarkozy Family's main house and document storage, you sift for the meeting notes, as well as the financial documents from the previous years. The Sarkozy family objected strenuosly - they wanted a justification for why you had launched a raid into their house and violated the dignity of noble houses with your filth.

You simply demand a meeting of the Sejm to discuss what you had discovered the moment you had begun sifting through the meeting minutes:

A damning correspondence with the usurper army, inviting them to come and cut in the Sarkozy Family into a blatant operation to wring the province dry of money and labor. Furthermore, this piece of correspondence justified examining how deep the plot against their fellow nobles went - you were simply the cleanup agent ensuring noble rights were respected. You would still likely have to fight their influence in the Sejm, but finding that one piece of correspondence certainly made your life easier.

Perhaps this would give you the breathing room you'd need to properly analyze the documents.



Diplomacy
The Resumption of Dues

DC: 27. Roll: 20 + 3 + 5.5 = 28.5

Stewardship
Business Expansions

DC: 25. Base Stat: 23 + 8.4 = 31.4

Random Event Roll: 33

The real issue looming over all of your heads was the resumption of noble dues that had to start soon. If you waited too long, the noble houses would go bankrupt and completely snarl up the provincial economy - if you started immediately, you'd have a general riot on your hands, and that would be similarly disastrous. In addition, you had to manage the drawdown of the militia, or at least, provide some gainful employment for them so that literal armed militia wouldn't decide that violence was the means to solve their inability to pay for food or housing.

The answer, you think, is two-fold - one, get Cormag to go around spreading money and messages to convince key community leaders to talk about the resumption of feudal dues, and two, to call on the cooperatives to start drastically expanding and ramping up their businesses - with money provided, of course. Ironically enough, you think, you're giving these companies money and then talking them into leveraging their assets in order to expand their businesses - similar to what happened to kick off the crash, but this time with your oversight, which was..not comfortable but probably necessary for the sake of simply being able to move on.

Unfortunately, the weather turned against you slightly - the harvest was on the smaller side of historical expectations, not enough to cause starvation but certainly enough to make food prices uncomfortable for many. Had you not engaged in a program encouraging mass employment at better rates, you may have had a bigger problem than mere grumblings about grain speculators and hoarders.



Intrigue
Reconnecting the Network

DC: 15. Roll: 23 + 2 + 8.1 = 33.1

While your network has somewhat atrophied over the past few months for understandable reasons, connecting back into it does not take much effort - simply showing up carries your reputation with you, and the servants that made up the network you care to keep evidently respect it. You have no assignments for the network, so you don't need to press with them - you just want to remind them you exist, and you're willing to pay them for certain harmless things. Or in the case of the truly important ones, that you'll pay them good money for their very much not-harmless work.

It is ultimately a simple thing, and clearly the nobility has not cared enough to dismantle your network, if you were able to find it in such an intact state.



Learning
While Supplies Last

DC: Scaling. Roll: 21 + 5.9 = 26.9

[] [Loot] Chest
Somehow that chest from the vault under that hill is still available for sale - apparently, they couldn't get it open and they want either someone to open it, or for someone to just take it off their hands. Will require another roll. Cost: 4 Budget.
[] [Loot] Components

It's not any one valuable part - the most valuable have long since been sold off to people with more discretionary budgets than you have access to. However, you can simply look to buy components for upgrades - those are still around. Cost: 2 Budget.
[] [Loot] Field Divination Kit

One of those sets of field divination compasses and their assorted materials, combining this with your existing divination compass might actually be able to give you something worthwhile you can use while searching huge libraries. Cost: 4 Budget.



Piety
The Local Spirits

DC: 25. Base Stat: 23 + 2 + 2.1 = 27.1

Ophelia Action

You scatter salt across the threshold in a loose crescent as Ophelia watches. Your hands are on the Gnarled Rod, held to the ground as another one of your senses, as you ask the spirit of the houses to bless you with the gift of clever speech for a gift of repairs and loose housework, and through the vibrations on the Gnarled Rod you felt the spirit's scoffing rejection. Naturally, this was only part of the haggling - an art which you have refined to perfection, eventually agreeing to venerate the housework, re-seat the loose brick that was severely bothering the house, and to examine whether something was wrong with the structural timbers.

Ophelia watched on with a sense of horrified curiosity. You saw confused shock and curiosity wage war against the instinct to stay quiet and not challenge authority - so of course, you resolved the debate by inviting questions.

Like a dam spilling forth, she unleashes a torrent of questions, most oriented around "how could you be so careless with the ritual?"

You had a simple answer: You weren't being careless. You were just good enough to know what was the important parts of the ritual and what were ultimately superfluous details that didn't matter - and you got that way not through talent like Cormag would have you believe but rather by being willing to simply try things, to risk failure, and to learn from every mistake and success. When you put it that way, though, it was clear what you had to do next - let her take the lead on the next few negotiations.

Naturally, the results are not ideal, but she learns from her failure, and crucially, quickly stops making the same mistakes.

You're impressed by her quick learning, and you let her know that.

She's embarrassed by it, but gratefully accepts your praise.

+1 Diplomacy, party-wide. Ophelia is Two Actions away from full integration.



Sales Revenue: 6 Budget.
Cost of Services Sold: 1 Budget.
Salaries and Wages Expense: 4 Budget.
Militia Expense: 3 Budget.
Spiritual Expense: 2 Budget.

Net Loss: 4 Budget.

Collection of Accounts Receivable: 6 Budget.
Business Expansion Expense: 10 Budget.

Remaining Budget: 48 Budget.
Accounts Receivable: 35 Budget.

With the usurpers gone and the process of economic stabilization underway if not complete, you need to start turning your eye towards finding some noble to wring dry for cash - or, well, you could certainly try to go back to the Finance Ministry near-empty handed two years in a row, but you suspect it would not be good for anyone. Also, you kind of began a prosecution against the Sarkozy Family, and stopping was liable to be just as dangerous as continuing to press on. When you put it that way, going forward was really your only option, wasn't it?

You have 48 Budget and a legal battle that you actually need to look towards winning, now. You can spend up to 20 Budget this turn.

Ophelia has some experience working with you, and honestly she's a good worker - she just neds to be shown the ropes. She must be assigned to a task, and automatically locks one of your free actions until full integration in two more actions. Until she is fully integrated, she will not grant any cooperation bonuses. You may choose to bring Ophelia into more tasks, which will accelerate her full integration into the team. If you decide to use three Ophelia actions, Ophelia will count as a full member of the team and thus will give a Cooperation bonus on the last one.

You have 2 [Free] Actions that may be spent in any category.

You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on, or you can bring in Ophelia to speed up the time of her integration. Using a Free Action will be understood as cooperating with your teammates, and using an Ophelia action will be understood as bringing Ophelia in to learn.

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

Keeping the militia mobilized is likely to continue being a large strain on the province's finances - but all the same, you could use their power...DC: 24. Cost: 0 Budget.
[] [Martial] Follow Up

You intend to follow up that raid on the Sarkozy Family by attempting to get some more information through raids. DC: 25. Cost: 4 Budget.
[] [Martial] Self-Defense

Now that you've put yourself on the radar, it's not out of the realm of possibility your enemies might decide to strike against you - best to be prepared, then, since you're not ready to take them down yet. DC: 15. Cost: 0 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Agreed-Upon Solutions

The local nobility badly needs to collect dues this turn, and the soothing you did last turn has them convinced that maybe it would be better to simply discard these complicated changes and go straight for collecting the dues for which they are owed. This is your last chance to properly cut through the tangle of debts before it hits. Incompatible with What's Good For Business. DC: 26. Cost: 8 Budget.
[] [Diplomacy]
What's Good For Business
Clearly, the previous solution was a little clunky and too vulnerable to outside disruption and necessary but tedious negotiation. You have a better plan, involving the stock market, the Merchant Guild, and more than a few buybacks. Incompatible for Agreed-Upon Solutions DC: 25. Cost: 6 Budget.
[] [Diplomacy] Against Sarkozy

You also need to start building the case against the Sarkozy family in public before the Sejm, and work to isolate them from allies and activate more of their enemies - certainly, it would be a bad idea to leave them unchecked. DC: 24. Cost: 4 Budget.
[] [Diplomacy] Ear to the Ground

With the likely resumption of feudal dues either this month or next month, you should probably keep track of how angry the streets are getting - as well as having your own people in place to help de-escalate the rhetoric and the tension. DC: 25. Cost: 0 Budget.

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

Legally, there's nothing you can really do against the Sarkozy Family without more proof. Illegally, there's a lot you can do. DC: 24. Cost: 2 Budget.
[] [Intrigue] Convincing Nobles

You could try to convince nobles with words, or you could try to convince them with coin. You think coin's the better bet. DC: 24. Cost: 8 Budget.
[] [Intrigue] Using the Network

You need some information and some documents, and you have this network of servants already intact. Time to put it to good use. DC: 27. Cost: 4 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Better Sets of Tools

Tekla's pointing out that part of the problem for him is that he can't upgrade your tools very well because his own tools are not up to par. Grant him some budget to get a better set of tools. DC: 25. Contingent Cost: 4 Budget.
[] [Learning] Compass Tinkering

Completely independent of getting more and better compass parts, Tekla thinks he may be able to get into the divination compass and change its purpose from being a generic all-purpose divination compass to specifically searching out words - making it a much more efficient and powerful divination compass for your use. DC: 27. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Document Analysis

You now had piles of documents that likely proved the Sarkozy Families were guilty of some sort of lying to creditors - which you might be able to parlay into something bigger. DC: 15. Cost: 0 Budget.
[] [Stewardship] Business Expansions II

The business expansions from last time have certainly helped re-employ sectors of the economy, but you still have the militia mobilized - which should probably come to a stop soon. DC: 27. Cost: 4 Budget.
[] [Stewardship] Collections

You're getting quite tired of this ever-present account of "Accounts Receivable" being so large: time to get some of that back. DC: 27. Realized Gain: 10 Budget.

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

You've made a set of small deals with the local spirits last turn - keeping up old sweetheart deals and negotiating for better ones is fairly self-explanatory, at this point. DC: 24. Cost: 2 Budget.
[] [Piety] The Duties of Oskaria

Well, Ophelia's here, and you want to clarify exactly what Oskaria expects and wants of you - and what terms Oskaria would agree to lend its aid for. DC: 29. Cost: 0 Budget.
 
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