CASE: THE WEB OF TREASON MONTH 3
Martial
Power Mapping

DC: 24. Roll: 19 + 2 + 3.1 + 5.5 = 29.6.

The map of power in the outer city is as simple as it is brutal.

After the supremely harsh winter and spring months, the City Guard reigns as the supreme power with a tight fist holding onto their privileges of first mover market access. There are other gangs around the city, surprisingly charming church and business leaders to negotiate around - but at the end of the day, the one with the band of well-fed, armed guards is the City Guard, and thus they have the final say in the outer city. To go against them would be risky without your own forces, or perhaps when more armed mercenaries come into the city.



Intrigue
Inner City Infiltration

DC: 20. Roll: 19 + 2 + 4.5 = 25.5

The inner city is a rich and quiet place, Kerrie notes - surprisingly quiet, in fact. She saw only singular people rushing from house to market to house, steering well clear of each other. Curious, she decided to try and listen in to the people inside the houses, and found that a handful were suffering from some sort of coughing sickness, apparently from the delegation that headed to the Capital last fall. The rest, however, were kept at home and individually sending their servants out on orders of the nominal governor of the city, who seemed to profess the need to stay safe and protect the other members of the nobility with the same breaths that he ceaselessly praised the King and swore loyalty to Oskaria.

Interesting behavior, Kerrie dryly notes as she looks directly at Ophelia.



Diplomacy
The City Guard

DC: 20 + 3 (The Wasting Cough). Roll: 20 + 2 + 1 + 1.9 = 24.9.

It's a good thing, then, that you task Tekla to meeting with and flattering the City Guard elements in the outer city. Interestingly enough, the Guard seems to conspicuously enjoy hanging out in large congregations and showing off their wealth and rich foods with great feasts exclusive to them and their rich guests - even as City Guardsmen patrol the perimeter to ensure the undesirable rabble is kept well out of sight. They also seem to have adopted some sort of inherent identity to Merridge, picking up a few habits of the Alanyivans and the Rusmysians to blend with Oskaria to create unique rules for Merridge. He doesn't even need to pry for the City Guard's opinion on the city governor - they all nearly-uniformly think him a regressive tyrant imposed from the out-of-touch Oskarian nobility, as they neatly separate their own convoluted legal statuses as the natural order of things and the convoluted legal mess that constitutes the rest of Oskaria.

Tekla does an admirable job of concealing his nervousness at their questioning, and manages to adequately deflect attention.

At least, for the short while he can safely interact with them before the wasting cough sets in.



Learning
Magical Mapping

DC: 25 + 3 (The Floods of April) = 28. Roll: 23 + 5.9 = 28.9

Tekla manages to complete the map, although with some difficulty - the flooding of the Claudale made accounting for the river spirits and the house spirits and the ancestor spirits hopelessly confused, let alone when the Wasting Cough spread all over the city and started making the whole area spiritually desolate and weaker. You're certain that this information is helpful - for one, you're definitely going to need to move some of the pyres lest they start developing death ghosts from the spite of the former spirits of the land and the sheer amount of dead corpses turned to ash there, and you're certain it can help you with negotiating better deals with the local spirits.



Stewardship
Document Analysis

DC: 24. Roll: 20 + 4 + 2 + 3.5 = 29.5

Stewardship
Shipping Manifests

DC: 20. Roll: 20 + 4 + 2 + 4.1 = 30.1

You nod and approve a budget for Ophelia to go out and track down these manifests when Kerrie just holds her hand to her forehead and tells Ophelia to just scry the answers out with the Eye Approaching Divinity. Ophelia hesitatingly agrees, and does just that - which gives you a list of manifests in a thick stack. Processing that amount would take you over a year - Ophelia sorts through the entire stack and piles up her own notes to the side, even as she digs into the documents Kerrie obtained two months ago in the White Hills.

While the vast majority of the documentation proves useless, she eventually manages to narrow down a few important facts. The first is confirmation - the travel times for delegations departing Merridge and arriving in the White Hill's King's Road match up, the red sedan indeed originating from Merridge. Fascinatingly enough, that red sedan came with a port of origin - an Alanyivan port of origin, to be specific. In fact, the vast majority of foreign noble delegations to Merridge were Alanyivan, outnumbering the other non-merchant business by nearly one and a half times over. In addition, the nobles from Alanyivan tended to be a higher rank, or at least a higher equivalent rank, since the ordering of noble titles was never clear-cut between countries.

The second important fact is that many delegations are coming into the city throughout the next month and the month after, as the winds and the waters finally allow for ships to sail the northern circuit at reasonable cost. Ophelia strongly suspects that these delegations are going to be following up with previous work - perhaps you might be able to get some answers from them.



Event Chain 1A [0/10] [3/10]
Event Chain 1B [6/10]
Event Chain 2 [8/20]


Rumor rides the swelling rivers downstream to say that the gargantuan blizzard that had hit the White Hills had actually moved east - or perhaps more accurately, had blanketed the whole of Oskaria, before moving to the eastern tributaries of the Smok River. Supposedly, the storm had simply never ended there, an endless howling maelstrom that stretched from horizon to horizon. It had struck fear and a respect for the spirits - for clearly perhaps Oskaria had offended the very Compact itself, and was now being punished for its sins.

But, this newfound drive for piety may have been too little, too late.

Random Event Roll: 20

The Floods of April


The rivers flood ceaselessly all throughout the month, cutting off the grain barges flowing down the Claudale and the mills for fear of damaging the great wheels. The city hungers and starves, already affected by the hunger of the last month, the merchants and the speculators buying up their stock and refusing to sell for anything less than extortionate prices. The debris that sweeps down the flooded Claudale testifies to the destruction writ upstream, as the imports of the food and the lumber that keeps the city fed and warm ironically slows to a trickle. The people hunger and freeze, but in the cold of April after the brutal winter, what energy is left to resist?

Diplomacy
The Outer Clergy

DC: 20 - 5 (The Wasting Cough) = 15. Roll: 18 + 2 + 7.6 = 27.6 - 5 (The Wasting Cough) = 22.6

Diplomacy
The Poor

DC: 20 - 5 (The Wasting Cough) = 15. Roll: 18 + 2 + 2.9 = 22.9 - 5 (The Wasting Cough) = 17.9

Piety
The Dead

DC: 15 + 5 (The Wasting Cough) = 20. Roll: 22 + 0.4 = 22.4.

The Wasting Cough

But misery enjoys company, and with the tide of swampy, brown water pouring through the poor districts and then the inner city before passing back through the northern slums, a disease begins to spread. The symptoms begin with a light cough - before the coughs deepen into great wracking upheavals of wind and spirit and the skin of the victims turns blue on their deathbeds. For those unfortunate enough to progress to the blue skin, there is no cure - applying fevers and giving water has no effect, and none of the concoctions that the alchemists produce can avert the inevitable death within a handful of days. Those that go hungry and cold are particularly susceptible to the skin turning blue - and there are an endless number of those in this city now.

Daily you struggle against the disease in the overcrowded sickhouses, the ill piled on top of beds and stretching through the hall. A tide of blue faces lies through the houses like an ocean of the dead and dying, and all you can do is attempt to provide what feeble comforts you can. The inner city clergy has only sent a token delegation, resentful of their presence and showing themselves as minimally as possible as you and the other priests in the outer ring work without ceasing - day and night meaning only when the torches must be lit and when you are nominally supposed to eat. You comfort and you clean and you offer your rites for the dead stacked like corded wood, the pungent scent of burning corpses warring with the scent of the disease and the scent of the plague masks whenever you find the time to close your eyes and drift to a fitful sleep. Around you, the other priests struggle on, offering only the nods of those dressed in full plague garb can as they too struggle onward through the endless sea.

You treat and you treat and you treat, and always there is more. Always another elderly patient struggling desperately in their age, always another spouse pleading with you to tell their loved ones, always more crying children to pile atop the hearses. The tide is endless and merciless, the sound of the coughs filling your living nightmare. You have to tell the infirm and the merely painfully coughing to leave the sickhouse as soon as possible, making space for more of the ones with pale faces and worsening coughs. You have to tell the resigned grandparents of their adult children's fate, you have to tell the children who outlive their parents too young, you have to tell the dying sickhouse priests that their sacrifice meant something.

You're so, so tired.



The cough continues to linger in the air - the outbreak is no gentle thing to disappear with the full bloom of spring and the incoming trade ships blowing in. For your actual case, your team has found two leads: the conflict between the City Guard and governor, and the confirmation that the delegations that had passed through the White Hills had indeed originally hailed from Alanyiva and Rusmysia. This means you have two approaches, quite aside from your team insisting that you're not well and need to take a break from going to the sickhouses day after day.

You snort. You have a decision to make quickly, and then you have to head back.

Remaining Budget: 364

[] Continue quietly investigating in Merridge.

Party members will continue to quietly investigate in Merridge for the month while Cormag continues tripling down on Wasting Cough actions until the crisis is over.
[] Swiftly act against the foreign agitators.
Perhaps you can substitute decisiveness and surprise for sustained strength - especially if you can draw out Ophelia-Oskaria in order to quickly slam through the City Guard.
[] Wrap things up here, and head for Vlona.
The nobles your King has ordered you to investigate are probably in this direction, which means that your orders are to investigate in that direction. You'd strongly regret abandoning the efforts to fight the Wasting Cough, but...your duty compels you.
 
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[X] Continue quietly investigating in Merridge.

We have to stay and help, since its obvious that the inner clergy are content to let the outer city die.
 
[X] Continue quietly investigating in Merridge.

We has the option to pick another arc before the treason, so I think we have time to thoroughly investigate.
 
So, is the plague a result of poor quarantine and a lack of local resistance to foreign pathogens? Or deliberate sabotage on a national scale...

Can, uh... can we talk to the spirit of The Wasting Cough? Maybe buy it some drinks, get it drunk, and let it wag its chin over its recent travels and acquaintances? And inflict it with alcohol poisoning...
 
she decided to try and listen in to the people inside the houses, and found that a handful were suffering from some sort of coughing sickness, apparently from the delegation that headed to the Capital last fall. The rest, however, were kept at home and individually sending their servants out on orders of the nominal governor of the city, who seemed to profess the need to stay safe and protect the other members of the nobility with the same breaths that he ceaselessly praised the King and swore loyalty to Oskaria.
The governor seems to be trying to maintain an quarantine and reduce crowd size in Merridge which is the senseable thing to do. What is with the governor constantly praising the King and claiming loyalty to Oskaria. Is the governor trying to ram the point of loyalty to Oskaria into the heads of the disloyal local nobles before the large group of foreign nobles show up in Merridge or does the governor protest too much and trying to conceal their own disloyalty to Oskaria with empty words?

It's a good thing, then, that you task Tekla to meeting with and flattering the City Guard elements in the outer city. Interestingly enough, the Guard seems to conspicuously enjoy hanging out in large congregations and showing off their wealth and rich foods with great feasts exclusive to them and their rich guests - even as City Guardsmen patrol the perimeter to ensure the undesirable rabble is kept well out of sight. They also seem to have adopted some sort of inherent identity to Merridge, picking up a few habits of the Alanyivans and the Rusmysians to blend with Oskaria to create unique rules for Merridge. He doesn't even need to pry for the City Guard's opinion on the city governor - they all nearly-uniformly think him a regressive tyrant imposed from the out-of-touch Oskarian nobility, as they neatly separate their own convoluted legal statuses as the natural order of things and the convoluted legal mess that constitutes the rest of Oskaria.
The guardsmen have their local culture that has picked up habits of the nearby foreign cultures which isn't surprising for a city at the intersection of several trade routes. What is more concerning that the guardsmen do not respect the local governor and do not seem to be particularly loyal to Oskaria. Is it just disdain for the corrupt Oskarian nobility or would they rather serve another power?

While the vast majority of the documentation proves useless, she eventually manages to narrow down a few important facts. The first is confirmation - the travel times for delegations departing Merridge and arriving in the White Hill's King's Road match up, the red sedan indeed originating from Merridge. Fascinatingly enough, that red sedan came with a port of origin - an Alanyivan port of origin, to be specific. In fact, the vast majority of foreign noble delegations to Merridge were Alanyivan, outnumbering the other non-merchant business by nearly one and a half times over. In addition, the nobles from Alanyivan tended to be a higher rank, or at least a higher equivalent rank, since the ordering of noble titles was never clear-cut between countries.

The second important fact is that many delegations are coming into the city throughout the next month and the month after, as the winds and the waters finally allow for ships to sail the northern circuit at reasonable cost. Ophelia strongly suspects that these delegations are going to be following up with previous work - perhaps you might be able to get some answers from them.
A large number of higher ranked Alanyivan nobles are coming to Merridge to likely follow up on their previous work. We should probably use the chance to investigate them and to discover which local Oskarian nobles they are working with.

The rivers flood ceaselessly all throughout the month, cutting off the grain barges flowing down the Claudale and the mills for fear of damaging the great wheels. The city hungers and starves, already affected by the hunger of the last month, the merchants and the speculators buying up their stock and refusing to sell for anything less than extortionate prices. The debris that sweeps down the flooded Claudale testifies to the destruction writ upstream, as the imports of the food and the lumber that keeps the city fed and warm ironically slows to a trickle. The people hunger and freeze, but in the cold of April after the brutal winter, what energy is left to resist?

But misery enjoys company, and with the tide of swampy, brown water pouring through the poor districts and then the inner city before passing back through the northern slums, a disease begins to spread. The symptoms begin with a light cough - before the coughs deepen into great wracking upheavals of wind and spirit and the skin of the victims turns blue on their deathbeds. For those unfortunate enough to progress to the blue skin, there is no cure - applying fevers and giving water has no effect, and none of the concoctions that the alchemists produce can avert the inevitable death within a handful of days. Those that go hungry and cold are particularly susceptible to the skin turning blue - and there are an endless number of those in this city now.

Daily you struggle against the disease in the overcrowded sickhouses, the ill piled on top of beds and stretching through the hall. A tide of blue faces lies through the houses like an ocean of the dead and dying, and all you can do is attempt to provide what feeble comforts you can. The inner city clergy has only sent a token delegation, resentful of their presence and showing themselves as minimally as possible as you and the other priests in the outer ring work without ceasing - day and night meaning only when the torches must be lit and when you are nominally supposed to eat. You comfort and you clean and you offer your rites for the dead stacked like corded wood, the pungent scent of burning corpses warring with the scent of the disease and the scent of the plague masks whenever you find the time to close your eyes and drift to a fitful sleep. Around you, the other priests struggle on, offering only the nods of those dressed in full plague garb can as they too struggle onward through the endless sea.

You treat and you treat and you treat, and always there is more. Always another elderly patient struggling desperately in their age, always another spouse pleading with you to tell their loved ones, always more crying children to pile atop the hearses. The tide is endless and merciless, the sound of the coughs filling your living nightmare. You have to tell the infirm and the merely painfully coughing to leave the sickhouse as soon as possible, making space for more of the ones with pale faces and worsening coughs. You have to tell the resigned grandparents of their adult children's fate, you have to tell the children who outlive their parents too young, you have to tell the dying sickhouse priests that their sacrifice meant something.

You're so, so tired.
The common people are apparently too weak from hunger and disease to riot or revolt against the local authorities which is probably how the authorities prefer it as they can stand behind the Guard in safety away from the hunger and sickness. Until the hunger and disease is over, the common people wouldn't be strong allies for us so we may wish to help them.
 
So, is the plague a result of poor quarantine and a lack of local resistance to foreign pathogens? Or deliberate sabotage on a national scale...

Can, uh... can we talk to the spirit of The Wasting Cough? Maybe buy it some drinks, get it drunk, and let it wag its chin over its recent travels and acquaintances? And inflict it with alcohol poisoning...
"Talk to plague spirits" has been tried before.

It has uniformly failed, and sometimes spectacularly failed.
 
"Talk to plague spirits" has been tried before.

It has uniformly failed, and sometimes spectacularly failed.
Hmm. Probably impossible because the plague spirits only want one thing - the plague to grow. Can't negotiate when your desires are entirely at odds.

...It would probably be possible to turn them into a weapon against your enemies, but they would inevitable betray you.
 
I had a long internal debate with myself about the merits of sharing information - and then I realized that since I also control the course of actions, information control isn't something I need to exercise an absolute control over - in fact, it may well serve you well to know how I'm interpreting things, at least in broader strokes! (don't ask for an informational on this thing, it's mostly me eagerly explaining the stuff I don't get to or want to explain in updates or threadmarks)

So, a quick exploration of the random event table, focusing only on the last digit because that's the thing I use to control the type of event:

1 - Health related event.
2 - Economic Event
3 - Economic Event
4 - Economic Event
5 - Political-Economic Event
6 - Political Event
7 - Political Event
8 - Political Event
9 - Wildcard Event
0 - Wildcard Event

So what the hell happened the last month, that a 20 sparked off not only the Floods of April but also the Wasting Cough?

The thing is, the Floods of April wasn't actually tied to this roll - or more specifically, this roll triggered a consequence set up by an earlier roll. The roll that set up the Floods of April was actually The Land of Ice and Snow from two updates ago - as it turns out, an absolutely incredible amount of snowfall results in a ginormous amount of snowmelt, which basically immediately flooded the Claudale river. From there, you have a city of starving people segregated into an inner and outer city that is cut through with a river - and combined with a "minor" outbreak in the inner city flooding out into the starved and cold outer city, and of course that thing was going to explode like a firecracker.

But hYGP, some of you might ask, what about that 93?

Indeed, that 93 last month came in clutch and helped dampen the Floods of April event from "wow this is going to literally drown out the other rolls in about 1-3 months" to "yeah you're only getting the Floods in April event if you get unlucky with the Random Event Roll", which, uh, well. Couple an already extant but "minor, contained" disease, and you get the events of last update.

One further note: this is not the table I use for event chains - which by its very nature is tied to the chain of events. For what's going down in Event Chain 1, mm, on short notice the best metaphor I have is A Cruel Angel's Thesis.

Of which you'll definitely be hearing the rumors of what's going on there, so that's only spoilers by a handful of hours!
 
[X] Wrap things up here, and head for Vlona.

We know that things are bad here, and we should include it in our report for later to be dealt with.
 
"Talk to plague spirits" has been tried before.

It has uniformly failed, and sometimes spectacularly failed.
right up until-
Hmm. Probably impossible because the plague spirits only want one thing - the plague to grow. Can't negotiate when your desires are entirely at odds.

...It would probably be possible to turn them into a weapon against your enemies, but they would inevitable betray you.
... yes, that. Obviously they built up this plague spirit before throwing it at us, with the expectation that it would burn itself out before it got back to them! All it cost them was a few expendable priests.[/conspiracy theory]
 
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