Martial
Mobilizing the Baron:
DC: 21. Roll: 17 + 1 + 2 + 3 + 6.8 + 2 = 31.8
Learning
Magical Mapping
DC: 23. Roll: 20 + 6.5 = 26.5
Piety
Local Politics III
DC: 23. Roll: 23 + 2 + 3.0 = 28.0
+2 Martial, +2 Stewardship, +2 Diplomacy party-wide buffs for this month and the upcoming month.
To neglect the power of the spirits would be madness. One could love them, one could hate them, but the one thing nobody could do is ignore them and the power they wield.
Yet...that's the best explanation you can think of for why this province has gone so completely mad. None of the authority figures left in this province had displayed the piety necessary to the spirits, so naturally the spirits failed to give the support or blessings to their efforts - and since everyone else was, this made the authority figures look like shiftless people abdicating their duties - which in many cases, frankly, they were.
The Wahner family has been famously recalcitrant to make amends with the spirits, the Countess was a foreigner who hadn't yet learned the necessary rituals to appease the local spirits before high-handedly imposing her will on the province, and Baron Kaufmann...honestly you don't know what the Baron's excuse is. If you had to bet, probably indecisiveness, because that's how he got right into the middle of this mess anyway.
Needless to say, your team does not make this mistake. The mutual signs of respect and disrespect flow both directions - while Ser Tekla was largely proscribed from dealings with the Greater Compact, the lesser spirits could answer his offered gifts. Spirits could love you, hate you, but they still had to show some amount of respect for the mortals besides them. His use of the Gnarled Rod helps you identify the spiritual domains - making your job of speaking with them much simpler.
So while with the one hand you speak with the spirits to ask them what sacrifices they're missing or which direction the invading army is coming from, you listen with the other ear to what Kerrie is telling you about the Baron Kaufmann. The offered bribe money, shockingly, is rejected - the Baron doesn't care for wealth. He just wants someone to help cure his wife, who has been deep in a fitful slumber since late last winter. On the surface, he's fine, but when Kerrie finally dug the secret out the Baron broke down in tears.
With this information in hand, however, you went to the Kaufmann's family spirit to ask them what was going on. The Kaufmann spirit responded that Kaufmann had missed an important part of the ritual, and as such the spirit had simply decided...not to help last year, when a bout of tiredness spread through the province. The ancestor spirit could try to do something about the Baron's wife, but frankly the spirit wasn't doing anything for the Baron, who as far as the spirit was concerned was a recalcitrant truant who had dodged debt obligations.
With that information in hand, naturally you decided to use it to profit twice from the same piece of information.
You approached the Baron Kaufmann, who was shocked to see you walk in - he reflexively reached for his weapon when he saw your approach, and pointedly didn't remove his hand when you began speaking. You introduced yourself as Agueda the Just - who also happened to one of Justice's occasional voices, you explain. The Justice of the Balanced Scales had a message for the Baron, you smoothly lie. He had two outstanding obligations unfulfilled, and while both remained unfulfilled his wife would see no improvements.
The hand that reached for the Baron's weapons suddenly brings itself to the other, as the Baron collapses in desperate supplication, begging you to tell him what he needed to do.
You tell him of his unfulfilled obligation to his feudal contracts - refusing to answer the call of his liege-lord and refusing to answer the plight of those beneath him. The special emphasis is on answering the call and protecting the weaker - without the Baron showing himself to have at least that much answer, the spirit of Justice in his own house could not trust him to settle his outstanding debts to them, you explain.
The Baron begged you to tell him what the remaining debt was so that he could fulfill it, all traces of treating you like a monster gone. In his eyes, you were the voice of the spirits, and thus the answer to all his problems.
You bluntly respond that the spirits will not trust his repayment unless his own dishonor has been repudiated by valor in service.
The Baron gapes, before frantically nodding and calling up whatever troops he can on short notice, flying through the arming process as swiftly as he can.
He begs you to lead the group, as the spirit guide.
You accept, and lead his honor guard on the quest to regain his honor. You move by day and by Aurora-light at night, carrying supplies for only ten days with you.
If your map of the area and what the spirits were telling you were right, you would only need eight days worth.
Of course, you underestimated the Baron. On the morning of the fourth day, he led the charge out of the grey mists of the morning. Count Schmitt's forces, barely roused and without weapons, cannot put up a fight. His prized horses are tied to their posts, and their armor is off when the Baron's forces scatters the watch and takes the rest captive.
In keeping with the obligation, he claims victory in the name of the Countess, and brings the group back to the Countess, loot and all.
Which, of course, raises the question of what to do with them.
The Baron doesn't really care, however - once he accomplished the task of capturing Schmitt's desperately begged you for advice on what to do. You tell him that the ancestor spirit feels neglected, and his grave improperly maintained - go fix that, and Cormag will help you take care of the rest.
The Baron immediately speeds off at top speed, and you pat yourself on the back for a good week's work.
Or rather, Tekla does it for you, because your limbs don't have the same flexibility his does. Ah well. You win some and you lose some.
Diplomacy:
Uprooting Society III
DC: 25. Roll: 17 + 2 + 1.0 = 20.0
Your money flows out to the peasantry, trying to get them to put the potatoes back into the ground. You tell whoever you can in person that the spirits are happy - no, overjoyed - to accept potatoes in the ground, if they'd just do that! On your authority as an oracle of Justice! It's fine, no really!
But they do not believe you when filtered through two intermediaries. They barely believe you in person. As far as they're concerned, should a cold frost come early someone has failed to be properly pious - someone has failed to appease the spirits, and the rituals for what to do during a bad cold snap must be respected, even if the crop changes.
So when Schmitt's forces are driven away, these peasants are furious. Furious at the peasant mobs who had ripped up their one chance at feeding their families, before the cold snap had come and forced them all to take their potatoes out of the ground, scarcely edible. Furious at those impious mobs who had gone and ruined it for them, personally.
Furious enough to grab their sharpened pitchforks and torches.
The fields are watered with a tide of blood.
Intrigue:
Judicial Honesty
DC: 15. Roll: 22 + 8.3 = 30.3
Stewardship
Bringing A Case
DC: 24. Roll: 22 + 0.5 + 2 = 24.5
Screw it, someone had to be blamed for all this madness of invasions, of failures, and of the massacres that had occurred. You needed the Wahners out of your hair, and you needed someone to take the fall before everybody decided to blame someone distinctly more inconvenient for you.
So you decided to activate an old law of the commons, one dedicated to punishing those who had failed to meet their spiritual obligations. The judge is bribed ahead of time with money and the story you will present - that the misfortunes of this province can be laid at the feet of the impious Wahner family, who had failed to acknowledge their end of the spiritual obligations and had led to the moral decay of the province.
You know it's a lie, and you can feel the spirit of Justice's pointed absence.
But it needs to be done, you convince yourself.
So you set up the trial. Publicly.
The Wahner Family appears to the trial of the spirits, and judged by a hostile judge, naturally, they fail.
What remains now may be the true trial: hashing out exactly how their restitution to the province which they failed ought to be, as the peasantry and the landholders and even the Baron Kaufmann heaps abuse on them for abandoning their duties.
Random Event Roll: 41
As if to reinforce the malaise and madness of the past few months, a cough begins to spread. It doesn't appear to be anything truly serious or dangerous to the people, but with circumstances as bad as they are it is taken as a sign of ill omen - especially as the army bears down on the province now.
Administrative Expense: 1 Budget.
Salaries and Wages Expense: 7 Budget.
Other Expense: 4 Budget.
Net Loss: 12 Budget.
Remaining Budget: 55 Budget.
The bloody mobs have quieted down, their vengeance sated - but the spirits of the massacred families are now up in arms, demanding restitution for the violence lest they visit all manner of curses and evils upon the survivors. You've also captured the invading Schmitt forces, as well as sentenced the Wahner family to some degree of spiritual impurity, penalties for both transgressions to be determined. The last factor, of course, is that the army arrives next month, and will continue marching through the area for three more months.
Darkly, you note that the massacres mean that there's less native mouths to feed, so more food can go into the hungry maws of the army.
But you won't lie.
The food situation is bad. You need to set up a harvest season (3 months of food) of at least half-strength to avoid starvation in the province. Getting a full harvest season will prevent hunger in the province.
With 55 Budget remaining and few threats remaining, you are cutting back spending to 10 Budget maximum.
You have one [Free] Action that you may spend on an action in any category.
You can cooperate with your teammates to add +3 base stat to an action that you are cooperating on. It is represented by using your [Free] Action on one of your already-selected Actions.
Martial (Choose 1) {Kerrie Action}
[] [Martial] To the Victors
As one of the leaders of the capture of the Schmitt, and as technically allied forces to the Countess' rather than as a direct subordinate, you can muscle your way into the negotiations and claim your own reparations. DC: 20. Gain: 10 Budget.
Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Uprooting Society IV
You must get the crops in the ground if you are to avoid starvation by winter's end. If you fail...at least the vultures will be full. DC: 20. Cost: 4 Budget.
[] [Diplomacy] Reconciliation
With your status as spirit guide and reputation as the Just, you can charge a service to settle small claims that finding an actual judge would take too much effort for. DC: 20. Gain: 4 Budget.
Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Staying Honest
You need to watch over the fledgling network that you and the Countess are setting up, and keep them from punishing theft or dishonesty. DC: 15. Cost: 0 Budget.
[] [Intrigue] Sloshing The Lake
With the Wahners arrested and tried of some spiritual crimes, and with their already disorganized lot, you could definitely steal a little more maybe without them noticing - but, it'd be pretty limited at this point, and may cut into your other possibilities of revenue extraction. DC: 20. Gain: 4 Budget.
Learning (Choose 1) {Tekla Action}
[] [Learning] The Root of the Issue V
Well, it's been a month since Tekla got to actively research the potatoes. Perhaps those half-formed potatoes from the misbegotten harvest may be still salvageable. You need Tekla to find out whatever he can about them. DC: 15. Cost: 0 Budget.
[] [Learning] Assisting the Baron
You don't know if the Compact has any good way to cure the Baron's wife, but perhaps Tekla might know something? DC: 25. Cost: 2 Budget.
Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Organizing Distribution III
You'll need to get crops out in the field and the harvest to granaries that the army can use as it heads in. Time to take control of the network again. DC: 25. Cost: 4 Budget.
[] [Stewardship] Crime and Punishment
Well, you've got the Wahners convicted, at least. Now you have to get them with some sort of penalty, which means that you'll have to dive back into the legal minutiae to see what you can hit them with. DC: 20. Cost: 2 Budget.
Piety (Choose 1) {Agueda Action}
[] [Piety] Restitution
The spirits of the massacred families want restitution from the mobs, and are threatening to bring down curses and evils should they not be satisfied. Figure something out to placate them. DC: 28. Cost: 6 Budget.
[] [Piety] Replacement
The survivors get to write history. Just as mortals can be killed on this plane, so too can spirits on the spiritual plane. It'll be difficult, but... you could attempt to purge the land and replace them with your own chosen spirits. DC: 30. Cost: 0 Budget.