CASE: GRAINY RESOLUTION MONTH 6
Diplomacy
Uprooting Society IV
DC: 20. Roll: 20 + 2 + 7.7 = 29.7

Intrigue
Staying Honest
DC: 15. Roll: 22 + 2 + 7.4 = 31.4

Learning
The Root of the Issue V
DC: 15. Roll: 20 + 0.6 = 20.6.

Stewardship:
Organizing Distribution
DC: 25. Roll: 23 + 2 + 9.1 = 34.1

Random Event Roll: 38


A province is still a big place. Your mind grasps the difference between 50,000 and 500,000 easily - and while the big cases of your career have involved great masses of 500,000, 50,000 people has it's own weight to it. Enough weight that you can organize people from across the province to go help in another - not through community bonds but rather the cold hard promise of specie and seeds. You really don't want the peasants from last month's murderous mobs to get near the extended family of the peasants they just massacred - that's asking for another round of bloodletting in a province that's already bled too much.

Or eyes, really, since you need to push for the mass planting this season. You were pretty sure that the food yields you needed out of this season were going to have to be full exploitation of the land, high intensity only. The only way you could achieve that and not starve during the winter season was through much broader adoption of the potatoes, a proper full implementation like the Countess had been pushing for all this time.

At the same time, you dispatch Tekla to apply field knowledge to taking care of the crops, carefully marking out the sites of mass graves and where others perished as he implements the lessons he learned from his small plot on a bigger scale. With the initial followers learning from him directly, you direct that initial group to break apart and teach their own groups how to plant and raise potatoes. By no means is this good; you're still leaving nearly everyone to learn how to eat and prepare potatoes on their own, and by rumor, but it works.

The money you dispatch to the countryside, and the wheat, and the potatoes all goes out under your watchful eye, and while you still need to personally smack a few miscreants who still believe they can cheat you somehow, your organization is slowly becoming less prone to corruption - there's still definitely preferential treatment to close family and friends, but you're managing to keep them moving the money and potatoes where you want it.

But it is not as much as you want.

And you know this, even as you help the Countess organize the shipments of grain coming in from the countryside in order to feed the incoming army. There's even more of an issue there, as the army unit you were dispatched was more cavalry-heavy and more aligned with the Count Schmitt than you were expecting - but that ultimately meant that the Countess' peasants would have to rely even more heavily on the potato than originally hoped.

So it goes.

The first batch of the army is fed, and the food stores will be depending on an early harvest and a diet cut to the bone, but complete starvation should be averted.

Should.



Martial:
To the Victors
DC: 20. Roll: 17 + 1 + 2 + 5.6 = 25.6


The case is simple and straightforward. As one of the key leaders of the war-party, you are entitled to a share of the war spoils. The Baron Kaufmann sends for you in person, and he greets you by the side of his sickly, bedridden, but awake wife to give you your reward in person. He had to beg the Countess to let him do it, but he felt like he needed to show you his gratitude in person. You're flattered, of course, -

Please speak with his man-at-arms, he interrupts.

You bow gratefully, and go to collect your profits.

+10 additional Budget.



Piety
Restitution
DC: 28. Roll: 23 + 2 + 3 + 9.5 = 37.5

Critical Effect: Restitution II


But there is a more important work to be done first.

A work that must be done to placate those whose hatred left behind their own malignant spirits, merging with the tatters of their families' to demand restitution. The first thing that must be done is identification and burial, and you bluntly demand that the Countess and her retinue assist you. They need to help make an in with the remaining spirits, since their failure to consult or appease the existing spirits is partially to blame for this entire situation spinning so badly out of control.

Guiltily, she agrees to help, and at gunpoint you conscript landholders and the survivors to identify the bloody remains of those thrown into the mass graves by the madness of the past months. Landholders who had never once cared for the names and faces of the peasants beneath them in life suddenly took an extremely keen interest in such matters in the peasant's deaths, offering sacrifices and recognition to spirits of households they had never cared for before. Peasants whose bonds extended through the closeness of camraderie instead of blood adopted the weight of households obliterated, and the former landholders were essentially forced at gun and cursepoint to give up those lands to the newly freed farmers who bore the legacy of those massacred families on their backs.

On the spiritual side, you successfully bargain for a stay of execution, or at least a stay of indiscriminate curses - provided justice was obtained for their families. You acquiesce, offering to communicate their own demands for recompense to the spirits of the families that had so wronged them at the boundary of life and death. On the opposite side, you communicate to the spirits of the surviving families that genuine, honest recompense must be given on their account - lest you call down the really powerful spirits and force everything to become significantly more complicated. Some understand immediately, and for others you need to flare your presence and threaten to put Justice, Unrelenting and Unforgiving on the line - and for the truly recalcitrant you mark them down and tell everyone else that they're unable to be reasoned with. You'll still want to make good on your threat later, of course, but for now...

For now, the wounded spirits were calling for restitution and demands instead of levying curses indiscriminately, and the spirits of the offending families were at least somewhat receptive to making amends. They still needed to live together, after all.



Service Revenue: 20 Budget.
Administrative Expenses: 0 Budget*
Salaries and Wages Expense: 11 Budget.
Spiritual Expense: 6 Budget.
Net Profit: 3 Budget.

Remaining Budget: 58 Budget.



I kind of procrastinated on this one too long after my first exam today. I then have a second one that I need to be taking pretty much any minute now, so there's no way I can draft plan options now either.

Because of that, there's really no reasonable way we're going to be able to have a good plan-making and rolling session in time for a daily update, so we're going to do another Interlude vote.

[] [Interlude] With Nothing But A Gesture
To be respected requires two things: the power to change the world, and for the world to know what it means to have that power exercised.
[] [Interlude] Dreaming of a Distant Home
For some of those sent away from home, to return home is at once the peak of unreasonableness and yet the only goal worth striving for.
 
[] [Interlude] With Nothing But A Gesture
To be respected requires two things: the power to change the world, and for the world to know what it means to have that power exercised.
This one seems like more immediate knowledge, more useful for learning the context, like when we learned about the declaration of war in the last interlude. Whatever it is, a well known indavidual is going to do something public with his/her power.
[] [Interlude] Dreaming of a Distant Home
For some of those sent away from home, to return home is at once the peak of unreasonableness and yet the only goal worth striving for.
On the other hand, this really leaves me wondering what this is about, and seems to imply some exiles want to go back to where they were exiled from, though that is just a guess based on the wording....
 
On the other hand, this really leaves me wondering what this is about, and seems to imply some exiles want to go back to where they were exiled from, though that is just a guess based on the wording....

My first thought is that it is about soldiers marching out as part of the crusade.
 
[X] [Interlude] Dreaming of a Distant Home

Sounds like it's about the soldiers to me. I feel interested in hearing from the perspective of the common man.
 
Interlude: With Nothing But A Gesture
Interlude: With Nothing But A Gesture

The Western Insignificant Ones have grown unruly.

Though as the new Dragon That Overturns Heaven And Earth, truthfully speaking, everywhere grows unruly. Any trueborn Dragon understands the principle that even the most insignificant of the Heaven Splitting Beings must continuously search for new areas to grow, lest their scales grow restless and their stomachs empty of fill. An army of Lesser Ones led by yourself, then, must be an even greater hunger - and thus drive an even greater need to roam for food. So thus, after you have spent half your life granted to you by the thrice-cursed Accords of the Western Spirits, you need to find somewhere with the richness of grazing and conquest that your army and your stature requires.

You huff, annoyed.

A grassy knoll is instantly cleansed of green, burning away in the wake of a white-hot breath.

Damn, you knew that to go west and assist the Accords of the Western Spirits in their Crusade was the best outcome you could hope for - free grazing, free conquest, and with great honors bestowed upon the victors. It galls you that the Accords of the Western Spirits believes that you are sufficiently cowed by their idle threats and enticed by such a naked offer to die in place of the ones they favor more, but you cannot find disagreement with their intended goals.

"Father, this is a trap," your unruly daughter tells you unprompted.

You shush her with a ray of fire. You tune her yips out with a dismissive thought, rationalizing that if she was the true dragon she should have been, she would not have been hurt by such a light rebuke - not that she hadn't earned much harsher rebukes in the past.

You could honestly care less if this was a trap. Mighty you were, yes, but that was no equivalent of being a fool, especially not for the Western Spirits.

But that was the key factor. Just because the Western Spirits asked that you only come and sear the transgressor out of history and leave all else untouched did not mean that you would. They had clearly intended their thinly-veiled threat and appeals to the honor of the Spirits, but.

You were mighty, and yet the Western Spirits believed you to be so easily cowed.

Very well.

You roared.

The ground quaked, firm ground soiling itself until marsh surrounded you. The heavens shook free of rain and clouds, and for an instant you even believed you had shaken the Aurora loose.

The Army of Wyverns and Dragons alike answered your call.

You would go west, to smash flat the one the Western Spirits were so afraid of. Then you would smash flat the armies the Accords of the Western Spirits were so proud of, and remind them of who was truly mighty. You would repay every indignity your forefathers had endured, and you would ensure that your name would be seared into the annals of the world for all eternity.

Yes, this was a worthy cause indeed.



Remaining Budget: 58.

The land is at peace. Ill at ease, as the armies march through and demand the meager stocks of the survivors of the madness of previous months, but at peace. The Schmitts have been allowed to redeem themselves in the Crusade, but with a significant indemnity to your forces. The Countess, enriched by her victory over the Count, agrees to shoulder the cost of financing your fledgling new organization.

But you know better than to pretend all is well. The army on the march consumes an incredible amount of food, and for all that you know that this province is strained as is, there is no spare food to be bought from the neighboring provinces - who all must host the passing army. You are desperately counting on the harvest to remain full and plentiful come in two months, or else hunger is a surety and starvation is a possibility.

With 58 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] Army Discipline

Whenever an army marches through, there are always cruelties visited on the populace. It is an inevitability - and yet that does not mean justice cannot be done. See to it that the commanders of the forces see justice done. DC: 25. Cost: 0 Budget.
[] [Martial] Visions of the Future

Well...you're definitely not the kind of conventional oracle that the army's come to expect, but you are a channel to the spirits, which the Baron Kaufmann has been busy extolling. As a bonus...the army does pay quite handsomely. DC: 20. Gain: 6 Budget.

Diplomacy (Choose 1) {Agueda Action}
[] [Diplomacy] Small Claims

With your status as spirit guide and reputation as the Just, you can charge a service to settle small claims that finding an actual judge would take too much effort for. DC: 20. Gain: 4 Budget.
[] [Diplomacy] Large Claims

The wronged spirits call for justice against the murderers of their families - the stay of judgement was just that, a stay in the judgement. You need to start bringing the ones responsible to a justice - and that means you have to convince them to show up. DC: 25. Cost: 2 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Ear to the Ground

Honestly, at this point your organization has learned through trial and error how to stay mostly forthright - while the incoming army has complicated matters slightly, you've been able to keep a lid on it. Still, it'd be good to keep track of them. DC: 18. Cost: 0 Budget.
[] [Intrigue] Shaken Loose

The army is a fantastic place to find some loose items and blackmail - though certainly you'd never publicly admit to it. DC: Scaling. Cost: 0 Budget.
[] [Intrigue] Shakedown

By this point, the Wahner family coffers are basically completely looted by the people who had closer access to it, but if you act fast you might be able to shakedown just a little bit more. DC: 15. Gain: 2 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] The Root of the Issue VI

At this point it's just dispatching Tekla to keep an eye on whether an unexpected blight might be spreading - but given the desperately thin rations that is an extremely salient concern. DC: 15. Cost: 0 Budget.
[] [Learning] Enhancements

Alternatively, you know that Tekla's been given an esoteric toolset that would make many smiths jealous. Perhaps you can have him leverage this into equipment improvements for selected individuals of means. DC: 22. Gain: 6 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Organizing Distribution IV

With the demands of planting over and done with, you now mainly have to keep shuffling around food into the Army's hands, and keep making sure that the army doesn't ransack more food than you're trying to conceal - or worse, get into your seedstock. Honestly, you could probably just leave this to the Countess. DC: 15. Cost: 0 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.
[] [Stewardship] Accurate Reporting

How the hell are you going to explain...any and all of this madness to Vivien, let alone the Sejms? You don't know, but maybe it's time to start seriously thinking about it. DC: 20. Cost: 0 Budget.

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

For the next step in the process, you need to start calling down the spirit of Justice to oversee the really recalcitrant spirits, as well as bringing Justice into the conversation in general. DC: 25. Cost: 0 Budget.
 
[X] Plan Keeping Things Successful
-[X] [Martial] Visions of the Future
-[X] [Diplomacy] Small Claims
-[X] [Intrigue] Shaken Loose
-[X] [Learning] Enhancements
-[X] [Stewardship] Crime and Punishment
-[X] [Free] [Stewardship] Organizing Distribution IV
-[X] [Piety] Restitution III


Okay, things are settled so I'm going for easy to succeed actions. Martial, Diplo and Learning to get money while Intrigue is getting some stuff to use in the future. Piety because it is our only option and two Stewardship actions to bring the Wahners to justice (and hopefully dealt with for good) whilst keeping the food organisation going.

I figure that Large Claims can wait until next turn when the Wahners are dealt with (@huhYeahGoodPoint Let me know if this is not the case as I am assuming the spirits won't mind waiting a couple of months instead of just one). Things seem quiet enough that I am willingly to let our Intrigue and Learning actions go to other things rather than keeping a firm hand on the situation.
 
I figure that Large Claims can wait until next turn when the Wahners are dealt with (@huhYeahGoodPoint Let me know if this is not the case as I am assuming the spirits won't mind waiting a couple of months instead of just one). Things seem quiet enough that I am willingly to let our Intrigue and Learning actions go to other things rather than keeping a firm hand on the situation.
The spirits and the judge probably don't mind that much. Probably.

But then again, when was the last time the Wahners cared about what was convenient for you and the Countess?


Edit: Wait, I completely misread that. You may hope that the mercy of the spirits whose families were just freshly massacred will stay their hand, yes.
 
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[ ] Plan: Potato Protection
-[] [Martial] Army Discipline DC: 25. Cost: 0 Budget.
-[] [Diplomacy] Large Claims
DC: 25. Cost: 2 Budget.
-[] [Intrigue] Ear to the Ground DC: 18. Cost: 0 Budget.

-[] [Learning] The Root of the Issue VI DC: 15. Cost: 0 Budget.
-[] [Stewardship] Organizing Distribution IV DC: 15. Cost: 0 Budget.
-[] [Piety] Restitution III
DC: 25. Cost: 0 Budget.
-[] [Free]
--[] [Stewardship] Accurate Reporting DC: 20. Cost: 0 Budget.

[ ] Plan: Wahners
-[] [Martial] Army Discipline DC: 25. Cost: 0 Budget.
-[] [Diplomacy] Large Claims DC: 25. Cost: 2 Budget.
-[] [Intrigue] Shakedown DC: 15. Gain: 2 Budget.
-[] [Learning] The Root of the Issue VI DC: 15. Cost: 0 Budget.
-[] [Stewardship] Crime and Punishment
DC: 20. Cost: 2 Budget.
-[] [Piety] Restitution III DC: 25. Cost: 0 Budget.
-[] [Free]
--[] [Stewardship] Accurate Reporting DC: 20. Cost: 0 Budget.

[ ] Plan: Money and Other Rewards
-[] [Martial] Visions of the Future DC: 20. Gain: 6 Budget.
-[] [Diplomacy] Small Claims DC: 20. Gain: 4 Budget.
-[] [Intrigue] Shakedown DC: 15. Gain: 2 Budget.
-[] [Learning] Enhancements DC: 22. Gain: 6 Budget.
-[] [Stewardship] Accurate Reporting DC: 20. Cost: 0 Budget.
-[] [Piety] Restitution III DC: 25. Cost: 0 Budget.
-[] [Free]
--[] [Intrigue] Shaken Loose DC: Scaling. Cost: 0 Budget.
 
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