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.