*sighs* One day, we will successfully work with Oskaria. At least the rest went well.
Where exactly did you get the idea that Oskaria actually works in the first place? Place pretty much runs like that old Monty Python skit where the guy wrestles himself... only some random decided to interfere with the match by jumping off the top ropes and clubbing it over the head with a dragon pattern steel chair.
 
Well, it was nice knowing you, Aqueda. May you rest in spidery heaven.

Or whatever this quest has for an afterlife, if anything.
 
Where exactly did you get the idea that Oskaria actually works in the first place? Place pretty much runs like that old Monty Python skit where the guy wrestles himself... only some random decided to interfere with the match by jumping off the top ropes and clubbing it over the head with a dragon pattern steel chair.

The nascent spirit of Oskaria, who I have far higher hopes for than the nation.
 
Last edited:
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.
 
Last edited:
@huhYeahGoodPoint How does the home militia compare to the army brought by the outside nobles?
Well, on the one hand they're militia against a noble retainer force, but on the other hand the militia has its back to their homes and the retainers are there out of obligation. In a straight fight...it'd probably go to the outside retainer force seven times out of ten.
No Oskaria option this turn?
Mm, it would make some degree of sense - although it'd have a pretty hefty DC. Gimme a bit to add it.
 
[X] Plan Oshha
-[X] [Martial] Rousing the Home Militia
-[X] [Free] Site Investigation III
-[X] [Diplomacy] Government Assurances
-[X] [Free] Guild Meetings
-[X] [Intrigue] Searching for Blackmail
--[X] Add Free Action to Searching for Blackmail
-[X] [Stewardship] Cross Examination
-[X] [Learning] Refining Equipment
-[X] [Piety] Local Representatives


Okay. Getting the militia to investigate the hill. Diplomacy is going to get the local government and the guild on our side while Intrigue goes to finding blackmail and Stewardship is inspecting their documents. Learning is to our only option whilst I am going to local spirits to get buffs to deal with the outsiders next turn. I would go for Justice, but I am looking more below the table than above the table methods of dealing with these nobles. In general, I am focusing on getting ready to kick out the outside nobles next turn provided that completing the blackmail option doesn't do that automatically whilst continuing to investigate that hill.
 
[] [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.

Wouldn't it be funny to scare them away without an army:V
18 + 5 minor boons + 3 for [Free] = 26
Resulting in us needing a + 40 to succeed
Not a risk worth taking


[X] Plan Oshha
 
Ty, I'd missed that bit.

[X] Plan: Oskaria Bows To No One
- [X] [Martial] Rousing the Home Militia
- [X] [Free] Site Investigation III
- [X] [Diplomacy] Guild Meetings
- [X] [Intrigue] Searching for Blackmail + Free
- [X] [Learning] Refining Equipment
- [X] [Stewardship] Cross Examination
- [X] [Piety] The Duty to Oskaria + Free + Minor Boon


Alright. So logic here is largely the same as Oshha's, except that I think it's worth spending a couple minor boons. I'm leery of taking a potion-hoarding mentality with the minor boons - they're there to be used.

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.

Also: In case the boons are a sticking point for people, here is a boonless version of the same plan.

[] Plan: Oskaria Bows To No One, Boonless
- [] [Martial] Rousing the Home Militia
- [] [Free] Site Investigation III
- [] [Diplomacy] Guild Meetings
- [] [Intrigue] Searching for Blackmail + Free
- [] [Learning] Refining Equipment
- [] [Stewardship] Cross Examination
- [] [Piety] The Duty to Oskaria + Free
 
Last edited:
- [X] [Intrigue] Searching for Blackmail + Free + Minor Boon

That is a waste of a boon if you have a free action there since between Tools of the Trade and the free action, we will have 27 Intrigue on that action. Since Tools of the Trade can't go higher than 27, adding a Minor Boon just reduces the Tools of the Trade bonus and would leave it still at 27 Intrigue whilst costing us a Minor Boon.

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.

I think you are overestimating how powerful or influential the Spirit of Oskaria will be here or in general. While it is a national spirit, I doubt it will be powerful enough to overcome other powerful spirits like Justice or Order as those are universal concepts. Unless @huhYeahGoodPoint waits in with more information on this matter, I am going to disagree with you and state that introducing the Spirit of Oskaria will just be introducing another player into the bickering of spirits. It won't be a spirit that overrules the rest, but another faction of spirits introduced into the mass of existing factions.

Put simply, I feel you are overrating how much influence or power the Spirit of Oskaria will have and taking needless risks for rewards that won't materialise. What reason do you have to think that a spirit of a nation will be able to tell spirits of universal concepts to jump off a cliff? Frankly, I am not seeing anything to backup what you are claiming and between Justice, Order and that dragon interlude, I say we have evidence that a national spirit won't be as powerful as you are making it out to be. Do we even want that even if it possible? Do we want a nation to be able to tell overule and dismiss the concept of justice and ensure that justice doesn't get dealt if it interferes with national interests?
 
Last edited:
Ty, I'd missed that bit.

[X] Plan: Oskaria Bows To No One
- [X] [Martial] Rousing the Home Militia
- [X] [Free] Site Investigation III
- [X] [Diplomacy] Guild Meetings
- [X] [Intrigue] Searching for Blackmail + Free + Minor Boon
- [X] [Learning] Refining Equipment
- [X] [Stewardship] Cross Examination
- [X] [Piety] The Duty to Oskaria + Free + Minor Boon


Alright. So logic here is largely the same as Oshha's, except that I think it's worth spending a couple minor boons. I'm leery of taking a potion-hoarding mentality with the minor boons - they're there to be used.

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.

Also: In case the boons are a sticking point for people, here is a boonless version of the same plan.

[] Plan: Oskaria Bows To No One, Boonless
- [] [Martial] Rousing the Home Militia
- [] [Free] Site Investigation III
- [] [Diplomacy] Guild Meetings
- [] [Intrigue] Searching for Blackmail + Free
- [] [Learning] Refining Equipment
- [] [Stewardship] Cross Examination
- [] [Piety] The Duty to Oskaria + Free

Care to run the chances of success for your plan. Or more accurately what actions we need to get a certain roll to achieve. I'm too brain-dead to do that math right now.

Edit: @huhYeahGoodPoint what's the ruling for how minor boons and cooperation interact with items that only give us a bonus up to a certain point? I've been reading things such that minor boons and cooperation are added in separately from item bonuses, but you weighing in on this would help a lot.
 
Last edited:
Care to run the chances of success for your plan. Or more accurately what actions we need to get a certain roll to achieve. I'm too brain-dead to do that math right now.

Piety needs a 30+ to succeed, Stewardship needs 10+, Intrigue needs 30+, Learning requires 30+ while the rest are auto-successes. Without the boons, it is the same except Piety requires 40+ instead of 30+.
 
Care to run the chances of success for your plan. Or more accurately what actions we need to get a certain roll to achieve. I'm too brain-dead to do that math right now.

Edit: @huhYeahGoodPoint what's the ruling for how minor boons and cooperation interact with items that only give us a bonus up to a certain point? I've been reading things such that minor boons and cooperation are added in separately from item bonuses, but you weighing in on this would help a lot.
Minor boons and cooperation are considered Base Stat for the purposes of item bonuses, so, for example, combining Intrigue of 22, Cooperation of 3, and a minor boon would result in Tools of the Trade acting on a Base Stat of 26.
 
Back
Top