I would absolutely love to run around playing "tax spider quest" for five or six more cases, slowly acquiring awesome points as we go, and dragging our country out of the utter pit of a starting condition bit by bit via main force... but that's not the world that you've handed us. The world that you've handed us is one in which a climax is coming, basically immediately, the treason of major nobles is a big deal to the immediate survival of the country, and our team is the only one actually in a position to do things about it. As you've said of the lumber crisis, "hopefully the situation will stabilize". The noble situation has no such hope. If we absolutely must choose one (and it seems that we must) then...?

In truth, if there were an option that I thought could delay or prevent the invasion, and thus give us more time to try to resurrect this rotting hulk of a country, I'd absolutely be advocating for it, but there's nothing like that available as an option. Agueda and his team must work with the world they are given, not the world as they might wish it to be.
Yeah, basically.

The sense of time pressure here is intense. The king doesn't look like he has more than a few more years of life left in him, and the nobles are actively conniving with foreign powers to dismember and partition the country at the end of an upcoming war. This is not a situation where taking a year off to do normal "tax spider without the spider" activities is likely to be in the best interests of the country. I mean, maybe so, but really?
 
[X] Plan Paperwork is made from wood


Looking at it more... solving this might help with the banditry and will definitely help stabilize the kingdom. The nobles might still turn against the country, but between Ophelia-Oskaria showing up and this allowing for a stronger... well, everything, I think it might do a lot of good.

Plus we get Agueda actions, so we can maybe handle things quickly... or at least it means we're close enough to the Colony stuff to speed that along, perhaps.

The world that you've handed us is one in which a climax is coming, basically immediately, the treason of major nobles is a big deal to the immediate survival of the country, and our team is the only one actually in a position to do things about it. As you've said of the lumber crisis, "hopefully the situation will stabilize". The noble situation has no such hope. If we absolutely must choose one (and it seems that we must) then...?
If the country stabilizes the nobles will have a lot less reason to allow it to be chopped up. More than that, even if we get all the nobles onside, if the lumber keeps being an issue they'll have to buy it from surrounding nations, giving them more power... and incentivizing border nobles to either join them or stand aside when the army marches through, just to get the much-needed resource.

It's not like the war won't happen just because we know who's with us, or even because we turn a few nobles back to supporting the king. And winning a war without lumber seems like it could well be impossible. If we're dependent on foreign aid then they can just withdraw it and we'll quickly find ourselves devoid of the ability to fight back, anyway. Without wood, every noble could agree to stand by the crown and we'd still be facing an almost impossible war.
 
I mean, yes up to a point, but it's like...

Having a healthier lumber industry is helpful to stabilizing Oskaria's ability to resist foreign conquest.

Dealing with the conspiracy of nobles specifically plotting to invite in foreign conquerors and work with them to conquer the country within literally the next few years isn't just helpful. It's essential.

If we had reason to think the nobles' onslaught was five years down the road, and that the king had five years to live, I'd support your reasoning. But as it is, we've been handed a live, ticking bomb. Disarming the live bomb has to take priority over other things, including "get better bomb-disarming tools."
 
I mean, yes up to a point, but it's like...

Having a healthier lumber industry is helpful to stabilizing Oskaria's ability to resist foreign conquest.

Dealing with the conspiracy of nobles specifically plotting to invite in foreign conquerors and work with them to conquer the country within literally the next few years isn't just helpful. It's essential.

If we had reason to think the nobles' onslaught was five years down the road, and that the king had five years to live, I'd support your reasoning. But as it is, we've been handed a live, ticking bomb. Disarming the live bomb has to take priority over other things, including "get better bomb-disarming tools."
I think we have different ideas about what the bomb is, in this situation. The nobles aren't the bomb, the invasion is. The nobles are one of several co-conspirators involved in creating and planting it. Dealing with that would be great, for sure... but still leave us with a live bomb down the line, and inadequate tools for handling it.

If we deal with the noble conspiracy, the foreign conquerors are still probably going to be invading. That deal's been made, more or less. Moreover, we can still get conquered pretty easily, albeit less so than presently. But we're also harder to conquer if loyalists have access to the necessary resources for survival.

Plus, solving the wood problem is unlikely to solve only the wood problem. There's very likely either Spirits, Nobles, or Foreign Agents behind the lumber shortages, unless we're just... out of trees, somehow, and no one has noticed. Solving such a massive problem involving any or all of those three will help us a lot, especially if there's any chance they're connected to the invasion.

Though even if there isn't a connection, I still think it's worthwhile to look into the lumber for all of the other reasons I've outlined.
 
Considering what we've learned so far, it's likely we'll only have time to intervene in two of the three cases with the second case having more time to go bottoms up. At this point we should be asking ourselves what we can afford to lose.
 
Just finished reading this, and it's a lot of fun! Did I miss something though, or is there no description anywhere of what a Colonist is or how nonhumans are handled in this world? There's mentions, but I haven't been able to find an actual explanation anywhere in the threadmarks.
 
Just finished reading this, and it's a lot of fun! Did I miss something though, or is there no description anywhere of what a Colonist is or how nonhumans are handled in this world? There's mentions, but I haven't been able to find an actual explanation anywhere in the threadmarks.
world building information is minimal. Most knowledge is derived through extrapolation.
 
A brief explanation of the Colonist situation in and around Oskaria
Just finished reading this, and it's a lot of fun! Did I miss something though, or is there no description anywhere of what a Colonist is or how nonhumans are handled in this world? There's mentions, but I haven't been able to find an actual explanation anywhere in the threadmarks.
I haven't actually threadmarked an explanation, but the long and short of it is:

Colonists is a shorthand for "nonhumans" and more specifically "nonhumanoid" magical sentient creatures (dragons, wyverns, and other such powerful creatures excepted*). Most everywhere else the wombo combo of humanity, adventurers, and spiritual alliances has pushed them out to be minority populations with, shall we say, tenuous rights at best.

In Oskaria specifically, however, the tradition/agreement is for the Crown to defend the rights of colonists to exist and own property and otherwise be citizens of the state defended under the color of the law so long as the Colonies provide some of their citizens as auxiliaries or in other service to the crown. This makes the Colonists much more strongly tied to the Crown and royal authority than others, in exchange for the Crown having several groups of people that it can demand service from and generally count on their loyalty.
 
Colonists is a shorthand for "nonhumans" and more specifically "nonhumanoid" magical sentient creatures
It looks like I gave you a like, but it was actually a fish! On that note, assuming that they exist, where do mermaids, and, indeed, other centauroids fall on the scale of rights? What about shape-shifter and passive-illusionist natural-mimics who tend to live out their lives with the appearance and mannerisms of those around them?
 
I haven't actually threadmarked an explanation, but the long and short of it is:

Colonists is a shorthand for "nonhumans" and more specifically "nonhumanoid" magical sentient creatures (dragons, wyverns, and other such powerful creatures excepted*). Most everywhere else the wombo combo of humanity, adventurers, and spiritual alliances has pushed them out to be minority populations with, shall we say, tenuous rights at best.

In Oskaria specifically, however, the tradition/agreement is for the Crown to defend the rights of colonists to exist and own property and otherwise be citizens of the state defended under the color of the law so long as the Colonies provide some of their citizens as auxiliaries or in other service to the crown. This makes the Colonists much more strongly tied to the Crown and royal authority than others, in exchange for the Crown having several groups of people that it can demand service from and generally count on their loyalty.
For a second there I wondered if the whole 'taxspider' thing wasn't more literal and Agueda was literally a Drider or something.
 
It looks like I gave you a like, but it was actually a fish! On that note, assuming that they exist, where do mermaids, and, indeed, other centauroids fall on the scale of rights? What about shape-shifter and passive-illusionist natural-mimics who tend to live out their lives with the appearance and mannerisms of those around them?


:V

(It's basically the same dynamic as most other colonists - spiritual and magical means of verifying identity makes the shapeshifter prejudice a lot more measured than it could be. Centauroids are practically treated like other colonists - they're straddling the line between humanoid and nonhumanoid, and well, the definition of Colonist includes nonhumanoids)
 
For a second there I wondered if the whole 'taxspider' thing wasn't more literal and Agueda was literally a Drider or something.
We're pretty sure that our protagonist is, in fact, a giant intelligent friendly talking spider. I know for a fact (from story posts) that he has a nonstandard number of legs, that he doesn't have normal hands, that he's lower to the ground than most, and that his people are apparently very good at jumping (though Agueda himself is... less than stellar at it, for his tribe). I'm not sure if we were ever given proof that he's a straight-up spider, but it fits the evidence that I've personally seen.
 
Last edited:
We're pretty sure that our protagonist is, in fact, a giant intelligent friendly talking spider. I know for a fact (from story posts) that he has a nonstandard number of legs, that he doesn't have normal hands, that he's lower to the ground than most, and that his people are apparently very good at jumping. I'm not sure if we were ever given proof that he's a straight-up spider, but it fits the evidence that I've personally seen.
IIRC Agueda also has, like, a throat, they can clear to get people's attention. Which disqualifies a normal spider-form, though it may be a fantasy-spider that has, like, a mouth and throat and lungs and whatnot.
 
IIRC Agueda also has, like, a throat, they can clear to get people's attention. Which disqualifies a normal spider-form, though it may be a fantasy-spider that has, like, a mouth and throat and lungs and whatnot.
Fair. His ability to talk also suggests such things. He also has a fairly standard swallowing system, as he was able to toss back the tea. He has a distinctly nonhuman reaction to at least some foods, though, given how the lemon chamomile affected him.
 
[X] Plan: The Green Friar Tuck
-[X] [Case] Highway Robbery
-[X] [Shiny] In the Beholder's Eye


We have some time, so let's use it to get some more buffs before taking on the Web.
 
There's also, of course, the author's own art straight up showing Agueda as a giant spider.
I guess it is possible that 'cleared throat', 'tossed back', etc. just idiomatic translations of 'cleared spiracles', 'drained the cup quickly and in a single motion', etc., but I don't know. That seems like an unexpected additional step of obfuscation to me.

-e

Also, Agueda does explicitly have hands, even if there are more than two. Spiders, IRL, do not have hands. They sort of have paws, but only with two claws. Though, hm. Has Agueda been described as having fingers yet? If not, I suppose it's possible that Agueda's hands are more like crab claws than humanoid hands.
 
Last edited:
A giant spider would almost inevitably have some anatomical features that are, to put it mildly, nonstandard on real spiders. Spiders, like all arthropods, don't scale very well.

Agueda's species almost certainly has one of three origin stories:

1) Convergent evolution towards something that looks like a spider but has different anatomy,
2) A wizard either reengineered spiders to have different anatomy so they could be made larger, or reengineered other lifeforms to look like spiders while being more or less similar on the inside,
3) Their biology relies heavily on magic, ain't gotta explain shit.
 
Hmm.

Just to make sure this is clear - we've had a day or so of voting and multiple pages of discussion, and a clear winner has emerged:

[x] Plan: Goal-focused
-[x] [Case] The Web of Treason
-[x] [Shiny] Party Upgrades I
-[x] [Shiny] Null (x1)


As such, I've locked it and am now writing the next update.
 
CASE: THE WEB OF TREASON START!
You felt a profound sort of discomfort filling in for Agueda. Your robes, the vestments you had worn as your armor for years suddenly felt awkward and ill-fitting, without the easy deflection of Agueda as lead person to take the helm. Unfortunately, with Agueda out of the picture the other options for leadership was Tekla, Kerrie, or Ophelia - Tekla rejected the position outright, Kerrie shortly followed suit, and Ophelia followed their lead.

Which is how you're holding host to a disapproving elf who you're all but certain is disdaining you. At least her office is kept with some sense of decor, an austerity that speaks to a single-minded purpose rather than the excesses of the other ones you've glimpsed.

"So, you're his replacement," Finance Minister Vivien says, and you feel as though despite the gap of years between you that she is the one condescending to a child.

"Yes, Minister Vivien," you carefully reply.

"You realize, of course, the difficulty," she says, as if you hadn't understood from the beginning that this would be the most difficult cases of your career.

"Yes, Minister Vivien," you blankly reply.

"Well, it's a good thing that your team is just about the most skilled one I can throw at this problem, because you'll probably need it," she dismissively says, as if it were possible to assemble a better team in the Kingdom.

"I understand, Minister."

She ran her hand through her while saying.

"I can't believe I'm saying this, but I actually kind of miss that annoying git's banter," she grouses. "At least he had a personality to work with."

You smile and say nothing.

She disgustedly looks at you and shakes her head.

"Regardless, your mission is, ironically enough, to prosecute traitors and liars to the Crown for the duration of the Crusade," she says, wryly smirking. "Here would be the place where I would wryly mock Agueda for claiming that that provision was oh so useless, but alas, you are here instead of him. Your targets, however, are broadly scattered, and half the problem is that we don't even know where they are. We can guess roughly where they are by what would be most inconvenient for the nation, but, well, expect heavy interference every step of the way. Since this is a matter of vital national security, the King has appropriated an appropriate sum - although unofficially, since we have a hunch that at a minimum the Minister of the Interior is on the plot, or at least sitting on the sidelines."

She shakes her head at that. "Damnable woman."

You nod. You have no idea who she is.

"Your Budget will be 400 Budget, with fairly wide discretion - so long as it does not end up in court before we try the traitors, of course. Do you understand me?" Vivien haughtily asks.

"Of course, Minister. We will carry out the King's will," you say, bowing.

You await her dismissal, as she turns back to the stack of paperwork she has yet to sort through. She sits and rifles through them slowly - you wonder whether it is your presence, or whether it is that you are used to how fast Agueda tears through documents. Finally, your presence weighs in too long.

"Well? What are you still doing in my office? Go on, git!" she says, shooing you off with her hand.

"Gladly," you say, bowing once more. When you stand, you're careful to duck and move the chair back slowly. Wouldn't want to cause any accidents, not when Agueda actually seems to like your boss.

You make sure to be well outside of her office before you allow yourself the satisfaction of cracking your neck.



"So, the bossman isn't going to be here, huh?" Tekla asks. "Well, Cormag? Where are we off to first?"

You have no idea. Your specialty is talking to spirits and negotiation, for all that Tekla and Agueda are better than you at the latter and Agueda always manages to stay one step ahead of you in the former.

But you're the leader, which means you're supposed to have the ideas - unless, of course, you decide to use a little bit of this...delegation magic.

"Kerrie, Ophelia, thoughts?"

"Capital village is probably not a good idea," Kerrie thoughtfully says, as Ophelia closes her mouth. "At least not to start. We'll have almost no leads and no way to develop leads if we get them - we're going to have too many enemies and frankly, our tools are not well suited for the job. At least, at first."

"I mean, I hate to be the one to bring it up, but, well, the Capital streets probably still have some good feelings from two or three years ago. Couldn't we tap into that?" Tekla asks.

"You want to bring back the July Days?" Kerrie bitingly retorts, as you notice Ophelia blankly smile and nod.

"Let's table that thought," you say. "Ophelia, you look like you've been waiting to say something. Do you have an idea?"

"Mm...yeah," Ophelia quickly says, nodding. "I was thinking - these foreign nobles have to be coming from somewhere, right? That means they have to go through certain places, and meet up in certain towns, right?"

"Right..." Tekla hesitatingly says.

"That means that if we can figure out what their path is, we can ask around, and follow their tracks, right?"

"Right," you say, comprehension dawning on you.

"So we just need to figure out where they came from and where they're headed!" Tekla exclaims, and Ophelia grins fiercely.

"Right. Now take a look at this map," Ophelia grins. "If they're from Etrella, they're either crossing the river Bythnia at the river fork at Etrark or coming into the port city of Cille at the mouth. If they're coming from Alanyiva, they pretty much have to set down in the northern port city of Merridge and cross the White Hills if they want to get anywhere. If they're coming from Rusmysia, they have the choice of either crossing through Brumyiva to come down the Smok River to the east, or setting down in Merridge."

"That's four entry points," Kerrie skeptically said. "We only have four people here - we can't search that large an area."

"Right, but that doesn't matter," Ophelia exclaims. "Look! If they all want to meet up in one place, there's only one place that makes sense! The White Hills!"

"I...don't follow?" Kerrie says out loud, as you pretend like you understand what she's talking about.

"It comes down to this: The Alanyivans are going to come to the port city of Merridge, north of the White Hills. The Etrellans are going to come in south of the White Hills. This makes the White Hills right in between them, which means that one of those groups has to go through that area! It's perfect!" Ophelia excitedly says.

"The Etrellans aren't dumb," Kerrie skeptically says. "Wouldn't they just talk - oh, but then they couldn't talk to the nobles here," she says, cutting herself off. "Heh. Smart," she chuckles, pointing finger guns at Ophelia, who tries to copy her.

"It sounds like we're in agreement to head for the White Hills, then?" you ask, affecting more confidence than you felt.

A series of nods and a chorus of agreements answered you.



One month later, you arrive in the White Hills.

The White Hills is a charming region of back country peasants and nobles who mostly stick to the land. The people here are deeply pious and in touch - they have to be, for their spirits are not the most powerful things lurking in the hills. This back country status has led to a surplus of colonies in the region - though surprisingly enough, the colonists and the humans seem to mostly get along, under the banner of the same church and the fear and respect of the things which appear at night. The King's Road that passes through the region is the main thoroughfare, and the only one regularly patrolled by all the forces in the region. There exist backcountry routes which some suggest are faster than the winding King's Road, but to go through those you generally need a guide to take you through.

You have 400 Budget, and no idea how much of it is a good idea to spend. Uh, just don't spend a lot you guess?

You have 3 [Free] Actions that may be spent in any category.

You have 6 Minor Boons and 2 Major 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] Power Mapping

There's a lot of things that go bump in the night and a lot of people here who are more dangerous. Find out which you should be most afraid of. DC: 20. Cost: 0 Budget.
[] [Martial] We're Going On a Hunt

Perhaps going into the woods to present one of the groups with the corpse of a dangerous beast might be the best way to impress them. DC: Scaling. Gains: Scaling.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] The Clergy

They're priests, you're a priest. They believe in the good stuff like feeling a connection to the land and your people, and so do you. Shouldn't be too hard, right? DC: 15. Cost: 0 Budget.
[] [Diplomacy] The Nobles

These nobles seem like the down-to-earth believe-in-the-King types. Maybe you can find some common ground there. DC: 16. Cost: 2 Budget.
[] [Diplomacy] The Colonies

The Colonies have always been a little bit more self-governing, so maybe you can find some allies among them. Maybe the guides responsible for the backcountry paths. DC: 20. Cost: 0 Budget.
[] [Diplomacy] The Towns

Lastly, you could pry around the towns for some information - especially since this is probably the sort of province where everybody knows everybody else. DC: 20. Cost: 0 Budget.
[] [Diplomacy] The Merchants

The traffic on the King's Road means that a thriving and healthy Merchant's Guild has thrived here - and they recognize that they're liable to see more wealth than either the nobles or the peasants will, and charge accordingly. DC: 24. Cost: 4 Budget.

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

Sometimes the simplest work is the best. Simply gossiping with the townsfolk about notable people passing through might give you a hint that you can use. DC: 15. Cost: 0 Budget.
[] [Intrigue] Bribing Clerks

Perhaps you could simply bribe a clerk to make a copy of the recent manifests and arrivals without telling anyone else. Should be a straightforward affair. DC: 20. Cost: 4 Budget.
[] [Intrigue] Seizing the Documents

On the other hand, you really don't feel like paying for what the merchants should be providing to you. DC: 25. Cost: 0 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Magical Mapping

Whatever is in these hills, you want to find out well in advance, if the rumors are anything to go by. You definitely want to find them before they find you. DC: 27. Cost: 2 Budget.
[] [Learning] Magical Reagents

This far out into the wilderness, however, there may be a chance to find some choice reagants that would be rather more expensive to find in the cities than out here. DC: 25. Gain: Magical Components.

Stewardship (Choose 1) {Ophelia Action}
[] [Stewardship] Official Business

You do have the King's seal and the reputation of the Red Eyes behind you - you could simply march into the assembled notables and ask for some help with your investigation. You also have no other real leads, so, uh... DC: 15. Cost: 0 Budget.
[] [Stewardship] A Rough Count

The number of people living in the White Hills has always been a little hard to keep track of. Maybe you can get a more accurate count, and stay a little bit on the quieter side. DC: 25. Cost: 0 Budget.

Piety (Choose 1) {Cormag Action}
[] [Piety] Spirit of the Towns

Fortunately, if there's anything you personally are good at, it's working out deals with spirits. The spirits inside the town should be a good place to start. DC: 23. Cost: 0 Budget.
[] [Piety] Spirit of the Hills

These might be a little riskier, and you are definitely calling on something a little wilder, but it should still be the same sets of ideas. DC: 27. Cost: 0 Budget.
 
Last edited:
I like the change in perspective. The team looks more like a team under Cormag command. It reminds me a bit of how it is sometimes better to have the people who are less competent who needs to talk to people in order to keep everything running be the manager instead of a absolute expert who can rely on themselve without breaking anything (Exept themselves).
 
Back
Top