CASE: BREWING SUSPICION MONTH 7
Martial:
Protection Detail:
DC: 10. Roll: 17 + 2 + 4 + 7.0 = 30.

The action, at this point, is trivial; the mob has been quieted, and none of the nobility wants to stick their necks out for a clearly doomed regional count. Still, Kerrie and the mercenary companies go and do their job; when the court cases are presented, they are an honor guard to the prisoners, and they prevents the conspirators from leaving or breaking out even as their legal representation strides without a care in the world.



Diplomacy
The Low Rumors II:
DC: 18. Roll: 17 + 2 + 9.0 = 30.

Cormag in his presence as a member of the faith reminds the crowd that the trial is soon, and justice will be dealt; the justice of the king and justice of the nation may be slow, but it will be long and arduous for the Count and his band of robbers, he preaches. The lower-class are receptive, and are willing to watch and judge the Gorlin conspirators as they are shuttled from trial to trial.

In hindsight, perhaps you allocated your resources towards combatting the wrong threat.



Intrigue
Mapping the Network II:
DC: 24. Roll: 22 + 2 + 9.0 = 33.

Your efforts to make sure that the agents of the conspirators don't manage to achieve their goals works like a charm - you find one bribed guard, who leads you to a low-ranking but suspiciously well-off tavernkeeper, who writes a letter to a woman in the countryside, who sends an agent back with money earmarked for the judges.

Naturally, that money disappears, and Cormag lumbers into the tavern, agent over his shoulder, baldly lying that he found the agent wasted outside of a known gambling den, and the only place he could bring him was the tavern.

+20 Budget.



Learning
Experimentation:
DC: 23. Roll: 20 + 2 + 5.1 = 27.1

Ser Tekla attacks the experiments with a glee, rapidly putting your Endless Pen to work as he fills several pages on the qualities of tea and their leaves; the obvious use of steeping tea is obvious, but what about baking? Compression? Dessication? Different combinations of tea and other liquids?

You remembered that last one vividly. Seeing him drunk on a combination of wine, tea, and the sheer hubris of discovery was something else - especially trying to restrain him.

Eventually, when all is said and done, he sniffs the air.

Strange. The lab is nearly odorless, despite every atrocity against alchemy and plain good brewing that he's done. You shudder to think about the time he thought mixing milk and honey and tea and alcohol was going to work out, but...well, the less said about that night the better.

He makes a note of it, mentions it to you, and then you immediately drop everything and ask him to test how odorless he can make it.

If you can sell something to rid an area of odor...well. That would be very profitable indeed.

Odor Remover designs acquired!



Stewardship
Advancing the Case IV:
DC: 10. Roll: 22 + 2 + 3.9 = 27.9

With your court cases lined up, it's time to begin.

The first trial begins to much pomp and circumstance. The eager crowds surround the courtroom, and a hush falls over the crowd as the opening gavel comes down. The court cases open to a roaring broadside: you flat out declare that the Count and his conspirators are guilty of lying. You present your notarized receipts as the assessor of the tax office - on it, there is an item labeled "agricultural produce - chai". Tekla's evidence that chai and tea are identical slams down on the table next, presenting that the Port Authority lied to the Crown about what they were shipping. You then invite the members of the court to determine the difference between two boxes of chai and tea that you had prepared beforehand. One sampling session later, they all say that they can't clearly identify which is tea - they both taste like tea, and have the kick of tea, so for the purpose of the Luxury Tax, well... chai had to be tea, then.

The defense weakly attempts to argue that this "chai" was not the genuine article but tea that the assessors had planted and technically this wasn't proof of anything - but this is the point where the mob outside promptly begins to scream their guilty verdicts, and your judge, paid off ahead of time, speedily concurs.

One down, three to go.

The second trial, hot off the buzz of the first trial, opens to an even more explosive charge - stealing from the Crown. To prove this, you need to show that not only has the former Port Authority knowingly lied about the difference between chai and tea, they must have also collected the taxes of their own account.

You present the Port Authority's internal accounts from last year. They had oh-so-helpfully labeled the Luxury Tax collections, giving you an approximate number of the amount that the Port Authority had collected.

Measured against the amount sent to the Crown in the official receipts, and the conclusion was inevitable.

The only quibbling was over the fine owed.

Menacingly, you bring out a much larger stack of papers, slam it on the desk, and present it as the internal financial records from the Port Authority's past years. You conveniently don't mention how many of those papers are blank - it simply helps you make your rhetorical point, which is that the conspirators owe the Crown a gargantuan debt. One you've already estimated.

The outcome was never in doubt.

The gavel slams down guilty to thunderous applause, and the houses of their families are required to repay the amount stolen from the Crown, by decree of the high court.

Two down, two to go.

The next court case would be relocated to the Royal Village, where the highest of the high courts would determine whether the Count and his conspirators had violated the terms of the Gorlin Charter - and at this point, people could almost see the spirits of disaster hanging over their heads. The outcome was likely to be an unquestionable victory.

That was the mood as the Yarognev and Ainsworth companies paraded them out of the city, to thunderous applause and cheering.



Stewardship
Deeper Thinking
DC: 25. Roll: 22 + 2 + 8.0 = 32.

That said, it was time to start thinking ahead. You had mentally flagged down something strange with the grain prices last month, especially as you reconstructed their change before the runs on bread. Prices had risen, despite the general abundance of the last year's harvest - what exactly had gone on?

To find out, you first tracked down the people who you had tapped to help run things during the month of August. Happily, you find them continuing to organize their people - you would have hated to invest all that effort without at least looking a little bit towards the long run. From there, it only takes a few more questions to figure out who the merchants who had begun raising prices were - and critically, where they were from.

Once you have that, you start finding the remaining grain merchants from the region and pay them to tell you the general route they take. It greatly helps that they're aware that you could likely call a mob down on all of their heads should they not comply, so most of them decide that getting paid for something they could be intimidated for is the much better decision.

As for the rest, once you have an initial set of data, you don't need theirs anymore.

From the route you can construct, the prices increase from region to region - each additional region the merchant passes through on the way to the capital, the higher the grain prices increase. Understandable - paying for transporting the grain and the various patchwork tolls would naturally raise the prices the longer the distance traveled.

What set the alarm bells ringing for you was two provinces; one located in the west and one located in the east. From what you could tell, the amount that the grain prices jumped their was anomalously high - in fact, you were fairly certain that there were grain merchants that had traveled in the opposite direction because they had realized that they could make more money heading to those provinces rather than the capital. Without traveling to the provinces in person, you wouldn't be able to do anything more than make conjecture, but...

From what you could tell, prices had raised across the board in the western provinces, while the eastern province had seen an uptick in grain prices and a reduction in everything else.

Prices raising across the board to you sounded like either the prelude to a city in revolt or someone messing with the money supply. The situation to the eastern provinces may have just been a bad harvest, or a famine, or something, but in either case it was probably over your head at the current moment.

Nevertheless, it would probably be better to check on those problems sooner rather than later...



Random Event Roll: 17

You're awoken to the sounds of knocks and an arrest. A Duke you've never seen before orders you to quietly disarm and come with them to the county jail on suspicion of riling up the crowds.

You ask what evidence he has.

He answers with an order to cease talking.

You gauge your opposition, and the likely results of breaking out right here and now, and decide to come quietly. You signal Kerrie to fade away for now; she could come fetch you all later if the situation arose.

You and your companions are thrown into separate cells - in an ironic echo, you're fairly certain that these cells held the Count and his conspirators, at least before you shipped him off to the seat of royal power for the last and most important trial.

Patiently, you wait.

No sense in getting mad at a temporary inconvenience.



Piety
Justice at Long Last
DC: 25. Roll: 20 + 2 + 5.1 = 27.1

Not, at least, when you could be busy doing something about your position. At least, praying to Justice to answer your call.

Justice answers.

Your court cases will be seen through.

Also, there's a crowd thousands strong demanding your release.

Um.



Other Revenue: 20 Budget.
Mercenary Expense: 6 Budget.
Publicity Expense: 2 Budget.
Research Expense: 2 Budget.
Lodging and Materials Expense: 1 Budget.
Salaries and Wage Expense: 4 Budget.
Net Profit: 5 Budget.

Remaining Budget: 80 Budget.

Someone has done something extraordinarily foolish and jailed you. The people on the street, freshly energized from their victory over the now-hated Gorlin Conspiracy, were suddenly thrown a new battle - fighting for the heroes of justice who had kept the grain flowing at reasonable prices and brought criminal nobility to heel.

Also, you contacted Justice about the situation, and Justice decided to make the situation...more, by organizing the protests and groups.

At least Justice assures you that the case against the conspirators will go fine. Justice guarantees it.

Thus, just two scant months after the July Days, the September Days kicks off with a roar.

Wonderful.

Now...what to do about this jail cell.

[] The High Road
Demand a swift court case to exonerate you, and prepare to fight a legal battle - by which you mean, the judge is getting bribed and the people outside are going to make sure that there's only one real correct answer. Will grant more power to the Capital streets.
[] Untouchable

Don't even respect this farce of an accusation. Leave your jail cell - which you can do pretty much at will - and live your life free of this nonsense. Immediately head to the Royal Village and continue the court case against the conspirators there. Will grant more power to hostile Capital nobles.
 
CASE: BREWING SUSPICION MONTH 8
Intrigue
Ensuring the Right Outcome:
DC: 12. Roll: 18 + 8.3 = 26.3

Stewardship
Defense in Depth:
DC: 15. Roll: 22 + 3 + 0.9 = 25.9

Piety
Justice, Inherent and Inevitable
DC: 25. Roll: 20 + 3 + 6.2 = 29.2

The Trial of Agueda and his Conspirators

The first thing you have on your agenda: bribing the judge, and making sure the judge doesn't receive any payments from your rivals - provided they didn't already secure the judge. You kick back, confident that Kerrie would manage to flawlessly pull off the job; when a guard passes by your cells four days later, flashing success at you, you quietly applaud her work.

Fantastic as always.

The next day, surprising even the prosecution, the judge has you all hauled before court. You and Cormag barely have enough time to complete your prayer to the Spirit of Justice; with your combined knowledge and instinct, you realize that this prison must be a conduit for a particular kind of justice. You need the kind that will help you in the courtroom, so you choose to instead wait to begin your prayer.

You wait for the beginning of the trial proceedings. The prosecution, off-balance, attempts to regain control - but you interject first, requesting that a prayer be led to the Spirit of Justice hanging over the court. There's no way the prosecution can object, not with the mob outside and the paid judge inside - and so begrudgingly, the prosecution agrees. On one condition, however: that this court trial accept that the prosecution would also be willing to offer a prayer to Justice.

You accept.

The prosecutors begin with a prayer to Justice, demanding that as it had weighed the indiscretions of criminals and scum in the past, that Justice be meted out to those who had disrupted the peace and bring those who had wronged the ancient order of things that undergirded the whole world to heel.

It is good oratory, you admit, but both you and Cormag knowingly look at each other.

No spiritual entity had answered them, no matter how well they concealed it.

In response, you begin your own prayer to Justice. You pray that Justice delivers the even hand of its judgement and leniency, that it may guide the mortal framework to ensure that wrongs are set right and the innocent are divided from the guilty. You pray that Justice, in its great even-handedness, may assist the judge in reviewing the evidence with an unbiased eye.

A power descends upon the courtroom, and in that instant only the prosecution does not know that it is coming. Immediately afterwards, they realize just how badly they have been outmaneuvered, but by then the court case is inexorable. Justice, after all, was overseeing the trial.

From there the case rapidly falls apart. The prosecution is unable to provide any evidence that you and your cohort triggered the July Days; all they have is circumstancial evidence from the month of August, and when they gesture to the September Days, the judge quickly cuts them off before the listening mob can cut the prosecution off - If they had intended to arrest the defendants on these charges, they should have charged that, before ushering the prosecution back to their original position.

You simply take one moment to point out that their only evidence is hearsay at best that points to you doing their jobs in August. Unless they are presuming that you have a heretofore unknown ability to literally travel backwards in time, their evidence is on the face of it nonsensical. Honestly, you don't know why they thought they could try to get their friends in the Gorlin Conspiracy out of this in one piece, you say, casually waving an official looking letter of summons from the Port Authority. Bullshit, you knew, but if you were gauging the mob's reaction right...

The mob explodes in noise, and the confusion on the prosecution's face turns white when they suddenly realize just how angry the mob is.

That was a little bit of a nasty piece of work, but hopefully by giving the other nobles a way to pretend that the prosecution was simply paid off by the Gorlin conspirators, the rest of the nobility would decide to take the offered branch and not pursue. Certainly, the prosecution withdrew their case in haste and quickly got out of there, and with that, you were free to go.



Random Event Roll: 24

Except then, as you take a few days to categorize what you had and what was confisticated, two things happened.

One, the harvest turned out to go badly. Rotten spirits had apparently swept across the farms, and left the amount of grain coming into the city sharply limited. Grain prices spiked, and then spiked again, and suddenly you realized you were seeing what you had previously seen during the July Days. Rising prices in grain caused people to run out and buy grain while they could still afford it, driving grain prices up even higher.

To make a bad situation worse, however, the idiots in the Royal Village had decided that now was a great time to mobilize an armed force into the city to "quell the riots" - and make just about everything a million times worse, because those officers had got it into their heads that since Antonin Perrier had been able to threaten the mobs, clearly the nobility would be able to drive away the leaderless rabble.

Leaving aside how that pretty much ignored everything Antonin Perrier had done to persuade the mob, and how it ultimately had not come down to a show of force because that would ludicrously stupid and counterproductive, of course.

As for the result?

The streets positively exploded. If they had hoped to make sure that the July Days wouldn't repeat, they had only ensured that the July Days would be dwarfed by the blood in the coming days.



Other Revenue: 20 Budget.
Mercenary Expense: 6 Budget.
Salaries and Wage Expense: 4 Budget.
Lodging: 2 Budget.
Other Expense: 15 Budget.
Net Loss: 1 Budget.
Remaining Budget: 73 Budget.

Right. This was going to be an extremely tricky affair: balancing between properly bringing the case to it's conclusion in the Sejm and not immediately dying to a city on the brink of revolt because some damn fool in the army had made everything worse. Fortunately, it was at least possible to reach the Royal Village from the city; unfortunately, that also meant that if you wanted to finish this case, you had to stay near the city, which was about one thrown stone from literally erupting in flames and rock.

You sigh.

Let it be said that you never had the easy jobs.

This turn, you may spend up to 40 Budget.

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/Agueda Action}
[] [Martial] Safety in Numbers

Right, with the city as much a powderkeg as it was, it was time to pull the Ainsworth and Yarognev Companies back to defend your group. DC: 10. Cost: 0 Budget.
[] [Martial] Eyes on the Prize

You still needed the companies to keep an eye out for the conspirators, so you weren't going to pull both of them back; but you still needed to keep yourself safe, so it's time to pull one group back.
DC: 15. Cost: 0 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] Military Matters

You need to convince the military to step down before they do something incredibly stupid that everyone's going to regret. DC: 25. Cost: 4 Budget.
[] [Diplomacy] The High Nobility

You also need to convince the Sejm to actually follow through with stripping the Count and his conspirators of their titles at some point, so that's a thing. DC: 27. Cost: 8 Budget.
[] [Diplomacy] Bread and Peace

Alternatively, you could just pay a shitton of money for what little bread remains and distribute it pretty much at will to the streets - this might go well, or extremely badly. Hard to tell. DC: 25. Cost: 15 Budget.

Intrigue (Choose 1) {Kerrie/Agueda Action}
[] [Intrigue] Making a Point

Right, the officer in charge of the military needs to be made to understand that cracking down by force is going to be exactly the wrong move. Kerrie's going to have to be the one to do it. DC: 20. Cost: 0 Budget.
[] [Intrigue] Noble Blackmail

Time to see what else you can dig up on potentially recalcitrant nobility. Let's see if we can't persuade them, one way or another. DC: 30. Cost: 8 Budget.
[] [Intrigue] Countering the Count

Don't forget that the Count still has his options; even though he's been taken away from his primary powerbase, you still need to keep a lid on his activities. DC: 20. Cost: 0 Budget.

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

Okay, this is long overdue. You need to figure out the spiritual landscape of this city so you can figure out how to maneuver around them deciding to make their voices heard. DC: Scaling. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Advancing the Case V

You're so close, all you have to do is convince the Sejm that the Count has shirked his duties and should be stripped of his lands - but that's going to be the rub, isn't it? DC: 30. Cost: 0 Budget.
[] [Stewardship] Slowing the Case

Given the...everything going down in the Capital right now, might it not be a good idea to temporarily postpone the trial for next month, or at least until the rioting is over? DC: 20. Cost: 0 Budget.
[] [Stewardship] City Organizer II

Well, better to be leading the crowd from in front than getting trampled underneath it. Also, you can probably keep people from starving, so that's always a plus. The only slight downside is that this is probably going to feed rumors about you, but you can deal with that. DC: 25. Cost: 10 Budget.
[] [Stewardship] Product Sales

Hey, you're sitting on a veritable trove of good ideas and products. Time to package them all up and sell them - at least, if you can figure out how to do it in this powderkeg...DC: 20. Gain: 16 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Calling All Spirits

Fortunately, the spirits still think they made a fantastic deal last time, so they're plenty amenable to hearing out how the current situation might be prevented from exploding entirely. That would be fantastic. DC: 22. Cost: 2 Budget.
[] [Piety] The Impositions of Order

You're fairly certain that the army and the nobility are going to be trying to appeal to the spirit of Order; maybe you can preempt them, and turn Order's ears towards your ends. DC: 27. Cost: 4 Budget.
 
CASE: BREWING SUSPICION MONTH 9
Martial:
Eyes on the Prize:
DC: 15. Roll: 16 + 1 + 2 + 2.3 = 20.3

You sigh. Considering the situation, the choice was obvious. Leave the Ainsworth's mostly human company to stay with the humanoid nobility, call back the Yarognev's largely Yaga-based company because that had less consequences in the city. It might inflame tensions with the Royal Army, but ultimately you weren't going to try and convince them with kind words, so it didn't really matter.

"That's a really long-winded way to say you want someone to scritch your back," Patxi said, eyebrow raised.

Well yes, that was an added benefit, and more importantly, that wasn't a sign to stop!

Patxi laughed.

"For someone of your reputation, and, uh, you," he said, gesturing to your legs, "you're surprisingly...hm, what's the best word for it...similar to us," he laughed.

It's okay, they can admit that bipedalism was a mistake.

"Actually, that reminds me: how the hell do you hold anything? It's not like you have, well, fingers or anything..."

Magic, you deadpan.

Patxi huffs a laugh.

Fortunately, that's the extent of the threat you face during October.



Diplomacy:
Bread and Peace:
DC: 25. Roll: 17 + 9.3 = 26.3

Stewardship:
City Organizer II:
DC: 25. Roll: 22 + 7.9 = 31.9

The City Must Be Fed

Your highest priority, above all, is to ensure that the city is fed. Feed the city, the rioters go home with a full stomach and don't come out the next day. Starve the city, and violent revolt is not a possibility but an inevitability.

So that means you need to attack the problem from every angle you can get your hands on.

Your second priority, then, is to ensure that this doesn't end up with the Dukes in the city deciding you were the cause of the rabble; best to get ahead of that by coopting them and their works, along with judicious use of a King's seal to make it clear that you had at least some authority to do everything you were doing. Probably wasn't going to make some people happy, but with the right shareholders in your pocket you didn't need them to be happy.

You just needed to step a few things up.

First: You needed grain merchants to heavily expand their operations. As in, hire bands of young laborers to head out with them and ferry back as much grain as they could, even if they had to import it from farther away. Ideally, this would cause the laborers to leave the city and reduce pressures on grain here, while also bringing back more grain from afar to prop up the food prices. Fortunately (or not), your reputation was great enough that with one hand you could knock on the door, with another you could drag a bag of coin, and with a third you could hold out your credentials as a a tax inspector to make the merchants pretty much comply with anything you had them do.

Second: You needed the grain speculators to open up their doors. This step was even easier - as a tax inspector, you were nearly completely certain that all of them had at some point committed tax fraud, so all you had to do was show up with the Yarognev Company besides you with a warrant up and most of them were plenty willing to listen to what you had to say, especially since your offer was "let me buy grain at these prices and I will record you as having paid your back taxes, or I will have you hauled before the court and the streets for tax evasion, do you understand?"

Third: You needed to start actually getting grain into the mouths of the hungry or at least in the hands of the mob. To that end you started just throwing around lots of money to give to the mob so that they could afford to pay for the bread, as well as hooking back into the old networks that you allowed to somewhat run themselves in order to more efficiently coordinate information about who had what bread at what time and how to make sure that everyone was at least going to be able to survive.

Fourth: You needed to be conspicuously showing the King's authority, so that the King would at least be forced to take a stand against you if anyone complained about it. With the right maneuvering, you could also obtain license to help "quell the riots at the source" - which you do, albeit not with force like they envisioned.

So you do.

The paper sprawls across the floor and starts creeping up the walls as you grab, sign, and read papers almost as fast as they're being handed to you, but you make it work. Sheet by sheet, empty load of grain cart by grain cart, and granary by granary, the city is fed.

Absently, you check towards the end of the month why the bread ration for some of the neighborhoods dropped over the last few weeks.

The answer is hesitant, and that confirms the suspicions curdling in your gut.

They starved, and died of sickness.

But the survivors, at least, are fed.



Learning:
Magical Mapping:
DC: Scaling. Roll: 20 + 2 + 9.4 = 31.4

Piety:
Calling All Spirits:
DC: 22. Roll: 20 + 2 + 4.0 = 26.0

Which is why the next thing you do as part of your efforts is to bring in the spiritual background. Supposedly, this was caused by the spiritual imbalance of the grain causing fast acting rot, or perhaps simply grain-borne pestilent spirits. With the cooperation of the Gnarled Rod and the request of the spirits begging you to do what you did those months before, you manage to get a rough sketch of what happened to the grain in the fields.

Or more precisely, what happened to the grain in the river barges. What appears to have happened was that some damn fool had offended some river spirit or another, and as a result the spirit had cast a minor curse, cursing the grain to rot should the products of the village ever be washed in the river again. This didn't sound like a big issue, except...well, the spirit apparently hadn't been too careful with the curse, and also the town was a minor foresting town.

Cue the use of the lumber in river barges, who were almost guaranteed to get "washed in the river" again by some hapless buyer about three days downstream.

Cue the mass rotting of all the grain in those barges.

With the full approval of the city authorities, you sent Cormag on his own expedition in order to soothe the river spirit or find a different source for lumber or something.

Hopefully, he'd be back within a month.

Hopefully -

Oh, who were you kidding. You'd have to go sort this shit out yourself soon.

Oh well. At least you had a good map of what the city's magical network was supposed to look like, along with a whole host of sweet boons.

+2 Diplomacy, +2 Intrigue, +2 Stewardship party-wide buff for this turn only. +10 Budget.



Intrigue:
Making a Point
DC: 20. Roll: 18 + 2 + 9.9 = 29.9

Effect: Free Incriminating Documents (Nobility)

Meanwhile, you task Kerrie with the job of making sure the Army group outside the city didn't do anything. By slipping into their camp and making their situation clear, you say. You'll retroactively approve just about anything she can get away with, so long as it doesn't descend into murder, or worse, depleting their supply, because then they'd take the grain from the city and that'd set off a whole new firestorm.

Kerrie, who you only have to crane your neck up slightly to see, agrees.

You have no idea what else she's up to for the rest of the month, as she almost never returns to bed - what you do know is that for all the bluster, the Army group stays camped on the outskirts of the city, buying up grain at unaffordably high prices, and occassionally harassing the groups that you send out into the countryside for grain.

Finally, at the end of the month, Kerrie comes in carrying a thin stack of documents to your command center, where you have documents spread out all over the floor. Drily, she comments on you returning to your old habits with the whole web of documents you have laid out.

Hands occupied by other reports, you wave her off and point it to the western point. Automatically, you thank her for her work - and then she doesn't leave, asking if you want to hear about what she did or not.

Fine, you say, setting down the grain stockpile trackers you have written up to check when the last time you sent out the grain groups.

She coughs lightly, and you feel more than see the breeze threatenting to disrupt your carefully arranged documents.

Fine, you say, setting down your documents. What does she have for you?

Blackmail, ethically sourced from the officers trying to counterblackmail the high nobility, she blithely states. Also, stop drooling, it's unbecoming.

Don't care, you say, wiping your mouth. She did incredible work.



Stewardship:
Slowing the Case:
DC: 20. Roll: 22 + 1.4 = 23.4

Busy as you are, you can only quickly summon the legal precedent for nobility delaying a court case under the pressing needs of a present feudal obligation, and as Ser Tekla was the lead plaintiff, he was serving his pressing need of an obligation at this current moment in the city so please hold the grand jury trial for a month.

The Sejm, prone to indecision on the best of days now, quickly agrees.



Random Event Roll: 57

Mercifully, it all...works. The crowds, pushed to the boiling point, simmer down with the arrival of grain, and the army groups, floudering for something to do, quietly slink away when their time is up. The heated September Days fizzles out over the course of October, as the weather chills and fields are harvested more fully.

HOSTILE INTRIGUE INTERRUPT: DC: 20. Roll: 13 + 7.9 = 20.9

Except...in the middle of this, the Count and his conspirators had slipped away! Fortunately, they slipped away towards the end of the month, so they couldn't've gone far, but...



Service Revenue: 10 Budget.
Cost of Services Sold: 6 Budget.
Mercenary Expense: 6 Budget.
Public Relations Expense: 15 Budget.
Administrative Expense: 10 Budget.
Salaries and Wage Expense: 2 Budget.
Lodging Expense: 2 Budget.
Net Loss: 31 Budget.

Remaining Budget: 42 Budget.

You're so close to finally sealing the deal on the trial, you just need to actually see this thing through. You have peace in the city, some amount of blackmail on the nobles...all you need is just that little bit extra!

Just that little bit, and you'll be able to deliver on your boast right on time.

This turn, you may spend up to all of your remaining Budget.

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 Action (Choose 1) {Kerrie Action}
[] [Martial] Knock Knock

You have two companies of mercenaries, you know the Count's network, and you have yourselves. You're going to get answers about where they went, by force if necessary. DC: 25. Cost: 2 Budget.
[] [Martial] Speed Is King

You only need the mercenary companies' most elite teams and horseback in order to ensure that you can move as swiftly as the conspirators. You'll lose a lot of mercenary strength...but you'll get speed. DC: 20. Cost: 8 Budget.

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

Now that things have come down to this point, you can try to remove the roadblocks the noble faction is putting up in their jury trial. DC: 24. Cost: 10 Budget.
[] [Diplomacy] The Royal Faction

You can also work to ensure that there are absolutely no cracks in the royalist faction, in order to make sure that the other efforts don't go to waste for no reason. DC: 20. Cost: 10 Budget.
[] [Diplomacy] The Neutral Faction

By far the most nobility lay in the neutral faction, however, so you can work to sew up their willingness to convict the Count and his conspirators. While it won't be completely unanimous, if you can convince them of it you can get them to leverage the noble faction into giving way. DC: 22. Cost: 10 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Chasing the Count

With your previous efforts to figure out exactly who the Count's conspirators are, you can roll in hot on his trail. DC: 26. Cost: 8 Budget.
[] [Intrigue] Noble Blackmail

Since Kerrie's got some of this blackmail, it would be a shame to leave it unused - and you still probably need to get some blackmail on the rest. DC: 27. Cost: 4 Budget.

Learning (Choose 1) {Tekla Action}
[] [Learning] Sympathetic Resonance

While Tekla was toying around with some of the things he got as part of the grab bag of things that the nobility had effectively discarded, he suddenly realized that one of them was a magical tool that helped draw sympathetic resonances between items; and since you had things of the Count, you could in theory set up a link between those items and a tracker. DC: 25. Cost: 4 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Trial in Absentia

Oh well, if the Count and his conspirators doesn't want to speak in his own defense you can make sure to make the trial go ahead anyway in absentia, and then just vote to strip him of all his titles and wealth. DC: 28. Cost: 0 Budget.
[] [Stewardship] A Fair Trial

On the other hand, if you can drag the Count and his conspirators back here in time, well...the Count's escape would practically seal their fate. Requires the capture of the Count. DC: 15. Cost: 0 Budget.
[] [Stewardship] Sales

At this point, you have a huge collection of things you could sell for quite the tidy profit. Do so. DC: 15. Gain: 30 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Spiritual Interrogation

With the right appeasements to the land, the land itself may be able to help point you in the direction of the Count. DC: 24. Cost: 4 Budget.
[] [Piety] Justice, Unerring and Unflagging

Alternatively, you could try praying to Justice again, and see whether Justice might be able to help you track down where in the world the Count went, especially after fleeing the trial. DC: 26. Cost: 0 Budget.
 
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CASE: BREWING SUSPICION CLOSED
Martial:
Knock Knock:
DC: 25. Roll: 17 + 1 + 2 + 2 + 8.8 = 30.8

Intrigue:
Chasing the Count
DC: 26 Roll: 22 + 3 + 2 + 3.1 = 30.1

Learning:
Sympathetic Resonance:
DC: 25. Roll: 20 + 3.8 = 23.8

Piety:
Justice, Unerring and Unflagging
DC: 26. Roll: 20 + 10.0 = 30.0*

Random Event Roll: 33

The Capture of the Count


The night sky is pouring rain when the Yarognev Company caves in the door of the tavern. Behind the first mercenaries are Agueda and his squad, under the rain guard of Cormag's robes. The tavernkeeper looks up, sighs, and starts pouring out glasses.

"If you're looking for the Count, he's headed for the border. He'll pass through the town of Yarmouth on the way there to stop at a safehouse, at least until the rain stops and their group can move through again," he diffidently said. "The safe house is a farmhouse on the western outskirts, the one with the red paint."

"I'm glad we could come to an understanding," you say, depositing a good sum of money for his trouble. He simply nods, defeated.

Outside, Ser Tekla attempts to get a resonance between a doll and the Count, but cannot get it to point consistently in any direction - but that's alright. You didn't expect everything to work, after all, and this might be worth looking into later, when you had more time than you did. While you're still under the warm and dry roof, you offer a prayer to Justice.

Immediately, you feel energy flooding through you, and from the shocked faces around you you're not the only one being suffused by the power.

That was as clear a sign as you were going to get, so it was time to go.

Through the driving rain, your team marches. Though your team is soaked in mud up to their ankles and you're barely keeping the mud intact where you step, your team marches. The rains pour down through the whole night, and into the morning, and still you march, keeping time like you were marching in the most ideal weather possible.

By noon, the torrent lets up, from a pounding driving rain that drowned out all else to a mere downpour, and your team, soaked, crawls into town. Inexorably, your feet are drawn to the farmhouse that the tavernkeeper said was a safehouse, and when one of the flickering lights notices your approach, the door swings wide open.

The woman guarding the farmhouse, clutching her musket, simply lets you through. Instinctively, you categorized the musket as unusually pricey for the area, concluding that she likely runs some other business - before you wrly smirk and realize you're intruding on her other business.

Regardless, despite a sensation within your breast telling you that you're close to your destination, you decide to make sure. You signal the Ainsworth Company to go around, while you have the Yarognev Company in the front. Your team breaches in - and a red flash of steel streaks out.

The movement is abruptly sent vertical by Yakob's sweep of his spear. The red blur reaches the apex in an instant. The swordswoman slams back into the ground, knocking the Ainsworth Company flat. The powder of the hand dragons scatters into the mud.

A dagger suddenly hits the ground beneath her. Ice springs into existence around it, freezing her feet to the ground. Her arms clatter as she slams her sword against them, but then a second dagger joins the first, ice spreading just as quickly as she can destroy them. She looks up, sees the Yarognev team's muskets at long range and the Ainsworth Company's hand dragons at short range, and quietly raises her hands.

The rest of the Count's conspirators, suitably cowed, come quietly.



Diplomacy
The Royal Faction
DC: 20. Roll: 17 + 2 + 1.2 = 20.2

Carefully, you have Cormag double check that there's no problem among the Royalist Faction - no sudden upwelling of support from their faction at the worst possible time, and all that. He reports back: no problem, the Royalists are committed to the takedown of the conspiracy.

You hope that it's enough.



Stewardship
A Fair Trial
DC: 15. Roll: 22 + 2 + 7.4 = 31.4

The trial is the very image of fairness, backed by all the power of the Sejm and the King and the onlooking spirits. Naturally, this means you smash the conspiracy flat.

Your charge is nothing less than the complete breach in contract of the Governor General's office - that the city be governed well, in accordance with the city's charter, and respecting the obligations that the King levied on the Governor General. Your proof is in the testimony of the merchants, since the guildmasters had been defanged and systematically removed or replaced with Port Authority puppets. You corroborate your evidence of fraudulently collecting taxes on the same merchants repeatedly with their internal documents from the past year, and the documents from your financial office. The previous court rulings are paraded out, proving duplicity and deception. Finally, you point to the recent escape from the jail as the ultimate sign of guilt - would an innocent person try to run away, so close to the trial?

With that, the Sejm reluctantly gives way, and even the noble faction that might want to keep the Royalists in check feel no need to protect a clearly doomed group of provincial rabble, as one put it.

The conspirators attempted to mount a few defenses - that all of what the prosecution was lies on the say-so of non-nobles, that this was unjust, that justice needed to take longer than this - but their arguments fell flat, and with just a little counterpush they collapsed completely.

The Sejm agreed to convict, and strip the Conspirators of their titles, wealth, and lands. The land would thus be temporarily managed by the Crown, while the Sejm figured out what to do with...all of that.

Funny thing about "temporary". When every meeting got stuck, temporary could last a long time.

And just like that, the Gorlin Chai Ring was brought to its knees, and the money from their coffers flowed back to the Crown.



Piety
Justice, Unerring and Unflagging
DC: 26. Roll: 20 + 10.0

CRITICAL BONUS: TITLE: THE JUST

Outside the courtroom, you see a faint mirage of a tilted scale, and realize that Justice has decided to personally speak with you.

There must be a balance in all things.
There must be a balance in all things, you agree.

A good deed is repaid in kind, and an upraised fist likewise.
A good deed is repaid in kind, and an upraised fist likewise.

When there is an imbalance, the world will seek to correct it.
When there is an imbalance, the world will seek to correct it.

Thus the world now balances the scales.
The scale in front of you tips even, and then you understand more than you feel the mark of the spirit imprinting you with your own justice.



CASE:

BREWING SUSPICION

RESOLVED



Achievement Get: Swift Justice. For completing within one year, +1 Shiny.
Achievement Get: The Spirit Talker: Successfully convene with every group of spirit. +1 Piety, party-wide.
Achievement Locked: Thorough: Defeat All Enemies.
Achievement Locked: The Ministry Funds Itself: Through the course of normal operations, earn more money than you spend.
Achievement Locked: In The Light: Do not use evidence acquired with less-legal methods.



[] [Interlude] The Rotting Crown
The Crown is ill. The great power once contained within the King's brow is fading fast, and some illness or another afflicts him. And still... there is one last great task that he can take up.
[] [Interlude] Sheathed Blade, Sheathed Spite
In all things, there are winners and losers. In some senses, his heritage lost the battle - and so he stands here, holding a blade that he was never allowed to not wield.
 
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Interlude: The Rotting Crown
King Julius the Bold, hero of the Third Wyvern War, is dying.

He knows this, the same way he eventually learns everything: through long, bitter failure.

It had started with an inexplicable tiredness that his viziers had suggested was merely a part of growing gray hair, of showing the seasons. It had progressed, over the years, to a persistent cough, that never went away. One night he woke up to find bruises he couldn't explain, and since then it had been a recurring condition. Recently, his coughs have begun to be flecked with blood - and yet, the viziers he relies on but cannot trust tell him that surely this tonic will work.

None of them have.

And yet here he is, swilling the vile things that his viziers hand him because he knows but cannot be certain that this tonic will be a failure like all them before it.

The sun is bright outside his window today. The chill air fills the room, and for once and all the times afterwards he hates it. He hates how enticing it is, how he once strode out there into the air to adulation of the crowds as the conquering hero - but those times are past him. His braveness, his boldness, the one quality he had been chosen as king for, made obsolete by the force of his own arms.

Of course, he's realized since that that wasn't what he had been elected for.

Damn his foolish, wasted early years. Unable to comprehend the lightning quick legislation that the nobles were telling him were good for the country, not before they got his stamp of approval, blindly trusting that the comrades he counted on for the grand campaigns would have his own interests when they reach the Sejm, foolishly believing that virtue and training would be enough.

He felt a sense of embarassment, raging and isolating the tenuous allies he had then. It wouldn't be able to bring them back, but he convinced himself that it was merely a sign of growth, of being learning through beatings and difficulty.

Ah, but that he was young and a warrior again! When he was leading the cavalry, hearing the deafening roars of the artillery, the sound and the fury of the musketeers, and at last, the glorious charge against the wyverns from which the Oskarian cavalry gained its wings!

But those days were in the past, the cannons slowly cut down and the musketeers drawn down with the depletion of the royal treasury - the nobility cited the lack of need for such a structure, when they presented it to him, and promised that as the king's retainers they would help maintain the cavalry for which Oskaria was so renowed.

He coughed again.

Damn. This imbalance of humors was doing him no favors. He wiped the blood off of his hands with a handkerchief stained black to hide the bloodstains.

His hands were trembling, and his gut roiled.

He knew this feeling.

He prayed to the Compact, hoping that anyone, anything would listen.

The answer came back, just as it had the day before and the year before:

There was one great task the Compact had for him and his holdings: a Crusade, against a blasphemer in southeastern Transulinia. One who defied the natural limitations of the world and the Compact through magics most foul. Should he do this, the Compact would support him, his troops, and lend the wind to his back for the one last great act he could perform.

King Julius laughed a wet laugh.

When the Compact put it that way, how could he possibly refuse?



Across the Kingdom, the word is going out: the Royal Army is recruiting, and so are the noble retainers, in a great bidding war for warm bodies. After all, come the campaign season, the army will be marching out at the head of a grand crusade to put down the heretics to the Compact. Money endlessly flows out of the royal treasury, to finance the production of those arms and the soldiers who would be wielding the force of Oskaria's arms.

-5 Cash Flow! Neighbors shift to Gathering Crusade! Military strength will increase!

That meant your job, in the Finance Ministry, was to go bust the big fraud rings, and hopefully earn somewhere close to the amount of money that your work the last year had managed to achieve. You scowled, but this was just the kind of thing you would have to do. Well, you think, time to leap into action.

[] [Case] Grainy Resolution
Ever since the near-disaster you averted during the July and September Days, you've been keeping your eye on whatever the hell has been going on in the eastern provinces. Their grain imports have been shooting up, and their grain payments to the capital have been dropping steadily, while the imports and exports of other goods don't seem to suggest either a mass death or migration. Considering that the army will have to either take an eastern route or southern route, somebody's going to have to figure out what is going on over there.
[] [Case] The Origins of Specie
The second factor is that you're fairly certain that the currency in the western provinces is devaluing. You have no real way to prove it; the currency seems broadly similar, and the weight of a bag of coin doesn't feel any different - but the prices have been steadily increasing on products that come from and move through that region, without output noticeably dropping. Considering how much manufacturing goes on in the nearby regions, it's worth investigating.
[] [Case] Highway Robbery
In the southern provinces, travelers are beginning to report a huge uptick in highway banditry - and so are the taxmen. Something more suspicious than the usual corruption is going on down there, and you need to figure out what.



In exchange for your lightning-quick dismantling and liquidation of the Gorlin Chai Ring, you have obtained 1 Shiny. Here are things you can spend it on:

[] [Shiny] Cold Hard Coin

Money talks, and loudly. Best to start with more.
[] [Shiny] Archbishops' Authorization
Due to your hard work, you've impressed some among the archbishops. With a little bit of cash, you can impress them a little more for an official permit to investigate matters related to the cloth.
[] [Shiny] Unidentified Objects
The liquidation of huge chunks of the conspirators holdings has meant that they've turned over some more esoteric things - and you might be able to snatch some of those. Loot Roll.
[] [Shiny] Wider Remit

It would be great to have a much wider remit to search for incriminating documents among persons of interest, and not just potential culprits.

Upgrades:
[] [Shiny] Well Organized

+1 Stewardship.
[] [Shiny] Well Spoken
+1 Diplomacy
[] [Shiny] Well Trained
+1 Martial
[] [Shiny] Inspired
+1 Learning
[] [Shiny] Unremarkable
+1 Intrigue
[] [Shiny] Faithful
+1 Piety
[] [Shiny] Party Upgrades
Kerrie gains +1 Intrigue, +1 Martial, Cormag gains +1 Piety, +1 Diplomacy, Tekla gains +2 Learning.

[] [Shiny] Null
Save the Shiny for later.
 
CASE: GRAINY RESOLUTION START!
[X] [Case] Grainy Resolution
[X] [Shiny] Null




"You're looking better," you tell Vivien. It's even true; her skin has regained some color and fullness, and the bags under her eyes are now more a trick of the light than anything else.

"Thanks," she nods. "Do you want to hear the briefing, or do you just want to go?"

"It's traditional," you exaggeratedly say, "and where would we be without our great traditions?"

"Without you in the office, that's for sure," she ruefully responded.

"Is that approval I hear?" you mime.

"Don't push it," she laughed. "Very well, then, Agueda. Your new assignment is about two week's travel to the eastern duchy - specifically, the territory of one of the Duke Narciso's subordinate Counts, one Count Natalia," she began. "Leaving the resolution of tax fraud to the Royal Finance Minsitry would be unusual, if Duke Narciso wasn't famously neglectful of his own feudal rights in the best of times - now, with the army about to march he's mostly been focusing on raising his own retinue. In addition, Countess Natalia took over control on request of her late spouse - which is why an Alanyiva native is administering an Oskarian territory. This may have something to do with the situation at hand.

"Specifically, while grain payments have dropped from this province, the steady payments from other nearby provinces indicate that it is not a regional problem. Furthermore, the decrease in grain payments is not paired with a decrease in other tax revenues, nor the exports from that province - mass death or desertion can likely be ruled out. Really, the only thing that makes this particularly weird is that grain is being imported into what was traditionally an exporting province, if not a very productively exporting province. With the army due to move through in six to eight months, though, food stores need to be bolstered, and soon.

"For this mission, we can give you a royal seal of investigation, and only 100 Budget. Sorry, but somehow the generals got it into their heads that money allocated to us was a waste of money - you're basically going to be carrying most of our ministry's remaining budget with you," she sheepishly said.

"That bad?" you ask.

"That bad," she nods.



Revealed Available Achievements:
Swift Justice

Resolve the Case within one year. +1 Shiny.
Thorough
Defeat all enemies. +1 Shiny.
The Ministry Funds Itself
Through the course of normal operations, earn more Budget than you spend. +2 Shiny.
In the Light
Use only legally obtained evidence. +1 Respect.



You immediately notice something is strange when you break through the foresting towns. Normally, fields are supposed to lie fallow in rotations, in a patchwork pattern depending on which farmers owned what fields. Most of these towns seemed to follow this rule - however, you notice a few villages seem to have planted everything with a plant that sprouted green shoots. If this was a royal or a noble decree, you could understand a full planting, damn whether the land was supposed to be fallow or not - but it wasn't uniform, and in places you could tell that the peasants had uprooted whatever they had planted to allow the soil to lay fallow. The count was enforcing the adoption of a new crop? Fascinating. You filed that away for later.

Upon arrival into the eastern province, your arrival is fairly inconspicuous - although the distance from more metropolitan centers certainly makes your party stand out more. You catch more glares or stares of unabashed surprise, but ultimately your coin and your royal identification papers is enough to settle the local residents.

What's more notable is that within a day of your arrival, two invitations to meet are sent to you: one from the local tax collector, and one from the Countess. Of course, you naturally accept both, and fail to mention the fact that you're meeting both to either. If they couldn't even figure out that you were going to see both, you were going to be able to dance circles around them.

What the two of them tell you is fascinating.

Tax Collector Julia Wahner offers her help in navigating the local area, politics and all - which is completely in flux because of the new Countess'...unexpected ascendancy, and the madness that has overtaken her, according to Wahner. For some reason, she insists on planting weeds other than the local grains, and goes about uprooting the farmer's crops - and then has the gall to claim that since she has only planted so much grain, that she can only be taxed for her take on the grain. She's glad that someone with real authority has come in to resolve the issue; the army and the nobility might not listen to her, but surely they must listen to someone so notable and respected as your own personage, right?

The Countess offers a completely different tale, one that immediately goes off the rails: She too offers to be your guide to the area, as well as local politics. When you gently hint at the state of her tax records, she states that she's been paying Julia Wahner her entire province's worth of grain, even if she has to import it. There shouldn't be any problem with the tax records; she's been paying her fair share of grain and an equivalent weight of the new crop she's trying to get her province to adopt, if Julia Wahner was inclined to accept it. No, that...woman was simply jealous that Natalia's husband had chosen Natalia as his successor, rather than the Wahner's eldest son, and if there was any problem it was clearly with her, who was obviously faking bad records. Stories of your great propensity of justice have even reached her ears - surely you would act upon your title, right?

You smiled, thanked them both for being the most gracious hosts, and that you would gladly call upon their help should you need it. Naturally, they can only politely welcome it.

Ugh. This was going to be a mess.



With 100 Budget, you must be frugal with your spending. As a result, you will only be spending up to 10 Budget this turn.

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] Bulling Through

You're fairly certain that the forces left after the nobility and the military have been busy dragging away all the skilled and even semi-skilled fighters away are all...not that strong, and if you wanted to you could probably just immediately slam down the door and demand documents, by power of the Royal Seal. DC: 20. Cost: 0 Budget.
[] [Martial] Power Mapping

You're in a new territory, one that's in flux as the Kingdom calls upon all available fighters that aren't already performing essential services to the war effort. That makes it all the more important to be careful stepping around the local power blocs, both to avoid confrontation - and figure out who to ally with. DC: 15. Cost: 2 Budget.
[] [Martial] Mustering the Courage

Alternatively, you could simply cut straight to the army mobilization and ask for a group of soldiers to help you get your budget where you needed. Of course, that would likely mean you'd have to bribe the generals involved, but at least there's likely no way anybody would be willing to try and resist them backing your orders. DC: 20. Cost: 4 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] Julia's Invitation

Julia and the Wahner family backing her were willing to introduce you and waive the standard costs of meeting with and interacting with the nobility, on their own family treasury. You do need someone to be your local guide...DC: 10. Cost: 0 Budget.
[] [Diplomacy] Natalia's Invitation

Alternatively, you could accept Natalia's invitation, and meet the local power players through her side - though of course, it will be taken as you taking her side. DC: 10. Cost: 0 Budget.
[] [Diplomacy] The Ground

Actually, you don't want to hear it from any of these nobles, stuck in their petty power struggles. You want to hear it from the farmers and the merchants in the town, who will be...less prone to a rendition of events slanted like a sheer cliff face. DC: 20. Cost: 2 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Hit the Books

When in doubt, look for the accounting entries. Anybody organizing fraud worth your time is organized enough to have their own books recording their false transactions and the books recording what's really going on. DC: 27. Cost: 0 Budget.
[] [Intrigue] Into the Spider's Web

You're headed straight into what is almost definitely a nasty shadow war for control of the province. Barging in without first figuring out who worked with what would be a huge mistake. DC: 25. Cost: 3 Budget.

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

So, these...potatoes are supposed to be some sort of crop. Time to ask Tekla to do a proper investigation into what exactly the properties of these potatoes are. DC: Scaling. Cost: 1 Budget.
[] [Learning] Magical Mapping

In this area, you're not quite sure how the local makeup of spirits go. With the Gnarled Rod, you can look into mapping it out. DC: 25. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Inheritance Law I

Clearly the question of who should legally get to rule this province is a touchy subject. Perhaps it would be best to look into what the relevant laws for this area should have been. DC: 30. Cost: 4 Budget.
[] [Stewardship] Auditing and Assessment Services

If you'll work for the King, you can certainly offer your services to other people. Besides, your group kind of needs the money. DC: 20. Gain: 2 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Spirits

You can offer a prayer to local spirits to see if you can't get some information, or perhaps some small boon to help unravel the case. DC: 20. Cost: 2 Budget.
[] [Piety] Justice, Patient and Perceptive

When in doubt, praying to Justice usually gets you some good results. Usually. DC: 30. Cost: 0 Budget.
 
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CASE: GRAINY RESOLUTION MONTH 1
Martial
Power Mapping

DC: 15. Roll: 16 + 1 + 1 + 5.7 = 23.7

The power dynamics were much different in a more rural location like this province. There wasn't anywhere near the hustle and bustle like in Gorlin or in the capital - to move armed was to be conspicuous in this town, where not quite everybody knew everybody - but chances were, everyone in this town was friend of a friend of a friend with each other.

Or really, you note, it's more like everybody was an enemy of an enemy of an enemy to each other.

Damn, you were always a little surprised at how vicious small town politics got. 'Course, it wasn't anything like the viciousness of your childhood, but still, for a people that called themselves civilized they sure were pretty vicious in small groups.

In recent times, however, there were two big complications that changed things.

One, the province had begun dividing into two factions: the Countess' faction, and the Wahner faction.

Two, the army and the Kingdom had begun to call up muster.

That meant that while in a more normal time, the province was a powderkeg, in these times the town had had many of its readily available forces that could be potentially armed for the Crusade drafted into the Countess' retinue. This tipped things wildly in favor of the Countess - since she was the feudal lord in this region, her call for her own retinue made her technically in command of the most powerful force in the province, as the armies would be gathered up in individual provinces and sent out slowly to the border to ensure supplies weren't strained. In practice, though, her control over the retinue was tenuous - anyone belonging to the Wahner's retinue was mostly hostile, and while that still left the Countess with nominal control over a majority of the armed forces she had given command of the retinue over to Baron Kaufmann, who was more neutral. In so doing, she all but handed over power to the Baron Kaufmann to wield, since anybody who didn't want to take sides between the Countess and the Wahner family could simply take cover behind "following the Baron Kaufmann's orders". This left the balance of power distinctly in the Wahner family's favor, since the forces loyal to the Countess were slim and steadily shrinking with her continued attempts to impose the adoption of the new crop.

More importantly for you, though, it meant that there were no forces available to hire.

The only way you'd be able to secure forces would be to work with one of the factions - the Countess, the Wahner family, or Kaufmann's neutral factions, unless you wanted to got it alone. Against you would be arrayed a retinue mobilizing for war, on the eve of said war, should you need to take overt action. A difficult situation, to be sure.

Of course, once the army got here in five to seven months all of that would become irrelevant - but also it would all be irrelevant because if you can't get the grain production up the army is going to be running ragged before it even leaves the country.



Diplomacy
The Ground

DC: 20. Roll: 17 + 5.3 = 22.3

You decide to eschew both factions in your first month. Your goal is to find out what people think on the ground first - and it is...decidedly mixed.

The farmers, surprised that someone important is finally paying attention, lay out their grievances - a justice system that allows their landholders to visit upon them any indignity with no hope of justice, a taxation system that forces them to choose who eats and who starves, and finally an interventionist noble with her head up her ass thinking that she knows better than the people who have farmed the land for innumerable generations. No, the farmers said, you cannot just plant these...potatoes into the fallow fields, they're fallow because the land needs to heal, and you simply cannot squeeze more food out of starved land! And yet, the Countess has the gall to mandate it with her own personal troops that she probably imported from some foreign country, because the late Count's noble soldiers wouldn't have enforced such a thing! Worse, these crops aren't even all that edible; you can't mill it, you can't preserve it, and you can't even eat it for fear that you'll croak like the old man three villages over! Sure, if they absolutely need to indulge her twisted curiosity they can plant these things during the planting rotation for wheat crops, but no more. That would be foolish to the extreme.

The merchants you hear from are equally unhappy. Who wants to buy a crop that's tasteless on a good day and might poison you on a bad one? Who wants to buy a crop that can't be stockpiled? Who wants any of that, especially since the Countess' attempts to get her peasantry to adopt the potato is driving down the production of valuable grain? No, this whole thing is bad for business, even if they are making more by importing grain into what normally was an exporting province.

Just about the only people that seem to be happy about it are some of the more eccentric learned people in the town, who seem to believe that the potato merely needs mass adaption to truly be worthwhile, since the Countess is a learned woman whose knowledge from foreign Alanyiva who probably knows better than the filthy illiterate peasants anyway.

The only reason that this hasn't ended in the Wahner family's complete takeover, however, is that the Wahner family is seen as opportunistic at the best of times and unable to hold even an oath backed by spirits at best - what you just found out is that the previous Wahner family patriarch had literally died five years ago when they were struck by lightning on an open road - a sign that many took to be the spiritual retribution for violating an oath, and which the Wahner family felt to be in no rush to redress, even as they continued to enforce the law selectively on their own allies and to the maximum extent on their new holdings, when the previous lords had understood the delicate give-and-take that would make everyone happy.

So while the Countess might be an unstable lunatic trying to make the farmers adopt potatoes, at least she could be counted on to keep her promises. Meanwhile, the Wahner family was offering a replacement to the unhinged lunatic running the province, but nobody trusted the Wahner family, and many just simply hated them for enforcing every little petty regulation they could.



Intrigue
Into the Spider's Web

DC: 25. Roll: 22 + 3 + 3.5 = 28.5

You almost don't have to look. On the second day, you're already receiving attempts at bribery, which you politely rebuff - especially since these assholes didn't want to promise anything upfront. If they were worried about you stiffing them, they could do what everyone else did and give some upfront with more promised later, but instead they insisted on giving nothing upfront, which meant they were trying to cheat you from the get-go. In other words, probably the work of the Wahner family.

The next day someone from the Countess' side tries to threaten you, their head maid or something believing that you could be intimidated into silence.

You offered her tea and a nice chat, because threats were rude. She definitely noticed the ring and bracelets you oh so clumsily hinted at their magical abilities, and told her that everything could be discussed like civilized people. Oh, also, she might want to check in with her hire about a month ago - you had friends who figured out who had been turned quickly.

That got her out of your hair quickly, even if it meant sending her on a little bit of a wild goose chase.

Kerrie comes back a week later after tailing the two attempted bribes with a list of names, and you spend the rest of the month passing around money and tracking associations between the two factions. By the end, you have a pretty good idea of how the shadow war is going.

By and large, the Wahner faction's money is propping up low level agents, while the Countess' network is using their superior abilities in a more targeted fashion to make sure that key cornerstones of their support stay loyal and that the cornerstones of the Wahner family's support don't. It's hard to say who's winning the undeclared war at this point, but one way or another you're certain it's going to have to resolve by the time the army marches through.



Learning
The Root of the Issue

Roll: 20 + 7.8 = 27.8

Tekla begins by buying up a stock of potatoes to begin his experimentation. He finds first that the potato leaves are inedible, as suggested, but that the roots are quite edible and filling, if starchy and basically tasteless otherwise; for a few days, he pretty much subsists on potato roots. Next he tries following the Countess' instructions and cuts off eyes of the potato to grow in a small plot he's...rented? for a year, to check whether the fallow land could really take the potatoes, before doing all sorts of other experiments that you don't understand all that well.

He comes up with some surprising results: for example, the most reliable way to ensure that there were no malign spirits in the potato was to simply boil it for a little under half an hour, the potatoes appeared to all have a homogeneity of spirit that grains never had, and that yes, the potatoes would take in technically fallow land. Estimating the rate of growth for potatoes after one month was difficult, and certainly more work would have to be done; for now, however, the potatoes seemed like they might have the properties the Countess promised they'd have.



Stewardship
Auditing and Assessment Services

DC: 20. Roll: 23 + 7.6 = 30.6

One of the more unspoken secrets of being an auditor or assessor is the large amount of judgement calls you need to make, judging either where a border had changed and the natural productivity of the soil meant that previous tax burdens were unreasonable or too light, and whether it made sense to put a certain item in a certain category.

You, of course, are not only experienced in the act of assessing such properties, but you also have an almost instinctive grasp of the law, trained into you. With your reputation proceeding you, the task is simple -

At least, provided the farmers are working with grain.

Like so many other of your recent problems, the problem boiled down to the new adoption of the Countess' crop. While you had some idea that the potato was a viable crop that could satiate someone - and thus would likely be technically viable under grain laws, the real problem was that the difficulty in figuring out whether the taxation should be levied upon the entire farmable land or whether it should levied on the old patterns of grain and fallow land.

You decided to go with a fallow land estimation - better to judge the land based on usage rather than technical potential, by your estimation. Most of the landholders were glad to have got your expert opinion on the matter, and paid you accordingly.



Piety
Local Spirits

DC: 20. Roll: 23 + 2 + 1.2 = 26.2

By and large, the local spirits are ecstatic to work with you - working through the Baron's agents was difficult in the best of times, but the Wahners were spiritually untrustworthy and the Countess was busy literally uprooting their community, so they needed to work with anyone neutral at all. That is to say, until they found your group. They're plenty willing to grant you some boons in exchange for helping dissuade, or at least getting the Countess to properly talk with them about not destroying their livelihood and not calling down the attention of the Compact at large - while these potatoes might be a safe crop to introduce, the Gathering might also decide to proscribe the crop, in which case the spirits wanted to be nowhere nearby. Thus, the adoption had to be stopped, or at least slowed until the Divine Gathering could come to a decision about the issue, and if it took showing you some of the secret paths and stashes, so be it.

+1 Diplomacy, +1 Intrigue party-wide buffs.



Random Event Roll: 37

A hacking cough and fever spreads through the town, likely off the back of one of the merchants. It doesn't appear to be anything serious, Cormag reports, but towards the end of the month Tekla catches the fever. Under Cormag's gaze he should be alright, but he's likely not going to be operating at full capacity in the next month - he should definitely be focusing on resting and recuperating, Cormag says, before rushing off to another sickhouse.

Tekla receives -2 to all stats next turn due to illness.



Service Revenue: 2 Budget.
Cost of Services Sold: 0 Budget*.
Lodging Expense: 1 Budget.
Research and Development Expense: 2 Budget.
Salaries and Wage Expense: 2 Budget.
Spiritual Expense: 2 Budget.
Other Expense: 5 Budget.
Net Loss: 10 Budget.

Remaining Budget: 90 Budget.

*Yes, you technically spent some amount of money in order to perform your job this month. This 0 Budget is because the units of abstraction were too low to constantly display the cost savings from the Endless Pen; this 0 Budget figure simply represents finally recognizing all those cost savings in one period.

With 90 Budget remaining, you will only spend 10 Budget on discretionary items (read: the actions listed below).

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] Bulling Through

After analyzing the situation, it appears that many of the forces are assembled but not always available at a moment's notice; for you, that means if you act swiftly and decisively enough, you can seize documents on your own power and the King's legitimacy. DC: 22. Cost: 0 Budget.
[] [Martial] Force Requisition - Kaufmann

With the players on the board as it is, you can ask the currently neutral Kaufmann for a force to help you enforce the King's will and get to the bottom of this case. This being Oskaria, neutral probably means "hasn't been offered a big enough bribe yet." DC: 15. Cost: 6 Budget.
[] [Martial] Force Requisition - Natalia

You can take the side of the Count, and lend the Royal legitimacy to her forces - provided you decide to side with her. Requires Natalia's Invitation. DC: 10. Cost: 0 Budget.
[] [Martial] Force Requisition - Julia

Alternatively, you can side with the Wahner family, and lend the Royal legitimacy to her faction - again, provided you decide to side with her. Requires Julia's Invitation. DC: 10. Cost: 0 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] Julia's Invitation

Julia and the Wahner family backing her were willing to introduce you and waive the standard costs of meeting with and interacting with the nobility, on their own family treasury. You do need someone to be your local guide...DC: 10. Cost: 0 Budget.
[] [Diplomacy] Natalia's Invitation

Alternatively, you could accept Natalia's invitation, and meet the local power players through her side - though of course, it will be taken as you taking her side. DC: 10. Cost: 0 Budget.
[] [Diplomacy] The Third Way I

You get the feeling that most of these people would rather a third party come in that they can support - one backed by spirits and royal authority. It may be worth considering simply arriving on the scene and making the invitations yourself... DC: 20. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Hit the Wahner Books

Thanks to your scouting the previous month, you know that the Wahner's intelligence - and thus counterintelligence - are mostly propped up on them having a lot of money to spend and a lot of willingness to stiff their patsies. This means that getting into their books should be a fairly simple affair, just to see if they're not doing anything too untoward. DC: 25. Cost: 0 Budget.
[] [Intrigue] Hit the Countess' Books

By contrast, you know that the Countess has a much tighter counterintelligence network, led by her head maid. Obtaining her own accounting would be far harder - besides the fact that you get the feeling that you could just ask and she would be overjoyed to share the numbers with you. DC: 26. Cost: 0 Budget.
[] [Intrigue] Counter Counter Network

Clearly, these two networks were battling over control of a few key individuals. You were an old hat in this game, and better to boot; time to outdo both networks. DC: 27. Cost: 4 Budget.

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

Tekla's illness means that the continued research will be slowed down, not least because even sick he understands his own chickenscratch better than any of you do. DC: 15. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Inheritance Law I

Clearly, the question of who should legally get to rule this province is a touchy subject. Perhaps it would be best to look into what the relevant laws for this area should have been. DC: 30. Cost: 4 Budget.
[] [Stewardship] Account Review - Julia

As the chief tax inspector and known fraud-buster, you should be able to request politely that Julia give her own report of what's going on with this county's taxes. Perhaps you might be able to discern some more details. DC: 25. Cost: 0 Budget.
[] [Stewardship] Account Review - Natalia

However, with your reputation you could also probably ask to see the Countess' documents, at least on the subject of potatoes, grain exports, and taxes, as a sort of expert in the field. DC: 20. Cost: 0 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] To Good Health

Since the local spirits have been so cooperative, perhaps they might be willing to help Tekla with his illness? DC: 25. Cost: 2 Budget.
[] [Piety] Spiritual Politics

Part of this case might involve going all the way up into the Divine Gathering to argue a case. Clearly, it would be best to start figuring out how exactly such a case would work. DC: 25. Cost: 0 Budget.
 
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CASE: GRAINY RESOLUTION MONTH 2
Diplomacy
Natalia's Invitation

DC: 10. Roll: 20 + 1 + 8.8 = 29.8

Stewardship
Account Review - Natalia

DC: 20. Roll: 23 + 1.7 = 24.7

You sigh. The classic cursed choice of all workers ever: choosing between fast, cheap and good. Since the army was coming to town soon, and your budget was severely crimped, you had to choose fast and cheap.

So that means you need to decide which faction you side with, and soon. You know - be honest, Agueda, suspect - thank you Kerrie, we will be taking your contributions later in this box you carry around, you say, waving an empty box. You suspect that the Wahners are more likely to be lying, on the basis of their reputation and the Countess' word that she's been paying your taxes except the Wahners have been stealing it...well shit, when you put it that way it sounds like a leap of faith.

A-aren't you great at jumping, Tekla woozily asks.

Gently, you grab a wet towel and press down on his head. Please, be silent until his fever truly breaks, you say as you physically muffle him. Besides, that was entirely metaphorical. As far as your remaining family goes, you're not a real jumper unless you can make the Anakaran Run just like the founder did during the Second Wyvern Wars, but, well -

I distinctly remember you flunking out a third out of the way, Kerrie snarks.

That's the in the past, you wave off. Besides, you don't want to hear it from Miss "Strategically Soaked Dress" about embarrassments, or you'll be here all day.

Regardless, you have priorities to act upon.

The first thing you do, then, is accept the Countess' invitation to study her records. You're an assessor, after all, and it'll help you figure out what your next steps are, of course. The Countess gladly hands you the documents which were definitely doctored, but whatever, they always are.

At least her current projections look somewhat attached to reality; they're definitely along the lines of what you saw from her late husband's records and what you noticed about her lands as you came into the territory.

The problem is what she's projecting into the future, once the potato begins reaching a greater penetration. Her primary claim is that the potato, once adopted en masse, could be planted in fallow periods and still manage high grain output in the following seasons during the productive seasons, quite literally doubling or tripling the total food output of the land.

You want to see what the hell her proof of all this is.

She provides you some documents from her own native Alanyiva, where the local Compact has apparently allowed a limited adoption of the potato crop, watched their crop output increase slightly. Only slightly, however, because the adoption was so limited. Shortly afterwards, she was sent off her husband-to-be, and, well, the rest is a memory close-by, she said, turning away.

Hm, you mutter. You have basically no way to confirm that except to plant it yourself and find out the hard way, so you'll file that away as "unlikely" until you can confirm it yourself.

You then ask to take a look at her accounts, just to confirm her side of the story. She gladly grants your request, and hands over documents. She's pretty good - instead of trying to pretend that there was anything to hide normally, she just left it all off the accounts and labeled it as irrelevant gains and losses. You can punch holes in detailed but wrong accounts, but if she packs it all away into "irrelevant gains and losses" and presents it as a partial account, well, you've got nothing.

Guaranteed she was hiding something in that mess, but whatever, the grain imports and the crop outflows to what begins as "Julia Wahner" and quickly devolves into "that woman" broadly confirms her side of the story.

Of course, while "that woman" could be concealing more tax fraud, you're pretty much forced to accept her story at a close enough value. If you absolutely had to you could try to break in and obtain the documents, despite the head maid's glares - it's not like she could seriously stop you if you decided to make a concerted effort.

Faced with that, you sigh, and accept her invitation to let her guide you through the upper crust of society - firmly on the side of justice, standing behind her, of course.

You conduct yourself with aplomb, and so the advantage temporarily swings over to the Countess.



Hostile Intrigue Interr - Intrigue Roll: 12 + 7.6 = 19.6. DC: 25.

I shot the problem, so it's fine, right?

Only because I stabbed the other three, you rejoinder.

Shut up, Kerrie says. Though, she says, did we really have to get the painting bloodstained? Kerrie liked that painting!

Aim more carefully next time, you shrug, as you rifle through your potential assailant's pockets.

Honestly, she tuts, what were they thinking? It's not like your deaths would be easy to pass off as a mistake or a simple burglary, so this was just...pointlessly stupid.

Desperation, you shrug. Makes people do stupid things.

Fair, she nodded. In any case, that means you've got a visit you need to schedule soon.

Three days from now?

Nah. Tomorrow morning.



Martial
Force Requisition - Natalia

DC: 10. Roll: 16 + 1 + 1 + 6.0 = 24.0

Intrigue
Hit the Wahner Books

DC: 25. Roll: 22 + 3 + 1 + 3.9 = 29.9

There's only time to get the Countess' most loyal forces in order to conduct a daybreak raid tomorrow morning, you say. The Countess gapes like a fish, but fortunately for you the Head Maid immediately understood what you meant and went to grab the blunderbuss.

In the morning, the rooster crows - and Kerrie slams a giant log into a door. You quietly huff, amused by the contrast between Kerrie slamming a log into the door taller than she was while Cormag awkwardly stood by with a book that barely fit into the palm of his hand.

"King's Authority, open up!" Kerrie bellows, with the force of magic behind it. At least, you're pretty sure that it's magic, since Tekla was sure it was magic. "Final warning," she bellows, slamming the log into the door again. The door creaked, the locking bar giving way.

Some hapless servant opens the door, at which point your team storms through the gates goes straight to detain or control the Wahner family forces, at least before they can properly respond.

By the time the day reaches halfway up the sky, you have their forces under control, and leave it to Cormag and the Head Maid to watch over your prisoners, sorry, temporary detainees, as you go about securing the actual evidence.

You manage to secure some - however, it appears as though...bluntly, the Wahner family is so shit at keeping records that you can't prove intent.

Oh, sure, the "Gifts" column in their accounts was probably growing year over year - but you couldn't figure out the damn periods because they just wrote it in chicken-scratch without ever putting down what the date of transactions were. You might be able to track down the gift-givers and start trying to figure out who gave what when, but damn, this was going to be a mess.

At least this was theoretically all above board.

When you come back, there is apparently some sort of problem where the members of the Wahner family's retinue has gotten word and demanded with the force of the army on what grounds the Wahners were being detained for.

You bluntly state attempted murder of a royal agent.

They insinuate that maybe you're not a real royal agent because insects can't be agents of the crown, polishing their weapons.

You smile, and ask if they'd like to repeat that again, as you hold up the royal seal in your hands.

Some murmuring begins among the rear of the crowd, but the clear ringleader attempts to shore up the crowd by keeping up the pressure, claiming it's just a fake, and that if anything, the real servants of the king and their lords should arrest you.

Before any of them can react, you are in his face, with the seal in one hand and your pistols in the others.

Say that again, you quietly request.

They acquiesce, and you leave with the accounts of the Wahner family in hand.




Learning
The Root of the Issue II

DC: 15. Roll: 20 - 2 + 4.7 = 22.7

Bedridden as he is, Tekla can only manage the most basic maintenance of his efforts, and keeping up with whatever he's managed to write out. The potato crops continue to sprout, as he uproots only a number of plants to judge the growth of these plants, asking you to take notes for him since...well, his hands won't stop shaking.

You quietly acquiesce, and with one hand write up his reports in far more legible script.



Piety
Spiritual Politics

DC: 25. Roll 23 + 2.1 = 25.1

The spiritual politics get more complicated, especially since you start by asking what it would take for them to accept the potato - or rather, how you might be able to get the Divine Gathering as a whole to accept the potato, when they themselves don't want it.

It takes a little bit of persuasion, but you eventually convince the ones you care about that you were merely seeing whose loyalties lied where, while you prepare for the real case. This was all simply preparing the case, you insinuate, without ever stating which side of the case you would be on.

Apparently, the Divine Gathering would be properly described as a gathering of gatherings, each tasked with maintaining the Compact of the Precursors as a whole, with an eye towards being conservative with the proliferation of ideas. As such, the local Compact was strongly disposed towards simply restricting the proliferation of this crop, even if, no, especially because the crop had the potential to be so transformative.

However...if there was a sufficiently strong case that you could make...the spirits might be able to approve it.

Might.




Random Event Roll: 47

With the effectively immediate dismantlement of the Wahner's family's immediately available power, the remnants of their retinue flock to the banner of the Baron Kaufmann - just as the Countess begins pushing forward and all-fronts offensive to make her people adopt the potato in full, with their agents dispatched to ensure that the people adopted the crops - and receive a bonus too, if they were sufficiently willing.

You hold your head in your hands and silently scream.

This was just about the worst way to go about it!

Especially since the landholders and peasantry had unified in their opposition!



Revealed Potential Achievements:
I Am Altering The Terms: Convince the local Compact to loosen technological barriers.
Pray That I Do Not Alter It Further: Convince farmers to adopt a new crop - with or without the Compact's permission.
Order Above All: Prevent the adoption of a new technology.
The Starting Penalty Is Waived: Successfully feed the army without starving the peasantry.



Salaries and Wage Expense: 4 Budget.
Net Loss: 4 Budget.

Remaining Budget: 86

Lightly speaking, this was a clusterfuck. The peasantry and landed class of elites were pushing for a petition against the abuse of noble power by the Countess - and by pushing you meant forming up into mobs with pitchforks and torches to hunt down the agents of the Countess - , the spirits wanted to prosecute her or hear her out or something, and by the way you still needed to prosecute the Wahner families for trying to murder you. Don't forget the army arriving in four to six months - that meant that you would have to start planting food as quickly as possible if you even wanted a hope of a harvest large enough to tide over the army and the civilians.

You really never get the easy jobs.

At least Tekla recovered from his illness.

With 86 Budget remaining and a big problem brewing on your hands, you are free to spend up to 20 Budget this turn.

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] Political Expedience

Fuck it, try to throw a few sacrifices to the roaring mobs. Hopefully that'll pacify them, at least enough that they stop preventing literally any business from being done. DC: 20. Cost: 0 Budget.
[] [Martial] Push For Retreat

You need to convince the Countess' troops to dial it way back and stop trying to force the adoption of the potato because that just about guarantees that the mobs outside the cities are tearing up the hated potato crops wherever they go. DC: 22. Cost: 0 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] Let Them Have Grain

Okay, this adoption of potatoes has clearly gone badly. Advise the Countess that she needs to back off this year and just let her peasants plant grain, at least until the army has gone through. DC: 30. Cost: 0 Budget.
[] [Diplomacy] Uprooting Society I

You know what? The Countess has a point. If these potatoes are even half of what she's made it out to be, adopting the potato is the way of the future. Of course, you'll need to essentially take over the campaign to promote potatoes, but you might be able to do it. DC: 24. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Sloshing An Ocean

On the one hand: the Wahner family's complete inability to keep straight records even within the family makes the case for tax evasion that much harder to prove. On the other hand: since their records are so shit you could probably steal some without anyone the wiser, now that they've been so heavily disrupted. DC: 25. Gain: 6 Budget.
[] [Intrigue] Hit the Countess' Books

Bluntly, you don't trust the Countess' documents at all. You'd be far better off simply breaking in and taking a look at what she has written down yourself. DC: 27. Cost: 0 Budget.

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

As the potatoes head into their third month of growing, you need Tekla to continue watching over the plants and the soil to make sure nothing too undue is happening to it. DC: 15. Cost: 0 Budget.
[] [Learning] Magical Mapping

Part of the problem is that the spirits feel threatened by the changeover from the three-field system to one revolving around grain and potatoes - perhaps by assessing their territory and calculating impacts, you might be able to alleviate some of these concerns? DC: 25. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Inheritance Law I

Clearly, the question of who should legally get to rule this province is a touchy subject. Perhaps it would be best to look into what the relevant laws for this area should have been. DC: 30. Cost: 4 Budget.
[] [Stewardship] Just Look Up the Jurisdiction I
So. How...exactly, do you go about charging a bunch of nobles for the crime of attempting to murder. Genuine question, honestly. DC: 27. Cost: 2 Budget.
[] [Stewardship] Gauge Resistance

You're going to want to figure out how much and where the potato edicts are being resisted exactly, so that you can better figure out what your next steps ought to be. DC: 20. Cost: 2 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Politics

Alright, you've got a decent case for the potato's adoption as a temporary measure to help feed the hungry army that'll come roaring through. You just need to...make it. DC: 27. Cost: 2 Budget.
[] [Piety] For Whose Justice

Well, you've seen mobs organize into direct resistance to unjust rule before, and the last few times it had something to do with Justice. Time to maybe check in and see what's going on. DC: 27. Cost: 0 Budget.
 
CASE: GRAINY RESOLUTION MONTH 3
Martial:
Push For Retreat:

DC: 22. Roll: 16 + 1 + 1 + 0.8 = 18.8

Diplomacy:
Uprooting Society I:

DC: 24. Roll: 17 + 4.8 = 21.8

Stewardship:
Gauge Resistance:

DC: 20. Roll: 23 + 3.9 = 26.9

You wanted to scream.

Actually, maybe if you tried that operatic singer spell you might be able to scream silently.

Because right now, the biggest impediment to getting the potato adopted was that stubborn-ass Countess!

You knew resistance to the potato was, by this point, set. Mobs were actually going around uprooting the crops and putting in grain seed, and depending on what your agents were saying, might be going around to beat up people who tried putting in the potato seed, when they weren't busy getting ready to burn down wherever the people taking money from the Countess were. Definitely you were hearing about the mobs of furious farmers unleashing their pent-up anger at mistreatment on the Countess' agents afield, but despite your entreaties she insisted on sending the patrols out in force to make sure that the peasantry was adopting the potatoes, with a reward if they did. Surely these peasants would be able to rationally select what would be in their best interest - she had made sure to educate them on the properties of the potatoes, and their complete superiority over the other fallow crops being grown.

You tried telling her politely that precisely none of that was actually happening.

Wait, but she was receiving reports of widespread adoption and payouts for that adoption, the Countess asks, confused. Weren't the fields in the countryside adopting the same practices as the farmers near the manor?

It's at this moment that you take a look at whatever possessed this naive fool - and suddenly realize that she was from Alanyiva. Just to check...she didn't happen to bring her staff over, did she? She confirmed your suspicion, and immediately you feel the need to scream again.

Totally different culture, totally different expectations.

You try to explain to her what's going on, to the best of your knowledge. Unlike her, you had decided early on to set up your own network of people that you could mostly trust - which meant, in practice, only the people you could monitor, while Cormag approached the problem from his authority as a member of the church, trying to hear them out and possibly handing out alms to the people in need. You still needed to occasionally show up in people's houses occasionally, but at least you could be mostly confident that your information was accurate - and from what you were hearing, none of what the Countess thought was happening was actually happening.

On the ground level, what was actually happening was that the group of people she had hired to spread the word were busy forcing farmers to unplant their grain crops and then put in potato crops, with none of the rewards for adopting the potato - that was all getting embezzled away, into buying off successively more of their own network. Even those potatoes that was being planted was being pulled from old stores, and if you had Tekla's research notes right of those the vast majority were simply not going to take in the soil - and so what she needed to do right this moment was order a withdrawal and downsizing, let the people cool off, and then start over, this time with actually trustworthy agents.

She politely thanks you for your advice, but naturally if everyone is untrustworthy she can't just take you at your word.

Like you said, you want to scream. You can't even try pushing to implement the strategy - it's far too dangerous to risk literally burning up your fledgling network on such a suicidal maneuver, so you simply pour the funds into making sure you can trust your network - even if you have to recruit children in order to make sure it's done right.



Intrigue:
Hit the Countess' Books:

DC: 27. Roll: 22 + 3 + 2.8 = 27.8

Fortunately, some good comes out of the heated discussions that you have with the Countess. With the majority of the Countess' security staff - sorry, personal waitstaff - waiting on her and watching you, Kerrie manages to slip into the files and come out with her actual documents.

Unfortunately you only had a moment to scan through her mountain of documents before she did her nightly review of those documents, which made things a little tricky.

As far as you could tell though...honestly, you were genuinely impressed at how well she was notating her accounts. She was able to produce internal documentation for outflows to her field agents, outflows to the importers importing her stock of potatoes, outflows to the farmers and maintenance - you were fairly sure she was actually paying people to build and maintain useful infrastructure, which was a definite step up - and then the inflows from the taxes and other investments she had inherited from her late husband. Aside from the fact that she was painfully out of touch and all the data that she was being fed was complete bullshit, she appeared to genuinely be trying to be aboveboard, even making sure to laboriously set aside a set of taxes in order to ensure that there would be no problem from people like you.

Unfortunately, that's all the time you have to scan the stack of documents before you hand them off to Kerrie to sneak back into her office, and even then Kerrie mentions there being a close shave with the Head Maid.

Sheesh. Working against competent people was hard.



Learning:
The Root of the Issue III:

DC: 15. Roll: 20 + 2.0 = 22

Still feeling a little out of sorts from his month spent bedridden, Tekla continues to make progress on his research into the potatoes. After three months of growing the potato, he notices some of them have ripened - so naturally the most important part of the research comes next. He uproots all of the potatoes in his small plot and immediately examines them. Only a small handful have actually ripened - so he cuts those up into tiny pieces. Some pieces are cut according to the Countess's instructions; others are cut up in some pattern that apparently only he can see, and he replants them. However, he leaves most of the field unplanted, because he needs to check the most important question of all: can high-intensity crops like grain be planted after a season of potato growing?

There's only one way to find out, he says, planting the spring wheat.



Piety
Local Politics:

DC: 27. Roll: 23 + 2 + 1.6 = 26.7

You begin testing the waters for making the case that the potatoes have a clear and present need based on the need to feed the incoming army and their horses. While the spirits see your point that it is a huge load for the peasantry to support, they argue that the army could be fed on wheat, as was tradition, if only the Countess would let up on the amount of troops forcing everyone to adopt the potato. You do manage to convince them that should you get good evidence for the potato working, then maybe they'll consider it. As a stopgap.



FRIENDLY INTRIGUE INTERRUPT
Late into the month, the Countess apologizes for not taking you at your word and acting sooner. She had found out through her own sources - you look over at the Head Maid, who is conspicuously looking away - that what you said was broadly correct, so she immediately stopped the payments and recalled the people she was sending out to adopt the potato. For stealing from their lord and failing to live up to their obligations, they will be judged according to the laws of the land, she insists.

You nod, and thank her for actually working with you on this matter.

HOSTILE INTRIGUE INTERRUPT
Unfortunately, in the confusion of the past month the Wahner family appears to have slipped out of their jail cells. Fortunately, they slipped out of their cells late at night, but you're going to need to either press a case against them soon or deal with the situation somehow, because otherwise they might decide to start hitting you the ways that nobility can hit back.

Really not what you need.



Random Event Roll: 91

And then...something miraculous begins happening. Maybe it's some shift high in the Aurora, but whatever it is, the weather is unseasonably good for planting. So unseasonably good, in fact, that the farmers nearest the Countess' manor, where she can actually enforce the potato adoption personally have harvested their first batch of potatoes, and then planted the spring wheat in those fields.

And...the spring wheat takes.

It takes into the soil, and ye spirits in the land and on high, it takes well!

Rumor spreads like wildfire, and while the sentiment has still hardened against it out towards the farther reaches of the territory, the farmers nearest the manor are all clamoring to replant as much of the potatoes as possible, since it's both edible and the Countess is still granting complete tax immunity for the duration of the initial experiment with potatoes.

You have...decidedly mixed feelings.



Administrative Expense: 1 Budget.
Salaries and Wage Expense: 9 Budget.
Spiritual Expense: 2 Budget.
Net Loss: 12 Budget.

Remaining Budget: 74.

With three to five months until the army came through, you were coming down to the wire on the harvest. If the harvest was going to come in on time, you needed to make sure that the planting began now or you wouldn't going to be able to get anywhere.

Add to that the Wahner Family breaking out of jail and undoubtedly planning to get up to things and you had a bigger problem on your hand. At least now the Countess was willing to listen to your counsel, and especially the Countess' Head Maid, who you were mostly certain was doing her own thing that seemed mostly aligned with the Countess' intentions. The Head Maid then went one step further and offered cooperation: they would help cover either Screwing Wahner or Staying Honest, if you couldn't get around to either.

You sigh. Time to get crunching, and fast.

With 74 Budget remaining and needing to start planting crops now, you are free to spend up to 30 Budget this turn.

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] Protection Detail
With the Wahners on the loose, it may be for the best to pull the Countess' agents back to protect your group instead of sending them out afield. DC: 22. Cost: 0 Budget.
[] [Martial] Out Afield

On the other hand, you request to dispatch the agents further afield - with extremely strict rules of engagement because ye gods the last thing you need is more rumors of the Countess' thugs beating up more people - to help make sure the potatoes were in the field. DC: 15. Cost: 0 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] Let Them Have Grain II

Okay, time to admit it: the Countess would need to replace her entire network in order to get the mass adoption of the potato, which would come at great expense and also would probably be limited at best. This isn't a retreat, it's just an acknowledgement: the peasants want to plant grain out there, just let them. DC: 25. Cost: 0 Budget.
[] [Diplomacy] Uprooting Society II

On the other hand, these potatoes are so wildly productive that the more of it you can get out there the better off everyone is going to be. With your agents in place helping guide the Countess' new group of hires, this might actually be...well, less impossible. DC: 22. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Sloshing An Ocean

On the one hand: the Wahner family's complete inability to keep straight records even within the family makes the case for tax evasion that much harder to prove. On the other hand: since their records are so shit you could probably steal some without anyone the wiser, now that they've been so heavily disrupted. DC: 25. Gain: 6 Budget.
[] [Intrigue] Screw Wahner
Now that they're out of jail - mostly illegally, you might add - you need to keep them from doing anything too annoying to either you or the Countess. DC: 20. Gain: 2 Budget.
[] [Intrigue] Judicial Honesty

Fortunately, for a small province like this there are only a handful of judges - a handful which you can immediately bribe. DC: 15. Cost: 6 Budget.
[] [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.

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

Now that Tekla is starting to head into the real trials for the soil health, you're going to need him to continue studying the viability of potatoes as a fallow-season crop. DC: 15. Cost: 0 Budget.
[] [Learning] Magical Mapping

Part of the problem is that the spirits feel threatened by the changeover from the three-field system to one revolving around grain and potatoes - perhaps by assessing their territory and calculating impacts, you might be able to alleviate some of these concerns? DC: 25. Cost: 2 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Bringing A Case

You no longer have time for "precisely tight legal arguments" - you mostly need the Wahner family to sit down and shut up, and you're willing to bring some charges which may not be completely watertight in order to do it. DC: 25. Cost: 2 Budget.
[] [Stewardship] Organizing Distribution

If you're going to seriously start distributing the potato on a far greater scale, you're going to need to organize them, and you're fairly good at that, if you're willing to tout your own abilities. DC: 25. Cost: 4 Budget.

Piety (Choose 1) {Agueda Action}
[] [Piety] Local Politics II

Well, you have some tenuous evidence that the potato can work as a fallow-land crop, but well, it's still going to take more work. More money, of course, always helps. DC: 26. Cost: 3 Budget.
[] [Piety] A Call For Justice

If you're going to try to get the Wahners prosecuted, you might as well pray to Justice and see what help Justice can send your way. DC: 25. Cost: 0 Budget.
 
CASE: GRAINY RESOLUTION MONTH 4
Martial:
Out Afield:

DC: 15. Roll: 17 + 1 + 1 + 6.6 = 25.6

Diplomacy
Uprooting Society II:

DC: 22. Roll: 17 + 3 + 3.4 = 23.4

Allied Intrigue Action:
Staying Honest:

DC: 15. Roll: 19 + 3.4

Stewardship:
Organizing Distribution:

DC: 25. Roll: 22 + 4.7 = 26.7

Taking Root

You decide, given the situation, to take a back line role in this upcoming month. Cormag will be out front as your eyes, ears, and voice on the ground, while you organize the distribution and payment of your volunteer organization even as you draft a script for Cormag and the people he's instructing to rattle off. You coordinate closely with the Countess during the process, tipping the argument between her and her Head Maid about the advisability of sending her remaining agents afield.

Buoyed by the good news coming out from the farmers near the manor, the money and the potatoes spread at the speed of rumor, the mobs that formed in the past month giving way to the sheer promise of good harvests coming every season rather than every third. You're glad that the Head Maid and her helpers have largely been keeping the new organization honest; establishing and maintaining a strong institutional culture of honesty can only be a good thing, in your eyes. That doesn't mean you tell Cormag to stop organizing the peasants, however - you weren't foolish enough to believe that handing nobility more power wouldn't inevitably lead to them screwing it all up in your line of work.

So it goes. The money goes out. The agents go out. The potatoes go out.

And the shoots begin to rise, even as many farmers who had lost their first batch of potatoes to the mad crowds of farmers now racing for potatoes angrily sharpen their pitchforks and ready themselves for...something. Whatever it is, the agents on the ground don't know, and you really don't like the sound of it.



Intrigue
Screw Wahner

DC: 20. Roll: 22 + 7.5 = 29.5

The first thing the Wahners try to do in the beginning of the month is bribe the judges. The first thing you do is to steal that money right off the judge's nose, and leave the Wahners looking all the world like they just tried to stiff the judges. The second thing...well, you don't so much allow the second thing to happen, as you watch the fights unfolding and decide to...help them along, here and there. The fact that you get to help yourself to their treasury while they do it is just the thing to chase down a satisfying operation like that.

Gain: 6 Budget.



Learning:
The Root of the Issue IV

DC: 15. Roll: 20 + 8.7 = 28.7

Tekla continues his studies of the potato crops and its effect on the remaining soil. He doesn't note anything extraordinary, simply continuing his daily observation of the plants. He makes a small note that potatoes seem somewhat more vulnerable to cold weather, and that sufficiently cold weather might be able to kill the leaves without actually killing the root that's the real source of the potato's early growth.

You really wish you had paid more attention to that little factoid.



Piety
Local Politics II:

DC: 26. Base Stat: 22 + 2 + 5.9 = 29.9

Random Event Roll: 19

So it's as you start racking up all these successes in the wider implementation of potatoes that the weather turns against you. An unseasonable - or as unseasonable as it got with the unknown madness of the Aurora - cold snap suddenly hit the province, breath fogging and water freezing overnight. Instantly, vast swathes of the recently planted potatoes were frozen and killed, the farmers uprooting them the obviously killed plants. Your science was getting better - if nothing else Tekla was able to find that despite the plant dying the potato still lived - but your distribution networks were unable to get the news out, at least not in time to prevent a mass furor against the Countess' deception. The mobs howled that the traditional fallow-land crop would be able to survive the cold snap, and what did that foreign noble from Alanyiva know about Oskaria anyway?

The mood was worsened because of the split between the farmers close to the Countess, who had profited greatly in selling off their crops of potatoes for others to plant and the farmers who had accepted their potatoes at a high cost. These farmers had adopted the potato earlier - clearly on the Countess' prompting, who was also cavorting with monsters in the night - and had gladly profited from the sales of the cursed, poisonous crop. As far as the local spirits were concerned, this was all to the good: the potato was clearly a dead end if a cold snap like this could kill so many of them off, and to some degree any ruler had to rule by consent of the spirits, which the Countess evidently had not earned.

The tension builds and builds, angry muttering turning into angry marches turning into daily standoffs between groups of furious mobs trying to protect whatever gains they had staring down mobs of farmers who were convinced the lawlessness of the first group had led them to lose everything facing off against ... who knows. Regardless, the streets were tense, angry, and the moment someone throws a stone the land will drink deeply of the whole province's blood.

So of course, the neighboring Count Schmitt decides it's a great time to make everything worse by declaring war on the Countess, drawing upon the mutual defense pact that his family had with the Wahner family. Somewhat fortunately for you, the sheer hunger that even the Schmitt's small number of forces exhibit as they march into the territory seizing food and the fact that they imported their own spirits as they went about tearing up the old spiritual relationships makes the original local spirits much more amenable to potatoes - both to ensure the peasants they protected would have something to eat as well as a general ethos of "screw those invaders who aren't giving us anything".

Unfortunately, Baron Kaufmann chose either the worst or best time to stay conspicuously neutral, or at least drag his feet on the mobilization of the Countess' retinue-under-arms. The Countess was furious that she could only mobilize her limited forces loyal to her only - and dwindling by the day - but still the Baron dragged his feet. The mobs of angry farmers draw back to the respective armies, choosing to side with, or at least not oppose, whoever looks like they might protect or "protect" them - with the understanding that should the backing army leave that a bloody mob will follow shortly on its heels.



Other Income: 8 Budget.
Administrative Expense: 1 Budget.
Salaries and Wages Expense: 11 Budget.
Spiritual Expense: 3 Budget.
Net Loss: 7 Budget.
Remaining Budget: 67 Budget.

Well, there's a small army of about 20 cavalry and 40 support soldiers approaching the Countess' manor, who can only maybe call up five men-at-arms and twenty soldiers at best - the vast majority of the forces under her nominal control are actually answering to the Baron Kaufmann, who controls the real force of 100 cavalry and 400 soldiers in this province. Add to that a cold snap badly damaging crops and a populace one step short of starting mass pogroms and counter-pogroms, and the situation is on the brink of total disaster.

With 67 Budget remaining and an army at your doorstep, you are free to spend up to 30 Budget this turn.

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] First Strike - Countess

You and the Countess will join forces to hit the Schmitt forces hard with only what forces you can call up and the element of surprise. Hopefully it works. Hopefully. DC: 23. Cost: 0 Budget.
[] [Martial] First Strike - Schmitt

...The King cares not who the tax comes from, only that it does. Given the low number of allied troops, you could just backstab the Countess... DC: 18. Cost: 0 Budget. ???
[] [Martial] Mobilizing the Baron

The Baron's either been bribed or chose to stay neutral for whatever reason. Hopefully a nice big gob of money will convince him otherwise. DC: 21. Cost: 10 Budget.

Diplomacy (Choose 1) {Cormag Action}
[] [Diplomacy] Get With The Program

You need to defuse the situation, and that means toning the calls for blood in the streets and corpses in the fields way the fuck down holy shit. DC: 27. Cost: 4 Budget.
[] [Diplomacy] Uprooting Society III

The root cause of this issue is the death of the potato crops. Tekla has confirmed for you that the potatoes can actually regrow despite exposure to the cold snap, so if you can get the word out that the harvest isn't yet ruined you might yet be able to calm these groups down. DC: 25. Cost: 4 Budget.

Intrigue (Choose 1) {Agueda Action}
[] [Intrigue] Screw Wahner

With recent events forthcoming, the Wahner family has jumped way down your priority queue - but you still probably need to keep them on their toes and at each other's throats. DC: 18. Cost: 0 Budget.
[] [Intrigue] Capture Schmitt

So...it'd be fairly risky, but you might be able to simply end the war before it starts by launching a night-time attack. Given the limited quality and trustworthiness of the Countess' forces, it'd practically be just your team, but... DC: 28. Cost: 0 Budget.
[] [Intrigue] Judicial Honesty

For a small province like this there are only a handful of judges - a handful which you can immediately bribe, and hopefully set in motion to get the Wahners at least out of your hair. Your manufactured embarrassment of the Wahner family can only help you here. DC: 15. Cost: 4 Budget.
[] [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.

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

The cold snap has raised an urgent question: how well does the potato crop grow after losing it's plant stem? Can the harvest even be recovered at this point? Dispatch Tekla to actively find out. DC: 15. Cost: 0 Budget.
[] [Learning] Magical Mapping

The need for mapping out the local spiritual map comes with a new urgency, since the Count Schmitt's forces are actively going about tearing up the old networks. Help out the local spirits regain their footing, while also conveniently pinpointing the enemy forces' location DC: 23. Cost: 0 Budget.

Stewardship (Choose 1) {Agueda Action}
[] [Stewardship] Bringing A Case

You no longer have time for "precisely tight legal arguments" - you mostly need the Wahner family to sit down and shut up, and you're willing to bring some charges which may not be completely watertight in order to do it. DC: 24. Cost: 2 Budget.
[] [Stewardship] Organizing Distribution II
Well, there's been a second round of uprootings and threatened violence, which means that you need to start using your fledgling network to go put the potatoes back into the ground and money into people's hands. Hopefully that calms the situation down. DC: 27. Cost: 6 Budget.

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

Good news! The local spirits have decided to back your attempts. Bad news: it only took an army invading to cause it. You might be able to leverage this into a boon for your forces, and at this point you'd be foolish to refuse. DC: 25. Cost: 0 Budget.
 
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