The Great Task Begins (Year 4 of the reign of King Adric XIV, spring)
The first thing you learn in your early meetings is just how bad the situation at hand is. Tax collection has completely ground to a halt, with many of the men responsible for tax farming dying at the hands of peasant uprisings, while others simply abandoned their jobs and fled the kingdom. You have a significant injection of funding from the seized assets of various nobles and a variety of routes for...alternative income, but neither can last indefinitely.
You wonder if anyone outside this three-room office knows just how bad the situation is. At least everyone agrees that fixing this situation is the first priority, along with ensuring that people are fed and poverty reduced.
The prospect of what might happen if you fail makes you shiver. It won't just be you who suffers.
And with that cheery thought, you begin discussing with your small staff what must be done...
2000 Resources in Reserve
52 AS
50 DS
5 Free Dice
Urban Infrastructure: 4 dice
[] Sewage Repair Stage 1: The sewage system in Belles has been non-functional for years outside of all but the richest districts. The Rat-Catcher's Guild and the Sewer-Repair Guild have both been neglected, leaving them incapable of fulfilling their duties, resulting in miasmas of vile gasses that are disgusting to the nose and likely poisonous to the flesh drifting throughout the city. During the spring, the smell is tolerable, but it will rapidly get worse come summer. (0/150, 10 Resources per die)
[] Revitalize Abello Port [Nautical]: Abello was home to the Kingdom's navy, but after several expensive overseas wars, it was largely shuttered. While the sections used for trade are still in good repair thanks to the merchants who depend on it spending significant sums to keep their livelihood intact, most of the rest has been left to languish. To many, it is a disgrace that must be corrected. (0/100, 15 Resources per die, +5 AS on completion)
[] Construct Government Offices: The various newly established ministries and bureaucracies are currently operating out of whatever they managed to claim for themselves, while the Assembly itself meets in what is unquestionably a royal building. This makes even finding other government departments or Assembly members a challenge. (0/50, 5 Resources per die, +1 AS on completion)
[] Urban Reconstruction Stage 1: The city has been horrifically damaged in the Uprising. While most bodies have been buried and some essential work has been completed, there is still much left to do. Given the presence of nobles and their private armies, you have been told the first priority must be defense. The walls of Belles, both internally and externally, have been badly damaged. Warding schemes failed under barrages of concentrated spellfire, sally ports were hammered off their hinges, and the First Citizen collapsed entire towers. Simply clearing away and piling up rubble will be better than what currently exists. (0/125, 5 Resources per die.)
[] Widening Gates: Due to the damaged walls, traveling in and out of the city has become difficult and chaotic. While this situation could be resolved simply by repairing those walls, the First Citizen has made it known that he probably won't be able to fit through the gates as they were. Enlarging them would also probably make traffic less congested in the future. (0/75, 5 Resources per die, +5 DS)
Rural Infrastucture: 6 dice
[] Road Reconstruction: The funding that the nobility was supposed to spend on provincial upkeep instead mostly went to funding lavish balls, leaving vital infrastructure rotted. Nowhere is this more visible than endless miles of roads left as masses of mud, potholes deep enough to drown a horse, and wild plants. Keeping them in good shape will make travel far easier and serve as proof of the new government's superiority. Though it will be an immense effort, it will also mostly require labor. (0/1200, 2.5 Resources per die)
[] Granary Restoration [Low Magic]: While the neglect of the roads might be more visible, the sorry state of the granaries is a far more serious concern. One harvest has already half-rotted away thanks to royal mismanagement. Another would be devastating. From anti-vermin wards to staddle stones, every precaution must be taken. (0/200, 15 Resources per die)
[] Wind and Water Mills: The existing mills are largely powered by muscle power, whether that be from livestock or people. Only a few of the wealthier nobility bothered to invest in anything more. The sheer idiocy of this policy is impossible to overstate, and must be corrected at once. (0/300, 5 Resources per die)
[] Canal Restoration [Low Magic]: Just as roads were neglected, so too was the network of canals. The runes that kept them clear and swift have eroded, their sides have begun to cave in, and locks have begun to falter. As the grain barges that trawl these canals are the only practical way to deliver grain to the cities, they must be repaired and restored. (0/800, 10 Resources per die)
Agriculture: 8 dice
[] Land Survey [Knowledge]: The records for who owns what land are hard to come by. The crown bureaucracy only retained records for the greatest noble families, whose estates in Belles rarely contain more detailed information. Any major agricultural reform will require correcting this deficiency. Ideally, local bailiffs and officials can be contacted, along with leaders among the peasantry and their records examined. If not, more arduous measures may be required. (0/2???, 5 Resources per die)
[] Land Distribution: Currently, all land in the republic outside of some privately owned plots is the direct property of your ministry. Turning over portions of this land, with or without compensation, could greatly benefit the position of your people, administration, and government. (0/50, 5 Resources per die, sub-votes)
[] Livestock Distribution: Livestock are vital for the peasantry, from what you understand. Aside from the meat and milk they provide, having a cow or horse to pull your plow and your mill greatly eases the burden of labor that is a peasant's lot. Redistributing some livestock should make it easier for them to grow crops. (0/150, 5 Resources per die)
[] New Crop Investigations [Research]: The western and southern continents are largely unfamiliar to the people of Belles, outside of a few small and far-flung colonies, but apparently there are many types of unfamiliar plants that could be useful. A few dozen test fields can be planted. Hopefully one of them will turn out to be useful enough to justify the cost of importing them. (0/50, 10 Resources per die)
[] Low Magic Support [Low Magic]: Magic is vitally useful for farming. Repelling pests, killing weeds, enhancing the soil, and accelerating the pace of labor are all common, useful spells. While the peasantry has its own low mages and hedge mages, there are many more wandering the streets of Belles. Hiring some of these mages and sending them out to assist in farming will greatly improve the availability of food come the harvest, albeit at the cost of significant urban disruption. (0/200, 10 Resources per die, will increase Resource costs for other options)
Industry: 3 dice
[] Golem Construction [Golems]: While most consider the construction of golems rank heresy, it is a knowledge and tradition your people have kept alive and one that has been formally decriminalized. The golems made during the Uprising were crude and temporary things, made to provide quick protection against arrows and labor for constructing barricades. For the sort of work that the Republic needs, better ones must be made, out of freshly quarried stone and sculpted clay. (0/175, 10 Resources per die, -3 AS per die)
[] Re-Establish Mining Functionality [Metal]: The mines of Belledor, mostly located in the western parts of the kingdom, have produced countless minerals. Iron, gold, silver, and copper were all torn from the earth, along with more esoteric and unusual stones such as mana crystals, dragonsblood, and coal. Many of these mines have ceased production in recent years due to a series of unfortunate collapses and bloody skirmishes between mine owners and workers. To restart the flow of valuable metals, first the connections to the mines must be re-opened and the necessary supplies delivered. (0/400, 10 Resources per die, subvote upon completion)
[] Textile Factories: While the production of cloth, draperies, and clothing has always been something of a special Belledor industry, recent innovations you have begun reading about have made the process massively more efficient. Newly built factories effortlessly outproduced conventional facilities, although many of these factories were shuttered by rioting workers during the Uprising, or faces resistance from skilled artisans outcompeted. But the economic potential of these factories is immense... (0/250, 10 Resources per die, subvote upon completion)
[] Mass Smithies [Metal]: Just as new methods have transformed the production of cloth, so too has the production of metal goods been changed. New smelteries and water-powered hammers have enabled the production of vast amounts of rough, simple tools and weaponry, although the more intricate gears and devices they use still require skilled smithing. Restarting the forges is more a question of organization and gathering fuel, and the matter is less fraught than other possible avenues of development. (0/80, 10 Resources per die)
Services: 4 dice
[] Develop High Magic Curriculum [Knowledge]: The secrets of High Magic have been closely guarded and carefully kept, requiring years of study and mighty oaths before one can be taught them, but the power offered by these spells is immense and invaluable. It must be unchained, the knowledge delivered to everyone. The first step in creating a schooling system is collecting and categorizing everything we can about how to perform High Magic and its attendant arts. (0/400, 5 Resources per die)
[] Establish Schools of Low Magic Stage 1 [Knowledge]: Beyond literacy, Low Magic has few requirements, but the time to learn it in any thorough, systematic way means most people only know a single spell, if that. However, there are countless mages with greater experience and knowledge, which can be drawn upon to begin teaching others more about spellcasting and spellcrafting in an organized fashion, making the people of the Republic better workers, citizens, and soldiers. (0/300, 5 Resources per die)
[] Investigate Low Magic Variations [Knowledge] [Research]: Low Magic and its associated arts are incredibly unstandardized. Every single mage does their spell just a little bit differently, making combining magical effects and maintaining enchantments far more complicated. The process of cataloging these endless variations and identifying the specific forms that are lost efficacious will be a long and tedious process, one complicated by a lack of good measuring systems, but the results will be valuable and intriguing. (0/800, 5 Resources per die)
[] Orphanages and Hospices Stage 1: The removal of church lands from their control has sharply curtailed the income of Holy Mother Church. While most of the money went to grand cathedrals and archbishops' waistlines, some did go to providing services such as medical care and education for orphanages. The state can intervene to support these institutions, or perhaps establish its own. (0/100, 5 Resources per die)
[] Urban Schools Stage 1: The education of the kingdom was…haphazard, to say the least. Despite this, shocking proportions of the population is at least partially literate, something which must be taken advantage of in order to begin educating the people to make them good citizens, workers, and soldiers. The first priority will be to create adult literacy programs in urban centers. (0/150, 5 Resources per die)
[] Rural Teachers and Officials Stage 1: The same educational difficulties afflicted the rural areas of the kingdom, complicated by the scattered nature of much of the population. Drawing upon an ancient tradition of your people, you aim to establish a corps of wandering teacher-officials who will be responsible for traveling the land to educate and appoint officials in each village and farmstead. It is, admittedly , an unconventional solution. (0/200, 5 Resources per die, -4 AS on completion)
[] Direct Grain Subsidies: The typical mechanisms for providing grain to the cities have largely collapsed thanks to aristocratic incompetence, but with our new position as the legal landlord of much of the farmland, things can hopefully be salvaged. Set sharp price and pay regulations for every step from farm to table and ensure grain will be affordable for everyone this season. (250 Resources, 2 dice.)
Bureaucracy: 3 dice
[] Set New Tax Schedules: You have effectively declared a tax jubilee while you get things sorted out, making you very popular, but this has to be temporary. You need to decide what taxes to set, and how to collect them. (Max 2 dice, rolled.)
[] Establish Subsidiary Offices: While the city of Belles is unquestionably the most important, there are many lesser cities and locations that you will need to operate in extensively. Establishing branch offices in some of those will be a difficult process that will take up some of your existing staff, but it will be helpful for the future. (No dice limit, rolled.)
[] Create Allocations Office: Part of your Ministry's mandate is to ensure enough food and other essential goods are available. Unfortunately, you don't even know how much is produced, let alone how much is needed. The number of clerks and mages needed for this will hurt, but having even the vaguest estimate of what essential goods are needed will be helpful. (No dice limit, rolled.)
[] Get Hiring!: You need people. They need to be at least somewhat literate, but past that there are few requirements. Hire as many as you can, and start filling out your desperately understaffed ministry. (5 Resources per die.)
[] Find Prior Records [Knowledge]: The records of merchants, nobles, bailiffs, and more, all contain hints of land use, economic activity, and material usage. Gathering and collating all this information will be an immense task, but it will also be a vital one that will greatly simplify many of your plans and objectives. (Max 2 dice, rolled.)
Personal: 5 dice (No free dice may be used. If all Personal Dice are used, +1 Stress)
[] Directed Reading: Spending time in the library idly flipping through countless tomes and perhaps discovering some lost gem of a book is a favorite pleasure of yours, but if need be you can spend the time looking into things more directly useful. (1 unrolled die, allows the players to change a die bonus. For any increase, it must be matched by a decrease.)
[] Personal Attention: You do have assistants, able ones. Providing direct magical and intellectual support to a project could see it finished much faster, although you don't much like the idea of leaving the city. (1-3 unrolled dice, choose an action per die. Double all personal bonuses.)
[] Investigate Assembly Factions: You know there are some broad, loose coalitions forming in the Assembly, but you haven't had time to find out more than what you saw during your first meeting. (1 unrolled die)
[] Investigate Assembly Decrees: The first session continued for quite some time after you left, and there's currently no formal system for announcing what's been decided. You will need to pry yourself from your office and library to find out what exactly happened, perhaps from Redcap himself. (1 unrolled die)
[] Attend Assembly Sessions: Your first priority might be your ministerial position, but you are also an Assembly member. The issues currently being raised are the matter of several colonies that remain under the control of Royal Governors, the disposition of the army, and response to a series of letters from the Second Elven Empire. (1 unrolled die)
[] Hire Golem-Makers: You need people you can trust, and you need your people to be trusted. Solving two problems at once has an elegance that reminds you of your Baba's stories, and so you will hire some of your fellows to fill out the ranks of the department. (Max 2 dice, reduce unstaffed ministry penalty, potentially gain new subordinate, potentially lose AS)
You wonder if anyone outside this three-room office knows just how bad the situation is. At least everyone agrees that fixing this situation is the first priority, along with ensuring that people are fed and poverty reduced.
The prospect of what might happen if you fail makes you shiver. It won't just be you who suffers.
And with that cheery thought, you begin discussing with your small staff what must be done...
2000 Resources in Reserve
52 AS
50 DS
5 Free Dice
Urban Infrastructure: 4 dice
[] Sewage Repair Stage 1: The sewage system in Belles has been non-functional for years outside of all but the richest districts. The Rat-Catcher's Guild and the Sewer-Repair Guild have both been neglected, leaving them incapable of fulfilling their duties, resulting in miasmas of vile gasses that are disgusting to the nose and likely poisonous to the flesh drifting throughout the city. During the spring, the smell is tolerable, but it will rapidly get worse come summer. (0/150, 10 Resources per die)
[] Revitalize Abello Port [Nautical]: Abello was home to the Kingdom's navy, but after several expensive overseas wars, it was largely shuttered. While the sections used for trade are still in good repair thanks to the merchants who depend on it spending significant sums to keep their livelihood intact, most of the rest has been left to languish. To many, it is a disgrace that must be corrected. (0/100, 15 Resources per die, +5 AS on completion)
[] Construct Government Offices: The various newly established ministries and bureaucracies are currently operating out of whatever they managed to claim for themselves, while the Assembly itself meets in what is unquestionably a royal building. This makes even finding other government departments or Assembly members a challenge. (0/50, 5 Resources per die, +1 AS on completion)
[] Urban Reconstruction Stage 1: The city has been horrifically damaged in the Uprising. While most bodies have been buried and some essential work has been completed, there is still much left to do. Given the presence of nobles and their private armies, you have been told the first priority must be defense. The walls of Belles, both internally and externally, have been badly damaged. Warding schemes failed under barrages of concentrated spellfire, sally ports were hammered off their hinges, and the First Citizen collapsed entire towers. Simply clearing away and piling up rubble will be better than what currently exists. (0/125, 5 Resources per die.)
[] Widening Gates: Due to the damaged walls, traveling in and out of the city has become difficult and chaotic. While this situation could be resolved simply by repairing those walls, the First Citizen has made it known that he probably won't be able to fit through the gates as they were. Enlarging them would also probably make traffic less congested in the future. (0/75, 5 Resources per die, +5 DS)
Rural Infrastucture: 6 dice
[] Road Reconstruction: The funding that the nobility was supposed to spend on provincial upkeep instead mostly went to funding lavish balls, leaving vital infrastructure rotted. Nowhere is this more visible than endless miles of roads left as masses of mud, potholes deep enough to drown a horse, and wild plants. Keeping them in good shape will make travel far easier and serve as proof of the new government's superiority. Though it will be an immense effort, it will also mostly require labor. (0/1200, 2.5 Resources per die)
[] Granary Restoration [Low Magic]: While the neglect of the roads might be more visible, the sorry state of the granaries is a far more serious concern. One harvest has already half-rotted away thanks to royal mismanagement. Another would be devastating. From anti-vermin wards to staddle stones, every precaution must be taken. (0/200, 15 Resources per die)
[] Wind and Water Mills: The existing mills are largely powered by muscle power, whether that be from livestock or people. Only a few of the wealthier nobility bothered to invest in anything more. The sheer idiocy of this policy is impossible to overstate, and must be corrected at once. (0/300, 5 Resources per die)
[] Canal Restoration [Low Magic]: Just as roads were neglected, so too was the network of canals. The runes that kept them clear and swift have eroded, their sides have begun to cave in, and locks have begun to falter. As the grain barges that trawl these canals are the only practical way to deliver grain to the cities, they must be repaired and restored. (0/800, 10 Resources per die)
Agriculture: 8 dice
[] Land Survey [Knowledge]: The records for who owns what land are hard to come by. The crown bureaucracy only retained records for the greatest noble families, whose estates in Belles rarely contain more detailed information. Any major agricultural reform will require correcting this deficiency. Ideally, local bailiffs and officials can be contacted, along with leaders among the peasantry and their records examined. If not, more arduous measures may be required. (0/2???, 5 Resources per die)
[] Land Distribution: Currently, all land in the republic outside of some privately owned plots is the direct property of your ministry. Turning over portions of this land, with or without compensation, could greatly benefit the position of your people, administration, and government. (0/50, 5 Resources per die, sub-votes)
[] Livestock Distribution: Livestock are vital for the peasantry, from what you understand. Aside from the meat and milk they provide, having a cow or horse to pull your plow and your mill greatly eases the burden of labor that is a peasant's lot. Redistributing some livestock should make it easier for them to grow crops. (0/150, 5 Resources per die)
[] New Crop Investigations [Research]: The western and southern continents are largely unfamiliar to the people of Belles, outside of a few small and far-flung colonies, but apparently there are many types of unfamiliar plants that could be useful. A few dozen test fields can be planted. Hopefully one of them will turn out to be useful enough to justify the cost of importing them. (0/50, 10 Resources per die)
[] Low Magic Support [Low Magic]: Magic is vitally useful for farming. Repelling pests, killing weeds, enhancing the soil, and accelerating the pace of labor are all common, useful spells. While the peasantry has its own low mages and hedge mages, there are many more wandering the streets of Belles. Hiring some of these mages and sending them out to assist in farming will greatly improve the availability of food come the harvest, albeit at the cost of significant urban disruption. (0/200, 10 Resources per die, will increase Resource costs for other options)
Industry: 3 dice
[] Golem Construction [Golems]: While most consider the construction of golems rank heresy, it is a knowledge and tradition your people have kept alive and one that has been formally decriminalized. The golems made during the Uprising were crude and temporary things, made to provide quick protection against arrows and labor for constructing barricades. For the sort of work that the Republic needs, better ones must be made, out of freshly quarried stone and sculpted clay. (0/175, 10 Resources per die, -3 AS per die)
[] Re-Establish Mining Functionality [Metal]: The mines of Belledor, mostly located in the western parts of the kingdom, have produced countless minerals. Iron, gold, silver, and copper were all torn from the earth, along with more esoteric and unusual stones such as mana crystals, dragonsblood, and coal. Many of these mines have ceased production in recent years due to a series of unfortunate collapses and bloody skirmishes between mine owners and workers. To restart the flow of valuable metals, first the connections to the mines must be re-opened and the necessary supplies delivered. (0/400, 10 Resources per die, subvote upon completion)
[] Textile Factories: While the production of cloth, draperies, and clothing has always been something of a special Belledor industry, recent innovations you have begun reading about have made the process massively more efficient. Newly built factories effortlessly outproduced conventional facilities, although many of these factories were shuttered by rioting workers during the Uprising, or faces resistance from skilled artisans outcompeted. But the economic potential of these factories is immense... (0/250, 10 Resources per die, subvote upon completion)
[] Mass Smithies [Metal]: Just as new methods have transformed the production of cloth, so too has the production of metal goods been changed. New smelteries and water-powered hammers have enabled the production of vast amounts of rough, simple tools and weaponry, although the more intricate gears and devices they use still require skilled smithing. Restarting the forges is more a question of organization and gathering fuel, and the matter is less fraught than other possible avenues of development. (0/80, 10 Resources per die)
Services: 4 dice
[] Develop High Magic Curriculum [Knowledge]: The secrets of High Magic have been closely guarded and carefully kept, requiring years of study and mighty oaths before one can be taught them, but the power offered by these spells is immense and invaluable. It must be unchained, the knowledge delivered to everyone. The first step in creating a schooling system is collecting and categorizing everything we can about how to perform High Magic and its attendant arts. (0/400, 5 Resources per die)
[] Establish Schools of Low Magic Stage 1 [Knowledge]: Beyond literacy, Low Magic has few requirements, but the time to learn it in any thorough, systematic way means most people only know a single spell, if that. However, there are countless mages with greater experience and knowledge, which can be drawn upon to begin teaching others more about spellcasting and spellcrafting in an organized fashion, making the people of the Republic better workers, citizens, and soldiers. (0/300, 5 Resources per die)
[] Investigate Low Magic Variations [Knowledge] [Research]: Low Magic and its associated arts are incredibly unstandardized. Every single mage does their spell just a little bit differently, making combining magical effects and maintaining enchantments far more complicated. The process of cataloging these endless variations and identifying the specific forms that are lost efficacious will be a long and tedious process, one complicated by a lack of good measuring systems, but the results will be valuable and intriguing. (0/800, 5 Resources per die)
[] Orphanages and Hospices Stage 1: The removal of church lands from their control has sharply curtailed the income of Holy Mother Church. While most of the money went to grand cathedrals and archbishops' waistlines, some did go to providing services such as medical care and education for orphanages. The state can intervene to support these institutions, or perhaps establish its own. (0/100, 5 Resources per die)
[] Urban Schools Stage 1: The education of the kingdom was…haphazard, to say the least. Despite this, shocking proportions of the population is at least partially literate, something which must be taken advantage of in order to begin educating the people to make them good citizens, workers, and soldiers. The first priority will be to create adult literacy programs in urban centers. (0/150, 5 Resources per die)
[] Rural Teachers and Officials Stage 1: The same educational difficulties afflicted the rural areas of the kingdom, complicated by the scattered nature of much of the population. Drawing upon an ancient tradition of your people, you aim to establish a corps of wandering teacher-officials who will be responsible for traveling the land to educate and appoint officials in each village and farmstead. It is, admittedly , an unconventional solution. (0/200, 5 Resources per die, -4 AS on completion)
[] Direct Grain Subsidies: The typical mechanisms for providing grain to the cities have largely collapsed thanks to aristocratic incompetence, but with our new position as the legal landlord of much of the farmland, things can hopefully be salvaged. Set sharp price and pay regulations for every step from farm to table and ensure grain will be affordable for everyone this season. (250 Resources, 2 dice.)
Bureaucracy: 3 dice
[] Set New Tax Schedules: You have effectively declared a tax jubilee while you get things sorted out, making you very popular, but this has to be temporary. You need to decide what taxes to set, and how to collect them. (Max 2 dice, rolled.)
[] Establish Subsidiary Offices: While the city of Belles is unquestionably the most important, there are many lesser cities and locations that you will need to operate in extensively. Establishing branch offices in some of those will be a difficult process that will take up some of your existing staff, but it will be helpful for the future. (No dice limit, rolled.)
[] Create Allocations Office: Part of your Ministry's mandate is to ensure enough food and other essential goods are available. Unfortunately, you don't even know how much is produced, let alone how much is needed. The number of clerks and mages needed for this will hurt, but having even the vaguest estimate of what essential goods are needed will be helpful. (No dice limit, rolled.)
[] Get Hiring!: You need people. They need to be at least somewhat literate, but past that there are few requirements. Hire as many as you can, and start filling out your desperately understaffed ministry. (5 Resources per die.)
[] Find Prior Records [Knowledge]: The records of merchants, nobles, bailiffs, and more, all contain hints of land use, economic activity, and material usage. Gathering and collating all this information will be an immense task, but it will also be a vital one that will greatly simplify many of your plans and objectives. (Max 2 dice, rolled.)
Personal: 5 dice (No free dice may be used. If all Personal Dice are used, +1 Stress)
[] Directed Reading: Spending time in the library idly flipping through countless tomes and perhaps discovering some lost gem of a book is a favorite pleasure of yours, but if need be you can spend the time looking into things more directly useful. (1 unrolled die, allows the players to change a die bonus. For any increase, it must be matched by a decrease.)
[] Personal Attention: You do have assistants, able ones. Providing direct magical and intellectual support to a project could see it finished much faster, although you don't much like the idea of leaving the city. (1-3 unrolled dice, choose an action per die. Double all personal bonuses.)
[] Investigate Assembly Factions: You know there are some broad, loose coalitions forming in the Assembly, but you haven't had time to find out more than what you saw during your first meeting. (1 unrolled die)
[] Investigate Assembly Decrees: The first session continued for quite some time after you left, and there's currently no formal system for announcing what's been decided. You will need to pry yourself from your office and library to find out what exactly happened, perhaps from Redcap himself. (1 unrolled die)
[] Attend Assembly Sessions: Your first priority might be your ministerial position, but you are also an Assembly member. The issues currently being raised are the matter of several colonies that remain under the control of Royal Governors, the disposition of the army, and response to a series of letters from the Second Elven Empire. (1 unrolled die)
[] Hire Golem-Makers: You need people you can trust, and you need your people to be trusted. Solving two problems at once has an elegance that reminds you of your Baba's stories, and so you will hire some of your fellows to fill out the ranks of the department. (Max 2 dice, reduce unstaffed ministry penalty, potentially gain new subordinate, potentially lose AS)
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