Ambassador to Jarm
The Ambassador to Jarm is an Imperial title. It is an Imperial position appointed by the Imperial Senate. The title was created as a consequence of the embassy commissioned by the Imperial Senate in Winter 377YE. While work was completed after the Summer Solstice 378YE, wrangling continued for several months. The Jarmish House of Princes demanded that the Empire select one of the three primary ports - northern Kavor, southern Vezak, or upstart eastern Rigia as the location for an Imperial embassy - an obvious move to entangle the Empire in the internicine internal wranglings of the Jarmish government. The decision was made to choose Rigia, and formal relations between the two world powers opened shortly afterwards.
Imperial Ambassador to the Principalities of Jarm
The embassy in Cargo means that the ambassador enjoys the benefits of mercantile support from traders keen to curry their favour. As a ministry, this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character's inventory when the downtime is processed. The production of the ministry is related to the location of the Jarmish embassy to the Empire, located in the port of Rigia in eastern Jarm.
|Total Money Spent||Production|
|192 Rings||6 Imperial Roseweald, 3 Crystal Mana, 5 Dragonbone, 3 Green Iron|
|720 Rings||18 Imperial Roseweald, 9 Crystal Mana, 15 Dragonbone, 9 Green Iron|
|1440 Rings||30 Imperial Roseweald,15 Crystal Mana, 25 Dragonbone, 15 Green Iron|
The Ambassador to Jarm is an Imperial position appointed by the Senate. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be revoked by the General Assembly and by the Assembly of the Nine.
The Title in Play
The role does not provide additional information about events in the Empire, nor allow the player holding it to request special reports or downtime actions. These details are assumed to be below the abstraction layer. The title holder is encouraged to create their own stories about their activities within reasonable limits and to get involved in events appropriate to their title during the game, but they do not have any powers beyond those explicitly listed in the section on powers.
These details exist partly to provide context and character to the role - and partly to allow our writers to use the title as a plot hook. Plot that involves the position will be rare - but all the campaign positions in Empire have these details to create the potential for it to happen.