Geez, it did change. I don't even remember seeing the old one, guess you were right @Raptor580

I think the newer image suits her more sort of professional air, however, I will admit, it doesn't really look much like a privateer or a pirate. Though I think this one suits her a bit more.

Privateers are basically professional pirates, so it works. *shrug*
 
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First Turn and Intro
The main port in Angshire is often described as an interesting part of town. Another word to describe this part of town was sinful, but most of Angshire didn't care for religion.

[ ] You were among that group
[ ] You were very faithful
[ ] You believed in those ancestor gods that the locals believed in
[ ] You believed in the Old Gods from the mainland

You were standing on a nearby pier looking at your newly acquired ship, the Vorkosigan, the ship itself was an absolute beauty, a fifth-rate frigate with 32 guns and able to reach a speed of 13 knots, it is more than capable of taking out other ships in its weight class and if properly crewed, could probably go above its weight class.

Beside you, Madam Ravenswood was standing, her back ramrod straight and her navy blue uniform and white half-cape impeccable, her right hand resting on her sword (You never got why she used a rapier instead of a sabre).

You are still wondering why she refused to fire upon that ship, she had a promising career ahead of her in the navy, after all, if she had shot, she'd probably be a commander by now.

You had to admit, a small part of you weren't exactly all that keen about leaving Angshire, this was your home, and it was basically where you were destined to spend the entirety of your life before Uncle Silas stole your birthright. A sigh escaped your lips as you realised that this was the only way, Madam Ravenswood had saved you from the first of your uncle's hired men, and it was inevitable that another would show up.

"Is everything alright milord?" Madam Ravenswood asked, looking at you with a small amount of concern that was hidden over with an almost mechanical look.

"I suppose it's about as alright as it's going to be for a while." You responded. The crew had already bordered the ship, as well as the supplies and soldiers who wouldn't be so good at sailing, which were stored in the hold. "Why don't we board the ship?" You asked rhetorically, fixing your black hat to keep the sun from beating down too much on your head.

"Of course, milord." She said, walking in front of you as she boarded the ship, giving you the vibe of a professional officer who had never even left the navy.

You walked up the gangplank to the ship, it was just as beautiful as it was on the outside, the paintwork was perfect, the cold metal of the guns gleamed in the morning light. Your crewmen saluted you as you walked onto the upper deck.

Bracing yourself and remembering some of the lessons that your tutor gave to you as a child. "Now men, what's say we take this ship out for a run?" You asked the question was rhetorical, but a lot of them nodded enthusiastically to the concept. You stepped up to the helm and turned to your second in command. "Madam Ravenswood, please bring us out."

There was a flash of an almost wolfish grin from her as she said in a still-professional voice "With pleasure." She turned to the rest of the crew and started barking orders at them getting the ship ready to leave the docks at a scarily efficient speed. The professionalism of her and the crew being readily apparent.

Though even with Ravenswood's shouting and improved discipline, it still took ages.

Though in a few hours, the Vorkosigan was safely out of port and into the open waters. You were probably a day's travel from the Port of Apold, about a couple of days from Yeong and a full week from Kuinzranding.

Despite the fact you felt sad about leaving home, there was something about the smell of the sea, as a member of Angshire's nobility, you didn't actually get to spend much time at the port, it was deemed to be the place of commoners, so you weren't really accustomed with the scent of the sea so this was a new sensation. It was ... liberating.

Though that left a few questions of what to do:

MARTIAL (PICK TWO)

[ ] Privateering the Trade Routes: The Angshire Trading Company is always willing to pay for people to ply the trade routes for foreign ships in something which they can categorically deny. No one likes this work, but it pays and is easy.
80% Chance of Success, minimal threat, should be lucrative.

[ ] Pirate Raids: Pirate coves are an actual problem that has been hounding the Angshire Trading Company for years, the main problem is that they tend to be sloops which make it harder for them to be tracked down.
67% Chance of Success, more dangerous, might be lucrative

[ ] Pirate Raids 'Ravenswood Edition': Madam Ravenswood has an idea when it comes to taking down pirate ships, it's higher risk, but it would allow us to capture the ship and sell it as well as get prisoners to get the bounty from for the Trading Company.
60% Chance of Success, high risk, money will be flowing

[ ] Hunting the Lynx: The Lynx is an infamous pirate ship, a 42 gun frigate, this is a frigate that Ravenswood refused to fire on. The frigate had disappeared after the engagement, and there have been few confirmed sightings of it afterwards. We'll at least try to figure out its location.
50% Chance of Success, not much of a risk, will only gain information.

[ ] Securing the Island: The island that Angshire is based on, isn't entirely the most ... secure, they are actually not entirely in control of the island. Lord Proudsong is more than willing to pay for some locals to be dealt with.
90% Chance of Success, some risk, not that high paying

LEARNING (PICK ONE)

[ ] Sabi Ruins: There's an old island that contains some old Sabi ruins, some random scholar has, through a middleman, of course, requested some crew to bring them some artefacts from the ruins.
75% Chance of Success, slight risk, medium pay. Two turns.

[ ] Attain Ship Doctor: You don't really have a ship doctor, and it tends to be somewhat worrying especially if your sailors end up accidentally harming themselves, though hey will tend to cost more.
65% Chance of Success, minimal risk, gives you extra expenses

STEWARDSHIP (PICK TWO)

[ ] Protect Angshire Trade: Smaller trading companies in Angshire will sometimes hire frigates to protect their trading convoys, the pay isn't the best, but you can pick up some things about trade yourself.
87% Chance of Success, slight risk, medium pay

[ ] More Weapons: There is something that can be said for stocking up on more weapons for your troops, it means that you don't have to worry about running about them and it also means that there is a lack of weapons.
75% Chance of Success, minimal risk, grants combat bonuses

[ ] Bodyguard Duty: This is a low-risk operation for your men and to be honest is just highly paying. Some of your men just act like bodyguards to some minor nobility.
80% Chance of Success, slight risk, pays well.

[ ] Thieves Everywhere: In Kuinzranding, the Thieves' Guild there has much need for some ship to help transport men from place to place, they would be willing to pay quite handsomely for such services. No-one looks for known thieves in a privateer frigate after all.
75% Chance of Success, minor risks, pays alright, ???

DIPLOMACY (PICK ONE)

[ ] Liason with the Sabi traders: The Sabi are an odd bunch, but they have the trade routes mapped out perfectly. Liasoning with them would open the way towards more jobs with them.
76% Chance of Success, Gains new job options

[ ] Liason with the Yuna Privateers: Okay, they call themselves the Wokou, but that doesn't mean that you can't talk with them, talking with them can allow them some places to dock and opens the way towards several jobs.
56% Chance of Success, Gains new job options

[ ] The Magi Association: An Angshire group, the Magi are an odd group, most Magi are located on the Mainland, but that doesn't stop them from coming to the Sea of Storms, and they are willing to pay for escort jobs.
76% Chance of Success, Gains new job options

INTRIGUE (PICK ONE)

[ ] Spy on your Uncle: Your uncle is a cunning, but proud individual, having some of your men disguise themselves as guards would allow for you to get some information on Uncle Silas.
65% Chance of Success, average risks, minor pay, grants information

[ ] Spy on the major ports: Your men can be stationed around several ports, this can provide you with some useful information about some of the ships and where they're going.
74% Chance of Success, minor risks, no pay, information

[ ] The Mysterious Case of the Lynx: The Lynx is a mighty frigate, and it has disappeared from the face of the globe, instead of going out there and searching for it yourself, send some cunning men around to ask around some taverns.
50% Chance of Success, not much of a risk, will only gain information, ???.

PERSONAL (PICK ONE)

[ ] The Ravenswood Case: You've been curious as to what would cause one of the most honourable sailors in recent history and someone with such a promising career to throw it all away on a pirate frigate. Maybe you should ask them.
87% Chance of Success, Learn about Madam Ravenswood

[ ] Ship Drills: you could always just let Madam Ravenswood have her way with drilling the ship's crew to a reasonable amount of perfection. But what would they be drilled in?
-[ ] Sailing: Increase speed and manoeuvrability
-[ ] Gunnery: Be able to blast your opponents better.
-[ ] Swordfighting: Make your men better at fighting.
85% Chance of Success, Improves Crew competency

[ ] Suspicious Person at the Docks: You aren't entirely sure, but you have this sneaking suspicion that there's a suspicious person at the docks when you make landfall. And this is at *every* port.
50% Chance of Success, ??? Risks, ???



Note that the religious vote is somewhat insignificant, plan format for everything else. You have two martial actions becuase Ravenswood counts as a martial hero while you count as a Stewardship hero.
 
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[X] Plan Kanata

[ ] You believed in the Old Gods from the mainland

[ ] Privateering the Trade Routes: The Angshire Trading Company is always willing to pay for people to ply the trade routes for foreign ships in something which they can categorically deny. No one likes this work, but it pays and is easy.
80% Chance of Success, minimal threat, should be lucrative.

[ ] Securing the Island: The island that Angshire is based on, isn't entirely the most ... secure, they are actually not entirely in control of the island. Lord Proudsong is more than willing to pay for some locals to be dealt with.
90% Chance of Success, some risk, not that high paying

[ ] Attain Ship Doctor: You don't really have a ship doctor, and it tends to be somewhat worrying especially if your sailors end up accidentally harming themselves, though hey will tend to cost more.
65% Chance of Success, minimal risk, gives you extra expenses

[ ] Protect Angshire Trade: Smaller trading companies in Angshire will sometimes hire frigates to protect their trading convoys, the pay isn't the best, but you can pick up some things about trade yourself.
87% Chance of Success, slight risk, medium pay

[ ] Thieves Everywhere: In Kuinzranding, the Thieves' Guild there has much need for some ship to help transport men from place to place, they would be willing to pay quite handsomely for such services. No-one looks for known thieves in a privateer frigate after all.
75% Chance of Success, minor risks, pays alright, ???

[ ] The Magi Association: An Angshire group, the Magi are an odd group, most Magi are located on the Mainland, but that doesn't stop them from coming to the Sea of Storms, and they are willing to pay for escort jobs.
76% Chance of Success, Gains new job options

[ ] The Mysterious Case of the Lynx: The Lynx is a mighty frigate, and it has disappeared from the face of the globe, instead of going out there and searching for it yourself, send some cunning men around to ask around some taverns.
50% Chance of Success, not much of a risk, will only gain information, ???.

[ ] The Ravenswood Case: You've been curious as to what would cause one of the most honourable sailors in recent history and someone with such a promising career to throw it all away on a pirate frigate. Maybe you should ask them.
87% Chance of Success, Learn about Madam Ravenswood
 
[X] Plan Slaggedfire
-[X] You believed in the Old Gods from the mainland
-[X] Privateering the Trade Routes
-[X] Pirate Raids 'Ravenswood Edition'
-[X] Attain Ship Doctor
-[X] Bodyguard Duty
-[X] More Weapons
-[X] Liason with the Sabi traders
-[X] Spy on your Uncle
-[X] Suspicious Person at the Docks

You can never go wrong with Old Gods.

Last option is a mystery box! Who doesn't like a mystery box?!
 
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[X] Plan Slaggedfire

Because when there are shinnies, I go for the shinnes.
 
[x] Plan Foundations:
[ ] Privateering the Trade Routes: The Angshire Trading Company is always willing to pay for people to ply the trade routes for foreign ships in something which they can categorically deny. No one likes this work, but it pays and is easy.
80% Chance of Success, minimal threat, should be lucrative.
[ ] Pirate Raids 'Ravenswood Edition': Madam Ravenswood has an idea when it comes to taking down pirate ships, it's higher risk, but it would allow us to capture the ship and sell it as well as get prisoners to get the bounty from for the Trading Company.
60% Chance of Success, high risk, money will be flowing
[ ] Attain Ship Doctor: You don't really have a ship doctor, and it tends to be somewhat worrying especially if your sailors end up accidentally harming themselves, though hey will tend to cost more.
65% Chance of Success, minimal risk, gives you extra expenses
[ ] More Weapons: There is something that can be said for stocking up on more weapons for your troops, it means that you don't have to worry about running about them and it also means that there is a lack of weapons.
75% Chance of Success, minimal risk, grants combat bonuses
[ ] Thieves Everywhere: In Kuinzranding, the Thieves' Guild there has much need for some ship to help transport men from place to place, they would be willing to pay quite handsomely for such services. No-one looks for known thieves in a privateer frigate after all.
75% Chance of Success, minor risks, pays alright, ???
[ ] The Magi Association: An Angshire group, the Magi are an odd group, most Magi are located on the Mainland, but that doesn't stop them from coming to the Sea of Storms, and they are willing to pay for escort jobs.
76% Chance of Success, Gains new job options
[ ] Spy on your Uncle: Your uncle is a cunning, but proud individual, having some of your men disguise themselves as guards would allow for you to get some information on Uncle Silas.
65% Chance of Success, average risks, minor pay, grants information
[ ] The Ravenswood Case: You've been curious as to what would cause one of the most honourable sailors in recent history and someone with such a promising career to throw it all away on a pirate frigate. Maybe you should ask them.
87% Chance of Success, Learn about Madam Ravenswood

Leaving out the religous vote because I'm indifferent to the result of that one.
For the 2 Martial picks I have the two options which have the highest income potential. The 60% for 'Ravenswood Edition' is also the lowest percentage option in the plan which is a win imo.
Picking the doctor because it fits our current strategy. If we have fewer, high quality troops we should try to keep them alive.
More weapons for the sweet combat bonus that will potentially come into play with our extra martial actions and the Thieves for the potential shenanigans and connections that may come with it.
Going for the Magi because I think they'll have more interesting jobs than the other 2 options.
Spying on our Uncle because it seems like a good idea to figure out what the guy that we know wants to kill us is doing.
Finally, it seems like a capital idea to develop a close relationship and understanding with the lady that will be leading our troops into battle and whom already saved our life.
 
[X] Plan For Honour
-[X] You were among that group
-[X] Pirate Raids 'Ravenswood Edition'
-[X] Securing the Island
-[X] Attain Ship Doctor
-[X]Protect Angshire Trade
-[X]More Weapons
-[X]The Magi Associations
-[X] Spy on the major ports
-[X] The Ravenswood Case

I would prefer to have a honourable character, who does not accept employment from Thieves' Guild.
Sharing the same (non-religious) beliefs, Securing the Island and Protect Angshire Trade should give us a good reputation.
Pirate Raids 'Ravenswood Edition' is very profitable, More Weapons, Attain Ship Doctor and Spy on the major ports should help us succeed in pirate hunting.
The Ravenswood Case will give us information so we can decide if it is a good idea to hunt the Lynx.
The Magi Associations will give us future jobs, and a contact with the Mainland.
 
[X] Plan Kanata
Adhoc vote count started by Raptor580 on Nov 8, 2018 at 10:58 AM, finished with 66 posts and 22 votes.

  • [X]Plan: Retake The Title (stolen by father's younger brother)
    -[X] Stewardship
    -[X] Genius: You excel at all that you try. Counts as two traits.
    -[X] Leader: You are a natural born leader, able to inspire and draw others to your cause. Counts as two traits.
    -[X] Weak: You have been cursed with a weak frame in a world of death and intrigue. You've filled your time with other pursuits. Gain one trait.
    -[X] Born to the nobility, a perfectly ordinary noble child
    -[X] I have been robbed of my birthright, I intend to return home when I'm strong enough to reclaim it by force.
    -[X] An up-and-coming Lieutenant in the Navy, madam Ravenwood.
    -[X] Write-in name: The Vorkosigan
    -[X] An expensive frigate, cost you most of your money, but could easily be used to destroy most lightships.
    [X] Plan Kanata
    [x] Plan "not" Errol Flynn
    -[x] Diplomacy
    - [x] Easy-going: You have a habit of taking things easy, even when you shouldn't, this might mean that the dealings of court life don't get to us as much, though some might not like your ways.
    - [x] Flair for the Dramatic: You missed your calling as an actor, as you are able to easily emotionally invest those you work with. However, you are less inclined to take subtle, less glory-winning approaches.
    -[x] Silver-Tongued: You always know exactly what to say at all times.
    -[x] Legitimately born to commoner parents.
    -[x] I wanted to see the world, and this was the best way to do so.
    -[x] My Cousin, Robin Selway
    [x] Plan Foundations:
    [x] Plan: Destiny's Child
    -[x] Martial
    -[x] Touched By Destiny: Despite the cruel world you inhabit, you've always felt a sense of… purpose.
    -[x] Booming Voice: Your vocal cords go all the way to eleven, a useful trait to wield on the battlefield… but not anywhere else.
    -[x] Reader: You spent lots of time poring over ancient tomes and wisdom, at the expense of other, more physical educations.
    -[x] Born of an affair and legitimised later in life, you are a legitimate bastard
    -[x] Your Father's orders, he wanted some extra money or just for you to prove yourself.
    -[x] A strange wanderer of Angshire(?) descent, Elizabeth Sato.
    -[x] Destiny's Scourge
    -[x] An old galleon, a bit out of service and somewhat haunted, but has the capacity for extra troops, and the trader gave it to you for a small fee.
    [x] A nice cheap frigate, about a few months from being broken apart for parts. Not much in the way of cannons but it is serviceable.
    [X] Plan Slaggedfire
    -[X] You believed in the Old Gods from the mainland
    -[X] Privateering the Trade Routes
    -[X] Pirate Raids 'Ravenswood Edition'
    -[X] Attain Ship Doctor
    -[X] More Weapons
    -[X] Liason with the Sabi traders
    -[X] Spy on your Uncle
    -[X] Suspicious Person at the Docks
    [X] A war-scarred veteran, Rickon the Scarred
    [X] Plan Kanata
    [X] Name of the ship: The Ebony Phoenix
    [X] Agile: You are flexible and quick.
    [X] I seek fame and fortune, and this is how I can make it.
    [X] Legitimately born to commoner parents.
    [X] Quick-Witted: You are a fast learner. Cannot be taken with 'Genius'.
    [X] Duelist: A touchy ego and a sharp sword make for a lethal combination.
    [X] Martial
    [X] Plan: Fame and Fortune
    [x] Write-in name: The Ugly Duckling
    [X] Plan For Honour
    -[X] You were among that group
    -[X] Pirate Raids 'Ravenswood Edition'
    -[X] Securing the Island
    -[X] Attain Ship Doctor
    -[X]Protect Angshire Trade
    -[X] More Weapons
    -[X]The Magi Associations
    -[X] Spy on the major ports
    -[X] The Ravenswood Case

Adhoc vote count started by Raptor580 on Nov 8, 2018 at 10:58 AM, finished with 16 posts and 11 votes.

  • [X] Plan Kanata
    [x] Plan Foundations:
    [X] Plan Slaggedfire
    -[X] You believed in the Old Gods from the mainland
    -[X] Privateering the Trade Routes
    -[X] Pirate Raids 'Ravenswood Edition'
    -[X] Attain Ship Doctor
    -[X] More Weapons
    -[X] Liason with the Sabi traders
    -[X] Spy on your Uncle
    -[X] Suspicious Person at the Docks
    [X] Plan For Honour
    -[X] You were among that group
    -[X] Pirate Raids 'Ravenswood Edition'
    -[X] Securing the Island
    -[X] Attain Ship Doctor
    -[X]Protect Angshire Trade
    -[X] More Weapons
    -[X]The Magi Associations
    -[X] Spy on the major ports
    -[X] The Ravenswood Case
 
Every first turn in a ck2 quest I've been a part of has had a Foundation in the list.
Ah, I'm new to actually posting here so I hadn't realised that was a trend. I'll look up synonyms if I make a first post plan next time. What do you think about the plan in general? Also I'm curious why you doubled down on 'More Weapons'
 
Ah, I'm new to actually posting here so I hadn't realised that was a trend. I'll look up synonyms if I make a first post plan next time. What do you think about the plan in general? Also I'm curious why you doubled down on 'More Weapons'

I didn't even realize that happened... God damnit! :facepalm:

I remember copypasting Bodyguard Duty, but apparently my memory has failed me yet again.

Edit: About your plan, I don't like it. You're ignoring the fun options such as the mysterious person, I can already feel people's Waifu radar going crazy over Lady Ravenwood.
 
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I didn't even realize that happened... God damnit! :facepalm:

I remember copypasting Bodyguard Duty, but apparently my memory has failed me yet again.
Ah that makes more sense to me, I thought you were after a bigger combat boost or something like that.
I didn't choose the bodyguard duty because it seemed like it had the potential to be quite boring and the thieves had that oh so tempting '???' in the listed rewards.
 
I didn't choose the bodyguard duty because it seemed like it had the potential to be quite boring and the thieves had that oh so tempting '???' in the listed rewards.

I went for more pay, because if you remember correctly we ended up picking the most expensive starter ship. Not that I was against it, but we need the cash.

Finances: Non-existant

Pretty much all my options were picked based on pay. Some of them expend money, but you gotta spend money to get more equipment to kill people to make more money to kill more people.
 
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I went for more pay, because if you remember correctly we ended up picking the most expensive starter ship. Not that I was against it, but we need the cash.
Ya more money is never a bad plan. My thinking was that as long as at least one of the martial actions rolled succesfully then we'd be ok for money at the moment. We would be opening up more job opportunities next turn as well with the diplomacy option. And I'm kind of hoping we can get an intrigue advisor out of the thieves guild.
 
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