By not using the FT thing, does this prevent a temple to Isanella? Because if I recall rightly, the other gods try to stay hands off since she's the dynasty's patron and they don't want to encroach on her territory. So in my opinion a temple to her is a higher priority and getting locked out of her temple would be pretty bad.
Shouldn't lock us out, there are temples we can't build unless other sizes are built. Ulair was chosen as a token smokescreen, oldest shrine, we just happened to build a place to Isanella next turn.
 
So Isanella tried to do the 'teach the mortals how to fish' instead of 'give the mortals a fish'.

And then the ungrateful fools stopped even dropping in to say hi.:cry:
 
Shouldn't lock us out, there are temples we can't build unless other sizes are built. Ulair was chosen as a token smokescreen, oldest shrine, we just happened to build a place to Isanella next turn.
I just want to make sure you do remember these are buildup turns.
AKA generational turns.
As in, the next turn will be 15 years later.

Also, just to make sure, I reiterate, unless directly stated otherwise in project text, you can take as many sub (and sub-sub) options as you desire. That includes building temples. Including temples that need other temples to be built first.
so, for instance

[] Building a proper temple complex (roll difficulty 20. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)
-[] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)
--[] Cathedral (raises difficulty by 35)
-[] To Belsun, the god of the sun, firstborn of Isanela (can go up to medium without a cathedral to Isanela, can't have bigger temple than Isanela)
--[] Large (raises difficulty by 25)

Is a perfectly valid option. Though I do understand why noone would be willing to go diff 70. But, this was just an example.

also

Huh? Well, you damn lucky bastards.

This turn, the former empire is in shambles. It will start stabilizing next turn, making most options dealing with it much more difficult. Unless you specifically take the option to destabilize them.
Also, If It wasn't clear in the text, for reaching out project, every suboption is its own individual roll.

Again, not trying to tell anyone how to play. I'm just trying to fill in possible/probable gaps in your understanding.
Play the way you find most fun.
 
I just want to make sure you do remember these are buildup turns.
AKA generational turns.
As in, the next turn will be 15 years later.
I understand it is generational, but I was saying 'this town's oldest shrine is definetly to the mountain god, obviously our ancestors have been here awhile. The shrine to the patron of the former dynasty is pure coicindence and more recent.'

This turn, the former empire is in shambles. It will start stabilizing next turn, making most options dealing with it much more difficult. Unless you specifically take the option to destabilize them.
Also, If It wasn't clear in the text, for reaching out project, every suboption is its own individual roll.

Again, not trying to tell anyone how to play. I'm just trying to fill in possible/probable gaps in your understanding.
Play the way you find most fun.
Yeah, I need to edit my plan now.

Edit 2: @Mathematicae can you go over my plan? I think it is okay, but I'm not too sure about replacing the elevator with claiming spies. On the one hand, empire is disabled and we can move in. On the other hand, assinging the fortune roll to a brotherhood is good buisness. Can I improve the plan more?
 
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I understand it is generational, but I was saying 'this town's oldest shrine is definetly to the mountain god, obviously our ancestors have been here awhile. The shrine to the patron of the former dynasty is pure coicindence and more recent.'
Ah, gotcha.
Tell you what, you or someone voting for this plan give me a short (or not so short if inspiration strikes you) omake, centered around that sneaky idea, and I'll give this plan additional, overall bonus against discovery. The better the omake, the better the bonus.
That goes for all other plans (so only @Mathematicae 's Mountainhome, right now), if you want to enhance some aspect of the plan, give me a short omake dealing with that (has to be centered around specific project(s)), and I'll award you a bonus. Might be reducing the chance of discovery, making a project easier, or heck, giving or enhancing synergy between projects.
 
Edit 2: @Mathematicae can you go over my plan? I think it is okay, but I'm not too sure about replacing the elevator with claiming spies. On the one hand, empire is disabled and we can move in. On the other hand, assinging the fortune roll to a brotherhood is good buisness. Can I improve the plan more?

Here's my thoughts. First, my belief is that simply reaching out will increase discovery risk regardless of success. That's something @yannoshka could clarify though.
Secondly, our 2 biggest problems are low population size (only 6000) and a lack of suitable spouses for the royal family (ie not many people with high magical blood purity). Population mechanically determined our number of actions and more suitable spouses can boost the Spark's power so both are important to mitigate.

Both of us are using the Assassins spy network to find suitable spouses, so we're doing good on that front. On the population side I see two ways to address it.
1. Jumpstart assimilating the natives into the new country. The forest guys are a military problem but taking diplomacy with the one or both of the other 2 groups could get that going. We would do this anyways at some point but sooner would help.
2. Get more people from the old empire before it stabilizes and people would notice entire towns or villages or whatever packing up and leaving. The brotherhoods will obviously be useful, but I doubt that have much in the way of numbers. Plus most of them will probably stay in the old empire anyways. The choices I put below will probably give us a good boost in population. Now bringing in people from the old empire means they'll need a way to actually get up onto the plateau so taking the elevator would important as well.

-[] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the people of the city of Redol (roll difficulty 45, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the people of the city of Shingh (roll difficulty 40, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the people of the north-western regions' towns (roll difficulty 35, slightly increases the chance of discovery, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to low)
-[] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)
 
Here's my thoughts. First, my belief is that simply reaching out will increase discovery risk regardless of success. That's something @yannoshka could clarify though.
Yep, that's the way it works. any project (or part of a project) that raises the chance of discovery applies a penalty.
dangabit, you folk continue to get absurdly high rolls on metaknowledge.
Ok, those penalties I just mentioned. They apply only on the turn the project executes.

Now bringing in people from the old empire means they'll need a way to actually get up onto the plateau so taking the elevator would important as well.
Just a point of clarification. Winding path is and will maintain to be viable as a means to descend from and ascend to the plateau. Quarrying is only improving it as the means of traffic to and from.
The lift would only present a faster, less strenuous/more comfortable alternative.
 
Here's my thoughts. First, my belief is that simply reaching out will increase discovery risk regardless of success. That's something @yannoshka could clarify though.
Secondly, our 2 biggest problems are low population size (only 6000) and a lack of suitable spouses for the royal family (ie not many people with high magical blood purity). Population mechanically determined our number of actions and more suitable spouses can boost the Spark's power so both are important to mitigate.

Both of us are using the Assassins spy network to find suitable spouses, so we're doing good on that front. On the population side I see two ways to address it.
1. Jumpstart assimilating the natives into the new country. The forest guys are a military problem but taking diplomacy with the one or both of the other 2 groups could get that going. We would do this anyways at some point but sooner would help.
2. Get more people from the old empire before it stabilizes and people would notice entire towns or villages or whatever packing up and leaving. The brotherhoods will obviously be useful, but I doubt that have much in the way of numbers. Plus most of them will probably stay in the old empire anyways. The choices I put below will probably give us a good boost in population. Now bringing in people from the old empire means they'll need a way to actually get up onto the plateau so taking the elevator would important as well.

-[] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the people of the city of Redol (roll difficulty 45, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the people of the city of Shingh (roll difficulty 40, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the people of the north-western regions' towns (roll difficulty 35, slightly increases the chance of discovery, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to low)
-[] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)
Okay that is good advice. I forgot we still need numbers, but I don't want to take the elevator just yet. The city of Sastor seems safe, and the people of the north-western region seems like a safe place to convince to join us. The rest of higher than 50 roll reqs to meet. So I'll be adding....

-[] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
-[] To the people of the north-western regions' towns (roll difficulty 35, slightly increases the chance of discovery, can be taken multiple times)
-[] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)

These three have safety in the amount I'll be increasing our chance of discovery for the turn by. And relative chances of success.
 
Okay that is good advice. I forgot we still need numbers, but I don't want to take the elevator just yet. The city of Sastor seems safe, and the people of the north-western region seems like a safe place to convince to join us. The rest of higher than 50 roll reqs to meet. So I'll be adding....

-[] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
-[] To the people of the north-western regions' towns (roll difficulty 35, slightly increases the chance of discovery, can be taken multiple times)
-[] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)

These three have safety in the amount I'll be increasing our chance of discovery for the turn by. And relative chances of success.
Just making sure, but I hope you do understand that you won't get more than a single village's worth of population increase which is ~1000-2500 people.
And, you still can reach to two more groups. Would you wish to try for more than a single village?
 
Just making sure, but I hope you do understand that you won't get more than a single village's worth of population increase which is ~1000-2500 people.
And, you still can reach to two more groups. Would you wish to try for more than a single village?
Yeah, I'm fine with one village worth. DC 40 is kinda hard to beat. Wait, two more groups? I'll go for swiping academy resources.
-[] To members of the imperial academy
--[] College of Architecture (roll difficulty 15, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 10)
--[] College of Philosophy and Arts (roll difficulty 15, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 10)
 
[X] Plan Frostlift

-[X] Chadwell

-[X] All three children will get specialized education (can take maximum two specializations):
--[X] Thomas
---[X] Military
---[X] Religious
--[X] Taesta
---[X] Medicine
---[X] Animal husbandry
--[X] Anora
---[X] Military
---[X] Architecture and stonework

-[X] Convert Fortune Roll into a Fortune Point.

-[X] Building up military (roll difficulty 20)
--[X] Continuous (1 additional turn)
-[X] Securing the plains portion of the High shelf (roll difficulty 60. 100+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 111)
-[X] Establishing a secure, fortified perimeter between the plains and the forest (roll difficulty 60. 75+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 80)
-[X] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
--[X] Continuous (1 additional turn)
-[X] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
--[X] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 200/225)
-[X] Expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
-[X] Fortifying the winding path (roll difficulty 45)
-[X] Establishing proper facilities to house your Royal Academy
--[X] Centralized (roll difficulty 25. All colleges under a single big roof. Cannot be taken with Scattered. If taken with Specialized difficulty raises to 35)
--[X] Specialized (roll difficulty 45. All colleges get personal building with space enough for additional facilities as suits their needs. If taken with Centralized difficulty lowers to 40. If taken with Scattered difficulty lowers to 35)
-[X] Building a proper temple complex (roll difficulty 20. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)
--[X] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)
---[X] Medium (raises difficulty by 10)
--[X] To Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat
---[X] Medium (raises difficulty by 10)
--[X] To Rosa, the goddess of Rosa mountain range you now inhabit and favored daughter of Ulair (can go up to medium without a cathedral to Ulair, can't have bigger temple than Ulair)
---[X] Medium (raises difficulty by 10)
-[X] Studying the To-Reil (roll difficulty 40)
--[X] Continuous (1 additional turn)
-[X] Having the brotherhood of the Talon infiltrate and start building up agency in the lands of the former empire (roll difficulty 35)
--[X] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
---[X] Allow the agents to, at their own discretion, approach the loyalists and convince them to join up with new Tasakarim (raises difficulty by further 5, further raises the chance of discovery penalty to low)
--[X] Order them to, at their own discretion, remove the morally worst elements of society they encounter (raises difficulty by 5)
--[X] Have volunteers from the college medicine join them (reduces difficulty by 5)
--[X] Have volunteers from the college of philosophy and arts join them (reduces difficulty by 5)
--[X] Have volunteers from the priesthood of Isanella join them (reduces difficulty by 5)
--[X] Have agents screen for suitable spousal prospects for the royal children (slightly increases the chance of discovery, if non-assassin agents are also sent the penalty is eliminated)
-[X] Reach out to the people of the former empire (can't pick more than 8)
--[X] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
--[X] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
---[X] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[X] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
---[X] Convince them to join you (raises difficulty by 5)
--[X] To mid-level priesthood (roll difficulty 20, slightly increases the chance of discovery)
---[X] Convince them to join you (raises difficulty by 5)
--[X] To high-level priesthood (roll difficulty 35, slightly increases the chance of discovery)
---[X] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
--[X] To members of the imperial academy
---[X] College of Medicine (roll difficulty 15, slightly increases the chance of discovery)
----[X] Convince them to join you (raises difficulty by 20)
---[X] College of Horticulture (roll difficulty 25, slightly increases the chance of discovery)
----[X] Convince them to join you (raises difficulty by 10)
--[X] To knightly orders (roll for who you find, difficulty and chance of discovery depend on who is rolled but will not exceed difficulty 40 nor midling-low penalty to chance of discovery. can be taken multiple times)
---[X] Convince them to join you (raises difficulty by 10 (5 if Sanguine spear is rolled), might raise penalty to chance of discovery by a tier)
--[X] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)
---[X]Raven
----[X] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)

OK @yannoshka here is my plan. I might add a write-in god's temple later depending on your answer.

For people wondering why these choices:

-Chadwell is a name that either means cold stream/spring/well in Old English or it means defensive well in some forms of Gaelic. Depending on who you ask. Either way it is appropriate as a name to be used here on the shelf for someone or something.

-The three kids' specializations are meant to be plans of development down the line while also roleplaying in character:

Thomas is being taught Military and Religious specializations because those things will matter the most in the conflict with the To-Reil.

Taesta is being taught Medicine and Animal Husbandry specializations because those will matter the most for the development of the settlement.

Anora is being taught Military and Architecture & Stonework specializations because that is an alternate way of approaching the conflict with the To-Reil.

-Now as to my development choices:

Building up military for the next 30 years means that there will be soldiers to fight the To-Reil.

Securing the plains portion of the shelf means there will be farmland enough to support a large settlement.

A secured fortified perimeter between the forest and the plains means that the To-Reil raids will be repelled more easily and the farmland kept more secure.

Exterminating monster nests near the settlements and the farmland means that there will be no surprise monster booms in our territory. Likewise extended for a turn because it will take at least two turns to secure the plains.

A secure secret path to the lands of the former Empire are a must as it will decrease our chances of being found.

Expanding the granite quarries will give us a more stable path and building materials which is important when dealing with the various other construction projects.

Fortifying the winding path means that we control it and as such the only entrance we know of to the shelf. There will be probably other entrances that we will need to take control of down the line, but this one is ours and controlling it will have synergy with a secured path to the old empire and the quarries.

Having a centralized facility for our academics with portions of it specialized towards one academic pursuit means that our Royal Academy will be vulnerable to a decapitating strike. It also means that our academics will work side by side one another which will increase the cross-pollination of their works and probably give us some form of research bonus in either more options and/or better chances for projects.

Building Medium Temples to Isanela, Ulair and Rosa means that our starting temple complex has temples to our general territory (well all of the ones we can afford with a single action) done on the first turn and will serve us well as concealment for our presence. In the end it will make us look like a far flung outpost of the old empire.

Studying the To-Reil for two turns will give us information about them and maybe some new options once the plains are fortified.

Having the brotherhood of the Talon go around the old empire territory helping/recruiting loyalists, putting down the worst offenders and finding spouses for the royal children while getting agency for the royal family back means that on the first generation the plans for restoring the empire are being laid into whatever successor states groundwork comes out of the mess.

Reaching out to our cousins to get in touch with them and stay in touch while at the same time getting the population of the city of Sastor to follow us onto the shelf means that we get a population boon and a bunch of allies in the lands of the old empire.
Getting all of the members of the priesthood we can this turn while everything is in turmoil to come to us means that there are less priests to legitimize any successor states of the old empire.
Getting the College of Medicine means less negative traits, more positive traits and better population growth. Getting the College of Horticulture on the other hand means more resources, more food in particular and a bonus to Stewardship, Intrigue and Learning.
Getting a knightly order means more capable nobility in our ranks and we need some more nobles to fill out the ranks of our new settlement.
Getting the Raven brotherhood means we got the brotherhood that watches the other brotherhoods which will make our Intrigue/Recruitment actions on them easier in the next turn.
 
I was having a week long psychotic episode. Give me some time and I'll hammer out a third plan for this. Question though: Does the Royal Aviary cover bats?
Unfortunately, no. Bats are still mammals. Being able to fly is a non-factor. Being a bird is.
And, ouch. that episode cannot have been fun. Here is to your continued health, mentall, physical and spiritual.
Building up military for the next 30 years means that there will be soldiers to fight the To-Reil.
Point of fact.
Next turn will be 20 years long. The first, last and two along the line where I find it thematically appropriate are 15 years. The other 7 are 20.
 
And, ouch. that episode cannot have been fun. Here is to your continued health, mentall, physical and spiritual.

Yeah I need a cleaning/cleansing. At least I always get a Lucid Psychosis. So you know I can still do something simple like buying/eating food and using the bathroom properly. Some people just go and disconnect fully from the world.

Point of fact.
Next turn will be 20 years long. The first, last and two along the line where I find it thematically appropriate are 15 years. The other 7 are 20.

Huh so 35 years then. OK. Glad we are all getting the kids spouses then. Well then I think I'll write in a god of Crossbills. Can such a deity be written in? What aspects could it have? What would be the rules for building a temple to such a deity?

Edit: Also OP why did you rate my vote post as insightful?
 
Well then I think I'll write in a god of Crossbills. Can such a deity be written in? What aspects could it have? What would be the rules for building a temple to such a deity?
Sure, you can create ay gods you want. I might disallow worshiping of said gods by new Tasakarim if I find them inappropriate, but I'll readily adopt any well written and designed gods and find a place for them. Mind place for some of them might be somewhere you (as in the players) would have 0.001% chance of encountering them, but them's the brakes.
It would probably be a subordinate god to Teelana, if it were imperial, seeing as she is already goddess of birds, or, if the crossbills are simply part of his/her imagery, might be something like a god/dess of adaptation and specialization.

Edit: Also OP why did you rate my vote post as insightful?
I liked your analysis and breakdown of why you chose what. Not everything is necessarily true/correct, but I liked the analysis and found it insightfully crafted.
 
Is this legal to contact so many people with only one action?

And even if it is legal, the difficulty would be 35+35+25+15+5+20+5+35+10+15+20+25+10+(10 or 5) + (unknown difficulty) +10

That's a difficulty of 265 even without including the variable/unknown difficulties.
-[V] Reach out to the people of the former empire (can't pick more than 8)
--[V] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
--[V] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
---[V] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[V] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 5)
--[V] To mid-level priesthood (roll difficulty 20, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 5)
--[V] To high-level priesthood (roll difficulty 35, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
--[V] To members of the imperial academy
---[V] College of Medicine (roll difficulty 15, slightly increases the chance of discovery)
----[V] Convince them to join you (raises difficulty by 20)
---[V] College of Horticulture (roll difficulty 25, slightly increases the chance of discovery)
----[V] Convince them to join you (raises difficulty by 10)
--[V] To knightly orders (roll for who you find, difficulty and chance of discovery depend on who is rolled but will not exceed difficulty 40 nor midling-low penalty to chance of discovery. can be taken multiple times)
---[V] Convince them to join you (raises difficulty by 10 (5 if Sanguine spear is rolled), might raise penalty to chance of discovery by a tier)
--[V] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)
---[V]Raven
----[V] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
 
Is this legal to contact so many people with only one action?

And even if it is legal, the difficulty would be 35+35+25+15+5+20+5+35+10+15+20+25+10+(10 or 5) + (unknown difficulty) +10

That's a difficulty of 265 even without including the variable/unknown difficulties.
-[V] Reach out to the people of the former empire (can't pick more than 8)
--[V] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
--[V] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
---[V] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[V] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 5)
--[V] To mid-level priesthood (roll difficulty 20, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 5)
--[V] To high-level priesthood (roll difficulty 35, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
--[V] To members of the imperial academy
---[V] College of Medicine (roll difficulty 15, slightly increases the chance of discovery)
----[V] Convince them to join you (raises difficulty by 20)
---[V] College of Horticulture (roll difficulty 25, slightly increases the chance of discovery)
----[V] Convince them to join you (raises difficulty by 10)
--[V] To knightly orders (roll for who you find, difficulty and chance of discovery depend on who is rolled but will not exceed difficulty 40 nor midling-low penalty to chance of discovery. can be taken multiple times)
---[V] Convince them to join you (raises difficulty by 10 (5 if Sanguine spear is rolled), might raise penalty to chance of discovery by a tier)
--[V] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)
---[V]Raven
----[V] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)

Hey @yannoshka I was under the impression that each of the eight choices in this part of the vote are a separate roll. Is this calculation correct? Or is my plan made under the right impression?
 
Is this legal to contact so many people with only one action?

And even if it is legal, the difficulty would be 35+35+25+15+5+20+5+35+10+15+20+25+10+(10 or 5) + (unknown difficulty) +10

That's a difficulty of 265 even without including the variable/unknown difficulties.
-[V] Reach out to the people of the former empire (can't pick more than 8)
--[V] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
--[V] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
---[V] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[V] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 5)
--[V] To mid-level priesthood (roll difficulty 20, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 5)
--[V] To high-level priesthood (roll difficulty 35, slightly increases the chance of discovery)
---[V] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
--[V] To members of the imperial academy
---[V] College of Medicine (roll difficulty 15, slightly increases the chance of discovery)
----[V] Convince them to join you (raises difficulty by 20)
---[V] College of Horticulture (roll difficulty 25, slightly increases the chance of discovery)
----[V] Convince them to join you (raises difficulty by 10)
--[V] To knightly orders (roll for who you find, difficulty and chance of discovery depend on who is rolled but will not exceed difficulty 40 nor midling-low penalty to chance of discovery. can be taken multiple times)
---[V] Convince them to join you (raises difficulty by 10 (5 if Sanguine spear is rolled), might raise penalty to chance of discovery by a tier)
--[V] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)
---[V]Raven
----[V] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
Hey @yannoshka I was under the impression that each of the eight choices in this part of the vote are a separate roll. Is this calculation correct? Or is my plan made under the right impression?
AHEM:
Also, If It wasn't clear in the text, for reaching out project, every suboption is its own individual roll.
Treat of discovery penalties stack, not rolls.
 
I will probably update sometime tomorrow or the day after, so, now it is random events time.
Can two persons please give me a 1d100, and... let's make it one more person doing 5d4
 
While deciding on voting is difficult, deciding on rolls is much less so.
5d4 incoming.

Edit: Well there you go.
JaceAoT threw 5 4-faced dice. Reason: 5d4 Random Events Total: 10
3 3 2 2 2 2 2 2 1 1
 
You know people, RNG works in strange and mysterious ways.
Your luck is outright bonkers...
First, of all, I want it known that I did not hit randomizer button for my list of events until after I've seen both 1d100.
So, there were two levels of randomization in the works.
The two events that came up were both unique on the table, so each had, literally, exactly 1% chance of appearance... and what with the table itself getting randomized, I can't even hope to calculate the unlikelihood of this particular match coming up.
All I will say is that one is potentially great news for you. Big picture kinda thing.
The other? Yeah, the other is definitely bad news for you.
 
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