In the fourth year of Emperor Magnus' reign, the Alkadian Empire embarked on a war of conquest across the sea. The Emperor himself led his mighty armies to the new land in a bloody campaign of conquest. Some said it was for glory, others for gold. Some quietly whispered that the Emperor sought to distract a treacherous court with opportunity elsewhere, to secure his throne.
For whatever reason the war began, surely the primitive peoples of the east could not stand to the full might of the Empire, and their subjugation was a foregone conclusion.
Or so you all thought.
What had been predicted as an easy war for glory quickly bogged down into a nightmare of death and carnage. Enemy armies melted away into the hills. Mysterious woodsmen harried the Empire day and night, and numerous barbaric tribes of beasts frequently ambushed the Emperor's legions with charges of suicidal bloodlust.
"Orcs" they called them. It was said that in days of yore the orcs raided and pillaged the lands of the Empire before the Unification. They were long since relegated to bedtime stories and ancient knights' tales. They were supposed to be a myth.
For all that beasts of legend roamed the new land, the Empire still won some significant victories over the course of several years. But the gold that was confiscated was discovered to be less than rumored, and the people soon tired of a 'glorious war' that killed their husbands, sons, and brothers. After five years of endless fighting with disappointing gains, the Emperor declared victory and an end to the conquest.
It was a disappointment for you. Unlike many others, you had come to the war late, due to circumstances beyond your control. You had hoped for a chance to make a name for yourself, win some honor, and perhaps raise your station in the world. But with the war over, your opportunity had just gone up in smoke.
That was, until you saved the Emperor's life.
A party of orcs had lain in wait, deep in what was believed to be safe lands on the route to the port, and had sprung their trap upon the Emperor's personal entourage. You were…
Background
[ ] A mere foot soldier. Born to humble farmers, you had enlisted after the death of your father gave you the freedom to finally follow your dream of glory. The wages helped feed your mother and siblings too. (+Stewardship, +Diplomacy, -Learning)
[ ] A young knight. The second son of an unimportant nobleman, you'd long since determined that you'd have to make your own way in the world. You'd sought the war as soon as you had earned your coat of arms. (+Martial, +Intrigue, -Diplomacy)
[ ] A scholar. Your family maintain the great library of Alkaden, and you were called forth to consult on the peculiar happenings in the lands of the east. Your dabbling in certain…mystic arts gave you a limited ability for self defence that has proven alarmingly necessary for your continued survival. (+Learning, +Sorcery, -Martial)
[ ] Write-in. (Please include stat boosts/one malus. I'll tell you if something is not a valid write-in.)
When the orcs fell upon the Emperor's personal guard they managed to cut down a large number of them in their surprise. The Emperor managed to break free from the melee, retreating with haste when he was set upon by three of the orcs.
It was the finest display of swordsmanship you have ever seen, but the Emperor fell to a shoulder wound before the last orc was slain. As it raised its axe for the finishing blow you finally arrived to step in and defend your Emperor's life.
You didn't, after all your dreams, do it for glory. You were rather desperately out of position yourself (nearly surrounded), and you knew that if the Emperor fell the skirmish would turn into a rout. You didn't want to die, and especially not after the horrors you had heard the orcs visited upon their victims.
Nevertheless, your valor was noted by surviving guards who swiftly came to your aid, and indeed the Emperor lived to continue his reign. The orcs were not so fortunate.
Now, days later, you await an audience with the Emperor himself. You suspect you might just have won some glory after all.
The herald coughs politely, to attract your attention.
"Ah, my lord…how shall I announce you?"
Name
[ ] Rickard Mendalas
[ ] Write-in (Subject to Author Veto, but I'm fairly confident you guys can do better than me, right?)
Well, I got to reading The Practice War, and wanted to try my hand at a CK2 style quest myself. Thus, I will be heavily borrowing from the format of said quest, although I'll be making alterations to suit both the narrative and my convenience.
I'll just be borrowing the format though. This will be a highlow-fantasy quest in a medieval-ish era so the CK2 elements are where the resemblance should end. Quest mechanics will be finalized by the end of character creation, and I'll have an explanatory post up then. So expect some votes for set up, then we'll get into the thick of ruling your new domain in a dangerous land where nobody likes you.
There will obviously be other consequences to the background you choose, in addition to the stat changes listed. A former peasant will receive an altogether different reception by a noble than a knight or scholar who are also noble will, for example. Your first choices regarding potential retainers/hero units will also depend on your background.
You may want to take that into consideration with your vote.
Name: Rickard Astor
Titles: The Chivalrous Bard, The Earl of Corwyn, Lord of Port Helm
Age: 25
Appearance:
Martial: 8-4+4 = 8 (You have never been inclined towards violence, and have dedicated most of your time elsewhere. Still, your raw courage in combat does inspire a little respect.)
Diplomacy: 15+2+2+2+2 = 23 (Both your natural talents and your vast experience with people have honed your instincts. You can almost always reach an understanding if they give you an inch.)
Intrigue: 12+2+2+2 = 18 (You've seen that the world is not always your friend, and your natural cunning is useful for navigating the dark alleys of the world.)
Stewardship: 12+2+2 = 16 (To own something is to be responsible for it. To lead someone is to serve them.)
Research: 10+2 = 12 (The world is full of mysteries…most of which are probably explained in a library somewhere.)
Sorcery: 9 (There are more things in heaven and earth than are dreamt of in your philosophy. But you certainly haven't seen any proof of that. Yet.)
Traits: Voice of Angels: You have a natural talent for music, singing especially, that can bring even the hardest of hearts to tears. (+2 Diplomacy, +2 Intrigue)
Make Love not War: You have never been suited, by either inclination or ability, for the harshness of war. (+2 Diplomacy, -4 Martial)
The Chivalrous Bard: Your moment of heroism saved the life of the most powerful man in the world, preventing a succession crisis that could have devolved into civil war. Many in the Empire consider you to be a true hero. (+2 +4 Martial)
Not So Common After All: As a commoner who has been raised to join the peerage some nobles will insist on looking down on you. Commoners will have an easier time in your presence than that of other nobles. (-2 Diplomacy v. Nobles, +2 Diplomacy v. Commoners.)
Fashionable: You were raised by tailors, and good ones. You know at a glance what someone's dress is meant to convey, and are not without skill with needle and thread yourself. (+2 Intrigue, +2 Stewardship)
Political Gossip: Interacting with both rich and poor, noble and common, you had the opportunity to observe the games of the powerful in the heart of it all. You learned much. (+2 Intrigue, +2 Diplomacy)
Child of the Capital: Raised in the capital of the Empire, the Golden City, you received an education simply by osmosis that was far above your station. You have also observed the challenges inherent in the administration of a massive city. (+2 Learning, + 2 Stewardship)
Disciple of the Nightingale: Leliana Nightingale's tutelage was as peculiar as she was, quicksilver and beautiful. Under her watchful eyes you learned to walk the halls of power with finesse and grace. (+2 Diplomacy)
Inventory: An Imperial Gift: Handcrafted by the world renowned master craftsman Salander, this Guitar is as beautiful in tone as it is appearance. With it, your music becomes sublime. (+2 Diplomacy when used.)
Military Forces Naval Unit: Y'Elim War Galley (Maintenance Enchantments) x5
Lord Edmond Vandez is the Commander of the 5th Imperial Legion based in and around Fort Cedre. From his letters you feel confident that he is not a fan of Lord Simian, his nominal superior.
Quest Mechanics
Fairly Straightforward, and intentionally modeled off of The Practice War, because it's awesome (and I've never played Crusader Kings 2).
In the course of each Turn, which covers a Season (3 Months), the players will be deciding on Three (3) kinds of actions:
During each turn, the players receive an arbitrary amount of Action Dice +1 for each minister. These dice can be used to make a roll in order to attempt to complete an option provided in the list. The options will be separated into the categories of:
Martial, Diplomacy, Intrigue, Stewardship, Research, and Sorcery
Each roll will use 1d100 + (Your stat) + (Category Minister's Stat) + (Any Miscellaneous Bonuses/Maluses). The required minimum will be listed with the option, so the players can tell how hard a given task might be.
Your current roll bonuses are:
Martial: +25
Diplomacy: +42
Intrigue: +38
Stewardship: +32
Research: +32
Sorcery: + 27
Personal Actions are allotted based on how busy and stressed the PC is, and do not require Action Dice. Sometimes they lead to a roll or a vote, but generally they are intended to cover odds and ends.
Diplomatic Communications are not typically rolled, and do not require Action Dice. They are character interactions where the players must make a choice. That choice will then impact their relationship with the character(s) they are communicating with.
Player Rewards: Tally and Mechanics
AdamMButler: 3 Cookies
Mr.rodent: 3 Cookies, 2 Dice Manipulation
Plausitivity: 3 Cookies + 1 Dice Manipulation
Walliseatscheese: 1 Cookie
Plausitivity: 1 Cookie
Walliseatscheese: 1 Cookie
Radicalness Cookies and Dice Manipulations are a method for me to reward players who contributed to the quest in a way that strikes me as worthy of a special reward. Here's how they work:
1 Radical Cookie: This applies a +10 bonus to an upcoming roll of your choice. If the roll succeeds because of the cookie, I will make the success radical. If the roll crits, the radical will magnify the success. If the roll succeeds without the radical cookie, or I can't think of a way to make a critical/success radical, I will refund your cookie. Only one cookie may be applied to a roll at a time by any one player. Multiple players can apply a cookie to the same roll, but if it succeeds because of a cookie, they're all used up.
1 Dice Manipulation: Select an upcoming roll of your choice, to be rolled with advantage. (I roll 2d100 separately and take the higher roll). This is used up regardless of the outcome.
To use them, the player must inform me anytime before the vote closes, or until 30 minutes after. There will be no retroactive applications.
[X] I Shall Not Give Thee Up
[X] A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling travelling minstrel throughout the lands. (+Diplomacy +Intrigue (+Radicalness) -Martial)
[X] Rickard Astor
[x] A scholar. Your family maintain the great library of Alkaden, and you were called forth to consult on the peculiar happenings in the lands of the east. Your dabbling in certain…mystic arts gave you a limited ability for self defence that has proven alarmingly necessary for your continued survival. (+Learning, +Sorcery, -Martial)
[X] I Shall Not Give Thee Up
-[X] A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling travelling minstrel throughout the lands. (+Diplomacy +Intrigue +Radicalness -Martial)
-[X] Rickard Astor
[X] A scholar. Your family maintain the great library of Alkaden, and you were called forth to consult on the peculiar happenings in the lands of the east. Your dabbling in certain…mystic arts gave you a limited ability for self defence that has proven alarmingly necessary for your continued survival. (+Learning, +Sorcery, -Martial)
[x] A young knight. The second son of an unimportant nobleman, you'd long since determined that you'd have to make your own way in the world. You'd sought the war as soon as you had earned your coat of arms. (+Martial, +Intrigue, -Diplomacy)
[x] Rickard Mendalas
[x] A scholar. Your family maintain the great library of Alkaden, and you were called forth to consult on the peculiar happenings in the lands of the east. Your dabbling in certain…mystic arts gave you a limited ability for self defence that has proven alarmingly necessary for your continued survival. (+Learning, +Sorcery, -Martial)
[ ] A young knight. The second son of an unimportant nobleman, you'd long since determined that you'd have to make your own way in the world. You'd sought the war as soon as you had earned your coat of arms. (+Martial, +Intrigue, -Diplomacy)
[X] I Shall Not Give Thee Up
[X] A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling travelling minstrel throughout the lands. (+Diplomacy +Intrigue (+Radicalness) -Martial)
[X] Rickard Astor
This is honestly one of the most original things I've ever seen. Yes. Please. Can we be the lucky bard made noble? The scoundrel at court who is disdained for his lower class and yet, is actually popular for his diplomacy/intrigue and suave moves and good looks. Please. Please guys. I know the court mage thing sounds cool. But barddddd
I'd say it's what a performer/artist uses to perform:
Singing, dancing, drawing etc...
The more radical, the more out of the norm their actions are, and people become more awed at their radicality.
An action could be performing a play in a theatre--but with an explosive twist! Or challenging the local criminal elements to a battle of lyrical wit.
Adhoc vote count started by Plausitivity on Jul 12, 2019 at 10:34 AM, finished with 19 posts and 9 votes.
[X] A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling travelling minstrel throughout the lands. (+Diplomacy +Intrigue (+Radicalness) -Martial)
[x] A scholar. Your family maintain the great library of Alkaden, and you were called forth to consult on the peculiar happenings in the lands of the east. Your dabbling in certain…mystic arts gave you a limited ability for self defence that has proven alarmingly necessary for your continued survival. (+Learning, +Sorcery, -Martial)
[X] A mere foot soldier. Born to humble farmers, you had enlisted after the death of your father gave you the freedom to finally follow your dream of glory. The wages helped feed your mother and siblings too. (+Stewardship, +Diplomacy, -Learning)
[x] A young knight. The second son of an unimportant nobleman, you'd long since determined that you'd have to make your own way in the world. You'd sought the war as soon as you had earned your coat of arms. (+Martial, +Intrigue, -Diplomacy)
[X] Rickard Astor
[X] A mere foot soldier. Born to humble farmers, you had enlisted after the death of your father gave you the freedom to finally follow your dream of glory. The wages helped feed your mother and siblings too. (+Stewardship, +Diplomacy, -Learning)
I just love ck2 quest i hope this will be a long one!!!
[x] A mere foot soldier. Born to humble farmers, you had enlisted after the death of your father gave you the freedom to finally follow your dream of glory. The wages helped feed your mother and siblings too. (+Stewardship, +Diplomacy, -Learning)
[x] Rickard Astor
...a bard would be pretty cool, though.
Edit:
[x] A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling travelling minstrel throughout the lands. (+Diplomacy +Intrigue (+Radicalness) -Martial)
[X] A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling travelling minstrel throughout the lands. (+Diplomacy +Intrigue (+Radicalness) -Martial)
[X] Rickard Astor
[X] Rickard Astor
[X] A mere foot soldier. Born to humble farmers, you had enlisted after the death of your father gave you the freedom to finally follow your dream of glory. The wages helped feed your mother and siblings too. (+Stewardship, +Diplomacy, -Learning)
I like the idea of playing a humble peasant who rose to power based purely on his own merit.
[X] Rickard Astor
[X] A mere foot soldier. Born to humble farmers, you had enlisted after the death of your father gave you the freedom to finally follow your dream of glory. The wages helped feed your mother and siblings too. (+Stewardship, +Diplomacy, -Learning)
I like the idea of playing a humble peasant who rose to power based purely on his own merit.
While playing the peasent is def interesting, the bard is technically a peasent too but not some simple farmer from the boonies. Instead bards can hold a certain level of prestige that a farmer wouldnt, and I feel like the bard to lord thing is more interesting a story then another upraised peasent story. Think of the songs and legends we can write and sing about as we meet our companions and complete heroic deeds.
While playing the peasent is def interesting, the bard is technically a peasent too but not some simple farmer from the boonies. Instead bards can hold a certain level of prestige that a farmer wouldnt, and I feel like the bard to lord thing is more interesting a story then another upraised peasent story. Think of the songs and legends we can write and sing about as we meet our companions and complete heroic deeds.
[X] I Shall Not Give Thee Up
[X] A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling travelling minstrel throughout the lands. (+Diplomacy +Intrigue (+Radicalness) -Martial)
[X] Rickard Astor