Empire lost, but the spark remains v2 - original setting CK2 quest

Arrival
When Livvy - Liffannen - had laconically described the ancient necropolis as 'A bunch of overgrown towers and canals', Astaria thought she had at least a somewhat decent idea of what to expect.

It only took coming face-to-face with the absurdly tall harbour walls, and realising the things were not cliff faces but actual construction that some ones at some point had erected, for her to understand that her expectations were woefully underperforming, starting with substantially underestimating the scale. By several orders of magnitude.

The absurd things were at least twice as tall as the tallest mast of the largest ship of their armada.
The less said about what she hoped was the lighthouse tower built into those harbour walls, the better.
And the luxuriant foliage, which stretched for miles in all directions, obscured every aspect of the scene until they were right next to it.

Well, she did expect the rampant plant life. Gurni was rather infamous for it. The island was not called Green Hell for nothing.

Astaria's heart sank as she realised the true grandeur of the ancient necropolis. The thought of what other towering structures lay hidden within its walls filled her with… not quite trepidation. More of a wary sense of foreboding.

And her unease was proven right as they navigated past the harbour mouth.
Even the squat-appearing, probable warehouses that populated the harbour each easily topped twenty feet.


While it was not, technically, the largest city she had ever beheld, the great merchant metropolis of Trellyun only managed to keep that title by dint of its sheer sprawl.
In terms of habitable space, if she were any judge, Man-Mell could easily accommodate the entirety of Trellyun's inner boroughs population, with room to spare.


And Liffannen was quite candid about the fact that the place had never been intended to house the living, past the caretakers, funerary priests, and temporary visitors, which her own Spark corroborated.

Those preposterously spatious docks had never been meant for trade nor commerce. Only to accept the remains of the departed, and what supplies were necessary.


Just how grand was this ancient civilisation that they built something of this monumental scale, solely as a… A glorified cemetary.

There had never been anything so magnificent done for such a secondary need, not even by the mad magelords as far as anyone within the exodus knew.

Why, furthermore, were there no other traces of the civilization anywhere that the Tasakarim had been aware of?

Well, there might be something within the Misty Archipelago, but the information coming out of that fog-shrouded pit of malcontent, piracy, and villainy was about as reliable as a skeggi's boasting.


The palpable mantle of divine censure that resonated within her Spark, and the way Liffannen went out of her way never to even indirectly touch upon the Starmother, did leave some clues for a discerning mind to feel out for the shape of the puzzle.

Before becoming the Queen of their exiled realm, Astaria had dedicated a decent portion of herself into building up her career as an imperial judge. Even without the tremendous benefits that her Spark provided, she felt her mind was more than sufficiently sharp and trained to extrapolate some pretty telling conclusions about Lifannen's past and the mysterious connection to the Starmother that she seemed to be avoiding.

Add to that that Astaria's Spark was rather less fruitful in telling her the truth of the matter even when she fully opened up to it, which in itself was rather telling.

What she did get from it, though, told her that there was a deeper story waiting to be uncovered, one that could potentially change the course of their entire realm.


-*-*-


Lyf's brooding thoughts as she considered Man-Mell were complicated and conflicted.

There was a fierce pride that there was not even a single cobblestone out of place, despite the mortuary city having been abandoned for more time than any civilisation had survived, intermixed with sorrow more ancient and primaeval than the trees that intruded upon but never could pass the borders of the city of the dead.

But, more than anything, there was the simmering ball of grief and grievance. She wished she could hate The Sister for what happened here, but in truth, she could not.

The blame laid on her. On her and her three counterparts.

All four of the Na Uselle da Anan, the four kin, Great AN's stewards of the seasons, the last vestiges of the Great One's divinity upon this world, should have known better.

When their people fell from grace and abandoned the ways of their one and only true deity, the caretakers of Man-Mell fell further than most.

Had the four Kins been more attentive…
Had they not been so caught up in what, in hindsight, had been petty politics…
Had they been more firm and forceful and less conciliatory, less forgiving of their people's greed, ingratitude, and entitlement…
Had they only taken the time to think and been more considerate of the fact that while the great one was great indeed, they were less than kind to their own divine descendants...
Had they simply not placed their trust in the treacherous wyrm Ryui-Goch who had been gorging itself on the anima of its grandfather's people's sanctified deceased…

A whole slew of unforgivable what ifs, why nots, and if onlys, that bit to the bone...

No, the… The Starmother was fully justified in her incandescent wrath when she smote her abominable grand-nephew and laid her dire castigation upon Man-Mell.

It was the right thing to do, the just thing to do.
Which made it in no way any less of a shattering blow for the Na Uselle and the rest of the faithful, small as that number had been.
No less painful and degrading, in mind and soul.


She was snapped out of her moribund spiral by the 'Annoying One' opening his big, fat, smug jaw and totally derailing her with another bit of insight he had no right to pull out of nowhere.

"Dancer in the meadows! It took me a little while to remember all the old verses and match them with where you fit. That is who you are. Dancer in the meadows."

Before even she was aware it was happening, Cnàan-droigh was in her hand, grown to full size, humming in a dirge for the loudmouth's heart.

Miraculously, he was already pulled back and surrounded by the wall of his household guards. Not that they could do much, if anything, if she did decide to take his heart.

And, yet the fool paid not a slip of attention to the mortal peril he was cheerfully tapdancing along the edge of.

"Oh, and the spear… That would also make you the lover in the woods. Interesting, interesting. I will have to amend my notes…"

Lyf gave a cold glare, first at the impassive lieutenant of the superhuman troop, and then at his foolhardy primary.

"I would advise you to curb your wagging tongue, Tasakar pup. For all your blathering, you are not a Bard, and thus not afforded the protections." For all the ire he had earned from her with throwing those particular appellations at her. Even Faear was cautioning her that she could not afford to kill him. As if she did not know that.

With a frustrated scream, the child-that-was-not snapped around and flung the spear towards the overgrown wilderness. The spear flew much faster and much farther than it had any right to, and soon enough, the din of many dozens of ships and thousands of people got briefly interrupted by an unmistakable keen of a Wyvern's death-scream.

There, that should do it. A worthy hearth taken in trade. And even better, considering where they were, almost certainly of the bloodline of the moons' most abhorrent son.


-*-*-


Astaria was grimly certain that she would have to box her fool brother's ears, as she was faced with undisguised hostility that radiated from the more-than-simply godtouched child towards Tywin's sauntering figure, and the apparent wariness the household guard in charge of her brother directed towards the eerie child, as the two of them were escorted, grouped but apart to the…


Astaria did not even know what she could call the small gathering she was organising.

It consisted of herself, her husband, her brother, her father-in-law, revered Arch-Exarch Argyle, General Tastacore, of the VIIth legion, and their curiously anomalous guide. Oh, and also Captain Stevenson, but he was firmly instructed to hold his tongue until and unless someone specifically asked for his thoughts.
Chaptermaster Rushmore of the Grayhowl knights had also been invited, but after a quick consultation with the general, he decided his time would be better spent on his mount, scouting out the city interior.

The queen, her immediate family, and four out of the six most powerful and important members of their exodus, and Liffannen whom none of them had any illusion about ranking above everyone but the queen.

It was a leadership council, yet stripped of all the usual attendants, advisors, and assorted other hanger-ons.


"Liffannen, I think I speak for everyone here when I say that it is quite obvious that this place is in some way very important to you and whatever power you serve. I will be neither gauche nor supercilious enough to ask you to divulge things you demonstrably have no intentions of revealing. But, that said, are there any places you explicitly do not wish us to disturb?"

Lyf found herself caught off guard for a moment at the question.
By their bargain struck over the matter with the Anbarr, the queen had no need to show such consideration, and this place had been laid low and abandoned for so long, that the only cares over such considerations that could exist were no more than empty sentimentality.

And yet…

"Not, as such, no." The immortal in a child's body mused and gave the Arch-Exarch an intent scrutiny. "But, there are some kindnesses me and mine would not mind asking for and receiving, that would not put you out in any meaningful way." She went on.

Astaria held her taught and gave the others an opportunity to interject. Seeing as no one had taken it, she carefully nodded at Lyf to expand on her requests.

"There I a… A pool, a reservoir, a body of water, call it what you will a bit deeper in the city. At each side of it there is a single building with four towers, not wholly unalike your celestial temples." As she spoke, she gave the reverend priestess an arch, mockingly amused nod and continued on: "And it would be… apt for the starbound priesthood to use them as such. A more appropriate fate, than any other purpose they might be put to, you might say."

Surprisingly, even Faer, who demonstrably lacked any sense of humour, found the request entirely suitable. Satisfactory even.

"Moreover, we would be grateful if you could see to it that the… Reservoir is kept clean, which would be sensible for you to do anyhow, seeing as it is a major canal thoroughfare, but especially to keep even the bottoms scrubbed for solstices and equinoxes…"
As Lyf spoke, Gayla Argyle, who could usually be counted to be the least excitable member of any company she was a part of suddenly jumped to her feet and grabbed Lyf's hands in her own.
"You cannot mean… Tyrau Tymhorau and a mosaic in the water between them…"
"Tyrau Tymhorau? I guess that is one way to put it… But are you telling me you have knowledge of…"
But the old priestess had already gotten her answer and had bonelessly fallen back down into her chair. She left out a delighted peel of giggly laughter, appropriate for a girl one-fifth the age of Starmother's eldest handmaiden.
"Sweet Starmother and all her children, big and small. A genuine Sovereign's compass! Your majesty! Please accept this request! All the combined priesthood of the celestial pantheon would find it a high honour to volunteer for such a duty!"
Everyone, even Lyf found themselves taken aback and stunned by the usually highly dignified priestesses' outburst.

Everyone… But Tywin Tasakar.
The self-proclaimed bard had a gleam in his eyes as he started reciting from memory.

"Run now children lost!
Flee!
From the serpent's maw
Escape lies, where the dancers' feet flies
Across the compass on her complement's day
Your sanctuary lies
'neath the eye of stars"
 
There will be a bonus paragraph of a sorts, that might or might not be fully cannon, and You will finally get to start setting up your realm in fairly short order.
This simply felt like a good natural stopping point.

Also, I get to make some rolls
3 1d60 for event rolls for old Tasakarim
1 1d20 for Fae
And 2 1d60 for ???
yannoshka threw 3 60-faced dice. Reason: event rolls Tasakarim Total: 105
29 29 25 25 51 51
yannoshka threw 1 20-faced dice. Reason: event roll Fae Total: 17
17 17
yannoshka threw 2 60-faced dice. Reason: event roll ??? Total: 8
2 2 6 6
 
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Welp time for a reread to get back into the swing of this story.
 
Well, whoever this is, let's hope we hate their guts. Because the dice do for sure.
It is event rolls.
rolls are used to track what happened on a radomised lists.
High roll or low roll really do not matter.
All I'll say is that old Tasakarim was a mixed bag, Fae ran face-first into undead again! (only intensity 2, though) and as for our mystery bunch, neither of the rolls did much, positive or negative, Buut... one metaphorical pebble is now perched upon the edge of a metaphorical cliff...
 
Potentialy canon: Song of Seasons
~Shiogi man mak Liffannen,
She who dances the summer glades,
Loving huntress of the great woodlands,
Sovereign of sunkissed days,
Eater of the unworthy dead,
Hearth taker,
Nem AN Hain

Answer me fierce summer, and let us exchange steps.~

The call came brought on the wings of the coldest wind from the Skeggi's northern ranges.

Lyf's mind sounded out in near-outrage to her most direct counterpart.
"Now?! Now of all times Baen? when I have finally found a clue?!?"
"Exactly because of that. You are too worked up. You, better than me know that a hunter who cannot settle down catches no prey. To make mistakes at this point, just because your blood burns beyond what your current body can properly channel would be irredeemable. So, come. Hunt. Take hearths until you are becalmed."
"... You are right. As you usually are. So be it..."

~Shioban man mak Banbaenan,
She who spins the yarns of lore,
Soothing guide of the snowswept slopes,
Sovereign of icebound darkness,
Comforter of the innocents passed,
Dirge singer,
Aoan na AN

Answer me kind winter, and let us exchange steps~


To the eyes of the council, It looked like Livvy had frozen in place at Tywyn's impromptu recitation, and then in a rush of... Of sounds of summertime? it wasn't easy to explain...
In a rush of whatever it was, she disappeared, leaving in her place a tall thin woman with, it had to be said, enormous pale hair. Arranged into two massive buns, each at least half the volume of her head, if not a bit bigger, on either side of her head, she still had enough to leave braids trailing to her waist.

Reverend Argyle was the first to find her voice.
"Who..? What? You are... You are not the girl. Liffannen. You are alike her, but entirely different. Liffannen was well-liked by the Starmother, but you... You are outright beloved!"
The pale woman gave a low, almost whispery, forlorn sigh and looked away, with unshed tears in her eyes.
"Yes. I know. It is something I can never be forgiven for. But my crimes are my own, and not the reason I am here..."
 
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If we could find ways to utilize five-year-olds' excess energy to produce power, we could turn the entire planet into a disco ball.
Update tomorrow, too wrung out now.
 
Establishing the Realm 1
All die are d50; You have:

Astaria: 3 Spark dice (all; +10 to rolls concerning law, justice, and oaths)[SAs]; 3 Ruler dice (Diplomacy, Intrigue, Stewardship) [As]
Crannog: 1 Spark die (all; -5 to all rolls not concerning magic)[SCr]; 1 Ruler die (Learning, Piety)[RCr]; 2 Wizard die (any concerning magic); [Cr]
Tywin: 3 Spark dice (all; +5 to Diplomacy; +10 to rolls concerning lore)[Ty]; 3 independent die (you do not control where this goes);
Wells family: 5 Noble dice (Diplomacy, Martial, Stewardship)[Wel]; 2 independent dice (you do not control where this goes);
Captain Stevenson: Lord Captain commander of Tasakar Household guard (Automatically negate 1d4 risk of one action, prioritizes risks involving Tasakars; you do not control where this goes)
VII border legion: 6 Legion dice (Martial, Stewardship, Learning)[Leg]
Justiciaries: 2 Justicar dice (Diplomacy, Martial)[Jus]
Greyhowl knights: 2 Greyhowl die (Martial, Intrigue, Learning) [Ghk]; 1 independent die (you do not control where this goes);
Brotherhood of Raven: 2 Spy dice (Martial, Intrigue)[Spy]; Counterespionage specialists (assign to an action with a chance of discovery to negate) [CES]
Brotherhood of Owl: 3 Spy dice (Intrigue, Stewardship)[Spy]
Brotherhood of Talon: 1 Spy die (Martial, Intrigue, Learning)[Spy]; 1 Assassin die (all; cause additional, often negative effects; Ignore up to 2 risk)[Ass];
Treasury and banking association: 4 banker dice (Stewardship; Any as additional dice) [T&B]
Shipbuilder's Society: 4 shipbuilder dice (Stewardship; any concerning ships and ports/harbors) [SBS]
Grand Imperial Archive: 4 Archive dice (Learning) [Arc]; Institutional knowledge (assign for +20 to roll total) [InK]
Witches covens: 6 Witch dice (Intrigue, Learning, any involving magic)[WtC]
College of Horticulture: 3 Academic dice (Stewardship, Learning) [Aca]; 2 Horticulture dice (any involving plantlife, +10 to roll)[CoH]
Arch-Exarch Gayla Argyle: 2 Arch-Exarch die (Learning, Piety; +5 to rolls)[AEG]; 1 independent die (you do not control where this goes);
Grand Temple of Isanella: 3 Temple dice (Learning, Piety)[Tem]
Chaplains corps: 2 Temple die (Learning, Piety)[Tem]
Population: 10 General dice (all)[Gen]

Unless specified, you can put in as many or as few appropriate dice as you want, in any action, or none at all, as it suits you.
vote by putting the desired die brackets after the [X]
Example:
[X][SAs]x2[SCr] The curse
Sufficient overflow will provide additional benefits.

Urgent marks actions that are time-sensitive.
URGENT! Besides being time-sensitive also impose massive penalties until addressed.

Continuous actions, once triggered, will continue to roll the number of dice equivalent to the maximum number of dice ever assigned in a single turn, without taking any more about of your dice pool.
You can still choose to assign new dice during any turn before the continuous action concludes.
Any bonuses apply only on the turn that the dice that achieved the bonus are assigned to be rolled.
Continuous actions do not have DC, but if there are any new continuous actions opened by the concluding one, any overflow is assigned there.

Risk represents extra severe consequences of failing an action. The number after Risk denotes how many times DC needs to be hit to avoid the consequences.
Example: Action has DC 20 and Risk 3. Rolling below 20 means unmitigated disaster; above 20, below 40, the action succeeds, but you suffer major consequences; above 40, below 60, you only suffer some consequences; 60+ no consequences.
For actions with tiered DC, you only need to hit the risk threshold of the minimum success tier

If required actions fail, unless the failure was catastrophic, there are no consequences to the following actions requiring them, except that they get delayed for the following turn at no cost to the future dice pool

Spark:
URGENT! [] The Curse of Man-Mell - The place is unquestionably under the Starmother's stern censure. The very air is heavy with the sense of forbiddance and judgment. If you are to actually make a living here, this issue needs to be solved. Luckily, between the Spark and the presence of not simply one of the Arch-Exarchs, but the woman known informally as the Starmother's own handmaiden, you pretty much have exactly the right folks to solve this. (Requires at least one Spark or Arch-Exarch dice, using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety, Learning; DC 40; Cannot benefit from T&B or InK)
[] Concordant me this - You have brought the Tablets of Concordant with you. These ancient pieces of stone-like material are apparently indestructible and much lighter than they have any right being. They are a proof, and the seal of the bargain and the boon between the line of Turgud TasAkar and Isanella, the goddess of Stars. And to the shame and disgrace of your line, their secrets and significance are lost to the centuries. Time to fix that. (Requires at least one spark die; using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety; Synergises with ???; Continuous ???/???; Cannot benefit from Gen or T&B)
[] Evergrowing on evergreen? - Among the artifacts liberated from the Vaults is the Ever-living tree cutting. Your bringing it along was accidental, you just grabbed the first small chest, and the cutting happened to be it. But, seeing as your destination was Gurni isle, which among its other colorful appellations is also called by some The Gods' own Garden, maybe it was no accident, after all. Maybe, just maybe, it was providence. Time to plant it and see what happens. (Spark, Witch, and Horticulture dice might combo into bonus; Spark, Learning; Continuous ???/???; incompatible with Present the Ever-living tree cutting as a gift)

Diplomacy (If taken, one or two actions among Consolidating power and Formalizing relations might suffer temporary -5 malus this turn, due to prior player choices):
[] Consolidating power, upper-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Intrigue, Piety; Synergises with other Consolidating power actions; DC 20 Risk 1; Affected by Curse of Man-Mell; Temporary malus -5 for this turn)
[] Consolidating power, middle-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Intrigue, Stewardship; Synergises with other Consolidating power actions; DC 30; Affected by Curse of Man-Mell)
[] Consolidating power, lower-class - The future is uncertain Your new residence has a dreadful reputation and is sure to be perilous in ways not even imagined, yet. And your cousins' misbehavior has cast a pall over your dynasty's reputation. Reach out to people, and assure them that they were not wrong in putting trust in you. (Diplomacy, Stewardship, Piety; Synergises with other Consolidating power actions; DC 20; Affected by Curse of Man-Mell)
[] Consolidating power, witches - It is undeniable that here, on the Green Hell, Witches represent a peerless asset, and lucky you, there are two full covens that decided to cast their lot in with you. Now, to make sure of their loyalties. (Diplomacy, Learning; Synergises with other Consolidating power actions; Synergises with Coven Concerns; DC 30)
[] Formalizing the relations with Na Uselle - Even if she had her own reasons for coming along and aiding and guiding the exodus in the first place, it is undeniable that without Liffannen the entire endeavor would have found itself in much more dire straits. Add the fact that she and her so-called kin, are intimately familiar with both Man-Mell and Gurni at large, and that, at least according to her own priesthood, Starmother Isanella herself vouches for them, establishing proper diplomatic relations would be an astute, rational, and salient thing to do. Now, if only they were not making it so hard... (One Ruler die only; Continuous ???/???)
-[] Present the Ever-living tree cutting as a gift - This is just a hunch, but you believe that presenting this would help things along the way, in a major way. (Incompatible with Evergrowing in Evergreen?)
[] What happened here, Livvy? - There is obviously a lot of history to this place. Try asking Liffannenn or one of her kin to elucidate (Diplomacy; Synergises with other What happened here actions; DC 50; Affected by Curse of Man-Mell; Cannot benefit from Gen, T&B or InK)

Martial:
[] Taking command of the fortifications - Man-Mell walls and integrated forts are a thing of beauty. All they need to be perfect are some soldiers to man them. General, if you would... (Martial; Synergises with Fortifying the rivershore actions; DC20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
[] Fortifying the rivershore, basic - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with Fortifying the rivershore actions; DC 20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
[] Fortifying the rivershore, advanced - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Requires basic action to be undertaken; Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with other Fortifying the rivershore actions; DC 80 40 Halved due to VII Legion specialization; Affected by Curse of Man-Mell)
[] Fortifying the rivershore, high - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Requires advanced action to be undertaken; Requires at least 1 Legion die; Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with other Fortifying the rivershore actions; DC 150 75 Halved due to VII Legion specialization; Affected by Curse of Man-Mell)
[] Fortifying the rivershore, ultimate - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. It is time to get them up to par with the other walls (Requires high action to be undertaken; Requires at least 1 Legion die; Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with other Fortifying the rivershore actions; DC 500 Halved due to VII Legion specialization; Affected by Curse of Man-Mell) Action locked due to insufficient tech level
[] Legion Compound - Your Legionaries need their own dedicated place to act at their own full potential (Requires Taking command of the fortifications; Martial; DC 0; Affected by Curse of Man-Mell)
Urgent [] Grayhowl order, chapterhouse - Grayhowl knights are a mighty asset in combat, but their numbers are few that if you want to maintain their presence past one generation, they need dedicated support. And it is up to you to provide it (Requires other Grayhowl order action; Martial, Intrigue, Stewardship; Synergises with Taking command of the fortifications; Synergises with Legion Compound; DC 10; Affected by Curse of Man-Mell)
[] Securing the city area of control - Securing the area surrounding the city is of vital importance to ensure the safety and future prosperity of not simply your new city but the entire realm and your legacy! (Requires at least one Scouting action; Martial; Synergises with Scouting actions; DC 50 Risk 5, synergies lower risk)
[] Scouting, basic - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. See to the organization of scouting patrols. (Martial; Synergises with other Scouting actions; DC 30 Risk 4, synergies lower risk)
[] Scouting, in force - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Make sure the scouting patrols are sufficiently armed, armored, and have sufficient numbers to face anything Gurni might throw at them. (Martial; Synergises with other Scouting actions; DC 20 Risk 3, synergies lower risk)
[] Scouting, knights - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Having the Greyhowls out on scouting patrols is one of the best ways you can utilize them, at this time. (Requires at least one Greyhowl die; Martial; Synergises with other Scouting actions; DC 20 Risk 2, synergies lower risk)
[] Scouting, extended - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Organize some long-term scouting expeditions. (Minimum 3 dice; Martial; Synergises with other Scouting actions; DC 60 Risk 8, synergies lower risk)
[] Scouting, riverine - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Send some boats up and down the river to investigate. (Requires Navy, riverine; Martial; Synergises with other Scouting actions; DC 30 Risk 4, synergies lower risk)
[] Navy, sea - You have a lot of ships. What you do not have are all that many trained ship crews. Time to fix that. (Martial; Synergises with other Navy actions; Continuous 10/100; Affected by Curse of Man-Mell) )
[] Navy, riverine - Man-Mell faces a broad, fast river. You need river ships and crews for them to project power across it. (Requires River Docks; Martial; Synergises with other Navy actions; DC 30; Affected by Curse of Man-Mell)
[] Securing the Sea, lanes - If you ever hope for your realm to exert any kind of influence beyond the confines of Gurni island, this is the necessary first step. (Requires Navy, sea; Martial; Synergises with Securing the Sea, coast; DC 250 Risk 20, synergies lower risk; Chance of discovery by Skeggi, Northern successor states, Brotherhood of the Eagle) Locked due to an unacceptably high degree of risk. Lower the difficulty and/or risk to unlock
[] Securing the Sea, coast - Controlling the coasts is one of the first steps toward establishing maritime control over Gurni. (Requires Navy, sea; Martial; Synergises with Securing the Sea, lanes; DC 120 Risk 10, synergies lower risk; Chance of discovery by Skeggi, Northern successor states)

Intrigue:
[] Scouting, stealthy - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. While scouting and exploratory actions are not exactly in the job descriptions of those brethren who had followed you, gathering intelligence for you very much is so. And, anyway, they are still better than most at avoiding detection. (Intrigue; Synergises with other Scouting actions; DC 30 Risk 2, synergies lower risk)
[] Consolidating Power, by any means - Daggers in the dark, whispers of secrets from the shadows, sculking and skulduggery... It is time for the Brethren to earn their keep... (Intrigue; Synergises with other Consolidating power actions; DC 20 risk 1; Affected by Curse of Man-Mell)
[] Assets, reacquirement - The brotherhoods of Raven, Owl, and Talon left a lot of assets back on the mainland, including their own brethren, who while loyal will never get the chance to meet their sovereign. Get in contact with them, to set up actions in preparation for your family's inevitable return to their birthright. (Only spy or assassination dice; Intrigue; Synergises with Assets, feet on ground; DC 25 risk 1, synergies lower risk) Locked due to lacking access to the continent
[] Assets, feet on ground - To set up actions in preparation for your family's inevitable return to their birthright, you need your intelligence apparatus to be there, in the flesh, and act in your interests. (Requires Securing the sea, lanes; Requires at least one spy or assassination dice; Martial, Intrigue; Synergises with Assets, reacquirement; DC 60 risk 4, synergies lower risk) Locked due to requiring locked action
Urgent [] Oh, brother, brother, where art thou? - In the mad dash for the exodus, there simply was no time to check up on the loyalty of the other brotherhoods or the Sisters of the Plume. Time to rectify that. (Only spy dice; Intrigue; DC 25 risk 2 per intelligence organization; Chance of discovery from non-loyal brethren, Sisterhood of the plume, Neres, rolls for each attempt) Locked due to lacking access to the continent
-[] Eagle
-[] Wren
-[] Crane
-[] Robin

-[] Plume
[] What is happening
, North? - If your line are to have any hope of retaking the Empire, you first need to know what all is happening over on the continent (Only spy dice; Intrigue; Synergizes with other What is happening actions; DC 30 risk 1; Chance for discovery by Northern successor states, non-loyal brethren, Sisterhood of the Plume) Locked due to lacking access to the continent
[] What is happening, Ajnez? - If your line are to have any hope of retaking the Empire, you first need to know what all is happening over on the continent (Only spy dice; Intrigue; Synergizes with other What is happening actions; DC 40 risk 1; Chance for discovery by Northern successor states, Ajnez successor states, non-loyal brethren, Sisterhood of the Plume) Locked due to lacking access to the continent
[] What is happening, Hearthlands? - If your line are to have any hope of retaking the Empire, you first need to know what all is happening over on the continent (Only spy dice; Intrigue; Synergizes with other What is happening actions; DC 60 risk 1; Chance for discovery by Northern Successor states, Hearthlands successor states, non-loyal brethren, Sisterhood of the Plume) Locked due to lacking access to the continent
[] What is happening, Sirmar? - If your line are to have any hope of retaking the Empire, you first need to know what all is happening over on the continent (Only spy dice; Intrigue; Synergizes with other What is happening actions; DC 40 risk 1; Chance for discovery by Sirmar successor states, Erya successor state, Neres, non-loyal brethren, Sisterhood of the Plume) Locked due to lacking access to the continent
[] What is happening, Erya? -If your line are to have any hope of retaking the Empire, you first need to know what all is happening over on the continent (Only spy dice; Intrigue; Synergizes with other What is happening actions; DC 30 risk 1; Chance for discovery by Hearthlands successor states, Erya successor states, non-loyal brethren, Sisterhood of the Plume) Locked due to lacking access to the continent
[] What is happening, Tersar? - If your line are to have any hope of retaking the Empire, you first need to know what all is happening over on the continent (Only spy dice; Intrigue; Synergizes with other What is happening actions; DC 40 risk 1; Chance for discovery by Tersar successor states, Neres, non-loyal brethren, Sisterhood of the Plume) Locked due to lacking access to the continent
[] Thumb on the scales - Tasakarim is yours, even if you had to temporarily abandon it. But those left behind better not get too comfortable with the new paradigm. They are still within your reach (Requires Assets; Martial, Intrigue; DC 30 risk 2 per target; Double DC and risk if pertinent What is happening has not been taken; Chance for discovery by targeted successor states, Neres, non-loyal brethren, Sisterhood of the Plume) Locked due to requiring locked action
-[] North
-[] Ajnez
-[] Hearthlands
-[] Erya
-[] Sirmar
-[] Neres
-[] Tersar


Stewardship (If taken, one or two among non-urgent actions might suffer temporary -5 malus this turn, due to prior player choices):
URGENT! [] Weed-whacking - Man-Mell is remarkably well preserved, miraculously so if Liffannen's words about how long ago it was abandoned are taken at face value. But even if no root or climbing wine managed to find any purchase on or between any of the stonework, the ancient Necropolis is still significantly overgrown, especially among the canals. To make the place truly livable all that greenery needs to go. (Martial, Stewardship, Learning; DC 40 risk 1; All Temple die gain +50% of the roll due to Temple of Isanella interest, Horticulture die doubled; Affected by Curse of Man-Mell)
URGENT! [] Logistical concerns - While you prepared and supplied the exodus as best you could, the fact remains that a city, much less a nation requires resources, and a lot of them. Time to roll up your sleeves and get a-cracking. (Requires either Securing the city area of control or Securing the Sea, coast, both combos into bonus; Stewardship; DC 10/20/30/40/50/60/70/80/90/100/120/150/175/200/200+ risk 2)
Urgent [] Setting up, government - A state can move only as fast as the pace of producing proper paperwork allows. Time to get your paper pushers back behind the worktables in proper offices, as Gods and under-secretaries decreed. (Requires Weed-whacking; Diplomacy, Intrigue, Stewardship; Synergizes with other Setting up actions; DC 20/40/60/80/100+; Affected by Curse of Man-Mell)
[] Setting up, law and order - A proper state requires laws, rules, and order! Anarchy and maleficence are the enemies of a properly functioning society! (Requires Weed-whacking; Intrigue, Stewardship, Learning; Synergizes with other Setting up actions; DC 20/40/60/80/100/150+, Astaria & Judicial forces combo bonus +75; Affected by Curse of Man-Mell)
URGENT! [] Setting up, agriculture, inside, food - Securing food is the number one priority to ensure survival. Thankfully Man-Mell boasted a great many Parks and recreational fields that, once the overgrowth has been cleared away, can be repurposed to grow food. In time, they might be returned to their original purposes, but for now, needs-must! (Requires Weed-whacking; All; Synergizes with other Setting up actions; DC 20/40/60/80/100+, Colege of Horticulture bonus +40; Urgency can also be solved with Here fishy, fishy; Affected by Curse of Man-Mell)
[] Setting up, agriculture, inside, industrial produce - One way to mitigate the scarcity of resources is to grow some yourself, as soon as possible. Your advisors all agree that there should be enough space among the repurposed parks and fields within the city, to dedicate some to producing resources other than food. (Requires Weed-whacking; Stewardship; Synergizes with other Setting up actions, except for agriculture, inside, food; Causes -20 malus to agriculture, inside, food; DC 20 10, Halved due to Colege of Horticulture; Adds to Logistical concern total; Affected by Curse of Man-Mell)
[] Setting up, agriculture, outside - Securing resources, and especially food, is a priority to ensure survival and prosperity. As risky as it is, you might want to start setting up farms and ranches as soon as possible! (Requires Securing the city area of control; Stewardship; Synergizes with other Setting up actions; DC 30/45/60/90/105+ risk 3, Colege of Horticulture bonus +30 +15, reduced due to risk; Adds to Logistical concern total)
[] Setting up, industry, inside - Raw resources do you little good without a dedicated industry. Dedicate a portion of the city for the use of the Artisians and craftspeople. (Requires Logistical concerns; Stewardship; Synergizes with other Setting up actions; DC 10/20/40/80/150+; Affected by Curse of Man-Mell)
[] Setting up, industry, outside - Raw resources do you little good without a dedicated industry. In time, and to make production loops, more efficient you will need to build up your industry as close to the sources of the resources as you can. Might as well start now, (Requires Securing the city area of control; Requires Logistical concerns; Stewardship; Synergizes with other Setting up actions; DC 20/40/60/80/100/120/140/160+ risk 3)
URGENT! [] Here fishy, fishy - Securing food is the number one priority to ensure survival. Luckily there is ready access to both sea and river. Time to cast out lines and see what bites! (Stewardship; Synergizes with River Docks; DC 20/40/60/80/100+; Urgency can also be solved with Setting up, agriculture, inside, food; Affected by Curse of Man-Mell)
[] River Docks - You have marvelous access to the river. Now you just need to build up the infrastructure, so you can use it to the utmost. (Martial, Stewardship; Synergyzes with Fortifying the rivershore actions; DC 30 risk 1; Affected by Curse of Man-Mell)
[] There once was a ship - You are on an island. To get anywhere not the island, you need ships. And you have them. You have a lot of them. Unfortunately, just sitting on top of the harbor wall and gazing at the sea is enough to give very graphic evidence that none of them will last long out past the harbor mouth. None, except for the seven Fae Swanships you have stumbled over and commandeered. And if there ever was any doubt that reaching Gurni was anything but an act of divine providence, finding those ships ready for the taking completely removes it. All that said, Fae are utterly inhuman, and their ships are completely unnatural. Before allowing any of your people to risk themselves by crewing those things, you are going to study them to the bottom nail, to ensure that they will be as safe as you can humanly accomplish! (Stewardship; DC 50/100/150/200/250/300/350/400/450/500 risk 2)
-[] Destructive examination - The ships are valuable, but nowhere near as valuable as lives. Make the examinations as thorough and detailed as you can, even if it risks damaging the ships.
--[] 2 ships (1d3-1 ships destroyed; reduces DC by a factor of 2)
--[] 3 ships (1d4-1 ships destroyed; reduces DC by a factor of 3, rounded up)
--[] 4 ships (1d5-1 ships destroyed; reduces DC by a factor of 4, rounded up)
--[] 5 ships (1d6-1 ships destroyed; reduces DC by a factor of 5)
--[] 6 ships (1d7-1 ships destroyed; reduces DC by a factor of 5, reduces risk by 1)
--[] All 7 ships (2d4-1 ships destroyed; reduced DC by a factor of 5, eliminates risk)
[] A tall tower and a pointy hat - Towers and wizardry go hand in hand like witches and newts, meat and potatoes, Tywin and trouble. And, would you look at that - there is an old lighthouse out on top of one of the outermost harbor forts, currently empty, and not required for quite some time, that could easily be turned into a splendid wizard's workshop. (Requires Taking command of the fortifications, Requires at least one Crannog die; Stewardship, Learning; DC 20; Affected by Curse of Man-Mell)

learning:
[] Setting up, academy - Your scholars need a proper place for themselves, to conduct their scholarly pursuits (Requires Weed-whacking; Learning; Synergizes with other Setting up actions; Continuous, must take one option at a time, recieves +10 InK bonus each turn or double InK bonus if assigned; Affected by Curse of Man-Mell)
-[] College of War (10/100)
-[] College of Horticulture (25/100)
-[] College of Husbandry (5/100)
-[] College of Theology (10/100)
-[] College of History and Law (20/100)
-[] College of Linguistics (5/100)
-[] College of Medicine (0/100)
-[] College of Alchemy (0/100)
-[] College of Architecture (0/100)
-[] College of Philosophy and Arts (0/100)
[] Archival depot - Grand Imperial Archive is one of the oldest and most venerable institutions of the Tasakarim empire. And conversely, their needs are extremely lightweight. Sufficient dark, dry, and cold spaces. That's it. A trifle really. (Requires Weed-whacking; Learning; DC 0)
[] Scouting, botanical - You need to know what is beyond the walls of your city. Which is mostly plants. But what kinds of plants? (Requires at least one Witch or Horticulture die, using both triggers bonus; Learning; Synergises with other Scouting actions; DC 30 Risk 1, synergies lower risk)
Urgent [] Grayhowl order, mounts - Grayhowl knights are a mighty asset in combat, but their numbers are so few that if you want to maintain their presence past one generation. It is no secret that what they need most support with is their mounts. What is a secret, however, are their techniques for raising and training their lupine steeds. But, in this perilous situation, they, after taking mighty oaths of secrecy, are willing to unbend enough to have others help where they might accidentally learn of those secrets. But only for as long as it requires the order to build its numbers up! (Requires other Grayhowl order action; Martial, Stewardship, Learning; Synergizes with Colege of Husbandry; DC 20; Affected by Curse of Man-Mell)
Urgent [] Coven Concerns - Having access to not one, but two full covens of witches is certainly a boon. But, covens, by their very nature are secretive and jealous of their mysteries. So, even when the covens tolerate and cooperate with each other, like the two you are dealing with, proximity to each other is bound to cause friction and raise sparks, at times quite literally. Added to that was the Witches' preference to set-up outside the bounds of civilization, and the problems just mount up, and up. So, it behooves you to find a way to avoid that. The perfect solution would be to find spaces outside Man-Mell for each of them, but at this time, that might be quite dangerous. (Learning; Synergizes with Consolidating power, witches;
DC 60 risk 4, DC and risk halved if Securing the city area of control is taken)
[] By the prickling of my thumbs - Gurni is ancient and shrouded in superflora and mysteries. The only other thing that has been learned about it in the past several millennia is that sometime in all that span of time it got infected by the Fae, and you only know that much due to Liffannen. If you are going to be stuck here, you need... No, you must delve into its secrets. And who better to start the ball rolling than the Witches? (Require at least one Witch die, if Crannog die is also used there is a chance for combo bonus; Learning; Synergyzes with Coven Concerns and Scouting, botanical; DC ?? risk ?, synergies lower risk)
Urgent [] Arcanum - For better or worse you have acquired the services of a couple of Enchanters from Neres, and it would be criminal to allow their knowledge and skills to be lost. Which means helping them set themselves up in an Arcanum, providing them with resources, and allowing them to start recruiting. On the other hand, you'd have to be madder than your fallen cousins ever to trust anyone from the Sorcerers' isles. Neres has only been pacified for less than two centuries, and the brethren confirm that Ilsaimnirs and their ilk have all spent the entire time since then resenting the lightest of yokes imposed upon them when the crimes of their predecessors deserved so much worse. Decisions, decisions... (Requires Weed-whacking; Learning; DC 20; 1d4 Chances of discovery for Neres, rolled at half the threshold, rounded down, CES restores rolls to threshold instead of negating, will continue rolling for three turns or until Neres acquires a minimum of 3 discoveries; Affected by Curse of Man-Mell)

Piety:
[] Setting up, temples - The combined clergy, other than the servants of Starmother, might be thin on the ground for your new realm, but that will inevitably change with time. Better be prepared for that eventuality. (Requires Weed-whacking; Stewardship, Piety; Synergizes with College of Theology; DC 10; Affected by Curse of Man-Mell)
[] Scouting, scrying - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Have your priests and clerics beseech the Gods for aid. (Piety; Synergises with other Scouting actions; DC 30; Affected by Curse of Man-Mell)
[] Cups on the divine string - It will not be easy, by any measure, but, through the powers of the Gods, it would be possible to reach out and open lines of communication with their counterparts back on the mainland. Let the prayers and the rituals commence. (Piety; Synergizes with College of Theology, Synergizes with Setting up, temples; Continuous 0/100; Affected by Curse of Man-Mell)
[] Hostis humani generis - There are Fae somewhere on this island, and the Forsaken Isle and its unholy undead hosts are one strong, fel miasma carrying squall away. It behooves all servants of gods to prepare the most stringent countermeasures for the universal enemies. (Piety; DC 25/50/75/100+; Not necessary so long as the Curse of Man-Mell maintains)

Man, did I ever underestimate how much I can get done while me and my folks play host to my niece and nephew. Not that I blame anyone, I love the munchkins, but man do they ever tire me out just by being there.
Anyway, feel free to propose any Write-in actions during the moratorium for my consideration. I tried my best, but this has been worked on on-and-off for ~about a week, so I am certain there is stuff I forgot to address. I only remembered to put in 'Here fishy, fishy' action on the second to last revision, despite it being so blindingly obvious an action to give you access to.

I don't think this will be necessary, but better safe than sorry:
PLEASE VOTE BY PROPERLY FORMATED PLANS ONLY! ANYTHING ELSE WILL BE IGNORED AND DISREGARDED!

Cheeri-oh folks!
yannoshka threw 1 50-faced dice. Reason: Fortune Total: 25
25 25
 
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Here's a prototype plan with commentary which attempts to get all the URGENT and Urgent actions. It also pushes scouting on land hard and tries to grab a lot of synergies, bonuses, and low hanging fruit. Shipbuilding and internal diplomacy get little focus.
[] prototype plan
-[] The Curse of Man-Mell
--[Ty]x2[AEG]x1
(should probably use both spark and arch-exarch) only 2d50 gives an expected value of 50 + 5 which isn't that much more than the DC of 40. 2 Tywin Spark + 1 Arch-Exarch. I'm hoping Tywin's +10 lore applies here.

-[]Urgent Grayhowl order, chapterhouse
--[Gen]x1
Low DC and synergizes with Legion action which autopass so probably only need a single general pop dice 1 general pop

-[]URGENT! Weed-whacking
--[CoH]x1[Tem]x2

(bonus to temple and horticulture is effectively d75 and d100 respectively) need to hit DC of 80 to avoid risk. 1 from each is expected 87.5 an extra dice would add a lot of safety. 1 horticulture and 2 temple

-[]URGENT! Logistical concerns.
--[T&B]x2[Gen]x2[SAs]x1[As]x1
Tons of DC tiers, needs at least DC 30 to avoid any risk. Requires either securing city area or securing coast, effectively making one of those required too. Legion, Wells, Owls, treasury, shipbuilder, college, asteria, and general pop are only sources. Needs at least 2-3. 2 treasury + 2 general pop + 1 Astaria spark + 1 Astaria ruler

-[]Urgent Setting up, government
--[Spy]x2
DC 20 with many tiers. Needs at least 2. 2 Owl

-[] Setting up, law and order
--[SAs]x1[Jus]x1
not urgent but synergizes with the many urgent setting choices. 1 Astaria + 1 Justicar have a +75 combo for 2d50 + 75. Using Astaria's spark gets another +10. 1 Astaria spark and 1 justicar

-URGENT! [] Setting up, agriculture, inside, food 1 horticulture dice
--[CoH]x1
or URGENT! [] Here fishy, fishy. Setting up inside has a big horticulture bonus and synergizes with the other setting up actions. While there are multiple other places with horticulture dice +40 is effectively 1-2 extra dice. Fish synergizes with docks but is limited to stewardship actions and has no bonuses. Hopefully can do fishing next turn

-[] Archival depot - DC 0)
--[Gen]x1
not urgent but with a DC of 0 it's an autopass. 1 gen pop

-Urgent [] Grayhowl order, mounts
--[Arc]x1[InK]
Low DC so 2 dice would be sufficient. Synergizes with setting up the husbandry college, but horticulture is probably our first choice. 1 archive dice + ink bonus is effectively an autopass. I think each archive dice gives a +20? If so we want to spread them all out.

-Urgent [] Coven Concerns
--[WtC]x1[Arc]x1[Ass]x1[InK]
DC 60 and risk 4 (240 for no issues) but drops to DC 30 risk 2 (90 for no issues) if we take securing city area (so we obviously should which will preclude taking the sea securing route instead) requires learning so Crannog, border legion, Talon, Archive, witches, college, grand temple, chaplain, or general pop. Takes 4 dice to get an average of 100, probably want 5+ for more safety. Talon removes up to 2 risk, a good candidate to save us 2-3 dice. 1 witch, 1 archive, 1 assassin. As an urgent one if the we can apply the archive bonus again this is a good choice.

-Urgent [] Arcanum
--[Cr]x1[CES]x1[Gen]x1
Low DC, but includes risk of discovery. If I'm interpreting it right Neres gets a 1d4 discovery roll at half our threshold (2.5) so a 3 or 4 would add a discovery. Raven's can't fully negate discovery risk but restore our threshold of 5 which in effect negates discovery because Neres' best roll is a 4. Neres gets additional rolls the next few turns so removing that 50% risk requires a Raven dice each time. Raven dice doesn't match though so another 1-2 learning dice is needed. Probably good to use a Raven dice if we don't need it elsewhere, as there's not much else we can do that increases discovery in turn 1. 1 Crannog ruler, 1 Raven, 1 general

-[] Taking command of the fortifications
--[Leg]x1
auto pass with Legion. 1 Legion dice

-[] Fortifying the rivershore, basic
--[Leg]x1
another autopass with Legion. 1 Legion dice

-[] Legion Compound
--[Gen]x1
0 DC so autopass. 1 general pop dice

-[] Securing the city area of control
--[Jus]x1[Wel]x2
DC 50 risk 5 (250 for safety) however it requires at least 1 scouting and all scouting synergizes with it to lower risk. I'm assuming each scouting reduces risk by 1 so if we shoot for 5 scouting actions we'll be down to 0 risk DC 50. I also hope that the DC will be reduced with the scouting synergy. 1 Justicar and 2 Wells

[] Scouting, basic DC 30 risk 4
nope there are better options

-[] Scouting, in force
--[Leg]x2
DC 20 risk 3 Basically a better version of basic 2 legion

-[] Scouting, knights
--[Ghk]x1[Spy]x1
DC 20 risk 2 requires greyhowl dice, probably best place for our 1 greyhowl dice. Talon to better ensure it passes 1 greyhowl 1 talon

[] Scouting, extended DC 80 risk 8, probably should skip. Would require massive dice amount to avoid risk

[] Scouting, riverine DC 30 risk 2, requires building a riverine navy action not bad but requires too many ship actions

-[] Scouting, stealthy DC 30 risk 2 1 raven 1 witch
--[Spy]x1[WtC]x1

-[] Scouting, botanical
--[WtC]x1[Gen]
DC 30 risk 1 requires either witch or horticulture dice using both gives a bonus 1 witch 1 general pop (horticulture is needed elsewhere)

-[] Scouting, scrying
--[Tem]x2
DC 30 no risk
1 chaplain and 1 temple

-[] By the prickling of my thumbs
--[Wtc]x1[Cr]x1[Arc]x1[InK]
unknown DC and risk 1 witch and 1 Crannog wizard and 1 archive. As the only place where a tassakar is in danger it is likely that the guard captain will reduce risk by 1d4

-[] Setting up, academy
--[] College of Horticulture (25/100)
---[Aca]x2
getting this started 2 college

[] Formalizing the relations with Na Uselle
-[] Present the Ever-living tree cutting as a gift
--[As]x1
Either way is a mystery box and this combines with an action we're already taking instead of eating lots of other dice 1 Astaria Ruler

-[] River Docks
--[SBS]x2

2 shipbuilders

-[] A tall tower and a pointy hat
--[SCr]x1[gen]x1
1 Crannog spark and 1 gen pop

-[] Setting up, temples
--[Gen]x1
1 gen pop

-[] Setting up, industry, inside
--[Gen]x1[Wel]x1
1 gen pop 1 wells
 
If I'm interpreting it right Neres gets a 1d4 discovery roll at half our threshold (2.5) so a 3 or 4 would add a discovery. Raven's can't fully negate discovery risk but restore our threshold of 5 which in effect negates discovery because Neres' best roll is a 4.
Actually, no.
What that means is that Neres gets 1d4 rolls, where they need to beat dc51 to move their discovery counter by 1 for each of those rolls.
And they get to repeat this for 3 turns, or until they hit a minimum of 3 successes total.
CES does nothing to their number of rolls but makes it so they have to roll above Gurni's threshold of 99, so only 100s give them any discovery, anything below that is a failure for them.
That is the main advantage of Gurni. You are damn hard to find.
And having ravens who are counterespionage specialists stops Neres from cheaty magical bullshit.
Also, hint, hint - Your Fortune die is 25, so you can, in fact, force one failed roll on them, even without CES

Either way is a mystery box and this combines with an action we're already taking instead of eating lots of other dice 1 Astaria Ruler
I think there is a misunderstanding here?
Both actions are continuous, and both can be triggered by a single die.
Evergrowing in evergreen simply has the option of being assigned more dice, whereas Formalizing the relations with Na Uselle can be sped up by giving away the cutting.
I am just cautioning you not to arbitrarily decide that one option is better than the other.
Some actions ARE better, of course, but in this particular case, if I ever gave the impression one is superior, that was my bad. The payout should be about even, though in vastly different ways and areas.

-Urgent [] Grayhowl order, mounts
--[Arc]x1[InK]

-Urgent [] Coven Concerns
--[WtC]x1[Arc]x1[Ass]x1[InK]

-[] By the prickling of my thumbs
--[Wtc]x1[Cr]x1[Arc]x1[InK]
You only have one InK.
You have 3 Arc dice, but that is separate from InK.
Well, Set-up, academy passively benefits from Institutional knowledge just existing, but that is its own thing.

All that said, those dice numbers do not seem right, on my end.
I'm going to go check what is up with that.

EDIT: D'Oh. An unadjusted dice pool from an earlier revision snuck in during copypasta.
You will find that you have some more dice to work with now.
Sorry for the confusion everyone!
 
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uh wow that's a huge increase in dice. gonna have to rethink everything. Thanks for clarifying!

Oh and @yannoshka this action looks cut off [] There once was a ship - You are on an island. To get anywhere not
 
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uh wow that's a huge increase in dice. gonna have to rethink everything. Thanks for clarifying!

Oh and @yannoshka this action looks cut off [] There once was a ship - You are on an island. To get anywhere not
Thanks Math, you're an honest, clean potato.
Now to see if that is an artifact, oh, wait...
That's the studying Fae ships action. Gotta go track it down, and put it back in.

EDIT: Couldn't find the original 'There once was a ship' so I freestyled it on vague memories of what it was supposed to do. :D
 
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[X] Plan Setting up Shop
-[] The Curse of Man-Mell
--[Ty]x2[AEG]x1(should probably use both spark and arch-exarch) only 2d50 gives an expected value of 50 + 5 which isn't that much more than the DC of 40. 2 Tywin Spark + 1 Arch-Exarch. I'm hoping Tywin's +10 lore applies here.
-[] Concordant me this
--[SAs]x1[AEG]x1
With extra dice am moving 1 Astaria dice here to combo with the arch-exarch. This is about the oath between the Tasakars and Isanella so hopefully Astaria's +10 for law, justice, and oaths applies. Also a bonus for using both spark and Arch-Exarch. Logistical concerns loses the spark dice, but with some many dice added it will get made up. 1 Astaria spark and 1 Arch-Exarch
-[]Urgent Grayhowl order, chapterhouse
--[Gen]x1
Low DC and synergizes with Legion action which autopass so probably only need a single general pop dice 1 general pop
-[] URGENT! Weed-whacking
--[CoH]x1[Tem]x2
(bonus to temple and horticulture is effectively d75 and d100 respectively) need to hit DC of 80 to avoid risk. 1 from each is expected 87.5 an extra dice would add a lot of safety. 1 horticulture and 2 temple
-[] URGENT! Logistical concerns.
--[T&B]x2[Gen]x2[As]x1[Spy]x1[Aca]x1
Tons of DC tiers, needs at least DC 30 to avoid any risk. Requires either securing city area or securing coast, effectively making one of those required too. Legion, Wells, Owls, treasury, shipbuilder, college, asteria, and general pop are only sources. Threw in the extra college and owl dice as this one has a huge ceiling. Needs at least 2-3. 2 treasury + 2 general pop + 1 Astaria ruler + 1 owl + 1 college
-[]Urgent Setting up, government
--[Spy]x2[SAs]x1
DC 20 with many tiers. Needs at least 2. Am hoping that the law, justice bonus from astaria's spark applies here 2 Owl 1 Astaria spark
-[] Setting up, law and order
--[SAs]x1[Jus]x1
not urgent but synergizes with the many urgent setting choices. 1 Astaria + 1 Justicar have a +75 combo for 2d50 + 75. Using Astaria's spark gets another +10. 1 Astaria spark and 1 justicar
-URGENT! [] Setting up, agriculture, inside, food 1 horticulture dice
--[CoH]x1
or URGENT! [] Here fishy, fishy. Setting up inside has a big horticulture bonus and synergizes with the other setting up actions. While there are multiple other places with horticulture dice +40 is effectively 1-2 extra dice. Fish synergizes with docks but is limited to stewardship actions and has no bonuses. Hopefully can do fishing next turn
-[] Archival depot - DC 0)
--[Gen]x1
not urgent but with a DC of 0 it's an autopass. 1 gen pop
-Urgent [] Grayhowl order, mounts
--[Arc]x1[InK]
Low DC so 2 dice would be sufficient. Synergizes with setting up the husbandry college, but horticulture is probably our first choice. 1 archive dice + ink bonus is effectively an autopass. I think each archive dice gives a +20? If so we want to spread them all out.
-Urgent [] Coven Concerns
--[WtC]x1[Arc]x2[Ass]x1
DC 60 and risk 4 (240 for no issues) but drops to DC 30 risk 2 (90 for no issues) if we take securing city area (so we obviously should which will preclude taking the sea securing route instead) requires learning so Crannog, border legion, Talon, Archive, witches, college, grand temple, chaplain, or general pop. Takes 4 dice to get an average of 100, probably want 5+ for more safety. Talon removes up to 2 risk, a good candidate to save us 2-3 dice. Added another archive dice for safety as the archive flat bonus can only be used once. 1 witch, 2 archive, 1 assassin.
-Urgent [] Arcanum
--[Cr]x1[CES]x1[Gen]x1
Low DC, but includes risk of discovery. Based on QM clarification Raven's can't fully negate discovery risk but restore our threshold of 99 which in effect almost negates discovery from a roughly 50% chance per roll to 1%. Not losing the enchanters is probably worth the three turns of 1d4 1% chances that Neres gets. Additional rolls the next few turns so removing this requires a Raven dice for several more turns. Raven dice doesn't match so another 1-2 learning dice is needed. Probably good to use a Raven dice if we don't need it elsewhere, as there's not much else we can do that increases discovery in turn 1. 1 Crannog wizard, 1 Raven, 1 general
-[] Taking command of the fortifications
--[Leg]x1
auto pass with Legion. 1 Legion dice
-[] Fortifying the rivershore, basic
--[Leg]x1
another autopass with Legion. 1 Legion dice
-[] Legion Compound
--[Gen]x1
0 DC so autopass. 1 general pop dice
-[] Securing the city area of control
--[Jus]x1[Wel]x2[Leg]x1
DC 50 risk 5 (250 for safety) however it requires at least 1 scouting and all scouting synergizes with it to lower risk. I'm assuming each scouting reduces risk by 1 so if we shoot for 5 scouting actions we'll be down to 0 risk DC 50. I also hope that the DC will be reduced with the scouting synergy. Added another legion dice for more safety. 1 Justicar and 2 Wells and 1 legion.
-[] Scouting, in force
--[Leg]x2
DC 20 risk 3 A better version of basic. 2 legion
-[] Scouting, knights
--[Ghk]x2
DC 20 risk 2 requires greyhowl dice, probably best place greyhowl dice. Replaced talon with the additional greyhowl dice. 2 greyhowl
-[] Scouting, stealthy DC 30 risk 2 1 raven 1 witch
--[Spy]x1[WtC]x1
-[] Scouting, botanical
--[WtC]x1[Gen]x1
DC 30 risk 1 requires either witch or horticulture dice using both gives a bonus 1 witch 1 general pop (horticulture is needed elsewhere)
-[] Scouting, scrying
--[Tem]x2
DC 30 no risk 1 chaplain and 1 temple
-[] By the prickling of my thumbs
--[Wtc]x1[Cr]x1[Arc]x1
unknown DC and risk 1 witch and 1 Crannog wizard and 1 archive. As the only place where a tassakar is in danger it is likely that the guard captain will reduce risk by 1d4
-[] Setting up, academy
--[] College of Horticulture (25/100)
---[Aca]x2
getting this started. I assume we can't start a new one until the first is finished? Regardless horticulture dice are super useful here so any kind of bonus or an additional dice would be really good and worth being less efficient to get sooner. 2 college
[] Formalizing the relations with Na Uselle
-[] Present the Ever-living tree cutting as a gift
--[As]x1
Either way is a mystery box and this combines with an action we're already taking instead of eating lots of other dice (in order to get the combo) 1 Astaria Ruler
-[] River Docks
--[SBS]x2
2 shipbuilders
-[] A tall tower and a pointy hat
--[SCr]x1[gen]x1
1 Crannog spark and 1 gen pop
-[] Setting up, temples
--[Gen]x1
1 gen pop
-[] Setting up, industry, inside
--[Gen]x1[Wel]x1
1 gen pop 1 wells
-[] Cups on the divine string
--[Tem]x1
not urgent but worth getting started now that we have all this extra dice. As it is continuous a single dice is quite efficient, so long as we're fine with waiting extra turns. 1 temple
-[] Hostis humani generis
--[Cr]x1[T&B]x2
Not urgent this turn, but once we fix the city's curse (which will hopefully happen turn 1), it will probably become very urgent. Now that there's extra dice to through around it's worth taking. Hard to find any piety dice for it, however Crannog ruler dice is piety and the T&B can be tacked on as an any dice. Crannog ruler removed from Arcanum and replaced with the extra Crannog wizard dice. 1 Crannog ruler, 2 T&B.
-[] Consolidating Power, by any means
--[WtC]x2[Spy]x1
DC 20 risk 1. With additional dice grabbing some of the cheap diplomacy options is now feasible. And a good idea given the morale problems with the cursed island/city. Uses extra witch dice as there's not much else for them to do. 2 witch 1 talon
-[] Consolidating power, witches
--[Ty]x1[As]x1
DC 30. Tywin has a +5 for diplomacy with spark so that plus several synergies should make 2 sufficient. 1 tywin spark and 1 astaria ruler
-[] Consolidating power, lower-class
--[Wel]x2
DC 20. Last two Wells dice should get this.
-[] Navy, sea
--[SBS]x1
Toss in one dice to get this continuous one started. Not urgent as it's really not very safe to even try securing the coast (DC 120 risk 10!) let alone going into deeper water (DC 250 Risk 20!)
[] Navy, riverine
--[SBS]x1[Leg]x1
Try to get the river boats up and running as well.

I've chosen in this plan to try for around 70-80% chance of success for many actions, which means we will fail some things
 
[X] Plan: Urgent Has Priority
-[X] The Curse of Man-Mell - The place is unquestionably under the Starmother's stern censure. The very air is heavy with the sense of forbiddance and judgment. If you are to actually make a living here, this issue needs to be solved. Luckily, between the Spark and the presence of not simply one of the Arch-Exarchs, but the woman known informally as the Starmother's own handmaiden, you pretty much have exactly the right folks to solve this. (Requires at least one Spark or Arch-Exarch dice, using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety, Learning; DC 40; Cannot benefit from T&B or InK)
--[X] [SAs]x1[Ty]x1[AEG]x1
-[X] Concordant me this
- You have brought the Tablets of Concordant with you. These ancient pieces of stone-like material are apparently indestructible and much lighter than they have any right being. They are a proof, and the seal of the bargain and the boon between the line of Turgud TasAkar and Isanella, the goddess of Stars. And to the shame and disgrace of your line, their secrets and significance are lost to the centuries. Time to fix that. (Requires at least one spark die; using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety; Synergises with ???; Continuous ???/???; Cannot benefit from Gen or T&B)
--[X] [SAs]x1[AEG]x1
-[X] Evergrowing on evergreen?
- Among the artifacts liberated from the Vaults is the Ever-living tree cutting. Your bringing it along was accidental, you just grabbed the first small chest, and the cutting happened to be it. But, seeing as your destination was Gurni isle, which among its other colorful appellations is also called by some The Gods' own Garden, maybe it was no accident, after all. Maybe, just maybe, it was providence. Time to plant it and see what happens. (Spark, Witch, and Horticulture dice might combo into bonus; Spark, Learning; Continuous ???/???; incompatible with Present the Ever-living tree cutting as a gift)
--[X] [CoH]x1[SCr]x1[WtC]x1
-[X] Formalizing the relations with Na Uselle
- Even if she had her own reasons for coming along and aiding and guiding the exodus in the first place, it is undeniable that without Liffannen the entire endeavor would have found itself in much more dire straits. Add the fact that she and her so-called kin, are intimately familiar with both Man-Mell and Gurni at large, and that, at least according to her own priesthood, Starmother Isanella herself vouches for them, establishing proper diplomatic relations would be an astute, rational, and salient thing to do. Now, if only they were not making it so hard... (One Ruler die only; Continuous ???/???)
--[X] [As]x1
-[X] Weed-whacking
- Man-Mell is remarkably well preserved, miraculously so if Liffannen's words about how long ago it was abandoned are taken at face value. But even if no root or climbing wine managed to find any purchase on or between any of the stonework, the ancient Necropolis is still significantly overgrown, especially among the canals. To make the place truly livable all that greenery needs to go. (Martial, Stewardship, Learning; DC 40 risk 1; All Temple die gain +50% of the roll due to Temple of Isanella interest, Horticulture die doubled; Affected by Curse of Man-Mell)
--[X] [Gen]x1[Tem]x1[CoH]x1
-[X] Scouting, scrying
- You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Have your priests and clerics beseech the Gods for aid. (Piety; Synergises with other Scouting actions; DC 30; Affected by Curse of Man-Mell)
--[X] [Tem]x1[Gen]x1
-[X] Scouting, botanical
- You need to know what is beyond the walls of your city. Which is mostly plants. But what kinds of plants? (Requires at least one Witch or Horticulture die, using both triggers bonus; Learning; Synergises with other Scouting actions; DC 30 Risk 1, synergies lower risk)
--[X] [CoH]x1[WtC]x1[Ghk]x1
-[X] Scouting, in force
- You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Make sure the scouting patrols are sufficiently armed, armored, and have sufficient numbers to face anything Gurni might throw at them. (Martial; Synergises with other Scouting actions; DC 20 Risk 3, synergies lower risk)
--[X] [Leg]x1[Wel]x1[Ghk]x1
-[X] Securing the city area of control
- Securing the area surrounding the city is of vital importance to ensure the safety and future prosperity of not simply your new city but the entire realm and your legacy! (Requires at least one Scouting action; Martial; Synergises with Scouting actions; DC 50 Risk 5, synergies lower risk)
--[X] [Leg]x1[Wel]x1[RSpy]x1[Jus]x1[Gen]x1
-[X] Logistical concerns - While you prepared and supplied the exodus as best you could, the fact remains that a city, much less a nation requires resources, and a lot of them. Time to roll up your sleeves and get a-cracking. (Requires either Securing the city area of control or Securing the Sea, coast, both combos into bonus; Stewardship; DC 10/20/30/40/50/60/70/80/90/100/120/150/175/200/200+ risk 2)
--[X] [T&B]x1[OSpy]x1[SBS]x1[Wel]x1
-[X] Setting up, agriculture, inside, food
- Securing food is the number one priority to ensure survival. Thankfully Man-Mell boasted a great many Parks and recreational fields that, once the overgrowth has been cleared away, can be repurposed to grow food. In time, they might be returned to their original purposes, but for now, needs-must! (Requires Weed-whacking; All; Synergizes with other Setting up actions; DC 20/40/60/80/100+, College of Horticulture bonus +40; Urgency can also be solved with Here fishy, fishy; Affected by Curse of Man-Mell)
--[X] [CoH]x1
-[X] Setting up, government
- A state can move only as fast as the pace of producing proper paperwork allows. Time to get your paper pushers back behind the worktables in proper offices, as Gods and under-secretaries decreed. (Requires Weed-whacking; Diplomacy, Intrigue, Stewardship; Synergizes with other Setting up actions; DC 20/40/60/80/100+; Affected by Curse of Man-Mell)
--[X] [Jus]x1[OSpy]x1[As]x1
-[X] Setting up, law and order
- A proper state requires laws, rules, and order! Anarchy and maleficence are the enemies of a properly functioning society! (Requires Weed-whacking; Intrigue, Stewardship, Learning; Synergizes with other Setting up actions; DC 20/40/60/80/100/150+, Astaria & Judicial forces combo bonus +75; Affected by Curse of Man-Mell)
--[X] [SAs]x1
-[X] Setting up, temples
- The combined clergy, other than the servants of Starmother, might be thin on the ground for your new realm, but that will inevitably change with time. Better be prepared for that eventuality. (Requires Weed-whacking; Stewardship, Piety; Synergizes with College of Theology; DC 10; Affected by Curse of Man-Mell)
--[X] [Tem]x1
-[X] Setting up, industry, inside
- Raw resources do you little good without a dedicated industry. Dedicate a portion of the city for the use of the Artisians and craftspeople. (Requires Logistical concerns; Stewardship; Synergizes with other Setting up actions; DC 10/20/40/80/150+; Affected by Curse of Man-Mell)
--[X] [Gen]x1
-[X] Setting up, academy
- Your scholars need a proper place for themselves, to conduct their scholarly pursuits (Requires Weed-whacking; Learning; Synergizes with other Setting up actions; Continuous, must take one option at a time, recieves +10 InK bonus each turn or double InK bonus if assigned; Affected by Curse of Man-Mell)
--[X] College of Horticulture (25/100)
---[X] College of Husbandry (5/100)
----[X] College of Theology (10/100)
-----[X] College of Medicine (0/100)
---[X] [CoH]x1[WtC]x1[Gen]x1[Arc]x1[T&B]x1[InK]
-[X] Archival depot
- Grand Imperial Archive is one of the oldest and most venerable institutions of the Tasakarim empire. And conversely, their needs are extremely lightweight. Sufficient dark, dry, and cold spaces. That's it. A trifle really. (Requires Weed-whacking; Learning; DC 0)
--[X] [Arc]x1
-[X] Arcanum
- For better or worse you have acquired the services of a couple of Enchanters from Neres, and it would be criminal to allow their knowledge and skills to be lost. Which means helping them set themselves up in an Arcanum, providing them with resources, and allowing them to start recruiting. On the other hand, you'd have to be madder than your fallen cousins ever to trust anyone from the Sorcerers' isles. Neres has only been pacified for less than two centuries, and the brethren confirm that Ilsaimnirs and their ilk have all spent the entire time since then resenting the lightest of yokes imposed upon them when the crimes of their predecessors deserved so much worse. Decisions, decisions... (Requires Weed-whacking; Learning; DC 20; 1d4 Chances of discovery for Neres, rolled at half the threshold, rounded down, CES restores rolls to threshold instead of negating, will continue rolling for three turns or until Neres acquires a minimum of 3 discoveries; Affected by Curse of Man-Mell)
--[X] [RCr]x1[WtC]x1[CES]
-[X] Coven Concerns
- Having access to not one, but two full covens of witches is certainly a boon. But, covens, by their very nature are secretive and jealous of their mysteries. So, even when the covens tolerate and cooperate with each other, like the two you are dealing with, proximity to each other is bound to cause friction and raise sparks, at times quite literally. Added to that was the Witches' preference to set-up outside the bounds of civilization, and the problems just mount up, and up. So, it behooves you to find a way to avoid that. The perfect solution would be to find spaces outside Man-Mell for each of them, but at this time, that might be quite dangerous. (Learning; Synergizes with Consolidating power, witches; DC 60 risk 4, DC and risk halved if Securing the city area of control is taken)
--[X] [Ty]x1[Ass]x1[Arc]x1
-[X] Consolidating power, witches
- It is undeniable that here, on the Green Hell, Witches represent a peerless asset, and lucky you, there are two full covens that decided to cast their lot in with you. Now, to make sure of their loyalties. (Diplomacy, Learning; Synergises with other Consolidating power actions; Synergises with Coven Concerns; DC 30)
--[X] [Ty]x1[As]x1[Wel]x1
-[X] By the prickling of my thumbs
- Gurni is ancient and shrouded in superflora and mysteries. The only other thing that has been learned about it in the past several millennia is that sometime in all that span of time it got infected by the Fae, and you only know that much due to Liffannen. If you are going to be stuck here, you need... No, you must delve into its secrets. And who better to start the ball rolling than the Witches? (Require at least one Witch die, if Crannog die is also used there is a chance for combo bonus; Learning; Synergyzes with Coven Concerns and Scouting, botanical; DC ?? risk ?, synergies lower risk)
--[X] [WtC]x1[Cr]x1[TSpy]x1[Tem]x1[Arc]x1
-[X] Grayhowl order, chapterhouse
- Grayhowl knights are a mighty asset in combat, but their numbers are few that if you want to maintain their presence past one generation, they need dedicated support. And it is up to you to provide it (Requires other Grayhowl order action; Martial, Intrigue, Stewardship; Synergises with Taking command of the fortifications; Synergises with Legion Compound; DC 10; Affected by Curse of Man-Mell)
-[X] [RSpy]x1
-[X] Grayhowl order, mounts
- Grayhowl knights are a mighty asset in combat, but their numbers are so few that if you want to maintain their presence past one generation. It is no secret that what they need most support with is their mounts. What is a secret, however, are their techniques for raising and training their lupine steeds. But, in this perilous situation, they, after taking mighty oaths of secrecy, are willing to unbend enough to have others help where they might accidentally learn of those secrets. But only for as long as it requires the order to build its numbers up! (Requires other Grayhowl order action; Martial, Stewardship, Learning; Synergizes with College of Husbandry; DC 20; Affected by Curse of Man-Mell)
---[X] [Wel]x1[WtC]x1
-[X] Legion Compound
- Your Legionaries need their own dedicated place to act at their own full potential (Requires Taking command of the fortifications; Martial; DC 0; Affected by Curse of Man-Mell)
--[X] [Leg]x1
-[X] Taking command of the fortifications
- Man-Mell walls and integrated forts are a thing of beauty. All they need to be perfect are some soldiers to man them. General, if you would... (Martial; Synergises with Fortifying the rivershore actions; DC20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
--[X] [Gen]x1
-[X] Fortifying the rivershore, basic
- Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with Fortifying the rivershore actions; DC 20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
--[X] [Leg]x1
-[X] River Docks
- You have marvelous access to the river. Now you just need to build up the infrastructure, so you can use it to the utmost. (Martial, Stewardship; Synergyzes with Fortifying the rivershore actions; DC 30 risk 1; Affected by Curse of Man-Mell)
--[X] [SBS]x1[Leg]x1[Gen]x1
-[X] There once was a ship
- You are on an island. To get anywhere not the island, you need ships. And you have them. You have a lot of them. Unfortunately, just sitting on top of the harbor wall and gazing at the sea is enough to give very graphic evidence that none of them will last long out past the harbor mouth. None, except for the seven Fae Swanships you have stumbled over and commandeered. And if there ever was any doubt that reaching Gurni was anything but an act of divine providence, finding those ships ready for the taking completely removes it. All that said, Fae are utterly inhuman, and their ships are completely unnatural. Before allowing any of your people to risk themselves by crewing those things, you are going to study them to the bottom nail, to ensure that they will be as safe as you can humanly accomplish! (Stewardship; DC 50/100/150/200/250/300/350/400/450/500 risk 2)
-[X] Destructive examination - The ships are valuable, but nowhere near as valuable as lives. Make the examinations as thorough and detailed as you can, even if it risks damaging the ships.
--[X] 2 ships (1d3-1 ships destroyed; reduces DC by a factor of 2)
---[X] [SBS]x1[T&B]x1[Leg]x1[OSpy]x1[Gen]x1
-[X] A tall tower and a pointy hat
- Towers and wizardry go hand in hand like witches and newts, meat and potatoes, Tywin and trouble. And, would you look at that - there is an old lighthouse out on top of one of the outermost harbor forts, currently empty, and not required for quite some time, that could easily be turned into a splendid wizard's workshop. (Requires Taking command of the fortifications, Requires at least one Crannog die; Stewardship, Learning; DC 20; Affected by Curse of Man-Mell)
--[X] [Cr]x1[T&B]x1
-[X] Navy, sea
- You have a lot of ships. What you do not have are all that many trained ship crews. Time to fix that. (Martial; Synergises with other Navy actions; Continuous 10/100; Affected by Curse of Man-Mell) )
--[X] [SBS]x1[Gen]x1
-[X] Hostis humani generis
- There are Fae somewhere on this island, and the Forsaken Isle and its unholy undead hosts are one strong, fel miasma carrying squall away. It behooves all servants of gods to prepare the most stringent countermeasures for the universal enemies. (Piety; DC 25/50/75/100+; Not necessary so long as the Curse of Man-Mell maintains)
--[X] [Tem]x1[Gen]x1

I think I got everything, double checking now. One thing about this is that I put more dice on Securing the city because a lot of things go wrong if we don't

EDIT3: Improved using a dice probabilities calculator. Was able to add a few other things by doing so.

EDIT2: Based on later comments by QM did some shifting around of dice, and am now getting Concordant and Evergreen on Evergreen (had to drop Wizard Tower for this turn, but it was not urgent and did not synergize with anything).

EDIT: So this is what I spent

--[SAs]x3[As]x3
--[SCr]x1[RCr]x1[Cr]x2
--[Ty]x3

--[Wel]x5
--[Leg]x6
--[Jus]x2
--[Ghk]x2
--[RSpy]x2[CES]
--[OSpy]x3
--[TSpy]x1[Ass]x1

--[T&B]x4
--[SBS]x4
--[Arc]x4[InK]
--[WtC]x6
--[CoH]x5
--[AEG]x2
--[Tem]x5
--[Gen]x10


Had a few errors (hadn't spent all the dice) so adding them back. [ChC] is chaplains, @yannoshka I'll change to [Tem] if you want me too, but right now there is no difference between the two? Then why are they listed on different lines as different things? Also, needed to add something to differentiate between the different Spy types, Will change if you want to do something different, but they have different effects so they need to be differentiated.

EDIT 3: Double Checked again after edits based on new info. Still accurate. Still differentiating Spy types because otherwise I can't keep them straight in my own mind.

Astaria: 3 Spark dice (all; +10 to rolls concerning law, justice, and oaths)[SAs]; 3 Ruler dice (Diplomacy, Intrigue, Stewardship) [As]
Crannog: 1 Spark die (all; -5 to all rolls not concerning magic)[SCr]; 1 Ruler die (Learning, Piety) [RCr]; 2 Wizard die (any concerning magic); [Cr]
Tywin: 3 Spark dice (all; +5 to Diplomacy; +10 to rolls concerning lore)[Ty]; 3 independent die (you do not control where this goes);
Wells family: 5 Noble dice (Diplomacy, Martial, Stewardship)[Wel]; 2 independent dice (you do not control where this goes);
Captain Stevenson: Lord Captain commander of Tasakar Household guard (Automatically negate 1d4 risk of one action, prioritizes risks involving Tasakars; you do not control where this goes)
VII border legion: 6 Legion dice (Martial, Stewardship, Learning)[Leg]
Justiciaries: 2 Justicar dice (Diplomacy, Martial)[Jus]
Greyhowl knights: 2 Greyhowl die (Martial, Intrigue, Learning) [Ghk]; 1 independent die (you do not control where this goes);
Brotherhood of Raven: 2 Spy dice (Martial, Intrigue)[Spy]; Counterespionage specialists (assign to an action with a chance of discovery to negate) [CES]
Brotherhood of Owl: 3 Spy dice (Intrigue, Stewardship)[Spy]
Brotherhood of Talon: 1 Spy die (Martial, Intrigue, Learning)[Spy]; 1 Assassin die (all; cause additional, often negative effects; Ignore up to 2 risk)[Ass];
Treasury and banking association: 4 banker dice (Stewardship; Any as additional dice) [T&B]
Shipbuilder's Society: 4 shipbuilder dice (Stewardship; any concerning ships and ports/harbors) [SBS]
Grand Imperial Archive: 4 Archive dice (Learning) [Arc]; Institutional knowledge (assign for +20 to roll total) [InK]
Witches covens: 6 Witch dice (Intrigue, Learning, any involving magic)[WtC]
College of Horticulture: 3 Academic dice (Stewardship, Learning) [Aca]; 2 Horticulture dice (any involving plantlife, +10 to roll)[CoH]
Arch-Exarch Gayla Argyle: 2 Arch-Exarch die (Learning, Piety; +5 to rolls)[AEG]; 1 independent die (you do not control where this goes);
Grand Temple of Isanella: 3 Temple dice (Learning, Piety)[Tem]
Chaplains corps: 2 Temple die (Learning, Piety)[Tem]
Population: 10 General dice (all)[Gen]

Just too make sure I understand, Tywin has 3 Sparks dice we can assign, and 2 that we do not. The Wells family have five dice we control and 2 we do not. The Greyhowl Knights have 2 dice we control and 1 we do not. We can assign 1 Assassin Die to a task, even if it does not involve murder and negate 2 risk at the cost of possible negative effects? That is in addition to the Talon [Spy] dice right? What is the identifier for Crannog's Ruler die? Perhaps [RCr]? How do we differentiate between Raven, Owl, and Talon [Spy] dice? [RSpy] [OSpy] and [TSpy] seem like the obvious choice, even if it does creep up to four characters. Is there a difference between Chaplains corp and the Grand Temple of Isanella? If so, perhaps the Chaplains corp should be [ChC]? Does assigning the Ravens to provide [CES] to an action reduce the number of [RSpy] dice we have available? Or is [CES] it's own pool of a single "die" to apply somewhere?

Here's a prototype plan with commentary which attempts to get all the URGENT and Urgent actions. It also pushes scouting on land hard and tries to grab a lot of synergies, bonuses, and low hanging fruit. Shipbuilding and internal diplomacy get little focus.

Thanks for doing this initial leg work. Thoughts:

-[] The Curse of Man-Mell
--[Ty]x2[AEG]x1
(should probably use both spark and arch-exarch) only 2d50 gives an expected value of 50 + 5 which isn't that much more than the DC of 40. 2 Tywin Spark + 1 Arch-Exarch. I'm hoping Tywin's +10 lore applies here.

I think we should use 1 Tywin Spark Die, 1 Arch-Exarch die, and 1 Astaria Spark die because while Tywin's +10 Lore might apply, I suspect that Astaria's +10 for oaths will also apply. That would be +25 plus whatever the bonus is.

-[]URGENT! Weed-whacking
--[CoH]x1[Tem]x2

(bonus to temple and horticulture is effectively d75 and d100 respectively) need to hit DC of 80 to avoid risk. 1 from each is expected 87.5 an extra dice would add a lot of safety. 1 horticulture and 2 temple

-[]URGENT! Logistical concerns.
--[T&B]x2[Gen]x2[SAs]x1[As]x1
Tons of DC tiers, needs at least DC 30 to avoid any risk. Requires either securing city area or securing coast, effectively making one of those required too. Legion, Wells, Owls, treasury, shipbuilder, college, asteria, and general pop are only sources. Needs at least 2-3. 2 treasury + 2 general pop + 1 Astaria spark + 1 Astaria ruler

I think we ought to prioritize doing URGENT! actions well over Urgent actions. So that means dealing with Securing the City and Scouting actions first. Would also like to at least look at Securing the Coast, but without the Sea Lanes... yeah, probably right to put that off. Only possible if we put the Taskadars on it and get the Household Guard to deploy there applying the 1d4 reduction in risk.

-[] Scouting, botanical
--[WtC]x1[Gen]
DC 30 risk 1 requires either witch or horticulture dice using both gives a bonus 1 witch 1 general pop (horticulture is needed elsewhere)

Actually I think it better to use a CoH die here than on Weedwacking. The die is doubled on Weedwaching, but I think the combo bonuses likely change the nature of outcomes, while the increased die roll can be compensated for by putting two Gen die on Weedwacking.

-Urgent [] Coven Concerns
--[WtC]x1[Arc]x1[Ass]x1[InK]
DC 60 and risk 4 (240 for no issues) but drops to DC 30 risk 2 (90 for no issues) if we take securing city area (so we obviously should which will preclude taking the sea securing route instead) requires learning so Crannog, border legion, Talon, Archive, witches, college, grand temple, chaplain, or general pop. Takes 4 dice to get an average of 100, probably want 5+ for more safety. Talon removes up to 2 risk, a good candidate to save us 2-3 dice. 1 witch, 1 archive, 1 assassin. As an urgent one if the we can apply the archive bonus again this is a good choice.

We should also take Consolidating power, witches, and use Tywin (+5 Diplomacy). On Coven Concerns we put a Witch die, a Ruler Crannog die (Learning, and this is about setting rules for them), and Assassin (hopefully Crannog being there will prevent any negative effects from having the Talon assassins there).

-[] URGENT! Weed-whacking
--[CoH]x1[Tem]x2
(bonus to temple and horticulture is effectively d75 and d100 respectively) need to hit DC of 80 to avoid risk. 1 from each is expected 87.5 an extra dice would add a lot of safety. 1 horticulture and 2 temple

As I said I think we need the CoH bonus on scouting botanical, as putting Gen x2 is equal to the benefit of 1 CoH here (and has better varriation to avoid the pitfall of a doubled low CoH roll). Better to get the combo bonus of witch + CoH on the scouting which is likely to be a flat benefit instead of a doubling. Less variance and thus less risk on a critical action. 2d50 is better than 1d100. Honestly I'm considering adding another die to this roll because it is so critical. Added another Gen Die to bring it up to 2x Tem and 3x Gen. We need to make sure this one succeeds.

-[]Urgent Setting up, government
--[Spy]x2[SAs]x1
DC 20 with many tiers. Needs at least 2. Am hoping that the law, justice bonus from astaria's spark applies here 2 Owl 1 Astaria spark

Needs one more die. Justicar should be involved here, and add a Tywin die to get his +5 to Diplomacy rolls. (Diplomacy is listed as part of the action). And Astaria Spark is urgently needed elsewhere, not good to use it when it might not apply. This isn't the action to set up the laws (that's another action) this is about the paperwork, juggling who gets what job, and who reports to who, we can use one of her Ruler die here just as good as the Spark die.

-Urgent [] Grayhowl order, mounts
--[Arc]x1[InK]
Low DC so 2 dice would be sufficient. Synergizes with setting up the husbandry college, but horticulture is probably our first choice. 1 archive dice + ink bonus is effectively an autopass. I think each archive dice gives a +20? If so we want to spread them all out.

Didn't @yannoshka say that we only get one [InK] action and that is in addition to the Arc dice not as part of one? See below:

You only have one InK.
You have 3 Arc dice, but that is separate from InK.
Well, Set-up, academy passively benefits from Institutional knowledge just existing, but that is its own thing.

All that said, those dice numbers do not seem right, on my end.
I'm going to go check what is up with that.

EDIT: D'Oh. An unadjusted dice pool from an earlier revision snuck in during copypasta.
You will find that you have some more dice to work with now.

Looks like we have one InK and 4 Arc dice.

-[] Securing the city area of control
--[Jus]x1[Wel]x2[Leg]x1
DC 50 risk 5 (250 for safety) however it requires at least 1 scouting and all scouting synergizes with it to lower risk. I'm assuming each scouting reduces risk by 1 so if we shoot for 5 scouting actions we'll be down to 0 risk DC 50. I also hope that the DC will be reduced with the scouting synergy. Added another legion dice for more safety. 1 Justicar and 2 Wells and 1 legion.

I do not think we can say that scouting reduces the DC as it ought to say that if it does, it only says it reduces the risk. Since we have another action that has a DC 60 and risk 4 without securing the city (halved if we do secure the city) this is one fo the critical actions that we need to have extra margin for error on. I think it needs at least 6 dice assigned to it.

-Urgent [] Coven Concerns
--[WtC]x1[Arc]x2[Ass]x1
DC 60 and risk 4 (240 for no issues) but drops to DC 30 risk 2 (90 for no issues) if we take securing city area (so we obviously should which will preclude taking the sea securing route instead) requires learning so Crannog, border legion, Talon, Archive, witches, college, grand temple, chaplain, or general pop. Takes 4 dice to get an average of 100, probably want 5+ for more safety. Talon removes up to 2 risk, a good candidate to save us 2-3 dice. Added another archive dice for safety as the archive flat bonus can only be used once. 1 witch, 2 archive, 1 assassin.

With Assassin and securing the city the risk is zero, better to put the extra dice on securing the city to make sure we get that risk and DC reduction.

-[] By the prickling of my thumbs
--[Wtc]x1[Cr]x1[Arc]x1
unknown DC and risk 1 witch and 1 Crannog wizard and 1 archive. As the only place where a tassakar is in danger it is likely that the guard captain will reduce risk by 1d4

Ought to put more dice here, as it's dealing with the fae I'd argue for a Tem die.

-[] Setting up, industry, inside
--[Gen]x1[Wel]x1
1 gen pop 1 wells
-[] Cups on the divine string
--[Tem]x1
not urgent but worth getting started now that we have all this extra dice. As it is continuous a single dice is quite efficient, so long as we're fine with waiting extra turns. 1 temple
-[] Hostis humani generis
--[Cr]x1[T&B]x2
Not urgent this turn, but once we fix the city's curse (which will hopefully happen turn 1), it will probably become very urgent. Now that there's extra dice to through around it's worth taking. Hard to find any piety dice for it, however Crannog ruler dice is piety and the T&B can be tacked on as an any dice. Crannog ruler removed from Arcanum and replaced with the extra Crannog wizard dice. 1 Crannog ruler, 2 T&B.
-[] Consolidating Power, by any means
--[WtC]x2[Spy]x1
DC 20 risk 1. With additional dice grabbing some of the cheap diplomacy options is now feasible. And a good idea given the morale problems with the cursed island/city. Uses extra witch dice as there's not much else for them to do. 2 witch 1 talon
DC 30. Tywin has a +5 for diplomacy with spark so that plus several synergies should make 2 sufficient. 1 tywin spark and 1 astaria ruler
-[] Consolidating power, lower-class
--[Wel]x2
-[] Navy, sea
--[SBS]x1
Toss in one dice to get this continuous one started. Not urgent as it's really not very safe to even try securing the coast (DC 120 risk 10!) let alone going into deeper water (DC 250 Risk 20!)
[] Navy, riverine
--[SBS]x1[Leg]x1
Try to get the river boats up and running as well.

You are spreading the dice too thinly. It's much better for morale to succeed on critical actions like securing a food supply than to spend dice on non-urgent tasks like consolidating power (other than the witches who are the most dangerous and has synergies with critical actions). You are trying to do too much in the first turn and setting us up for cascading failures if we fail a few key actions.

I've chosen in this plan to try for around 70-80% chance of success for many actions, which means we will fail some things

Okay, but you've made no differentiation between critical actions and less urgent ones. If you had planned for 90% success of the critical ones, and 60% for the less important ones that would be better than this plan. If Weedwacking or Securing the City fail then several other actions will fail with them.
 
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Way, way to little. This is the critical food action. The DC is 60, with the CoH bonus that means you need to roll a 20 or better on a d50. That is way too much risk to put on a single die roll. Cohx1 and Genx3 is minimum number of die needed here. This is what our General Population is meant for, to plant food under the direction of the CoH.
No, no we get a base +40 so we automatically pass the first 2 tiers no matter what we roll. I'm not sure what happens if we critfail, but otherwise a single CoH autopasses for sure.

And I'm too busy to go through everything else, have it guys 👍
 
No, no we get a base +40 so we automatically pass the first 2 tiers no matter what we roll. I'm not sure what happens if we critfail, but otherwise a single CoH autopasses for sure.

And I'm too busy to go through everything else, have it guys 👍

That doesn't make much sense, what if we chose not to use a CoH die on that action?

URGENT! [] Setting up, agriculture, inside, food - Securing food is the number one priority to ensure survival. Thankfully Man-Mell boasted a great many Parks and recreational fields that, once the overgrowth has been cleared away, can be repurposed to grow food. In time, they might be returned to their original purposes, but for now, needs-must! (Requires Weed-whacking; All; Synergizes with other Setting up actions; DC 20/40/60/80/100+, Colege of Horticulture bonus +40; Urgency can also be solved with Here fishy, fishy; Affected by Curse of Man-Mell)

@yannoshka If we use a CoH die on this action do we auto pass it? Or do we need to get above 60 DC to pass?
 
Just too make sure I understand, Tywin has 3 Sparks dice we can assign, and 2 that we do not. The Wells family have five dice we control and 2 we do not. The Greyhowl Knights have 2 dice we control and 1 we do not. We can assign 1 Assassin Die to a task, even if it does not involve murder and negate 2 risk at the cost of possible negative effects? That is in addition to the Talon [Spy] dice right?
Yes.
Also, Arch-Exarch has two dice you control and one you don't.
What is the identifier for Crannog's Ruler die? Perhaps [RCr]?
Sure, Artifact of a previous revision when only Astaria had ruler dice. Will Edit that in, momentarily.
How do we differentiate between Raven, Owl, and Talon [Spy] dice? [RSpy] [OSpy] and [TSpy] seem like the obvious choice, even if it does creep up to four characters. Is there a difference between Chaplains corp and the Grand Temple of Isanella? If so, perhaps the Chaplains corp should be [ChC]?
[Spy] are generalized brethren dice to keep things simpler for my bookkeeping. While, yes, different brethren have different focuses, at this point in time there are not many actions that require specialized approaches, so until y'all open those actions, they're all just lumped in together.
Same for [Tem] as generalized Clergy dice, since at this time the Temple of Isanella comprises ~75% of your total clergy, and say another 5-8% are for the rest of Celestial/Central Pantheon, of Which Isa is a part of. Next most represented is Mountain/Northern pantheon, with great majority of Clergy there being dedicated to Rowe, the God of soldiers. The least represented are the Southern/Sea pantheon, since Gurni is in the northern/central sea where Skeggi pantheon holds sway, and they do not truck with humans. Ah, that is the Pantheon Skeggi worship, in this setting Racial/Species gods are small potatoes.

Does assigning the Ravens to provide [CES] to an action reduce the number of [RSpy] dice we have available? Or is [CES] it's own pool of a single "die" to apply somewhere?
So, [CES] and [InK] are not dice at all. They are effects that can be applied independently of the institutions that provide them.
This is particularly pertinent for you because you need actual dice to roll to assign [InK] to.
If we use a CoH die on this action do we auto pass it? Or do we need to get above 60 DC to pass?
Ah, I see your confusion. No, you do not need to assign [CoH] to autopass. You do so anyway.
That is a benefit of having the College of Horticulture on Gurni in the first place. The college has literal centuries of knowledge mostly dedicated to growing food, ready and available to share, so even if they are not dedicating their efforts to those particular endeavors, they are boosting it passively. Sort of how setting up an academy passively benefits from all the institutional knowledge Grand Imperial Archive brought along.


@Mathematicae
Also, just out of my own curiosity, can I get your reasoning for prioritizing speeding up Na Uselle relations over trying to find out what the evergrowing cutting, which is one of the treasures of your dynasty could net you?
from both of you.

I am simply interested in reasonings, no more no less.
It is one set of storylines that I worked the hardest at balancing, so I am simply interested in hearing what tipped the scales for you.
 
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[Spy] are generalized brethren dice to keep things simpler for my bookkeeping. While, yes, different brethren have different focuses, at this point in time there are not many actions that require specialized approaches, so until y'all open those actions, they're all just lumped in together.

Huh, but some have Martial and some have Stewardship and some have Learning (and thus need to be deployed on specific actions) so I'm having trouble keeping them all straight if I don't keep track of which is which.

Oh, and on that note, can I assign T&B to non-Stewardship actions as long as I have one die of the appropriate type there? For example, for an action that needs Learning can I use [Arc]x1[T&B]x2 and it's basically the same as [Arc]x3? (Assuming no special bonus for [Arc] of course).

Same for [Tem] as generalized Clergy dice

Fixed

So, [CES] and [InK] are not dice at all. They are effects that can be applied independently of the institutions that provide them.
This is particularly pertinent for you because you need actual dice to roll to assign [InK] to.

Fixed.

Ah, I see your confusion. No, you do not need to assign [CoH] to autopass. You do so anyway.
That is a benefit of having the College of Horticulture on Gurni in the first place. The college has literal centuries of knowledge mostly dedicated to growing food, ready and available to share, so even if they are not dedicating their efforts to those particular endeavors, they are boosting it passively. Sort of how setting up an academy passively benefits from all the institutional knowledge Grand Imperial Archive brought along.

Ahhh... do we get an additional CoH bonus if we apply it to the action? Or can we move it elsewhere? Also, does the Justicar and Astartia bonus act the same way, or do we need to apply those dice to the action to get the bonus?

And similarly do we need to spend [Leg} dice on the fortifications actions to autopass, do we just autopass without spending any dice, or do we autopass but can spend any dice there?

And finally, do you want us to put an [X] infront of the dice expenditures? If we don't then they are not included in the vote count block.

@Mathematicae
Also, just out of my own curiosity, can I get your reasoning for prioritizing speeding up Na Uselle relations over trying to find out what the evergrowing cutting, which is one of the treasures of your dynasty could net you?
from both of you.

I am simply interested in reasonings, no more no less.
It is one set of storylines that I worked the hardest at balancing, so I am simply interested in hearing what tipped the scales for you.

Well, it was simply that if we plant it we have to spend more dice on that action, while if we gift it it takes no more dice than if we don't but improves that action. Since I have no idea what the benefits of which are which it'd natural to make the choice based on being able to spend dice elsewhere.

I mean, planting it kind of intrigues me, but the cost was prohibitive. Unless, are you saying that the only benefit of gifting the Evergreen is that we formalize faster? And in the end get no special effect from it?

In that case I might try and figure out how to spend the dice on planting it. Especially since we have an extra CoH die available.
 
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Huh, but some have Martial and some have Stewardship and some have Learning (and thus need to be deployed on specific actions) so I'm having trouble keeping them all straight if I don't keep track of which is which.
Oh, that. That is just a reminder for myself, for when I do need to separate them.
In practice, you can use [Spy] dice in all actions applicable to all brethren, I'm not going to spend time double-checking those unless you force me to.
Oh, and on that note, can I assign T&B to non-Stewardship actions as long as I have one die of the appropriate type there? For example, for an action that needs Learning can I use [Arc]x1[T&B]x2 and it's basically the same as [Arc]x3? (Assuming no special bonus for [Arc] of course).
Yes, that is correct.
Ahhh... do we get an additional CoH bonus if we apply it to the action? Or can we move it elsewhere? Also, does the Justicar and Astartia bonus act the same way, or do we need to apply those dice to the action to get the bonus?
Requirements and bouses you could/would receive if you used specific dice are located at the beginning of the vote details. Already unlocked bonuses are placed after DC and risk details.
And similarly do we need to spend [Leg} dice on the fortifications actions to autopass, do we just autopass without spending any dice, or do we autopass but can spend any dice there?
You need to spend some, any applicable, dice.
The difference between autopass and DC0 is in what rolls get you.
Autopass rolls overflow onto other rolls.
With DC0 higher rolls grant better results.
And finally, do you want us to put an [X] infront of the dice expenditures? If we don't then they are not included in the vote count block.
It would be very helpful, but it is not mandatory.

Well, it was simply that if we plant it we have to spend more dice on that action, while if we gift it it takes no more dice than if we don't but improves that action. Since I have no idea what the benefits of which are which it'd natural to make the choice based on being able to spend dice elsewhere.
This is factually incorrect.
Once you assign a dicepool, which can constitute of a single die, to a continuous action it continues rolling with the same number of dice until finished, but you only spend dice on the turn you started the continuous action, or you decide to spend more dice in subsequent turns on that same action. The dice do not get locked in.
In essence, the dice get spent preparing and organizing the action, or on a later turn adding resources, but there is no maintenance cost.
Mind you, this only works like that in these generational setup turns. Once we get to proper turns it becomes more run-of-the-mill CK2 style play with a limited number of picks per category and resources.
Unless, are you saying that the only benefit of gifting the Evergreen is that we formalize faster? And in the end get no special effect from it?
... It is not entirely the only benefit, but it might as well be?
Any benefit beyond speeding up formalizing faster you would see from gifting would not come into play until regular turns, and even that is dice dependent.

On the other hand, that is just how I currently think things should unfold.

Background rolls have a way of drastically changing the paradigm.
Just take the entire AN and Na Uselle, as an example.
None of that existed originaly.
But then you got 'Rats under the boards' random event - that is one random roll.
Then the roll on the event fell on 'orphaned children' - another random roll.
Than the roll to see if there is anyone special among the children gave you 3 godtouched and two with old blood. - two more rolls
Then, when I rolled the godtouched, one rolled first as touched by unknown god(s?), and then the nature of the pantheon rolled as 'a mystery' - another two pretty random rolls.
Then, since I already knew that going to Gurni, I decided that the god(s?) in question might as well be pertinent, so I settled on them being Pantheon of Seasons, as natural enemies to the Fae, who while being coded to seasons, are in point of fact defined around the axiom of being false/an imperfect replica, so the idea crystalized that the adherents of the newly formed pantheon should have been the first people/nation/species Fae encountered on the world, and are thus imperfectly aping. So, elves.
Then I rolled to see the number of gods in the pantheon and the result came to 2 on 1d12.
Then I rolled, mostly for fun, on how strong the pantheon would be, I got a perfect 1 and 50 on 2d50, so I decided that that should make it extra special.
So I made rolls for how strong each god would be individualy. And I got another 1 and 50 on one 2d50 and 46 and 50 for the other.
A perfect even spread and a critical success, even if the rolls were not actually of the sort criticals were intended to be applicable for.
So, I workshoped the idea further, and decided that maybe what the pantheon was actually about are cycles! But wait, aren't cycles also a pretty integral part of the concept of galaxy?
Yes, yes they are. So, why don't I make the crit god of the cycles pantheon be Isa's conjoined twin or maybe something like her dark side?
Oh, but if I do that, this now fits with that other thing...
Etc...
Etc...
But, the point is, that what has now become an integral and important part of the story and world-building only came into existance due to less than a dozen rolls interacting in an interesting fashion.
 
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This is factually incorrect.
Once you assign a dicepool, which can constitute of a single die, to a continuous action it continues rolling with the same number of dice until finished, but you only spend dice on the turn you started the continuous action, or you decide to spend more dice in subsequent turns on that same action. The dice do not get locked in.
In essence, the dice get spent preparing and organizing the action, or on a later turn adding resources, but there is no maintenance cost.
Mind you, this only works like that in these generational setup turns. Once we get to proper turns it becomes more run-of-the-mill CK2 style play with a limited number of picks per category and resources.

You don't understand, I was not saying that we will continuously spend the dice, but rather that we would have to spend any dice at all this turn. And that seems rather unaffordable with all the other things to spend dice on this turn.

... It is not entirely the only benefit, but it might as well be?
Any benefit beyond speeding up formalizing faster you would see from gifting would not come into play until regular turns, and even that is dice dependent.

On the other hand, that is just how I currently think things should unfold.

You see, I just don't understand enough about the trade offs to compare anything here. That's what happens when you hide so much information. I think it's great that you tried to balance them, but as I don't know the benefits it's only natural to decide based on costs.

Though you have spiked my curiosity enough to make me see if I can shake something lose, probably means dropping the wizard tower this turn though (need another Spark die, Tywin is needed elsewhere, and Astaria is spread to thin already).

And I'm too busy to go through everything else, have it guys 👍

TLDR:

There are critical actions that other actions depend on. Curse of Mag-Mell, Weedwacking, and Securing the city. If those actions fail you could easily have a series of critical cascading failures on other actions. Therefore those actions ought to have more like 90% chance of succeeding, and then the other actions can have your 70% chance of success.

That is my primary concern with your plan. Therefor I think abandoning the less essential morale actions and redirecting those dice to the essential actions would be wise, but I suppose you could giggle around the other lower priority action dice and get the same result.

Also, new explanations from the QM means that we do not need CoH on agriculture to get the bonus, nor do we need Justicar and Astaria together to get the setting up law and order bonus.
 
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