Behind the Serpent Throne (CK2)

[X] Plan Sitzkrieg

Seems good enough, I guess? I mean, it is missing the Civic order option and it is a shame we are not working to integrate the cannons given that we have both a general and a mage that specialize on them and that were chosen for that among other things but we can't have everything even with 30 martial. I guess that even if he delegates Kiralo has to overview the projects instead of just dumping them on people to focus on other things.
 
I think there's going to be turmoil with our Rassit given we didn't take an action with the last turn, nor are we going to be taking one with them this turn, nor did we really take any actions with our bodyguards for the most part. They're not going to be just accepted into Csirit without issues given how xenophobic it is, and as their leader we should be the ones helping them out and forming connections between them and others from Csirit but I guess you disagree.
 
Goddamn can we take either canons or Rassit instead of ribbons and bling? Pretty please?
Sorry, but I am not willing to leave The Garb of Conquerors out of my plan.

Actions I would be willing to replace with Rassit:
Integrating the Nobles
Reserved Elite
Scouting In the Dust
Lay Down the Law

Of course, not taking each of those comes with its own problems. Such is Kiralo's life.
 
[X] Plan Zeitgeist

Well with only one plan gaining traction, I decided to do as all students do and procrastinate a bit. I've integrated some of what @Muer'ci and @Bakkasama want, to keep the variety. Sorry though, I see The Garb of Conquerors as important. Politics and fragile egos, what can we do?

Actually, you know what? Let's not do Garb. Sometimes you've got to put the pedal to the metal and just let her go. At the least it'll be narratively entertaining to watch them react (if they do). We'll probably roll for it.

So what's added is Cannon Law (yay Cannons! Niu and Jaw'lung would be very happy men) and Repairing Ties. Not included but in Random's plan are The Mystery Mage (because I want some narrative mystery), and Your Beast of Burden (our heavy focus in logistics support Bakkasama's point. We've got 4 or 5 generals that are good with logistics and we've got the crit last turn. Any more focus in logistics is bound to push on diminishing returns.)

[] Do not send out the army this month. It needs to train and gather, and give more time for allied forces to march to meet up with it and swell it.
[] March on the traitors within his own province, denying their troops to Jinhai, though of course it also means that the Governor's forces won't march forth to join you, though the trip would already be quite long.
[] "Send as large a contingent as is practicable, the borders will hold for a season."
[] Fortify the current positions and move themselves to be in the right location to intercept any pushes by Jinhai, and also be ready to link up with the main army when it comes on south. If it does.

[] Training Days
-[] 2 Dice on Numbers
-[] 2 Dice on Thoroughness
-[] General (Jun? Says he's good with dealing with recruits but isn't so good outside the battlefield. Not sure what that means for training.)

4 Dice spent here is a good average considering 3.5 Dice is the median of 7 Dice. This gives us plenty of Dice on our other actions, many of which are just as important for a functioning army.

[] Sprinkling of Mages
-[] (Ji'lae and all that's left)
[] Reserved Elite
[] Raising The Ranks
[] [G] Cannon Law
-[] (Niu)
[] Scouting In the Dust
-[] (Kueli. Because one of Kiralo's specialties is scouting. We can use this.)

Call these choices the restructuring or better training of different aspects of our army so it may function better as a whole. Mages, reserves, sergeants, and now cannons and scouts.

[] Beasts of Burden
[] [G] [M] A Doctor In the House?
-[] (Hi'sen)
[] Spirit Support
-[] 1 Mage (Gen'ha)

The organizational, support, logistical, or whatever you want to call it side of the army. The supply chain, medical, and spiritual.

[] Lay Down the Law
-[] 1 General (Jin'ha)

Law and order. Very important.

I considered putting The Civic Guard but as is, we're probably going to place Jin'ha and Niu in our homebases of Irit and Csrae (probably just Csrae since it's Jin'ha's specialty and the origin of our logistical train). In hindsight, we may have not gotten the most utility from our choices.

Besides, Jin'ha is on Lay Down the Law, which I think has more impact. And The Civic Guard has a high chance of success anyway. Probably 100% with Kiralo's stats.

[] [G] Integrating the Nobles
-[] (Kiralo)

Nobles, amiright?

[] Repairing Ties

And here's Kiralo interacting with his band of brothers!

Hmm. I could put in Quit It in lieu of something. Would be nice to poke Aiyistin again.
 
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To be honest, I consider Cannon Law to be something we can wait with until next turn, since we're not marching out yet so we probably have no need of them until then.

@The Laurent You probably missed it when it was pointed out yesterday, but the Sabotage Protection action is missing.

BTW, since it's obvious what that action attempts to do, does anyone think it's needed?

I can see the point in not taking Your Beast of Burden. It's not like the supply train will be without animals if we don't take it, but we might not have enough of them for everything and the action also ensures they don't get spooked by the spirits so....
 
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[x] Plan Zeitgeist

I still think Quit it can wait till next month.

Integrate nobles prob. should be kept here since we're skipping Garb, but with Random keeping it, maybe replace integration w/Rassit?
 
[x] Plan Zeitgeist

I still think Quit it can wait till next month.

Integrate nobles prob. should be kept here since we're skipping Garb, but with Random keeping it, maybe replace integration w/Rassit?
If there even is a next month. No clue when Jinhai'll move out.

But yeah, I'll be gunning to move out the first thing next month but that will still leave us with a few dice to spend on actions.

The Rassit action is already there. It's the Repairing Ties one.
 
[x] Plan Zeitgeist

I still think Quit it can wait till next month.

Integrate nobles prob. should be kept here since we're skipping Garb, but with Random keeping it, maybe replace integration w/Rassit?
Garb and Integrating both do different things though. One is simply for not insulting the nobles, the other is for assigning them where they'll be most useful instead of being a drain.

@Bakkasama
@Gingganz
@keios

You guys are voting for my plan, what do you guys think of replacing Your Beast of Burden with Repairing Ties? Do you think our logistics situation is good enough for now to wait with getting more pack animals and instead make sure our Rassit are okay? Would you rather replace another action with Repairing Ties?
 
Garb and Integrating both do different things though. One is simply for not insulting the nobles, the other is for assigning them where they'll be most useful instead of being a drain.

@Bakkasama
@Gingganz
@keios

You guys are voting for my plan, what do you guys think of replacing Your Beast of Burden with Repairing Ties? Do you think our logistics situation is good enough for now to wait with getting more pack animals and instead make sure our Rassit are okay? Would you rather replace another action with Repairing Ties?

On my phone so sorry for any typos/terse wording. I see Beast of Burden as cashing in on our good logistics roll and important to keep.

As for what I'd be willing to trade... for Repairing Ties, not that much. I see the logic but I honestly think it's not a high priority--they probably still really like Kiralo. I kinda like the canon stuff in the other plan but everything we have looks good too. :/ Sorry I'm not more useful lol
 
On my phone so sorry for any typos/terse wording. I see Beast of Burden as cashing in on our good logistics roll and important to keep.

As for what I'd be willing to trade... for Repairing Ties, not that much. I see the logic but I honestly think it's not a high priority--they probably still really like Kiralo. I kinda like the canon stuff in the other plan but everything we have looks good too. :/ Sorry I'm not more useful lol
I don't think Repairing Ties is about keeping a good relationship with our Rassit so much as about making sure they're fine and not suffering from any problems with the rest of the army. Rassit aren't very well liked in the empire, after all.

And yeah, I agree with your point on Beast of Burden, the problem is that there are too many good/important actions and so we're forced to give up some of them in order to do others. *shrug*
 
That's a good point, though the wording doesn't exactly map to that. I think I prefer this to the cannon one overall even if you swap out so don't feel like you have to keep Beast of Burden. When I get back to my comp I will look more carefully at the plan and think about how I feel about logistics... we have till Monday to decide right? Honestly I am a total noob at quests and will happily bow to other ppl's wisdom so lol
 
Yeah, until Monday. I was actually going to have a second round where you figured out the Generals and Mages thing, but apparently people are so masochistic that they're doing it early? It seemed like it'd be one detail too many, so I was going to have people argue about that in the next round...
 
@The Laurent, Plan Sitzkrieg doesn't yet assign mages and generals, so a second round of voting would probably still be good. I would also like more information on what the assignments mean. Can we reshuffle them every month and how much problems would that cause? If reshuffling is troublesome, then keeping some of them in reserve might be a good idea.

Otherwise I am waffling between Plan Sitzkrieg and Plan Zeitgeist.

Zeitgeist considers Beasts of Burden unnecessary considering our earlier crit on logistics; I on the other hand fear that we may waste the crit if we now ignore the logistic concerns.

On the other hand, I don't think the Mystery Mage is all that important. What will it gain us? One extra mage commander, probably, and we have plenty of those. Of course, not knowing who he is could come back to bite us, but not as much as not taking care of the security of the capital.
 
@The Laurent, Plan Sitzkrieg doesn't yet assign mages and generals, so a second round of voting would probably still be good. I would also like more information on what the assignments mean. Can we reshuffle them every month and how much problems would that cause? If reshuffling is troublesome, then keeping some of them in reserve might be a good idea.

Otherwise I am waffling between Plan Sitzkrieg and Plan Zeitgeist.

Zeitgeist considers Beasts of Burden unnecessary considering our earlier crit on logistics; I on the other hand fear that we may waste the crit if we now ignore the logistic concerns.

On the other hand, I don't think the Mystery Mage is all that important. What will it gain us? One extra mage commander, probably, and we have plenty of those. Of course, not knowing who he is could come back to bite us, but not as much as not taking care of the security of the capital.

You'll have to figure out about him eventually. So, it depends, I suppose. And as far as it goes, it just assigns them for the month, unless there are ongoing problems or the like.
 
On the other hand, I don't think the Mystery Mage is all that important. What will it gain us? One extra mage commander, probably, and we have plenty of those. Of course, not knowing who he is could come back to bite us, but not as much as not taking care of the security of the capital.
So long as we don't know what the Mystery Mage is good at, we can't really assign him to any actions. We know he's probably a Sage but....
Well, Sages are for one religious and philosophical figures. They use a fluid style of commanding and worshipping spirits that seems in some ways a combination of Csiritan Priestly styles and the erudition of the Mages. They are figures of great import, and in the Southland some even have large cults devoted to their beliefs and interpretations. They tend to be good at the magical tattoo thing, but their main specialty is directly using spirits, and thus Sages are stereotyped as 'Hedge magic' of sorts by Mages, who tend to prefer the beauty of calligraphy scrolls containing the spirit to be controlled.

But even they can't deny the power of spirits floating around the magic-user as he walks barefoot, a power unto himself.

Often, along with this (though this is actually present in a lot of systems) Sages also tend to have special gestures or movements that are meant to 'teach' Spirits what to do without needing words.

Sages are also skilled at weaving together the names of many spirits in a chant.

There are other differences, though the main one people would note is the difference of role. Southlanders worship great spirits, and therefore a Sage is a religious figure to some extent. To *some* extent, obviously, because plenty don't have the talent, charisma, and inclination to have a cult.

If you'd picked the Sage Background, you would have been one of the ones with your own cult/followers/etc.
Sounds like he could be a good fit for Quit It if we take that next turn. Or not, hence why I would prefer figuring out what he's good at before we assign him to anything.
 
I rather keep Your Beast of Burden since it says it is of vital importance and it was Kueli's job to kame sure the Company was ready. That said...

@The Laurent What would be the concecuences of not taking this option?

Title: Your Beast of Burden
Dice Rolled: N/A
Chance of Success: 100%
Time: 1 Turn
Text: Getting enough oxen, horses, and other animals to help steady the supply train is of vital importance, especially in regards to making sure that they're used to the labor and spirits, making sure there are enough and that all is in good order. It's boring work, but important work.
Requirements (if any): None, thanks to the logistics success last turn.
 
I rather keep Your Beast of Burden since it says it is of vital importance and it was Kueli's job to kame sure the Company was ready. That said...

@The Laurent What would be the concecuences of not taking this option?

Basically, you'd have to rely on luck/what you have in place already to see how well it's managed. It'll never just be 'not done' but there's no certainty that it'll be done as well as it could be, if that makes sense? Hence why it's a 100% chance if taken.
 
The vote can still turn around.
Vote Tally : Original - Fantasy - Behind the Serpent Throne (CK2) | Page 95 | Sufficient Velocity
##### NetTally 1.7.3.2

[X] Plan Sitzkrieg
No. of Votes: 4

[X] Plan Zeitgeist
No. of Votes: 3

[X] Plan Neptune
[X] Set out at the end of the month. Perhaps speed is best, if combined with caution? (-4 actions)
[X] March on the traitors within his own province, denying their troops to Jinhai, though of course it also means that the Governor's forces won't march forth to join you, though the trip would already be quite long.
[X] "Send what can be sent, the borders are most important."
[X] Press the attack against the peasant rebels. Try to deal with them, even if it costs men and resources. This might not be the time to deal with them, but they're on the backfoot at the moment.
No. of Votes: 1

Total No. of Voters: 8
 
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