Elven Empire Quest (CK2)

The main question is: do we still have a demon on payroll, or have it gone back to the warp away?
 
The End of the Beginning: 500-582
Aldegard leads a grand expedition to study the manawastes...
Eris communes with the gods, becoming a paragon of order and goodness...
Logon (what the fuck Logon stop riding the crazy train) leads a devastating punitive war against Saex, becoming known to all by his third century...

-----

Aldegard's preparations begin in earnest. She questions the affected, studies their bodies and minds in detail. The effects of the manawastes are dangerous, and their name is something of a misnomer according to the explorers. While the wastes are indeed a blasted and burned land only a few miles from the Everlake, when one dares to venture further, their senses are bombarded with the intense, life-bearing power of the Heart. Like a beacon, explorers were drawn to the center of the blast radius, where a grand monolith stood that no pre-catastrophe text made mention of. Called Beren's Heart by the mesmerized explorers and refugees, initially desperate to return to the homeland, many eventually settled there to nurture the powerful nature spirits that had taken residence at the monolith.

In Aldegard's studies, she discovers that the overwhelming effect of the mana-madness wanes naturally with time, despite being far more severe a case than more localized causes for the affliction. In particular, casting and the siphoning of small amounts of vital energy appear to greatly accelerate recovery, which is a great balm to the minds of other concerned scholars and mages. While few of the most established voices in the Academy or the College feel secure in venturing forth, they are more than willing to offer Aldegard many dutiful understudies and channelers.

Despite this, it is hard to gather a significant number of lower houses or independent families, or many of the least trade families. Enough to get by, perhaps, but they are unwilling to commit much to the venture of reclaiming what appears to them to be a vast desert, void of resources with which to ply a skill upon.

Even so, Aldegard's grand expedition to the so-called Heart prepares all the same.

-----

In the interim of preparation, when letters have been sent to Logon to ask his accompaniment, news of a war reaches the capital. The Half-Blood Kingdom, Saex, has declared that, by right of some distant kin, in a way that seems all too convenient, theirs is the right to the empire, and that Mava is to be unseated from the eternal throne. While the idea is initially seen as preposterous, the huge number of experienced half-bloods the kingdom has churned out make even some of the elder warmasters balk. Backed up by a coalition of lesser human nations in their sphere, Saex has razed an ancient border fortress to the ground for resisting their conquest.

Aldegard initially began to drop everything in favor of converting the expedition into an impromptu legion, but more news came only days later. The First Legion, on exercises, had been caught out by the human army and was driven off in a skirmish, only to resurge with a vengeance a few days later, picking apart the overextended human forces with ease. The High General of the legion had been killed in the ambush, only for Logon to rally the fleeing Legion and turn their efforts away from pitched battle, where the humans could replenish their dead more easily than an elf, breeding like rabbits as they did, and breaking the Legion into a spread-out array of companions, using their superior abilities and training to ambush smaller forces of humans, less able to leverage their great numbers.

Frustrated, the Half-Blood king tried to force a fight in unfavorable terrain, where Logon's Legion formed itself up surrounding his army and summarily routed it in the Valleys of Ardil. So furious was Aldegard's son, that he pursued the humans all the way back to their capital, where he viciously ransacked their cities and towns, making a point to abscond with every full-blooded elf his army could find, many of whom were ill-treated and ignored by their half-blood scions.

So thoroughly humiliated, the half-blood kingdom was forced to sue for peace while shouting from the fields outside of their capital city. Ever-merciful, Logon accepted their terms, but threatened that their kingdom lived on borrowed time for their crime of conquest of ancient elven lands and elven peoples.

The stories quickly ballooned into gossip, adulation, and then veneration, Logon being hailed as truly of his grandfather's blood.

-----

Feeling secure in her efforts, Aldegard set out not long after that, making the trek into the blasted desert of the east. Initially, the far reaches were mostly devoid of all life and energy, scoured by the blast, but the further in one went, the more clearly they could sense the wonder that was left behind by the destruction.

Despite being ultimately talentless when it came to Lux magic, enough shamans and channelers were able to commune to paint a picture for Aldegard; they were young, but powerful. The spirits were mostly unaware of the amount of energy they let spill into the world around them, and very quickly the researchers, and Aldegard herself, were able to locate the source of their race's troubles, after only a few decades of time in the wastes. The intensity of the energy in the wastes excited their bodies and spirits more severely than all the way in the west, and it allowed them to detect the subtle changes caused by the spirits' blind play more clearly.

The spirits of the wastes would have to be brought to heel with channelers and menders, so that their energies would no longer be released in such damaging ways to the mana-sensitive elves. The mender apprentices were unsure, but optimistically guessed that perhaps a few centuries would be enough time for the spirits to be calmed enough that the elves would be able to heal.

Still, more work would have to be done, and a colony would have to be prepared, in order for the efforts to begin. Aldegard would have to stay a few more years before presenting her findings back home.
 
Sooo apparently Logon figures as the Malekith expy it's HIS job to handle the world-plot, we're to be Morathi and play games in the shadows.
Good boy! Though I think he just solo'd the early plot that's we're supposed to manage.
How did he roll throughout all that?
 
Aldegard leads a grand expedition to study the manawastes...
Eris communes with the gods, becoming a paragon of order and goodness...
Logon (what the fuck Logon stop riding the crazy train) leads a devastating punitive war against Saex, becoming known to all by his third century...
Well, we have certainly achieved a lot.
Aldegard initially began to drop everything in favor of converting the expedition into an impromptu legion, but more news came only days later. The First Legion, on exercises, had been caught out by the human army and was driven off in a skirmish, only to resurge with a vengeance a few days later, picking apart the overextended human forces with ease. The High General of the legion had been killed in the ambush, only for Logon to rally the fleeing Legion and turn their efforts away from pitched battle, where the humans could replenish their dead more easily than an elf, breeding like rabbits as they did, and breaking the Legion into a spread-out array of companions, using their superior abilities and training to ambush smaller forces of humans, less able to leverage their great numbers.
Impressive.
So furious was Aldegard's son, that he pursued the humans all the way back to their capital, where he viciously ransacked their cities and towns, making a point to abscond with every full-blooded elf his army could find, many of whom were ill-treated and ignored by their half-blood scions.
Dog bites both ways. Only thing that changes is which head is doing the biting.
Despite being ultimately talentless when it came to Lux magic, enough shamans and channelers were able to commune to paint a picture for Aldegard; they were young, but powerful. The spirits were mostly unaware of the amount of energy they let spill into the world around them, and very quickly the researchers, and Aldegard herself, were able to locate the source of their race's troubles, after only a few decades of time in the wastes. The intensity of the energy in the wastes excited their bodies and spirits more severely than all the way in the west, and it allowed them to detect the subtle changes caused by the spirits' blind play more clearly.

The spirits of the wastes would have to be brought to heel with channelers and menders, so that their energies would no longer be released in such damaging ways to the mana-sensitive elves. The mender apprentices were unsure, but optimistically guessed that perhaps a few centuries would be enough time for the spirits to be calmed enough that the elves would be able to heal.
So lot of new, strong spirits appeared, which led to overflow of magical energy, which in turn led to elven infertility due to their sensitivity to mana.
 
Skills:
Diplomacy 23-1d10 - Aldegard runs the gamut between passionate oratory and fumbled speeches.
Martial 20 - Aldegard has some mastery of war.
Stewardship 33 - Aldegard is a savant of administration and management.
Intrigue 23 - Aldegard is exceedingly capable of manipulating the threads of social contract.
Discipline 17 - Aldegard shows great restraint and forethought.

Prowess 19 - Aldegard is capable in a fight, but hardly a champion.

Incanti 13 - Aldegard is very skilled in the use of the magic spoken.
Forma 14 - Aldegard is very skilled in the use of the magic physical.
Arcana 17 - Aldegard is a burgeoning peer of the capital's High Arcanists in the magic formulaic.
Sanguis 16 - Aldegard has mastered the dreaded magic vital.
Lux 5 - Aldegard is capable of some of the magic spiritual.
Skills:
Diplomacy 31 - Eris is a supremely gifted speaker.
Martial 12 - Eris knows only a passable amount of warfare.
Stewardship 22 - Eris is well-talented in management of a realm.
Intrigue 6 - Eris is virtually incapable of subterfuge.
Discipline 35 - Eris is a paragon of enlightenment and personal excellence of spirit.

Prowess 15 - Eris can hold her own, against a Human.

Incanti 15 - Eris is very skilled in the use of the magic spoken.
Forma 12 - Eris is quite skilled in the magic physical.
Arcana 9 - Eris is quite capable in the magic formulaic.
Sanguis 0 - Eris refuses to stain her hands with the magic vital.
Lux 18 - Eris is counted among the High Channelers of the magic spiritual.
Skills:
Diplomacy 23
Martial 42
Stewardship 15
Intrigue 6
Discipline 10

Prowess 36

Incanti 5
Forma 7
Arcana 4
Sanguis 3
Lux 3

Aldegard total:
skills: 116-1d10
magic & prowess: 84

Eris total:
skills: 106
magic & prowess: 69

Logon total:
skills: 96
magic & prowess: 58

You know, for someone who's hailed as a genius and a superior sibling, we're not nearlly that much better than Eris. And Logon's just ridiculus. Something to keep in mind for when Mava bites the dust.

Relationships:
Mother - Aldegard of Anathros - Strong
Grandmother - Mava of Anathros - Weak
Aunt - Eris of Anathros - Average

Now that's just sad. Come on, son, get some action! Even Eris has a lover.
 
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. The High General of the legion had been killed in the ambush, only for Logon to rally the fleeing Legion and turn their efforts away from pitched battle, where the humans could replenish their dead more easily than an elf, breeding like rabbits as they did, and breaking the Legion into a spread-out array of companions, using their superior abilities and training to ambush smaller forces of humans, less able to leverage their great numbers.
Its like in Warhammer 40k when Eldar needed to switch from their heavy handed tactic used when their were a Galaxy class Superpower Empire to being outnumbered surviviors. We need to levereege fact that each Elf live is priceless but also several times more effective/skilled than our oposition. So making use of those skill with superior coordination and tactics is needed for us to remain relevant in long run.

We can also start using our many high skilled magic users with millenia of traditions behind them to outperform others who lack such institutional history. Or use Sanguis magic and fuel it with sacriface of 'lesser' barbaric races that threaten us. Like if are going to slaughter humans and half-elfes why not use them as sacrifaces to make said slaughter easier on our numbers?
You know, for someone who's hailed as a genius and a superior sibling, we're not nearlly that much better than Eris. And Logon's just ridiculus. Something to keep in mind for when Mava bites the dust.
Yeah we are described as genius that also put dedicated hard work in everything she does to master it. While also have a more than century on our sister during a golden age of our race. We realy should be much better then her.
Despite being ultimately talentless when it came to Lux magic, enough shamans and channelers were able to commune to paint a picture for Aldegard; they were young, but powerful. The spirits were mostly unaware of the amount of energy they let spill into the world around them, and very quickly the researchers, and Aldegard herself, were able to locate the source of their race's troubles, after only a few decades of time in the wastes. The intensity of the energy in the wastes excited their bodies and spirits more severely than all the way in the west, and it allowed them to detect the subtle changes caused by the spirits' blind play more clearly.

The spirits of the wastes would have to be brought to heel with channelers and menders, so that their energies would no longer be released in such damaging ways to the mana-sensitive elves. The mender apprentices were unsure, but optimistically guessed that perhaps a few centuries would be enough time for the spirits to be calmed enough that the elves would be able to heal.
What this implies and I dont like is the fact it looks like to cure Elfes will require realy high Lux mastery. With our sister excel at.

Unless we figure some Arcana bounded fields to shield elfes from this 'waves' or maybe Sanguis rituals to strenghten and adapt our race against them.
 
Considering demons are a thing, could it possible to bind them for use as mainline combatant. Sacrifice some humans and the occasional unwanted half elf before a battle and send the resulting demon horde at the enemy?

Though whether or not it is a viable strategy will probably be something for Logon to test.

Going to third the complaints that while Aldegard is called a genius, her stats don't reflect it compared to her sister.
 
Damn, son. I did not expect him to turn into Alexander at such a young age by elven standards. Seems to me from his tactics that he is more diligent than impatient when it matters most.
 
Considering demons are a thing, could it possible to bind them for use as mainline combatant. Sacrifice some humans and the occasional unwanted half elf before a battle and send the resulting demon horde at the enemy?

Though whether or not it is a viable strategy will probably be something for Logon to test.

Going to third the complaints that while Aldegard is called a genius, her stats don't reflect it compared to her sister.
Aldegard is considered a genius because of the weight of the stat lines. Magical skills are quite a bit harder to raise than non-magical ones, and to have an average of 13 across all the magical disciplines vs an average of 11 is actually a pretty significant difference.

Overall, Eris' stat line on the whole is ~300-400 years behind Aldegard, and she's only a hundred-odd years younger than her.
 
473 A.B.
Forty years.

You have been gone for forty years.

You do not plan to have nothing to show for it, however. The camps around the Heart have been informed as to your peerage, and while there was some grumblings at your relation to Father, you are the Imperial Princess. You will need to organize infrastructure, prepare a food supply, begin the process of pacifying the spirits' playful attitude.

Forty years, and you are stuck here for a while yet, it seems.

Approximately:
150 apprentice mages of varied disciplines (primarily Forma and Lux), suffering from limited mana exposure
50 hired hands trained in exploration, suffering from limited mana exposure
2000-3000 colonial refugees of various pioneer trades and means, suffering from severe mana exposure
1 Bound Demon of the Foul-Tongue Caste

Resources:
Rations and supplies, meant to last many years for 200 explorers, stretched to feed roughly 2500 for a few years at most
Pack animals and survey equipment
Various and unsorted, if limited, pioneer supplies from refugees

Aldegard's level of magical ability (If she does not know a certain spell that can be used in a strategic way, she can create one under the following conditions):
Incanti
Incanting (Mastery): Words of power can be combined nearly freely, and their area of effectiveness includes all who can hear the words, and can be restricted to those who are meant to hear the words. The intensity of the words fall in relation to the number of affected, but their duration is consistent.

Runesmithing (Expertise): Words of power can be etched into all manner of objects, living or not, through the etching of runes. Runes of less complex or esoteric words have much greater duration, with words and phrases of some complexity being effectively inexhaustible. Etching is a process that takes about a year.

Words (Expertise): A great many words are known. The most complex words known are capable of enchanting the mind momentarily. Simpler words can be taken to considerable extremes of intensity. E.G. Strength, Resilience, Turn Aside, Break, Burn, Calm, Rage, Stop, Kneel, etc.
Forma
Formative (Mastery): The physical elements can be formed from the void at the user's whim. Formed elements possess exaggerated characteristics of their natural counterparts for a short time after formation and are especially prone to Command. Includes Earth, Water, Air, and numerous derivative elements.

Command (Mastery): The physical elements can be bent to action with the user's will. If the user can see the physical elements, they are capable of exerting their will upon them to move and shift. States can be changed easily for more pliable elements such as Water, and the elements can be controlled very finely. Living things can be manipulated with good understanding if the spirit or will protecting them can be pacified or weakened.

Transmutation (Skilled): The elements can be converted into other elements with great expenditures of mana. It is nearly impossible to convert elements into other elements they are not derived to or from.
Arcana
Propagation (Expertise): The fine structure of spells can be maintained for very large distances or times, allowing the user to enact all forms of magic at range, assuming their other requirements are met at that range. Spells can be recorded in traps or runes for many years without trouble.

Command (Mastery): The ephemeral elements are easily manipulated by the user. Force, heat, and electricity can be gathered at a whim from the world, and to an extent these elements can be brought into being without taking them from elsewhere.

Formulae (Expertise): Spells can mostly be exerted with an effort of will, up to a certain complexity or intensity, at which point somatic or spoken components may need to be added.
Sanguis
Draining (Expertise): Spiritual strength can be easily sapped from across a room. This energy does not require much time or effort to bend to the user's ends, and denatures from it's source quickly.

Binding (Expertise): The spiritual component of the living can be bound with powerful restrictions that only the extremely disciplined or willful can resist at very great pain to themselves. The will can be suppressed utterly, but at great cost to intelligence.

Summoning (Mastery): Mana and spiritual energy are synonymous with one another in regards to the cost of a ritual summoning. Many spirit-possessing beings can be called simultaneously. Specific beings can be called upon. Astral images can be called upon.
Lux
Communion (Beginner): The user can hear the voices of spiritual beings on their native planes at very powerful points of contact with the mortal world.

Formation (Beginner): The user can draw together large amounts of ambient energy to create very simple artificial spirits with little agency or understanding to perform singular rote tasks.

Disjunction (Unskilled): The user can disrupt the energy of a spiritual creature to send them back to their home plane, or shatter simple artificial spirits, but only using special tools or with leverage over the creature (such as a summoning or name).


Current conditions:
Safety: Insecure, limited local knowledge
Food: Limited, not produced
Colony: Refugee Camp, mostly transients
Heart: Mostly Unknown
Spirits: Unaware of you

Aldegard must manage this fledgling colony. What should she focus on for the time being? Create a plan only. (Choose a total of three, marking them with [Pioneers], [Expedition], and [Aldegard]. Aldegard can be used to double-up on another action, as she can probably use powerful magic to support it)
[] Secure more food supplies
[] Build up shelters
[] Build up colonial infrastructure
[] Secure the colony with fortifications
[] Gather information about the area
[] Study the monolith further (expedition only)
[] Begin binding the local spirits (expedition only)
[] Begin negotiating with the local spirits (expedition only)
[] Curative effort to halt or reverse the symptoms of extreme exposure (pioneers only, Aldegard may assist)
[] Send word home and establish contact (Aldegard only)
 
[X] Plan Foundation
-[Pioneers] Build up shelters
-[Expedition] Secure the colony with fortifications
-[Aldegard] Gather information about the area

How long is this turn for? If it's longer than a few years, I'll have to swap in food for something.
 
[X] Plan Foundation
-[Pioneers] Build up shelters
-[Expedition] Secure the colony with fortifications
-[Aldegard] Gather information about the area

How long is this turn for? If it's longer than a few years, I'll have to swap in food for something.
Yeah, that's a good question.

I'm also worried about the mana poisoning. That might be something that needs doing sooner than later.

I'm not sure if we need fortifications, but of course there's no real way to know. Infrastructure might be more useful, depending on what's included. (Growing food? Safe water supplies?) And if we get in contact with home they could send aid. We know how to fix Elvenkind. Even if it's going to be a huge project, they'll help.
 
[X] Plan Foundation
-[Pioneers] Build up shelters
-[Expedition] Secure the colony with fortifications
-[Aldegard] Gather information about the area

How long is this turn for? If it's longer than a few years, I'll have to swap in food for something.
These first few turns will be in short, half-year phases, while the colony is prepared and actions are small in scale.
Yeah, that's a good question.

I'm also worried about the mana poisoning. That might be something that needs doing sooner than later.

I'm not sure if we need fortifications, but of course there's no real way to know. Infrastructure might be more useful, depending on what's included. (Growing food? Safe water supplies?) And if we get in contact with home they could send aid. We know how to fix Elvenkind. Even if it's going to be a huge project, they'll help.
Infrastructure includes all the trappings of developing a self-sufficient community, which, for elves in a mana-charged desert that's desperate to be teeming with life, amounts to pinning out the spaces where enchantments will be done to seed land, structures to hold stores of food and water, and places of proper veneration for the various core dedicants in a pioneer colony (mostly low trade dedications or more generalized magical dedications), as well as, for Aldegard's personal sense of propriety, a central administrative area, and, unique to this colony, either a place to prepare for and anchor the bindings, or a place where shamans and powerful spirit mages can placate and quiet down the rowdy young spirits.
 
Okay, it sounds like as long as we get infrastructure set up in the first two or three turns we probably won't need to spend an extra action getting extra food supplies by hunting or something. It can probably safely wait one turn.

I'm still not sure how urgent mana exposure is to look at.

Edit:
Here's a proposed alternate plan. I'm willing to prioritize the medical problem we definitely have over the possibility that we'll be attacked by unknown assailants that fortifications would help us with.

[X] Plan Urgent Things First
-[Pioneers] Curative effort to halt or reverse the symptoms of extreme exposure (pioneers only, Aldegard may assist)
-[Expedition] Build up shelters
-[Aldegard] Send word home and establish contact (Aldegard only)

Next turn we can get infrastructure going for food income, scout, and possibly fortifications or something else.
 
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What, we can't have the demon do anything? :V :p

[X] Plan Scout First
 
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Okay, it sounds like as long as we get infrastructure set up in the first two or three turns we probably won't need to spend an extra action getting extra food supplies by hunting or something. It can probably safely wait one turn.

I'm still not sure how urgent mana exposure is to look at.

Edit:
Here's a proposed alternate plan. I'm willing to prioritize the medical problem we definitely have over the possibility that we'll be attacked by unknown assailants that fortifications would help us with.

[X] Plan Urgent Things First
-[Pioneers] Curative effort to halt or reverse the symptoms of extreme exposure (pioneers only, Aldegard may assist)
-[Expedition] Build up shelters
-[Aldegard] Send word home and establish contact (Aldegard only)

Next turn we can get infrastructure going for food income, scout, and possibly fortifications or something else.
I feel like Gather information about the area is more important than getting contact back to the empire, as we don't know how close this wasteland is to a Fallout style wasteland.
The mana exposure cure is important, but I feel like having Aldegard assist is important in it succeeding.
 
I feel like Gather information about the area is more important than getting contact back to the empire, as we don't know how close this wasteland is to a Fallout style wasteland.
The mana exposure cure is important, but I feel like having Aldegard assist is important in it succeeding.
I'm thinking we can't actually use the scouting information immediately, though. Everything we need to do for the next few turns is at our base camp.
 
[X] Plan: Nation Building
-[Pioneers] Build up shelters
-[Expedition] Secure the colony with fortifications
-[Aldegard] Build up colonial infrastructure
 
[X] Plan Urgent Things First

I gotta agree with trying to reverse the currently very mana sick people. Once they start recovering we can start taking actions with more people to work. But I don't want them to start dropping like flies at the very sick end of it because thats many precious live we need, especially if we want this new colony to succeed.

Aside from that proper housing is important for our people to have any reprieve from the desert itself. Especially if a storm comes along.

Establishing contact with the home front and letting them know that we found this many people, and we're pretty sure we got a road map to success is another big thing. Especially if it nets us more regular resources.
 
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[X] Plan Scout First
-[X] [Pioneers] Curative effort to halt or reverse the symptoms of extreme exposure (pioneers only, Aldegard may assist)
-[X] [Expedition] Build up shelters
-[X] [Aldegard] Gather information about the area
 
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