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These are dark times in the ravaged lands of the former Tasakarim empire, as the new and old...
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Character
Aelyn Tasakar

Attributes:
Martial: 16-1+3+1+1+1+2=23
Diplomacy: 18-1+2+1=20
Intrigue: 17+1+1+1=20
Stewardship: 13-1+1+1+2+1=17
Learning: 19+1=20
Piety: 19+1+2=22
Old Blood - 17% purity
Traits:
Tasakar - 15 attribute base. Can wield The Spark
You are of the blood of Turgud and Talasin, of Aseryah and Andora. You are the inheritor of more than 15 centuries of remarkable leaders, for good or bad, and it shows.
Sparkbarer - Progeny blood purity cannot be lower than yours. Can link the non-blood family to The Spark
Spark lays heavily beneath your breast. You can feel it pulsating, and roiling and... and... It is indescribable, like trying to describe mountain's sunrise to a blind, or the most exquisite symphony to the deaf. You can pull on it, and feel your family do likewise. And, you can connect others to be by their connections to you.
Foolhardy - -1base to all attributes. Inheritable
Your thought processes are not always the soundest, for all that that they can be remarkably quick.
Noble-wary - 1M, -1D, -1S, +1I, +1L, +1P, more difficult to draw in nobles from the empire during your reign.
For whatever reason, you dislike and distrust nobles. You preferred pursuing activities that would keep you away from your social strata.
Security-minded - +3M, easier Martial projects during your reign
If the fall of the empire had taught you anything, it is that there can be no such thing as too much security. You actively and aggressively pursue any means by which to enhance your military.
Fight smart - +1M, +1I, +1S
You are an avid believer in the principle of fighting smarter, not harder. Let others charge in the van, you prefer a more oblique approach.
Scrounger - +1M +1S
You are good at finding more to support your people with.
Demagogue - +2D +2S +2P positive morale dynamics during your reign
You love your people and they love you right back. You have a gift at keeping their morale up if nothing else.
Retinue:
Unit of Imperial household guard. 20 guardsmen, 4 sergeants and a Lieutenant in command
-Lieutenant Randrim - Gifted commander +2M, +1I
Hadar Milich. Personal Cartographer +1M, +1D +1S

Idrien Fergaz-Tasakar of Sastor
Attributes:
Martial: 22
Diplomacy: 21+1=22
Intrigue: 21+1=22
Stewardship: 17+1+2=20
Learning: 19
Piety: 18
Old Blood - 21% purity
Traits:
Avid hunter. +1 base M, +1 base I, +1 S
You appreciate few things in life as much as the pursuit of the hunt.
Second child (the spare). +1 base M, +1 base D, +1 base I, +1 base L
You were born and raised as 'just in case' spare to your elder sibling whom is the intended hair. As such you were trained to be ready to support them even once out of the line of succession.
Solid, steady and sober. +1 D, +1 I, +2 S
You were never going to be the life of the party, but people know they can rely on you.
Sparked
You are capable of utilizing The Spark

Elanor Fergaz of Sastor
Attributes:
Martial: 20
Diplomacy: 15+1+1=17
Intrigue: 15+1+1=17
Stewardship: 19+1+1=21
Learning: 18
Piety: 18+1+1=20
Old blood - 14% purity
Traits:
Countess of Sastor +1 base all attributes. +1D, +1I, +1S, +1P
You were born and bred to rule the barony of Sastor. Your entire childhood was spent preparing you to that task.
Solid, steady and sober. +1 D, +1 I, +2 S
You were never going to be the life of the party, but people know they can rely on you.

Anora Tasakar



The baby and the only girl of the Tasakar brood, Anora is quite something else. While not as... ah, energetic as her middle brother, she definitely did inherit all of her mother's passion, and then some more.
Bright, though definitely not mature far in advance of her tender years, and much stronger in The Spark than the rest of her family, one thing is for certain sure - everyone expects great things out of her.
The one cloud that darkens that future though, was the Mad Weather. Being born, just before a decade long natural catastrophe hits your lands is not something anyone could ever pretend was not ominous. Being of much higher sorcerous blood than your family just exacerbated the problem. Thus, at no fault of her own, her own people, or at least the low strata of it does, and probably always will consider Anora a harbinger of trouble.
Whereas her brothers got educated in matters of war, Anora's education was given to the Imperial colleges to educate her on the general academia, and special importance given to the Imperial College of Medicine.
Naturally intelligent as she is, she took to her lessons easily. On the other hand, it did not take her more than a few years for her spirited nature to start wearing down her tutors.
Thankfully for everyone involved, lady Myria Ladislaus was well equipped, both as the Grand master of the Imperial colleges, Grand master healer, and a mother, grandmother, and great-grandmother to deal with cases just like hers.

Attributes:
Martial: 16-1+1+1+2+1+2=22
Diplomacy: 20-1+1+1+1=22 (23)
Intrigue: 18-1+1+2+1=21
Stewardship: 18+1+1+1+1+2+1+1+1=27
Learning: 19+1+1+2+1+2=26
Piety: 23-1+1+1=24
Old Blood - 30% purity
Traits:
Tasakar - 15 attribute base. Can wield The Spark
You are of the blood of Turgud and Talasin, of Aseryah and Andora. You are the inheritor of more than 15 centuries of remarkable leaders, for good or bad, and it shows.
Sparkbarer - Progeny blood purity cannot be lower than yours. Can link the non-blood family to The Spark
Spark lays heavily beneath your breast. You can feel it pulsating, and roiling and... and... It is indescribable, like trying to describe mountain's sunrise to a blind, or the most exquisite symphony to the deaf. You can pull on it, and feel your family do likewise. And, you can connect others to be by their connections to you.
Foolhardy - -1base to all attributes. Inheritable
Your thought processes are not always the soundest, for all that that they can be remarkably quick.
Inauspicious birth - -1M, -1D, -1P
While it is hardly your fault, you can not escape the stigma of your birth forevermore being associated with the arrival of the Mad Weather.
Genius - +2base to all attributes. Inheritable
You are gifted at everything you do.
Ardent passions - +1M, +1S, +1L, -1I, better spousal relations
Everything you do, you do 120%.
Scholar - +1L
You are training for scholarly pursuits and academia.
Neophyte healer - +1S
You are training to become a full-fledged healer.
Demanding master - +1D, +1S, +2L
You are under the personal tutelage of Lady Myria herself, you will damn well end up being worth her time.
Spark Traits:
Diviner - +1 all stats
Despite what it seems like, you cannot actually see into the future, your Spark enhanced senses and intellect are simply very acute at reading into correlations and deducing the causes and effects.
Dynamist - +2M, +2I, +2S, +2L
You command a firm grasp upon magical applications of movement.
Healing hands - +1D, +1S, reduces atrition by flat 10%
You are not limited to the small and simple magics when it comes to applying your powers to healing.
Enchanter - +1M, +1I, +1S
You are gifted in creating simple trinkets, that nonetheless hold real, if minor, powers.
Green Thumb - +1D, +1I, +1S
Affecting and altering the plantlife to get exactly the desired results is simplicity unto itself for you.
Daughter of the storm - +2M, +1S, +1P, +1D during turbulent weather
While you are in no way connected to the beginning of the Mad Weather, only a fool would expect that there would be no connection between you and it.

Thomas Tasakar

The firstborn prince of the New Tasakarim, quite probably conceived during the long exodus.
Unfortunately, as it turned, he was also the least prince. The one at the bottom of the line of succession.
Not that he was ever in a position to begrudge his siblings for supplanting him.
The horrendous decade heralded by the birth of his sister would have been more than ample proof of the paramount importance of The Spark for preserving their people that no one short of an idiot could doubt. Thomas bore many appellations in his life, but an idiot was never one of them.
As a matter of fact, he had the steadiest head on his shoulders, among his siblings, more akin to his taciturn father, than firey mother.
Trained primarily in the arts of warfare and diplomacy, he found himself naturally focusing his usage of The Spark towards influencing and command. By the time he was six, the household staff had to have had Spark infused order by his parents set up and maintained to prevent his childish requests be treated with the same weight as his mother's royal command. By the time he reached the tender age of thirteen, his mother and instructors regularly took him along to help interrogate the captured barbarians. By the fifteenth anniversary of the settling of Pyratryst, he had taken over the task of enhancing the children aspirants for the Tasakar household guard.

Attributes:
Martial: 23+1+1+1+1+1+1=29
Diplomacy: 21+1+1+1+1+1=26
Intrigue: 17+1=18
Stewardship: 15+2+1+1=19
Learning: 22
Piety: 22
Old Blood - 17% purity
Traits:
Tasakar - 15 attribute base. Can wield The Spark
You are of the blood of Turgud and Talasin, of Aseryah and Andora. You are the inheritor of more than 15 centuries of remarkable leaders, for good or bad, and it shows.
Solid, steady and sober +1 D, +1 I, +2 S
You were never going to be the life of the party, but people know they can rely on you.
Good with animals - +1M, +1S, small chance to gain animal/monster retinue
You just seem to be able to get along with animals.
Trained Fighter - +1M
You have been trained from an early age to the ways of combat.
Good listener - +1D
First lesson in diplomacy: let the other side talk more.
Gifted Student - +1M, +1D
You are an absolute joy to teach for your tutors.
Spark Traits:
Unnaturally persuasive - +1M, +1D, +1S, better spousal relations
Your every word is subtly imbued by The Spark, and when you speak, everyone around you listens.
Soft voice, and Big stick - +1M, +1D, easier martial and diplomatic rolls during war turns
You are, by your lonesome, an embodiment of an old, wise adage concerning relations to others.
Battlefield Beacon - +1M, So long as you are known to be upon the field, your units have unbreakable morale
Even when they cannot see nor hear you, your troops feel your presence upon the fields of battle, and it bolsters them like nothing else.
Master of the Royal household guard - It is your responsibility to turn ordinary children into the best warriors and bodyguards that had, are and ever will exist in the world.

Taesta Tasakar

The second son to Aelyn and Idrien, Taesta is much more his mother's son than either his elder brother or his younger sister. Rash, cocksure and passionate, he was and remains a hellion.
While sharing in his brother's military training, instead of diplomacy, Taesta studied under the masters of the Imperial College of Architecture. While not as natural a fit as his brother's studies, Taesta was by no means a lax student. Seeing the perpetual exhaustion suffusing his parents as they ran from emergency to emergency caused by the Mad Weather was more than apt source of motivation.
Still, while he proved fine student of creative and support applications of The Spark, where his true talent lie is destruction. No one displayed any surprise at that particular revelation...

Attributes:
Martial: 22+2+1+1+1+1+2=30 (32)
Diplomacy: 23-1+1=23 (25)
Intrigue: 16+1=17
Stewardship: 15-1+1+2+1=18
Learning: 19+1=20
Piety: 16-1+1=16
Old Blood - 19% purity
Traits:
Tasakar - 15 attribute base. Can wield The Spark
You are of the blood of Turgud and Talasin, of Aseryah and Andora. You are the inheritor of more than 15 centuries of remarkable leaders, for good or bad, and it shows.
Foolhardy - -1base to all attributes. Inheritable
Your thought processes are not always the soundest, for all that that they can be remarkably quick.
Brave - +2M, +2D when dealing with warriors and warrior culture, increased chance of gaining martial traits
Where celestials fear to tread, there you are, where cold terror grips the hearts of lesser men, you charge confidently.
Aggressive - +1M, +1I, +1L, -1D, -1S, -1P
Determined and forcefull, everything is a confrontation for you.
Trained Fighter - +1M
You have been trained from an early age to the ways of combat.
Apprentice architect - +1S
You are on your way to learning the intricacies of the arts and crafts inherent in building and tearing down buildings.
Spark Traits:
Enhanced Stonework - +1M, +2S, +1P
All stone you work with, every building you get involved with, they all turn out better than anyone ever thought possible.
Stonecaller - +1M, +1S, cheaper building projects
Stone is malleable in your hands, and with enough effort, you can even call small amounts to your hands.
OMSE - +2M during sieges
As the name says: You are one man siege engine.
Tremble before me - +2M, +1D
You are capable of calling forth small quakes in a limited area centered around yourself.




State
Capital: Pyratryst
Population ~32000
Chance of discovery threshold 80

Forces
202 Windriders (elite superfast light cavalry/scouts/messengers. Ride wingless hypogryphs)
833 Legionnaires (infantry) - Imperial VI 'border' legion (regular infantry)
545 Legionnaires (archers) - Imperial VI 'border' legion (regular archers)
120 Legionnaires (foot scouts) - Imperial VI 'border' legion (regular scouts)
210 Legionnaires (light cavalry) - Imperial VI 'border' legion (regular light cavalry)
60 Legionnaires (engineers) - Imperial VI 'border' legion
649 Pyratryst house guard (mixed regular troops) (formerly Sastor house guard)

Fortune
Tier 2 (two die available)
Fortune points: 1
FP needed to upgrade to next tier: 6

Achievements
Ears everywhere
Royal court
Quickly and with style!
Academically Inclined
New Imperial Academy
Emergent Realm
Master of the Pitch
Resourceful
Deep Treasury
 
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Mechanics
Mechanics

For the most part, this is intended to be bog standard CK2 style quest with having a limited number of options in Martial, Diplomacy, Intrigue, Stewardship, Learning, and Piety every turn, and balancing the budget on normal turns, and occasional more narrative special event turns (like war, special negotiations, etc)
That, however, is NOT what is going to happen the first few playturns. Those first turns will be special, generational, setup turns. During those turns, there will be no budget issues, nor attribute based/limited choices, but a single pool for the projects that need to be enacted, and ensuring the family line is continued.
And speaking of the family line, there we come to two special features of this quest. The Spark, and Blood Purity.
The Spark is a divine blessing that grants massive, global level traits to your bloodline characters.
Bloody purity is closely connected to The Spark, as it describes your characters' coefficient of old blood - also called mage blood - and limits what Spark traits can be gained. You, and the rest of the world, start with quite low Blood Purity.
Your current PC is designated as sparkbarer, and the next sparkbarer will always be the family member with highest blood purity. One advantage a sparkbarer has is that their progeny will never have lower blood purity than them, which is not the case with anyone else in the world, including their blood kin.
Mage blood/Old blood will spike up occasionally, so it is not all pure breeding for best effects situation.

Another important feature of the quest, at least during the setup turns will be the need for secrecy. The entire former empire was/is against you, and there will still be a LOT of people whenever who will want to see your line extinguished however much time passes. So, the chance for discovery.
I cannot say this in too many words. You do NOT want to get discovered before you move into the regular turns. I'm serious here folks. Getting discovered prematurely will rocket this quest straight up into Masochistic territory. For one, If you are discovered, the setup period ends. You go straight to play turns, with penalties racked up for every single generation turn you just skipped. And you will be permanently embroiled in multi-continental warfare for the duration. After going into normal turns, secrecy is still useful, but the consequences are much less dire. The chance of discovery is going to be a single (secret) roll of the dice. Your location provides the threshold you need to roll under not to be discovered. You will know what that threshold is, but not before the end of character creation, to curtail attempts at munchkin-math. Your secrecy boni will be deducted from the roll. Your secrecy penalties will be added to the roll. There are no criticals on this roll, it is simple over or under.

And, a final special mechanic (at least for now).
Fortune tiers.
Every turn, there will be a number of prerolled die equal to your fortune tier.
You start at tier one (or two if you take the falchion) which means one (or two) prerolled die that you can assign to a any single roll in advance, or, if there is a roll over 75, you can choose to convert it into fortune point.
Fortune points serve two purposes.
One is that they act as your shield against crit fails. If there is a critfail, a fortune point if any are available, gets automatically expended to reroll. However, even if the reroll hit 100, it will not count as critical success.
The second purpose of FPs is to increase your fortune tier. The number of points needed to upgrade will be tracked next to the fortune tier and the price must be paid all at once.
During the game there will be other ways to gain FP, but don't expect many of them.

OMAKE
Any and every omake one of you writes will net you some kind of bonus, even if it is a measly +1 to some insignificant roll.
Note that bonuses are not necessarily, nor even all that often, going to be flat numerical addition to rolls/subtraction from roll difficulties. They include, but are not limited to, such things as: Aditional slots for plans, special events/modifiers/characters not normally available, modifiers to existing traits or new traits altogether for your characters, etc... up to even such things as early unlocking of things/projects or fortune points.
As such, we can divide omake and their bonuses into two categories:
Called/Specified: These are omake that either I call for on a specific topic, or you announce writing to gain a specific reward. Quality, length and/or canonicity do matter but rest assured that I will do my utmost to help you get there.
Freeform: Omake you decide to write on the spur of the moment or as a flight of inspiration strikes you. Here, neither quality, canonicity nor length matter, though they can and will affect the hight/quality of the bonus. Here, too I am willing to offer help to better the omake, but only if such help is asked out of me. Well, Ok, I'm still liable to drop a line or two unasked, but no true in-depth help.
Bonuses for freeform omake also allow you some more agency in how they would come to/be applied in that I'm giving you a choice of:
Option a) Standard: Once the next update is posted and voting for a plan is closed, I'll allow you (the writer) a choice to buff one option among several I deem appropriate.
Option b) Gamble: I will immediately roll die under several different categories.
You will get a number of die for you to roll against categories of your choice, including choosing to spend several rolls, though no more than three, against a single category, with the aim/hope of hitting rolls close enough to my own.
This is a gamble because if you do not hit sufficiently close, well, the roll is lost, so theoretically, you can waste the entire bonus. Otoh, it is equally possible to nail all the rolls and thus score major advantages.
For reference, here is the table of what counts as close enough:
Bullseye - critical
within 5 - great
within 6-10 - good
within 11-15 - small
within 16-19 - minor
But, please pay attention: Not all categories have minor results!
Note that there are no bad outcomes out of this other than not gaining anything.
Option c) You bank the bonus against continuing with the omakes in the same mien until you reach sufficient amount that I spool your bonuses into a fortune point.
 
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Some clarifications
A clarification since I was asked for it; Actually, several clarifications:
1) Yes, options that have many sub-options can be taken multiple times with different 'configurations' if you want to spend multiple of your action slots on a single action and yet keep the DC down to levels you consider appropriate. I personally find this approach wasteful, but, yes, it is available as an option.

2) Each suboption that has its own roll difficulty is rolled as an individual roll (I don't see how this was unclear, but whatever...)

3) Yes, each and every action (and inaction) bares its own set of consequences down the line AND THAT'S THE EXTENT OF THAT LINE OF QUESTIONING THAT I'LL ENTERTAIN BOTH NOW AND IN THE FUTURE!

4) Yes, many traits your characters might have are functionally useless for/during the buildup turns. I have no intention of developing development specific traits, thank you very much. Too much work.

5) There are obviously a lot of options gated behind options that need to be taken in advance. Even if you think there is an obvious action that you should be able to take, please first consider if some of the already available actions might lead to the ones you consider 'obvious' before you inquire about them.
 
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Revamp/restart Notice
Yeah, I kinda blew myself up...
My tendency toward overcomplicating stuff had once more bit me in the ass, and I suffered the burnout for it. Also, some RL stuff happened, but that is neither here nor there.
But, never fear if you loved this project, for I intend, if nothing untoward happens, to fully restart it with more streamlined gameplay, by the end of this month. I simply have too much material developed for me to abandon it completely.

I am also posting notice/invite for someone willing to take the thankless task of being my sounding board in relation to the quest and to keep badgering me so I don't alow my periodic malaise to halt the writing. again.

In the meantime, I've gotten wonderdraft map-making program.
It is totally amateurish since I really am still very much unpracticed in the use, but for now have a map of Old Tasakrim, Beastlands and Skeggheim.
Here is just Tasakarim portion of that map
Skeggheim and Beastlands are so bare because the imperial don't actually have all that much information on those lands. Or, at least that is my excuse :D
 
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