@Dmol8
regarding your omake bonus, I'm offering you a choice.

Option a) Standard: Once the next update is posted and voting for a plan is closed, I'll allow you a choice to buff one option among several I deem appropriate with +15

Option b) Gamble: I will immediately roll die under several different categories.
You will get 4 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.
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.
At this point, I'd say you would be halfway there. So, one more omake of the comparable length and quality to the previous one.
 
@Dmol8
regarding your omake bonus, I'm offering you a choice.

Option a) Standard: Once the next update is posted and voting for a plan is closed, I'll allow you a choice to buff one option among several I deem appropriate with +15

Option b) Gamble: I will immediately roll die under several different categories.
You will get 4 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.
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.
At this point, I'd say you would be halfway there. So, one more omake of the comparable length and quality to the previous one.

o_O:eek::confused::o:wtf:

We get Omake bonuses? Bwuh? I reread this thread several time and I missed this? I) thought that Omake bonus thing was for the first turn only.

OK if I get a choice I want to go with Option b) Gamble. I'm not sure when I'll get around to writing more Omakes to get at that fortune point and just a flat out boost for one option is not something that I'm interested in right now. Plus I want to see how you would set up the Gamble option.
 
OK if I get a choice I want to go with Option b) Gamble. I'm not sure when I'll get around to writing more Omakes to get at that fortune point and just a flat out boost for one option is not something that I'm interested in right now. Plus I want to see how you would set up the Gamble option.

I really think you should reconsider your choice here and go with Option a) , as Gamble is too risky as it could very easily leave us empty handed when we are in a desperate need of bonuses. Standard is the tried and true way, allowing us to improve odds on action that we consider important (even with the caveat that the action has to be deemed appropiate for buffing by QM).

EDIT: Welp, too late for that.
 
Last edited:
Gambling it is!
Please stand by for rolls!
yannoshka threw 1 100-faced dice. Reason: Thom Total: 48
48 48
yannoshka threw 1 100-faced dice. Reason: Taesta Total: 74
74 74
yannoshka threw 1 100-faced dice. Reason: Anora Total: 45
45 45
yannoshka threw 1 100-faced dice. Reason: Ema Total: 65
65 65
yannoshka threw 1 100-faced dice. Reason: Sophia Total: 80
80 80
yannoshka threw 1 100-faced dice. Reason: Nick Total: 27
27 27
yannoshka threw 1 100-faced dice. Reason: Divine Total: 93
93 93
yannoshka threw 1 100-faced dice. Reason: Diplomatic Total: 24
24 24
yannoshka threw 1 100-faced dice. Reason: Special Total: 53
53 53
yannoshka threw 1 100-faced dice. Reason: Demesne Total: 37
37 37
 
I really think you should reconsider your choice here and go with Option a) , as Gamble is too risky as it could very easily leave us empty handed when we are in a desperate need of bonuses. Standard is the tried and true way, allowing us to improve odds on action that we consider important (even with the caveat that the action has to be deemed appropiate for buffing by QM).

EDIT: Welp, too late for that.

We are in desperate need of bonuses? Alright I'll see about writing up another Omake then. I have some Ideas. Likewise there are other people in the thread here and Omake rewards were confirmed. But for now rolls are out so let's see:
Dmol8 threw 1 100-faced dice. Reason: Taesta Total: 16
16 16
Dmol8 threw 1 100-faced dice. Reason: Sophia Total: 59
59 59
Dmol8 threw 2 100-faced dice. Reason: Diplomatic Total: 50
43 43 7 7
 
Well the rolls are done @yannoshka. From what I can tell not any of them are near enough to your rolls. Oh well. See you in DMs soon I have ideas for an Omake.
 
We are in desperate need of bonuses? Alright I'll see about writing up another Omake then. I have some Ideas. Likewise there are other people in the thread here and Omake rewards were confirmed. But for now rolls are out so let's see:

Let me rephrase... I was against option b because I though that the author wanted you to choose what bonus would be given for every omake from now on, not for your latest omake, amongst the other objections I've had regarding the luck-dependent nature of option b. (And that was why I talked about the fact that option b could "leave us empty handed when we are in a desperate need of bonuses". As of now, I think we're fine, even if we won't get any bonuses)
I do appreciate your work with the omakes, but you need not run yourself ragged just to write as many omakes as possible just so we can get as many bonuses as possible. Remember that real life always comes first. Only write omakes only if you're in the mood for writing one.
 
Let me rephrase... I was against option b because I though that the author wanted you to choose what bonus would be given for every omake from now on, not for your latest omake, amongst the other objections I've had regarding the luck-dependent nature of option b. (And that was why I talked about the fact that option b could "leave us empty handed when we are in a desperate need of bonuses". As of now, I think we're fine, even if we won't get any bonuses)
I do appreciate your work with the omakes, but you need not run yourself ragged just to write as many omakes as possible just so we can get as many bonuses as possible. Remember that real life always comes first. Only write omakes only if you're in the mood for writing one.
No need to fear, Same choice will be available for everyone who ears unspecified/uncalled for omake bonus.
We are in desperate need of bonuses? Alright I'll see about writing up another Omake then. I have some Ideas. Likewise there are other people in the thread here and Omake rewards were confirmed. But for now rolls are out so let's see:
You've hit both diplomatic within minor, one just squeaking by, missed Sophia by a little and completely missed on Taesta.
For future reference:
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!
 
Setup turn 2.1
The council's reports were grim. A crisis was imminent, if something was not done, and done soon.
While Pyratryst and the New Tasakarim managed to come out of the Mad Weather not only relatively intact but even showing positive growth, the situation on the ground has remained stuck on a painfully basic level for over a decade and a half.
The sad truth was that the new realm was painfully short on all but the basic-most resources.
All they had of metals was what they had brought along, and what little extra remaining after the immediate needs of buildup had been met was immediately seconded to the maintenance of necessary tools and of the military.
Wood and timber there was plenty nearby, but procuring it was a perilous task, and the army simply had too many higher priorities to assign more than a few people here or there to supply protection, and only when the most immediate of needs reared up their heads.
Leather and meat there was also aplenty, but without salt to process it, most of it quickly went to waste.
Of textiles, there was, of course, jackalope angora and the ordinary sheep's wool, but again without enough wood to supply spinning wheels and looms, cloth production came about painfully slowly. And as for textile crops, none they had brought along were hardy enough to survive the harsh environs of the high shelf.
For that matter, almost none of the crops they had available were of any use. The only grains and vegetables they had growing were of the hardy, not tasty sort. And delicate spices and herbs were right out.
Even earthen materials were in deficit. While granite stone they had more than they'd probably ever need, things like quality clay and good sand for glassworking were nowhere to be found. And, for that matter, some good limestone to produce basic mortar was fast growing on the list of priority resources. The royal couple and prince Taesta simply could not get to every single building in the realm to meld stones together.
The conclusions were inescapable.
For the next while, priority must be given to both procuring more resources and finding some - any really - trading partners, by whatever means.

***

Something peculiar was happening with the barbarians.
Really, really peculiar.
You didn't think there was anything that the blood-crazed berserking sunobiches actually truly feared.
An impression quite heavily supported by their relentless, unceasing attacks upon you, despite them always baring the lion's share of all the losses. More than that truth be told. Your losses in all of the engagements since you came upon the shelf still constitute less than one for every two-three hundred of theirs.
Added to that were all the reports of your scouts of single warriors challenging various monsters of the plateau without a single shred of fear despite the fact that fourteen out of fifteen times it is the monster(s) that emerge victorious.
Until now.
There was apparently a particular clan or something similar, that had all the rest shaking in their boots. Or rather fur foot-wraps.
From all that your scouts can tell, there is no difference between these new barbs and the regular ones.
Well, except for the new ones utilizing some sort of tamed ice wyrms.
Which, while fairly impressive, still did not explain why madmen, who fearlessly assaulted bigger and what your observations estimate to be objectively more dangerous critters on regular basis, would piss their loincloths and run away like rabbits from the new ones.
For that matter, the few adventurous and enterprising of your scouts who had followed the new barbs along swear that the new barbs engaged in trade with groups of other barbarians who, due to their better and more elaborate clothing and equipment you are pretty damn sure are the To-kruk from the middle shelf.
When questioned about any of that, all the prisoners would do was either rant and rave about the 'ice demons' or maybe 'ice-wraiths' and fervently call upon Yuuta, their bloody god, to guide the demons/wraiths away as soon as possible.

***

(Random events 3d100=10, 86, 8, combined - curious herbs, unexpected lambs and waterfowl of impressive sizes)

It all started with ewes that should have been too old, and that the herders distinctly know that, for that selfsame reason, they hadn't set out to breed, getting pregnant.
When they finally did drop the lambs, the birthings were very difficult due to the sizes of the lambs in question, and not a few of the ewes were lost in the process.
The new, curious lambs were, of course, isolated from the rest of the flocks, with exceptions of the surviving mothers. Even then, farmers were forced to hand-feed a lot of the new lambs since the old ewes simply could not produce near enough milk for all the not-so-little ones.
As they grew, the heritage of the new lambs was impossible to miss.
The wool was shortish and harsh and the rams sprouted not the usual one pair of curved horns, but two pairs of curving, goatlike ones.
And they kept on growing. The two largest rams were easily pony sized when they stopped growing, and all of the new breed appeared almost bovine in its thickness.
Somehow, some of the wild mountain rams had snuck around and bred with ewes that should not have been capable of bearing any more lambs.
Thankfully, the crossbreeds did not display any of their paternal kind's sheer bloody-mindedness.
While the wool is truly sub-par, not fit for spinning at all, the farmers are interested in breeding the new strain for meat and milk due to its sheer size.

The mystery of how the too old ewes got bred successfully was eventually solved by, of all things, some enterprising children. Young shepherds all, but mostly in charge of the least useful parts of the herds - such as the old ewes, as a matter of fact.
Apparently, these children had encountered an unusually large yet docile species of nesting waterfowl, best described as an all-white, largish-dog-sized, mix of grouses and wood ducks. They had taken to letting the herds graze as they please as they engaged in distracting and drawing away the fowl and raiding the nests for eggs.
While most of the children ate their yolky gains, some had proven themselves far-sighted enough to instead save the eggs and place them beneath the domesticated fowl they had at homes.
The thusly hatched birds, however, grew to be much smaller than their wild kindred.
When the story finally trickled upwards to someone capable of putting two and two together, an investigation was launched and a clear correlation was established between too-old yet miraculously lamb baring ewes and Turgeese (turkey-geese; they were named by rather young children, what did you expect?) egg hunters.
Further investigating the waterfowl and the area they were found in found that the surroundings were rich, to the point of it being the dominant plant life, in yellow berried, purplish leaved bushes and that the fowl was freely eating the berries.
Their interests piqued, your scholars took to examine the bush for possible medicinal properties.
When the results finally came, they were simultaneously very promising, and quite disappointing.
The roots and berries proved to contain a compound that positively affected the organisms that consumed it, but, unfortunately, also some other rather toxic substances. Birds did not seem to mind the toxins and safely excreted them upon consumptions, while goats and sheep safely concentrated the toxins in bezoar stones within their intestines.
Other tested animals, unfortunately, proved unable to handle the toxins.
Since any sort of antidotal matter was yet to be discovered, everyone firmly agreed that human testing would be beyond idiotic to attempt.

(New breed of sheep gained, Turgeese waterfowl gained, caprine and baseline birds boosted, potential healing herbs discovered - R&D locked due to lack of proper scholars and equipment)

***

"Aha! There you are, minion! Attend me!" Thomas Tasakar bellowed cheerfully as he took long strides towards his 'chief royal minion'.
"As it please you, as it please you, milord, your supremely gracious highness, I am but yours to serve!" Nicholas laughingly answered and threw the most obsequiously overdone bow imaginable towards one of his oldest and best friends. As he rose from the almost, but-not-quite, prostration his face morphed from the fake awe into a sly smirk.
"At least these next two days. Afterwards, I'm afraid, your sister calls first dibs." he added.
"Ah, yes. The wedding." Thomas jokingly shuddered, as he - rather intentionally and in an overly-forceful manner - clapped the taller, lankier young man on the back.
"You still sure you want to go through that? My offer to help you escape into the hills still stands." he boisterously proclaimed, though the gigantic grin on his face rather bellied the seriousness - or rather the severe lack of it - of his statement.
Playing along Nicholas gave a long, overly dramatic sigh and answered back.
"It is no use. If you think your mother and my great-memaw would not bend heavens and earth to ensure that the wedding went through, I've been seriously overestimating your intelligence all these years."
"True, true. Matriarchs are gonna matriarch and Tasakar will do as Tasakar damn well please, even to other Tasakar." Thomas mock commiserated.
They mock pouted for maybe a dozen more seconds before their already painfully insincere sorrow got replaced by good cheer and better spirits.
"Yeah, Ana is a handful-and-a-half, but after all these years spent in near proximity to each other, I'm fairly certain the two of us'll do just fine. We might not be you and Ema, but even you must admit the two of you are a once in a generation match." Nick grinned as he gently needled his purported 'overlord'.
"I would not go that far. Emaline and I do have a lot in common and get along as fine as one might wish, but we are no destine lovers or some other rubbish of that sort." Thomas self-consciously defended.
His goal of flustering his older compatriot accomplished, Nick clapped him on the shoulder, rather more mildly than Thomas previously did to his back.
"Eh, chin up. You know I'm only teasing to get you to blush. Seriously, as many times as I've already told you, I'm ecstatic for you man." then he sobered up for true and continued in a much grimmer voice.
"Pity I can't say the same for Taesta. Now that one is not someone I'd wish even on the barbs."
To his surprise, Thomas just gave a derisive snort in response.
Seeing the confusion on Nick's face, Thomas elaborated on his reaction.
"No need to get bent out of shape on his behalf. After all, he is not overly worried. Here, I'll give you his exact quote..." And then Thomas bent his impressive talents to deliver a near pitch-perfect imitation of his younger brother's voice and inflections.
"Yeah, she might be a harpy and a zealot, but at least she is hot, and there is a lot to be said for angry sex..."
"Man! I SO! did not need to hear that!" Nick mock-gaged and punched Thomas in the shoulder.
The prince gave him a long-suffering, heavy-lidded gaze and answered deadpan.
"Would you believe, that was exactly my reaction when the twerp gave me that particular quote I just delivered to you..."

***

During these next twenty years, the main projects in developing the realm were


Actions separated for clarity, but all except for character options share the same pool of 17 (16 normal +1 bonus) slots.
Character's each have 2 action slots for their personal projects. Some options can be DD-ed, meaning you can choose to spend both action slots on it for better results.
Unless specifically stated otherwise, you can take as many suboptions as one desires.
Every sub-option that states it's own difficulty is a roll unto itself.

Court
[] Establish proper royal court and administration institutions (roll difficulty 250, will continue rolling until fulfilled)

Miltary
[] Building up military
-[] Continuous
- ONGOING for 2 more turns
[] Securing the plains portion of the High shelf
-[] Continuous (0 out of 120)
- ONGOING
[] Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
-[] Have them set up hidden caches, observation posts and scout hideouts (increases difficulty by 10)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 10 for every additional turn)
[] Scouting out the woodlands (roll difficulty 25)
-[] Have your scouts engage in guerrilla warfare with To-Reil (increases difficulty by 15)
-[] Have your scouts on the lookout for the 'ice demon' barbarians (increases difficulty by 5)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
[] Forray against the nearby barbarian villages
-[] Subjugate the more westerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
-[] Raze the more westerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)
-[] Subjugate the more northerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
-[] Raze the more northerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)
[] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
[] Studying the To-Reil (roll difficulty 40)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)

Special Event
[] Send out a force to secure the site of the uncovered Doors upon the Mountain (pick one)
-[] Minimal holding forces (roll difficulty 20)
-[] Substantial holding forces (roll difficulty 40)
-[] Proper encampment (roll difficulty 60)
-[] Full military post (2d100 cast, roll difficulty 120)
-[] Establish a secured settlement (2d100 cast, roll difficulty 150)


Infrastructure
[] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
-[] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
-[] Continuous (111 out of 225)
- ONGOING
[] Further expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
[] Sending out groups of tamers and breeders under military escort to search for useful beasts (roll difficulty 65)
-[] Seek birds and birdlike monsters specifically (Roll difficulty 45; increases overall roll difficulty to 75)
[] Sending out groups of prospectors under military escort to seek out for useful deposits of stone and metals (roll difficulty 65)
[] Sending out healers and apothecaries under military escort to search for possible medicinal reagents (roll difficulty 65)
[] Digging out a canal to divert a portion of the local river for capital usage (roll difficulty 50)
[] Securing a portion of the nearby forest and establishing a fortified outpost dedicated to woodcutting and wood processing operations (roll difficulty 75)
[] Fortifying the winding path (roll difficulty 40)
[] Establishing an elevator to the bottom of the shelf and fortifying the bottom terminal (roll difficulty 45)

Academy
[] Establishing proper facilities to house your Royal Academy
-[] Centralized (roll difficulty 25. All colleges under a single big roof. Cannot be taken with Scattered. If taken with Specialized difficulty raises to 35)
-[] Specialized (roll difficulty 45. All colleges get personal building with space enough for additional facilities as suits their needs. If taken with Centralized difficulty lowers to 40. If taken with Scattered difficulty lowers to 35)
-[] Scattered (roll difficulty 35. Colleges are unconnected. Cannot be taken with Centralized. Can be taken with Specialized)

Religion
[] Building a proper temple complex (roll difficulty 15. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)
-[] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)
--[] Small (raises difficulty by 5)
--[] Medium (raises difficulty by 10)
--[] Large (raises difficulty by 25)
--[] Cathedral (raises difficulty by 30)
--[] Grand Cathedral (raises difficulty by 45)
-[] To Belsun, the god of the sun, firstborn of Isanela (can go up to medium without a cathedral to Isanela, can't have bigger temple than Isanela)
-[] To Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat Locked
-[] To Rosa, the goddess of Rosa mountain range you now inhabit and favored daughter of Ulair (can go up to medium without a cathedral to Ulair)
-[] To Camny, the great god of the sky (can only build joint twin cathedrals to him and Satine. small to large temples as normal)
-[] To Satine, the great goddess of the waters (can only build joint twin cathedrals to her and Camny. small to large temples as normal)
-[] To Teelana, the goddess of birds (Can go up to medium without a cathedral to Camny, can't go large without large temple to Dar)
-[] To Waurug, the god of the forests
-[] To Hudrun, the goddess of winter

-[] To Rowe, the god of soldiers (Can only go up to large)
-[] To Davi, the god of masons and builders (Can only go up to large)
-[] To Honder, the deity of medicine (Can only go up to large)
-[] To Dar, the god of beasts (Can only go up to large)
-[] Write-in (subject to authorial fiat)

[] Have your priesthood study barbarian pantheon in depth (roll difficulty 35)
-[] To-reil (raises difficulty by 5)
-[] To-kruk (raises difficulty by 15)
-[] To-faun (raises difficulty by 15)

Intelligence
[] Studying the To-Reil (roll difficulty 40)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
[] Contact your agents within the lands of the former Tasakarim (roll difficulty 5, minimum of one suboption must be taken; suitable spousal candidates for royal children looked for)
-[] Order them to sow chaos and disorder (raises difficulty by 25, slightly increases the chance of discovery)
-[] Order them to seek out the remaining brotherhoods (raises difficulty by 5)
--[] Have the Talons, at their own discretion, eliminate anyone inimical to the new Tasakarim (raises difficulty by further 10, slightly increases the chance for discovery)
-[] Order Talons to seak out and eliminate people in power most inimical to the New Tasakarim (raises difficulty by 10, slightly increases the chance of discovery)
-[] Have Eagles investigate former legions (raises difficulty by 5 per legion investigated)
--[] I central legion
--[] II central legion
--[] III central legion
--[] IV central legion
--[] V border legion
--[] VIII border legion (difficulty further raised by 5)
--[] IX forward legion (difficulty reduced to 3)
-[] Have Owls investigate current power blocks (raises difficulty by 15)
-[] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
--[] Allow the agents to, at their own discretion, approach the loyalists and convince them to join up with new Tasakarim (raises difficulty by further 5, further raises the chance of discovery penalty to low)
-[] Order them to, at their own discretion, remove the morally worst elements of society they encounter (raises difficulty by 5)
[] Attempt to recruit one of the remaining spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, minimal difficulty 50, chance of discovery scales with difficulty)
-[]Wren
-[]Crane
-[]Robin

Diplomacy - Empire
[] Reach out to the people of the former empire (can't pick more than 3)
-[] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
--[] Convince them to join you (raises difficulty by 20, further raises the chance of discovery penalty to low)
-[] To vetted members of the former imperial nobility of the north-western regions (roll difficulty 60, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 30, further raises the chance of discovery penalty to middling-low)
-[] To the people of the city of Sastor (roll difficulty 5, increases the chance of discovery by a low amount)
--[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low, incompatible with trade agreements)
--[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population -tradesmen and common workforce, small chance for guildsmen)
-[] To the people of the city of Redol (roll difficulty 45, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the people of the city of Shingh (roll difficulty 40, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
-[] To the Barony and the township of Onas (roll difficulty 35)
--[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, increases the chance of discovery by a low amount)
--[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population - farmers, tradesmen and common workforce, small chance for skilled hunters/trappers)
-[] To the people of Stalker's Run (roll difficulty 5)
--[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, incompatible with trade agreements, increases the chance of discovery by a low amount - stacks)
--[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population - tradesmen and common workforce, small chance for skilled hunters/trappers, small chance for militia rangers)
-[] To the people of the north-western regions' towns (roll difficulty 40, slightly increases the chance of discovery, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to low)
-[] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
--[] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)
-[] To the Sorcerers of Neris (roll difficulty 55, increases the chance of discovery by a medium amount)
[] Reach out to the priesthood in the former empire (can be taken once for every level of priesthood)
-[] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
--[] Convince them to join you (raises difficulty by 5)
-[] To mid-level priesthood (roll difficulty 25, slightly increases the chance of discovery)
--[] Convince them to join you (raises difficulty by 5)
-[] To high-level priesthood (roll difficulty 45, slightly increases the chance of discovery)
--[] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
[] Reach out to what remains of the former imperial academy (can't pick more than 2)
-[X] College of Medicine (roll difficulty 25, slightly increases the chance of discovery)
--[X] Convince them to join you (raises difficulty by 20) OMAKE BONUS - automatically roll for this suboption if the action is undertaken without taking up a suboption slot

-[] College of Horticulture (roll difficulty 35, slightly increases the chance of discovery)
--[] Convince them to join you (raises difficulty by 25)
-[] College of Husbandry (roll difficulty 35, slightly increases the chance of discovery)
--[] Convince them to join you (raises difficulty by 25)
-[] College of Alchemy (roll difficulty 35, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 35)
-[] College of History and Law (roll difficulty 35, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25)
-[] College of Linguistics (roll difficulty 35, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 10)
[] Reach out to one of the imperial knightly orders (roll for who you find, difficulty and chance of discovery depend on who is rolled but will not exceed difficulty 40 nor midling-low penalty to chance of discovery. can be taken multiple times, one or the other suboption must be taken)
-[] Convince the entire order to join you (raises difficulty by 10 (5 if Sanguine spear or Perilous Path are rolled), might raise penalty to chance of discovery by a tier, incompatible with convincing them to establish a chapterhouse)
-[] Convince them to establish a chapterhouse in your territory (raises difficulty by 5 (0 if Sanguine spear / 2 if Perilous Path are rolled), raises penalty to chance of discovery by a tier, incompatible with convincing the entire order to join you)


Diplomacy - Plateaus
[] Attempting to establish diplomatic and/or mercantile contacts with To-Faun (roll difficulty 35)
[] Attempting to establish diplomatic and/or mercantile contacts with To-Kruk (roll difficulty 35)
-[] Try to reach Skaggi through To-Kruk (raises difficulty by 10, slightly increases the chance of discovery)
[] Attempting to establish diplomatic and/or mercantile contacts with 'Ice demons' (roll difficulty 30, must have taken action for scouts to be on the lookout)


Character personal projects
Thomas
[] Work with his wife to establish a native knightly order (results depend on the height of the roll. If the same action is undertaken by Emaline results are further enhanced. Can DD)
[] Work with his wife and the hunters, breeders and tamers to go out and search for useful beasts and/or monsters to tame and raise (roll difficulty 40. Results raise the higher the roll. If taken replaces the main monster seeking/taming project. If the same action is undertaken by Emaline results are further enhanced. Can DD)
[] Take command of the expedition to secure the site of the Doors upon the Mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings and in-laws for greater/better results)
[] Attempt to establish diplomatic contacts among the To-reil (roll difficulty 50. Incompatible with leading a campaign against To-reil. Can DD)
[] Attempt to establish diplomatic contacts with the To-kruk (roll difficulty 35. If taken replaces main To-kruk diplomacy action)
[] Attempt to establish diplomatic contacts with the To-faun (roll difficulty 35. If taken replaces main To-faun diplomacy action)
[] Lead a military campaign against To-reil barbarians (military turns. Any main project that concerns To-reil affect the campaign. Incompatible with attempting to establish diplomatic relations with To-reil. If the same actions were also undertaken by Taesta, the project is further enhanced. Can DD)

Emaline
[] Work with her husband to establish a native knightly order (results depend on the height of the roll. If the same action is undertaken by Thomas results are further enhanced. Can DD)
[] Work with her husband and the hunters, breeders and tamers to go out and search for useful beasts and/or monsters to tame and raise (roll difficulty 30. Results raise the higher the roll. If taken replaces the main monster seeking/taming project. Synergizes with working with aviary and Windriders personal option. If the same action is undertaken by Thomas results are further enhanced. Can DD)
[] Work with the Royal aviary and Windriders to try and improve the Hippogryph stock (roll difficulty 40. Synergizes with working with Husband, hunters, breeders and tamers personal action. Can DD)
[] Join your husband in the expedition to secure the site of the Door upon the Mountain (must have taken Thomas' personal action to take command of the expedition. Must have taken the option to establish a secured settlement. Reduces roll difficulty by 15)
[] Contact the Order of the Perilous path and their sister knightly orders about establishing chapterhouses in Pyratryst (roll difficulty 40. Results raise the higher the roll. If taken replaces the main contacting knightly orders action.)
[] Contact your home about establishing diplomatic and economic relationships with your new home and easing the population burdens of Onas by recruiting excess people into Pyratryst (Roll difficulty for recruitment 35 - farmers, tradesmen and common workforce, small chance for skilled hunters/trappers, lesser nobility and low clergy of the northern pantheon)

Taesta
[] Involve himself in the expedition to secure the site and study the Door upon the Mountain (must have taken the main project to secure the site. Can be combined with similar actions by siblings, spouse and in-laws for greater/better results. Can DD)
[] Engage in a recreational spot of monster extermination (roll difficulty 45. Replaces main monster elimination project for the turn)
[] Lead a secured expedition to seek out possible metal and/or stone deposits (roll difficulty 50. Replaces main metals and stone seeking project. Can DD)
[] Lead a military campaign against To-reil barbarians (military turns. Any main project that concerns To-reil affect the campaign. Incompatible with Thomases project to attempt to establish diplomatic relations with To-reil. If the same actions were also undertaken by Thomas, the project is further enhanced. Can DD)
[] Give personal aid to the project to secure a path back towards the former lands of the former empire (adds 1d20 per turn to the project until completed, or Taesta dies)
[] Give personal aid to the project to dig out a canal to divert a portion of the local river for capital usage (relevant main project must be taken. Reduces main project roll difficulty by 15)
[] Give personal aid to the project to fortify the winding path (relevant main project must be taken. Reduces main project roll difficulty by 10)
[] Give personal aid to the project to establish an elevator to the bottom of the shelf and fortifying the bottom terminal (relevant main project must be taken. Reduces main project roll difficulty by 5)
[] Give personal aid to the project to establish proper facilities to house your Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Anora)
[] Give personal aid to the project to build a proper temple complex (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Anora and Sofia. Only affects temples built this turn)

Sofia
[] Contact and recruit from the priesthood of the former empire (Replaces main contacting the priesthood action. Roll difficulty 20, If 35+ rolled gain mid-level clergy in addition to low-level, if 50+ rolled gain high-level clergy in addition to the mid and low level, if 75+ rolled ???. Clergy limited to the celestial pantheon)
[] Work with the remnants of the church of Isanela in the former empire to find and recruit trustworthy people for Pyratryst and the new Tasakarim (roll for results. Each individual recruitable strata has it's own roll and roll DC)
[] Establish and integrate a proper seminary into the Royal Academy (roll difficulty 50. Can DD)
[] Work with the rest of the priesthood present in Pyratryst to alleviate problems and troubles of the populace (roll difficulty 30. Improves population morale. Can DD)
[] Engage in an extensive study of the scriptures and the Tablets of Concordant (Roll for results. Synergizes with Anora's action to study the Spark. Can DD)
[] Join in on the expedition to secure and study the site of the Door upon the Mountain (must have taken the main project to secure the site. Can be combined with similar actions by spouse and in-laws for greater/better results. Can DD)
[] Give personal aid to the project to build a proper temple complex (relevant main project must be taken. Reduces main project roll difficulty by 5. If Temple to Isanela is being built lowers the critical threshold for any future temples by 15. Can be taken alongside similar project by Anora and Taesta)

Anora
[] Study statecraft (roll for results. Can DD)
[] Study diplomacy and protocol (roll for results. Can DD)
[] Involve herself in the expedition to secure the site and study the Door upon the Mountain (must have taken the main project to secure the site. Can be combined with similar actions by siblings, spouse and in-laws for greater/better results. Can DD)
[] Involve herself with the spy brotherhoods (roll for results)
[] Dedicate herself to the study of The Spark (roll for results. Synergizes with Sofia's action to study the scriptures and the Tablets of Concordant. Must DD)
[] Work with husband to establish proper royal library and archives (Can be combined with the same action by Nicholas)
[] Work with husband to take the helm of the project to establish proper facilities to house your Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside/combined with similar projects by Taesta and Nicholas)
[] Personally dedicate herself to the effort to raise joint twin cathedrals to Camny and Satine (roll difficulty 40. Can be taken alongside similar projects by Taesta and Sofia)
[] Reach out and try to recruit the remnants of the college of Horticulture from the lands of the former Tasakarim (roll difficulty 50, 66+ the entirety available of the college is recruited)

Nicholas
[] Involve himself in the expedition to secure the site and study the door upon the mountain (must have taken the main project to secure the site. Can be combined with similar actions by spouse and in-laws for greater/better results. Can DD)
[] Work with his wife to establish proper royal library and archives (Can be combined with the same action by Anora)
[] Work with his wife to take the helm of the project to establish proper facilities to house Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside/combined with similar projects by Taesta and Anora)
[] Join in on the campaign against the To-reil barbarians (relevant personal option must be undertaken by either or both Thomas and/or Taesta)
[] Personally involve himself in the efforts to reach out and recruit from what remains of the former imperial academy (relevant main action must be taken. Reduces DC on each individual roll by 5. Add one more sub-option slot)
[] Establish and Integrate a college of Athletics into the Royal Academy (roll difficulty 50. Can DD)
[] Utilize family connections to establish contact with the city and port of Redol through the former III and IV legion (replaces the relevant main suboption. Roll difficulty 35, increases the chance of discovery by a low amount)
[] Utilize family connections to establish contact with the Dire sea islands through the former IX legion (roll difficulty 45, increases the chance of discovery by a low amount)
[] Utilize family connections to establish contact with the great merchant city of Trellyn through the former I legion (roll difficulty 45, increases the chance of discovery by a low amount)
[] Utilize family connections to establish contact with the city and port of Clap through the former II legion (roll difficulty 45, increases the chance of discovery by a low amount)

Also, please welcome to the world the next generation of Tasakarim.
Thomas and Emaline are proud parents of twin boys Heinrich and Seigrich (named after Emaline's paternal grandfather and his brother)
In an ironic twist, despite the fractious nature of their relationship Taesta and Sofia boast fully half of this new generation between them.
Oldest is the sole daughter Aseryah. After her come Talasin, Turgud, Torin and Randor (try to guess who is responsible for which child's name)
Anora gave three births. Two girls and a boy. You'll get to vote on their names once this vote is closed.

Your Fortune Roll is:
yannoshka threw 1 100-faced dice. Reason: Fortune Roll Total: 58
58 58
 
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Top Priorities we need:
1. Resources
2. Temple to Isanella

Other high priorities
1. Increase population
2. Get more people with high blood magic content

Which means I recommend these actions.
Temple action is a no brainer we just need to pick our difficulty.
[] Building a proper temple complex (roll difficulty 15. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)
-[] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)
--[] Small (raises difficulty by 5)
--[] Medium (raises difficulty by 10)
--[] Large (raises difficulty by 25)
--[] Cathedral (raises difficulty by 30)
--[] Grand Cathedral (raises difficulty by 45)

Resources through trade agreements
-[] To the people of the city of Sastor (roll difficulty 5, increases the chance of discovery by a low amount)
--[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you)
--[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low, incompatible with trade agreements)
--[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population -tradesmen and common workforce, small chance for guildsmen)
-[] To the people of Stalker's Run (roll difficulty 5)
--[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you, increases the chance of discovery by a low amount)
--[] Convince them to join you (raises difficulty by 25, incompatible with trade agreements, increases the chance of discovery by a low amount - stacks)
--[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population - tradesmen and common workforce, small chance for skilled hunters/trappers, small chance for militia rangers)
I believe Sastor's a small town and Stalker's Run a village
Other possible trade partners
[] Attempting to establish diplomatic and/or mercantile contacts with To-Faun (roll difficulty 35)
This is the peaceful, agricultural group probably our best bet for peaceful contact
[] Attempting to establish diplomatic and/or mercantile contacts with To-Kruk (roll difficulty 35)
-[] Try to reach Skaggi through To-Kruk (raises difficulty by 10, slightly increases the chance of discovery)
Better gains since the To-Kruk have more advanced tech. Don't know how aggressive they are though and the Skaggi are known to be untrustworthy
[] Attempting to establish diplomatic and/or mercantile contacts with 'Ice demons' (roll difficulty 30, must have taken action for scouts to be on the lookout)
lol this is pretty expensive since to even find them we have to use a 2nd action
Finding new sources of our own resources
[] Further expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
[] Sending out groups of tamers and breeders under military escort to search for useful beasts (roll difficulty 65)
-[] Seek birds and birdlike monsters specifically (Roll difficulty 45; increases overall roll difficulty to 75)
[] Sending out groups of prospectors under military escort to seek out for useful deposits of stone and metals (roll difficulty 65)
[] Sending out healers and apothecaries under military escort to search for possible medicinal reagents (roll difficulty 65)
[] Digging out a canal to divert a portion of the local river for capital usage (roll difficulty 50)
[] Securing a portion of the nearby forest and establishing a fortified outpost dedicated to woodcutting and wood processing operations (roll difficulty 75)
Granite quarry is already doing ok so we probably don't need that one but the others will probably all help our resource situation. Canal is probably the lowest priority here?

Stopping Barbarians/nasty critters from killing our workers:
[] Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
-[] Have them set up hidden caches, observation posts and scout hideouts (increases difficulty by 10)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 10 for every additional turn)
[] Scouting out the woodlands (roll difficulty 25)
-[] Have your scouts engage in guerrilla warfare with To-Reil (increases difficulty by 15)
-[] Have your scouts on the lookout for the 'ice demon' barbarians (increases difficulty by 5)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
[] Forray against the nearby barbarian villages
-[] Subjugate the more westerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
-[] Raze the more westerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)
-[] Subjugate the more northerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
-[] Raze the more northerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)
[] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)
Attacking/scouting the Barbarians will hopefully make searching for resources easier since most of those actions talk about needed armed guards also killing monster lairs near settlements and farms is useful.
Improving Trade routes assuming we're able to get them:
[] Establishing an elevator to the bottom of the shelf and fortifying the bottom terminal (roll difficulty 45)
This ought to make trade with the town or village easier
Mystery box:
[] Send out a force to secure the site of the uncovered doors upon the mountainside (pick one)
-[] Minimal holding forces (roll difficulty 20)
-[] Substantial holding forces (roll difficulty 40)
-[] Proper encampment (roll difficulty 60)
-[] Full military post (2d100 cast, roll difficulty 120)
-[] Establish a secured settlement (2d100 cast, roll difficulty 150)
Door into the mountains smells like a mine and a mine means resources. However, it could also be !not Moria. Only one way to find out!
 
Dangnabit!
I forgot an important part of the update.
I'll ask you fine folks to withhold from making concrete plans for a bit until I fill in the missing part.
Shouldn't take me more than a few hours.
Think of it as a period to talk over and discuss options.
 
[X] Plan: Green Skies
-[X] Establish proper royal court and administration institutions (roll difficulty 250, will continue roling until fulfilled)

-[X] Building a proper temple complex (roll difficulty 15. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)
--[X] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)
--[X] Grand Cathedral (raises difficulty by 45)
---[X] Use fortune roll of 58 (autopass on difficulty of 50)

-[X] Forray against the nearby barbarian villages
--[X] Subjugate the more westerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)

-[X] Scouting out the woodlands (roll difficulty 25)
--[X] Have your scouts on the lookout for the 'ice demon' barbarians (increases difficulty by 5)
--[X] Continuous (will carry on into next turns without locking up any future choices. 3 turns. increases the roll difficulty by 5 for every additional turn)

-[X] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)

-[X] Send out a force to secure the site of the uncovered doors upon the mountainside (pick one)
--[X] Establish a secured settlement (2d100 cast, roll difficulty 150)


-[X] Sending out groups of prospectors under military escort to seek out for useful deposits of stone and metals (roll difficulty 65)
-[X] Sending out healers and apothecaries under military escort to search for possible medicinal reagents (roll difficulty 65)
-[X] Digging out a canal to divert a portion of the local river for capital usage (roll difficulty 50)
-[X] Securing a portion of the nearby forest and establishing a fortified outpost dedicated to woodcutting and wood processing operations (roll difficulty 75)
-[X] Fortifying the winding path (roll difficulty 40)
-[X] Establishing proper facilities to house your Royal Academy
--[X] Centralized (roll difficulty 25. All colleges under a single big roof. Cannot be taken with Scattered. If taken with Specialized difficulty raises to 35)
--[X] Specialized (roll difficulty 45. All colleges get personal building with space enough for additional facilities as suits their needs. If taken with Centralized difficulty lowers to 40. If taken with Scattered difficulty lowers to 35)


-[X] Contact your agents within the lands of the former Tasakarim (roll difficulty 5, minimum of one suboption must be taken; suitable spousal candidates for royal children looked for)
--[X] Order them to sow chaos and disorder (raises difficulty by 25, slightly increases the chance of discovery)
--[X] Order them to, at their own discretion, remove the morally worst elements of society they encounter (raises difficulty by 5)
-[X] Reach out to what remains of the former imperial academy (can't pick more than 2)
--[X] College of Horticulture (roll difficulty 35, slightly increases the chance of discovery)
---[X] Convince them to join you (raises difficulty by 25)
--[X] College of Alchemy (roll difficulty 35, increases the chance of discovery by a low amount)
---[X] Convince them to join you (raises difficulty by 35)
-[X] Attempt to recruit one of the remaining spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, minimal difficulty 50, chance of discovery scales with difficulty)
--[X]Wren
--[X]Crane
-[X] Attempting to establish diplomatic and/or mercantile contacts with To-Kruk (roll difficulty 35)
--[X] Try to reach Skaggi through To-Kruk (raises difficulty by 10, slightly increases the chance of discovery)


Thomas
-[X] Take command of the expedition to secure the site of the doors upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results)
-[X
] Attempt to establish diplomatic contacts with the To-faun (roll difficulty 35. If taken replaces main To-fruk diplomacy action)

Taesta
-
[X] Involve himself in the expedition to secure the site and study the door upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results. Can DD)
--[X] DD

Anora
-[X] Work with husband to establish proper royal library and archives
-[X] Work with husband to take the helm of the project to establish proper facilities to house your Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Taesta)

Well, this is what I got. Not much, but it is trying to pick up from the Academy and some intrigue orders to finish the set.
 
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Dangnabit!
I forgot an important part of the update.
I'll ask you fine folks to withhold from making concrete plans for a bit until I fill in the missing part.
Shouldn't take me more than a few hours.
Think of it as a period to talk over and discuss options.
Can you go over anything blue? Some numbers feel screwed up. And could you say for how many continuous turns that one military build up action got set for?
 
There, all done!
And could you say for how many continuous turns that one military build up action got set for?
That is already fixed.

As for the numbers in the blue/ongoing, those are all just s they are supposed to be.
The first number is how much you have already accumulated, and the second one is the target.
The securing the plains is 0/120 because you critfailed on the action last turn.
 
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Thomas
-[] Take command of the expedition to secure the site of the doors upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results)
--[] DD
Small problem with this. Thom is literally the only sibling who cannot DD on the door upon the mountain
 
Replace means that the main action in question should not be taken.
So, in a way, it frees up a slot that taking that main action would have occupied.
 
OK Let's see what options we have:

-[] Establish proper royal court and administration institutions (roll difficulty 250, will continue rolling until fulfilled)

This we should grab this turn and just get it over with since it will continue rolling until it is finished. It is the new Royal Court and that should be gotten up as soon as possible.

-[] Building up military
--[] Continuous
- ONGOING for 2 more turns
-[] Securing the plains portion of the High shelf
--[] Continuous (120 out of 120)
- ONGOING

These two will be acted on this turn. So we get some more military and we get to secure the plains portion of the High Shelf. Hopefully.

[] Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
-[] Have them set up hidden caches, observation posts and scout hideouts (increases difficulty by 10)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 10 for every additional turn)

Armed Patrols into the forest should probably be taken to keep the To-reil in check for other projects in the forest.

[] Scouting out the woodlands (roll difficulty 25)
-[] Have your scouts engage in guerrilla warfare with To-Reil (increases difficulty by 15)
-[] Have your scouts on the lookout for the 'ice demon' barbarians (increases difficulty by 5)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)

Sigh. The OP hasn't told you everything about this option (He actually hasn't told us everything about each of the options) and I know some of it. So I'm abstaining from arguing about this choice.

-[] Forray against the nearby barbarian villages
--[] Subjugate the more westerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
--[] Raze the more westerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)
--[] Subjugate the more northerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)
--[] Raze the more northerly village and drive the barbarians away (roll difficulty 25, incompatible with subjugating the village)

Hey @yannoshka is this option about villages within the walls or outside the walls that were erected last turn?

-[] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
--[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)

We took this choice last turn and we didn't take continuous last turn because the DC was considered too high. Same reasons for this action apply this turn as well. So it will be taken, but whether it will be continuous and for how long is another set of questions here.


-[] Send out a force to secure the site of the uncovered doors upon the mountainside (pick one)
--[] Minimal holding forces (roll difficulty 20)
--[] Substantial holding forces (roll difficulty 40)
--[] Proper encampment (roll difficulty 60)
--[] Full military post (2d100 cast, roll difficulty 120)
--[] Establish a secured settlement (2d100 cast, roll difficulty 150)

Please remember that the last two options are for two dice rolled and that the average DC for a single dice is 60 and 75 respectively. Also we should probably take some form of this action this turn.

[] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
-[] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
-[] Continuous (111 out of 225)
- ONGOING

This was done last turn and will continue to be done this turn. Until it is done we have a trade penalty though.

-[] Further expanding and upgrading the granite quarries along the winding path (roll difficulty 20)

More building materials good for trade maybe, but not this turn probably. On the other hand it made climbing up onto the High Shelf easier last turn and it might do so again this turn. Still not this turn probably.

-[] Sending out groups of tamers and breeders under military escort to search for useful beasts (roll difficulty 65)
--[] Seek birds and birdlike monsters specifically (Roll difficulty 45; increases overall roll difficulty to 75)

Let's secure the bordered off part of the High Shelf first.

-[] Sending out groups of prospectors under military escort to seek out for useful deposits of stone and metals (roll difficulty 65)

We were told by the text itself this turn that we need to get this done as soon as possible. But the DC is 65, so is it possible this turn?

-[] Sending out healers and apothecaries under military escort to search for possible medicinal reagents (roll difficulty 65)

This would be useful, but we should get the College of Medicine first.

-[] Digging out a canal to divert a portion of the local river for capital usage (roll difficulty 50)

We need a form of this done for growth this turn.

-[] Securing a portion of the nearby forest and establishing a fortified outpost dedicated to woodcutting and wood processing operations (roll difficulty 75)

Our Fortune Roll is 58 this turn so this is a non-starter. Should probably clear the To-reil villages first. And make a Fortune Point this turn.

-[] Fortifying the winding path (roll difficulty 40)
-[] Establishing an elevator to the bottom of the shelf and fortifying the bottom terminal (roll difficulty 45)

We need to take one of these this turn and Fortifying the winding path has my vote as it will secure our rear better while the elevator will only give us a faster line to the Old Empire lands. Maybe take both?

-[] Establishing proper facilities to house your Royal Academy
--[] Centralized (roll difficulty 25. All colleges under a single big roof. Cannot be taken with Scattered. If taken with Specialized difficulty raises to 35)
--[] Specialized (roll difficulty 45. All colleges get personal building with space enough for additional facilities as suits their needs. If taken with Centralized difficulty lowers to 40. If taken with Scattered difficulty lowers to 35)
--[] Scattered (roll difficulty 35. Colleges are unconnected. Cannot be taken with Centralized. Can be taken with Specialized)

This failed last turn and needs to be taken again this turn to get a proper Royal Academy up and running finally. I still vote for Centralized and Specialized.

-[] Building a proper temple complex (roll difficulty 15. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)
--[] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)
---[] Small (raises difficulty by 5)
---[] Medium (raises difficulty by 10)
---[] Large (raises difficulty by 25)
---[] Cathedral (raises difficulty by 30)
---[] Grand Cathedral (raises difficulty by 45)

This we take this turn, but the question is what of this do we take. Well the fortune roll is above the value for a Grand Cathedral so we could spend it here instead of making a Fortune Point.

[] Studying the To-Reil (roll difficulty 40)
-[] Continuous (will carry on into next turns without locking up any future choices. have to specify for how many turns. increases the roll difficulty by 5 for every additional turn)

This would yield actionable intelligence, but only if we have actions for it.

[] Have your priesthood study barbarian pantheon in depth (roll difficulty 35)
-[] To-reil (raises difficulty by 5)
-[] To-kruk (raises difficulty by 15)
-[] To-faun (raises difficulty by 15)

This I also have insider information for and as such I'm abstaining from arguing about it.

-[] Contact your agents within the lands of the former Tasakarim (roll difficulty 5, minimum of one suboption must be taken; suitable spousal candidates for royal children looked for)
--[] Order them to sow chaos and disorder (raises difficulty by 25, slightly increases the chance of discovery)
--[] Order them to seek out the remaining brotherhoods (raises difficulty by 5)
---[] Have the Talons, at their own discretion, eliminate anyone inimical to the new Tasakarim (raises difficulty by further 10, slightly increases the chance for discovery)
--[] Order Talons to seak out and eliminate people in power most inimical to the New Tasakarim (raises difficulty by 10, slightly increases the chance of discovery)
--[] Have Eagles investigate former legions (raises difficulty by 5 per legion investigated)
---[] I central legion
---[] II central legion
---[] III central legion
---[] IV central legion
---[] V border legion
---[] VIII border legion (difficulty further raised by 5)
---[] IX forward legion (difficulty reduced to 3)
--[] Have Owls investigate current power blocks (raises difficulty by 15)
--[] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
---[] Allow the agents to, at their own discretion, approach the loyalists and convince them to join up with new Tasakarim (raises difficulty by further 5, further raises the chance of discovery penalty to low)
--[] Order them to, at their own discretion, remove the morally worst elements of society they encounter (raises difficulty by 5)

I'm for aiding the loyalists and removing the morally worst parts of society. Seeking out the other Brotherhoods would likewise work for this option, as would seeking out the VIII border legion since that one is MIA. Anyways we are taking this action to get spousal candidates for the next Royal generation since the next turn is 20 years from now.

-[] Reach out to the people of the former empire (can't pick more than 3)
--[] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 20, further raises the chance of discovery penalty to low)
--[] To vetted members of the former imperial nobility of the north-western regions (roll difficulty 60, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 30, further raises the chance of discovery penalty to middling-low)
--[] To the people of the city of Sastor (roll difficulty 5, increases the chance of discovery by a low amount)
---[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low, incompatible with trade agreements)
---[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population -tradesmen and common workforce, small chance for guildsmen)
--[] To the people of the city of Redol (roll difficulty 45, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[] To the people of the city of Shingh (roll difficulty 40, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[] To the people of Stalker's Run (roll difficulty 5)
---[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25, incompatible with trade agreements, increases the chance of discovery by a low amount - stacks)
---[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population - tradesmen and common workforce, small chance for skilled hunters/trappers, small chance for militia rangers)
--[] To the people of the north-western regions' towns (roll difficulty 40, slightly increases the chance of discovery, can be taken multiple times)
---[] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to low)
--[] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
---[] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)
--[] To the Sorcerers of Neris (roll difficulty 55, increases the chance of discovery by a medium amount)

This choice included some of the choices from below in it last turn. Take it it gives us three rolls for the price of one. I'll remind everyone that the city of Sastor is a merchant fief:

"What do you think Idri? Of course, I'm coming with you. All the emotional issues aside, Sastor is a merchant fief. We lack the fortifications, and what manpower we had was drained by the last failure of an incursion into Beast lands. Right now we simply have no chance whatsoever in a civil war. If I want to survive, sticking with a sparked one is my best bet. But it will take me some time to organize an orderly exodus..."

This means that if we pass the DC of 45 this turn we get some basic trade if nothing else. Again this is a spot where we can spend our Fortune Roll this turn.

Stalker's Run is a town of trappers and hunters:

Someone had almost dropped the ball when establishing contacts with the township of Stalker's Run, the primary hunter and trapper town situated on the northern edges of Seimiy woods, and thus the closest, decently sized, place of civilization to the New Tasakarim.
Thankfully, plentiful drink and bribes and one rousing brawl later everything settled down and proceeded amicably.
(Contact with the town of Stalker's Run established)

If we can get them to join us that would be great (DC is 35) , but we could also recruit from them.

Also could go grabbing villages again. That worked out great last turn.

Could reach out to our cousins to keep some family bonds back in the lands of the Old Empire.

-[] Reach out to priesthood in the former empire (can be taken once for every level of priesthood)
--[] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 5)
--[] To mid-level priesthood (roll difficulty 25, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 5)
--[] To high-level priesthood (roll difficulty 45, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)

Hm. We should reach out to low-level priesthood and convince them to join us. Probably.

-[] Reach out to what remains of the former imperial academy (can't pick more than 2)
--[] College of Medicine (roll difficulty 25, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 20)
--[] College of Horticulture (roll difficulty 35, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 25)
--[] College of Husbandry (roll difficulty 35, slightly increases the chance of discovery)
---[] Convince them to join you (raises difficulty by 25)
--[] College of Alchemy (roll difficulty 35, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 35)
--[] College of History and Law (roll difficulty 35, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 25)
--[] College of Linguistics (roll difficulty 35, increases the chance of discovery by a low amount)
---[] Convince them to join you (raises difficulty by 10)

Either reach out to two colleges or grab one and have them join us.

-[] Reach out to one of the imperial knightly orders (roll for who you find, difficulty and chance of discovery depend on who is rolled but will not exceed difficulty 40 nor midling-low penalty to chance of discovery. can be taken multiple times, one or the other suboption must be taken)
--[] Convince the entire order to join you (raises difficulty by 10 (5 if Sanguine spear or Perilous Path are rolled), might raise penalty to chance of discovery by a tier, incompatible with convincing them to establish a chapterhouse)
--[] Convince them to establish a chapterhouse in your teritory (raises difficulty by 5 (0 if Sanguine spear / 2 if Perilous Path are rolled), raises penalty to chance of discovery by a tier, incompatible with convincing the entire order to join you)

Well we have more options here this turn and it is a separate communication option this time.

-[] Attempt to recruit one of the remaining spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, minimal difficulty 50, chance of discovery scales with difficulty)
--[]Wren
--[]Crane
--[]Robin

This is each a separate roll and the difficulty doesn't stack on top of each other this time.

-[] Attempting to establish diplomatic and/or mercantile contacts with To-Faun (roll difficulty 35)
-[] Attempting to establish diplomatic and/or mercantile contacts with To-Kruk (roll difficulty 35)
--[] Try to reach Skaggi through To-Kruk (raises difficulty by 10, slightly increases the chance of discovery)

These Diplomacy rolls I think are lower than last turn.

-[] Attempting to establish diplomatic and/or mercantile contacts with 'Ice demons' (roll difficulty 30, must have taken action for scouts to be on the lookout)

This is new and needs another action taken for it to work at all.

Thomas

-[] Work with his wife to establish a native knightly order (results depend on the height of the roll. can DD)

This could be very useful, but there is no visible DC. Should still probably take it as it is only available because of critical on spouse options last turn.

-[] Work with his wife and the hunters, breeders and tamers to go out and search for useful beasts and/or monsters to tame and raise (roll difficulty 40. Results raise the higher the roll. If taken replaces the main monster seeking/taming project. Can DD)

This replaces the project with 65-75 DC down to 40 DC. It's an option.

-[] Take command of the expedition to secure the site of the doors upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results)

This would lower the DCs for the action with the door. Only take if you are rolling two dice for it.

-[] Attempt to establish diplomatic contacts among the To-reil (roll difficulty 50. Incompatible with leading a campaign against To-reil. Can DD)

Diplomatic contact with the To-reil that is a coin-flip. It's an option, but not a very appealing one.

-[] Attempt to establish diplomatic contacts with the To-kruk (roll difficulty 35. If taken replaces main To-kruk diplomacy action)
-[] Attempt to establish diplomatic contacts with the To-faun (roll difficulty 35. If taken replaces main To-faun diplomacy action)

These replace main diplomacy actions.

-[] Lead a military campaign against To-reil barbarians (military turns. Any main project that concerns To-reil affect the campaign. Incompatible with attempting to establish diplomatic relations with To-reil. If the same actions were also undertaken by Taesta, the project is further enhanced. Can DD)

This is about clearing out some of the To-reil in the neighborhood. Might be useful to take.

Taesta

-[] Involve himself in the expedition to secure the site and study the door upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results. Can DD)

Again door action. Should only be used if we roll 2 dice for that main action.

-[] Engage in a recreational spot of monster extermination (roll difficulty 45. Replaces main monster elimination project for the turn)

Monster elimination here instead of in main action, but the DC is the same.

-[] Lead a secured expedition to seek out possible metal and/or stone deposits (roll difficulty 50. Replaces main metals and stone seeking project. Can DD)

This action is something that we should probably DD. Since it has a better starting DC (50 instead of 65) and it is a needed action.

-[] Lead a military campaign against To-reil barbarians (military turns. Any main project that concerns To-reil affect the campaign. Incompatible with Thomases project to attempt to establish diplomatic relations with To-reil. If the same actions were also undertaken by Thomas, the project is further enhanced. Can DD)

Military action against the To-reil. Could be useful.

-[] Give personal aid to the project to secure a path back towards the former lands of the former empire (adds 1d20 per turn to the project until completed, or Taesta dies)

This could get us that trade action penalty removed this turn, but we would need a natural critical on both dice. Pass.

-[] Give personal aid to the project to dig out a canal to divert a portion of the local river for capital usage (relevant main project must be taken. Reduces main project roll difficulty by 15)

This makes the canal DC 35 instead of 50. Could be useful.

-[] Give personal aid to the project to fortify the winding path (relevant main project must be taken. Reduces main project roll difficulty by 10)

45 DC to 35 DC. Maybe.

-[] Give personal aid to the project to establish an elevator to the bottom of the shelf and fortifying the bottom terminal (relevant main project must be taken. Reduces main project roll difficulty by 5)

45 DC to 40 DC. We have better choices than this here.

-[] Give personal aid to the project to establish proper facilities to house your Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Anora)

Maybe. If we want to stack the deck that the Royal Academy gets done this turn.

-[] Give personal aid to the project to build a proper temple complex (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Anora. Only affects temples built this turn)

Isanela temple building action has a DC of the temple building itself. Maybe. Probably not.

Anora

-[] Study statecraft (roll for results. Can DD)

This gives her better training for when she is the ruler.

[] Study diplomacy and protocol (roll for results. Can DD)

Improving her skill in Diplomacy.

[] Involve herself in the expedition to secure the site and study the door upon the mountain (must have taken the main project to secure the site. can be combined with similar actions by siblings for greater/better results. Can DD)

Securing the door. Again only if we are rolling two dice.

[] Involve herself with the spy brotherhoods (roll for results)

Ah. Intrigue training.

[] Dedicate herself to the study of The Spark (roll for results. Must DD)

Spark study. Not sure she should take this.

[] Work with husband to establish proper royal library and archives

This would be useful alongside the Royal Academy.

[] Work with husband to take the helm of the project to establish proper facilities to house your Royal Academy (relevant main project must be taken. Reduces main project roll difficulty by 5. Can be taken alongside similar project by Taesta)

With Taesta's help this is a decrease of DC by a 10.

[] Personally dedicate herself to the effort to raise joint twin cathedrals to Camny and Satine (roll difficulty 40. Can be taken alongside similar project by Taesta)

This is a better DC than what we have in the main actions.

Alright I'll make a plan in the morning if there isn't one I like made in the meantime. This is a glut of choices and actions. Let's see how well we can get them. Just don't put the Fortune Roll on the Brotherhoods this time it is too low for that.
 
Hey @yannoshka is this option about villages within the walls or outside the walls that were erected last turn?
It's about the villages your scouts found last turn.
This would be useful, but we should get the College of Medicine first.
You already have college of medicine, though not in it's entirety.
Our Fortune Roll is 58 this turn so this is a non-starter. Should probably clear the To-reil villages first. And make a Fortune Point this turn.
From Mechanics
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.
 
Plan posted below. I tried to take actions that address the resource and temple problem with the automatic 58 roll put on the temple. We've got a bunch of chances to help with resource problem and only 1 temple action so auto-success is more important to me there. Since we got a -28 on the temple roll do you guys think I should assume we need the DC + 28 to ensure a pass?

Any suggestions for improvement are welcome.
[X] Plan: Finding Resources

Regular actions

[] Building a proper temple complex (roll difficulty 15. Must have at least one specific temple. Aditional temples can be delayed for following turns without locking in any options by appending FT at the end)

-[] To Isanela, the great goddess of stars, and the personal patron of Tasakar dynasty (due to Isanela being the family patron, and bringing people from the great temple along, base roll difficulty is reduced by 10 for any temple to her)

--[] Grand Cathedral (raises difficulty by 45)

---[] Use fortune roll of 58 (autopass on difficulty of 50)

-[] FT

[] Establish proper royal court and administration institutions (roll difficulty 250, will continue rolling until fulfilled)
[] Attempting to establish diplomatic and/or mercantile contacts with To-Faun (roll difficulty 35)
[] Attempting to establish diplomatic and/or mercantile contacts with To-Kruk (roll difficulty 35)
[] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
-[] Continuous (1 additional turn increases the roll difficulty by 5 for every additional turn)
[] Send out a force to secure the site of the uncovered doors upon the mountainside (pick one)
-[] Substantial holding forces (roll difficulty 40)
[] Digging out a canal to divert a portion of the local river for capital usage (roll difficulty 50)
[] Fortifying the winding path (roll difficulty 40)
[] Establishing proper facilities to house your Royal Academy
-[] Centralized (roll difficulty 25. All colleges under a single big roof. Cannot be taken with Scattered. If taken with Specialized difficulty raises to 35)
-[] Specialized (roll difficulty 45. All colleges get personal building with space enough for additional facilities as suits their needs. If taken with Centralized difficulty lowers to 40. If taken with Scattered difficulty lowers to 35)
[] Reach out to the people of the former empire (can't pick more than 3)
-[] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
-[] To the people of the city of Sastor (roll difficulty 5, increases the chance of discovery by a low amount)
--[] Enter into Trade agreements (raises difficulty by 10, roll for gains, difficulty further raised by additional 30 until path between the plateaus and the former empire is secured, incompatible with convincing them to join you)
-[] To the people of Stalker's Run (roll difficulty 5)
--[] Recruit from within the populace (raises difficulty by 10, roll for a small increase in population - tradesmen and common workforce, small chance for skilled hunters/trappers, small chance for militia rangers)
[] Contact your agents within the lands of the former Tasakarim (roll difficulty 5, minimum of one suboption must be taken; suitable spousal candidates for royal children looked for)
-[] Order them to seek out the remaining brotherhoods (raises difficulty by 5)
-[] Order Talons to seak out and eliminate people in power most inimical to the New Tasakarim (raises difficulty by 10, slightly increases the chance of discovery)
-[] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
--[] Allow the agents to, at their own discretion, approach the loyalists and convince them to join up with new Tasakarim (raises difficulty by further 5, further raises the chance of discovery penalty to low)
[] Reach out to priesthood in the former empire (can be taken once for every level of priesthood)
-[] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
--[] Convince them to join you (raises difficulty by 5)
[] Reach out to what remains of the former imperial academy (can't pick more than 2)
-[] College of Horticulture (roll difficulty 35, slightly increases the chance of discovery)
-[] College of Husbandry (roll difficulty 35, slightly increases the chance of discovery)
[] Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
-[] Have them set up hidden caches, observation posts and scout hideouts (increases difficulty by 10)
[] Scouting out the woodlands (roll difficulty 25)
-[] Have your scouts on the lookout for the 'ice demon' barbarians (increases difficulty by 5)
-[] Continuous (will carry on into next turns without locking up any future choices. 3 turns. increases the roll difficulty by 5 for every additional turn)
[] Have your priesthood study barbarian pantheon in depth (roll difficulty 35)
-[] To-reil (raises difficulty by 5)
[] Forray against the nearby barbarian villages
-[] Subjugate the more westerly village and capture as many barbarians alive as possible (roll difficulty 35, incompatible with razing the village)

Anora (2 actions)
[] Study statecraft (roll for results. Can DD)
[] Work with husband to establish proper royal library and archives

Taesta (2 actions)
[] Lead a secured expedition to seek out possible metal and/or stone deposits (roll difficulty 50. Replaces main metals and stone seeking project. Can DD)
-DD

Thomas (2 actions)
[] Work with his wife to establish a native knightly order (results depend on the height of the roll. can DD)
[] Work with his wife and the hunters, breeders and tamers to go out and search for useful beasts and/or monsters to tame and raise (roll difficulty 40. Results raise the higher the roll. If taken replaces the main monster seeking/taming project. Can DD)
 
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[] Contact your agents within the lands of the former Tasakarim (roll difficulty 5, minimum of one suboption must be taken; suitable spousal candidates for royal children looked for)
-[] Order them to seek out the remaining brotherhoods (raises difficulty by 5)
-[] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
--[] Allow the agents to, at their own discretion, approach the loyalists and convince them to join up with new Tasakarim (raises difficulty by further 5, further raises the chance of discovery penalty to low)
This part should have cause strife in the empire. When the last turn happened even though the stability of the former empire rolled shit it wouldn't be as devastating if the sub option to cause strife in the empire didn't happen. Qm seemed to be implying the strife would be rather minor for a crit fail.
 
This part should have cause strife in the empire. When the last turn happened even though the stability of the former empire rolled shit it wouldn't be as devastating if the sub option to cause strife in the empire didn't happen. Qm seemed to be implying the strife would be rather minor for a crit fail.
My problem with that is it boosts difficulty by 25 taking us up to a 45 DC (Unless I'm mistaken about the mechanics like usual and each sub action is rolled individually). If there are other, cheaper actions people want I'd add them without any qualms.

I'm also not sold on causing strife being useful (compared to the other spy actions). First, the damage is potentially indiscriminate; reasonable leaders or loyalists get wiped out along the rest. Since there are other choices that target Tassakar enemies or help loyalists this interpretation makes sense to me. Second, short term advantages are unclear. On one hand, the chaos means there's a lot of loose assets to be snapped up. On the other hand everything's on fire so a lot of loose assets are being destroyed. Third, long term is also ambiguous to me. Everyone being sick of the chaos and wishing the bad old days were back is good, but while it's enemy territory right now we're hoping to take it back so inflicting lots of damage will make rebuilding the empire that much harder.
 
OK @Mathematicae why isn't your plan having our spies at their own discretion remove the morally worst elements of society they encounter? This will do wonders for having less assholes in the Old Empire and it will only raise the DC from 20 to 25. Is it because you don't trust the discretion of the Tasakarim agents? Your plan already involves having them help people who are still loyal to the Tasakarim.

Also I'm probably going to use my Omake bonuses towards Fortune Points from now on and we should have taken the Falchion of Favorable Fortune with us at the start. Like Fortune Rolls are exponential in their growth so we should work towards having more since the more we have the more we'll get.
 
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