The map is... done, I guess.
I am not happy how it ended up, not at all, but right now I'm too tired to try making it better.
In the end, both my artistic talents and the mapmaking software have limitations I did not manage to overcome this day. Maybe in the future.



Thanks for that. Fixed up.
This vote is about whether we want the monster slayers knights in smaller amount and also what trait we want. Because each of these options other than maybe the middle one will give us a trait. First option is for risk taking helper, second option is for cautious helper and third option is some kind of callous.

I'm not sure what to vote here.



? This is a complicated vote because we are voting for and as Elanor Fergaz of Sastor and as such any traits will be hers, but so are the consequences of this decision. Is she the kind of woman who will push her people forward against the advice of the physician or the kind of person who will heed said advice. Also there is the matter of would our leadership rely only on the Spark in certain hard situations or will they be able to act without it.

I'm leaning to the middle option here.



The other two shelves are more peaceful, but this is the highest shelf and our goddess is of the stars. Also we currently have easier martial projects and the To-reil are basically discount Khorne berserkers. So I want to vote for cleaning this mess up first. Unless the other shelves have access to the rest of the Rosa mountains and with them the Empire we should just fortify this pass and get to the clean up. The other two tribes will also probably be more inclined to working with us if we do so.





Huh so you are answering these. OK @yannoshka I'm also curious what traits would have my plan caused? Also what (if any) were the effects of my write in?
Interesting speculation there.
As for the traits and write-in... Nothing specific for the write-in, but would have used elements of dire isles and far south to determine what if any traits got earned.
so, let's see...
Crown and Blade +2M, +1D, +1S, -1L
took two knightly orders
Green thumb +2S, +2L, -1M
Colleges of medicine and horticulture to almost no arable land
Nobles oblige +1 all attributes
Cap pop and a knightly order and a college
Royal court +2 all attributes, easier to find spouses, persists through generations
Cap pop and any three of following - knights, colleges, mages, temple
 
Crown and Blade +2M, +1D, +1S, -1L
took two knightly orders
Green thumb +2S, +2L, -1M
Colleges of medicine and horticulture to almost no arable land
Nobles oblige +1 all attributes
Cap pop and a knightly order and a college
Royal court +2 all attributes, easier to find spouses, persists through generations
Cap pop and any three of following - knights, colleges, mages, temple

So mine was more rounded. Huh. Good to know.

OK so the To-reil shelf is the one oriented to the Empire. I say we fortify the route we followed from the Empire and then take over the To-reil shelf before we do anything else.

As for the rest of it I already said my piece and now I'm honestly interested in what other people will say.
 
Looks like a fun quest. Not sure how to vote yet though.
Well, I am trying to make it fun, so yay!
As for voting, vote for what seems to you the best options. No more no less.
I can practically guarantee you'll be wrong at times, but that is part of the fun of a quest.
The uncertainty, the expectations, getting proven right or wrong... It's the spice, no?

And anyway, I am always willing to consider any question thrown my way. I won't be giving any spoilers, ever (you have no pickles to bribe me with :D) but I am willing to try and clear up anything you (as in the player base) are uncertain of or confused by.
 
[X] Give permission. While there is a significant risk to your valuable windriders and physicians, you have a duty to give aid.
[X] Camp until at least one of the royal couple wakes. You dare not move without the shield of The Spark.
[X] Settle down on the High shelf. (will have to constantly war with To-reil until you forcibly subjugate them and stomp out their vile religion. Mostly forested terrain)
-[X] Turn the camp at the top of winding path into a proper fortified settlement. (some of the only clear grounds for miles around. Can quarry the stone from the path. Will have to go an arguably long distance in hostile territory to search for metal and other deposits)
 
And now that I've read it more thoroughly...
[] Give permission. While there is a significant risk to your valuable windriders and physicians, you have a duty to give aid.
Rushing to give aid. I don't want a, callous not giving help characterisation, but given the population problems I don't like this risk.
[X] Order that the windriders and physicians prepare for swift movement, but wait for confirmation.
Helps but is more cautious with a very scarce resource. My preferred choice.
[] Refuse the permission. There is too much risk to your valuable assets. You have few enough as it is.
I want this dynasty to not be too pragmatic.

Next choice:
[] Push on ahead, possibly into the teeth of the incoming storm.
Seems reckless. Not a fan.
[X] Camp for the day, the people and animals need it.
Waiting and doesn't rely on the spark.
[] Camp until at least one of the royal couple wakes. You dare not move without the shield of The Spark.
Waiting is good, but relying so heavily on the spark isn't a good thing imo. When the nation gets larger, delegation to non spark people will be needed. Let's not make it harder. Although this could cost in the short run.

Fighting against barbarians in this forest is going to be awful but at least we're good at martial. And setting up base in cleared land is sensible to me.
[X] Settle down on the High shelf. (will have to constantly war with To-reil until you forcibly subjugate them and stomp out their vile religion. Mostly forested terrain)
-[x] Turn the camp at the top of winding path into a proper fortified settlement. (some of the only clear grounds for miles around. Can quarry the stone from the path. Will have to go an arguably long distance in hostile territory to search for metal and other deposits)
 
So, I have yet to hear any comments on the new map.
That I am unhappy with it, does not make it necessarily a bad map.
Tell me what does. Or does not, if you actually consider it a good map.
I need a broader base of opinions if I am ever going to improve.
 
[X] Order that the windriders and physicians prepare for swift movement, but wait for confirmation.

[X] Camp for the day, the people and animals need it.

[X] Settle down on the High shelf. (will have to constantly war with To-reil until you forcibly subjugate them and stomp out their vile religion. Mostly forested terrain)
-[x] Turn the camp at the top of winding path into a proper fortified settlement. (some of the only clear grounds for miles around. Can quarry the stone from the path. Will have to go an arguably long distance in hostile territory to search for metal and other deposits)
 
[X] Give permission. While there is a significant risk to your valuable windriders and physicians, you have a duty to give aid.
[X] Camp for the day, the people and animals need it.
[X] Settle down on the High shelf. (will have to constantly war with To-reil until you forcibly subjugate them and stomp out their vile religion. Mostly forested terrain)
-[X] Turn the camp at the top of winding path into a proper fortified settlement. (some of the only clear grounds for miles around. Can quarry the stone from the path. Will have to go an arguably long distance in hostile territory to search for metal and other deposits)

So, I have yet to hear any comments on the new map.
That I am unhappy with it, does not make it necessarily a bad map.
Tell me what does. Or does not, if you actually consider it a good map.
I need a broader base of opinions if I am ever going to improve.

There's this game called Disciples 2. It's on GOG. Go play and then go play with it's map editor. You'll learn a few things. Just understand that it will take time. A lot of time.

Also from the perspective of the map the Shelves are more defined by positioning of the resources on them then by some sort of hard border you implied in the last update.
 
[X] Give permission. While there is a significant risk to your valuable windriders and physicians, you have a duty to give aid.
[X] Camp for the day, the people and animals need it.
[X] Settle down on the High shelf. (will have to constantly war with To-reil until you forcibly subjugate them and stomp out their vile religion. Mostly forested terrain)
-[X] Turn the camp at the top of winding path into a proper fortified settlement. (some of the only clear grounds for miles around. Can quarry the stone from the path. Will have to go an arguably long distance in hostile territory to search for metal and other deposits)



There's this game called Disciples 2. It's on GOG. Go play and then go play with it's map editor. You'll learn a few things. Just understand that it will take time. A lot of time.

Also from the perspective of the map the Shelves are more defined by positioning of the resources on them then by some sort of hard border you implied in the last update.
D2, man does that take me back.
I still have the discs for the gold edition around here somewhere. For that matter, I knew I had D1 at some point as well, discs might still be around. Of course, I have nothing to put them in, but, eh, details.
Haven't played Disciples in a dog's age. The mess that was 3 soured the entire franchise for me.

As for how unclear it might seem, I am afraid that that is something of the limitation of the software that I just cannot figure out how to overcome right now.
here is just the section of the map that is the highlands, without trees and mountains.



as you can see, it is still a bit unclear...
The main problem is that the cliffs are objects, so I was stuck with stacking and positioning predefined shapes, which, especially when getting resized, often don't fit very well.
 
Last edited:
Strange. Anyone have any idea why the image in the previous post just broke like that?
Well, whatever. Fixed now.
As a sidenote, this vote will probably be open until weekend. If I get time, I'll probably close it earlier, so we can finally get to proper play, but noone should hold their breaths over it.
Right now it looks like the next few days shall be busy ones for me.
 
D2, man does that take me back.
I still have the discs for the gold edition around here somewhere. For that matter, I knew I had D1 at some point as well, discs might still be around. Of course, I have nothing to put them in, but, eh, details.
Haven't played Disciples in a dog's age. The mess that was 3 soured the entire franchise for me.

I still have both the original D2 discs and the Gold Edition lying around. I can even play them since I do still have a DVD drive in my PC. I even got the GOG installations for D1 and D2 since I want to do a Soloniele/Mortis Quest at some point on this site, but I can't seem to find the time to reinstall the games one more time and play trough them with recording all the important stuff to make such a thing work. :(

As for how unclear it might seem, I am afraid that that is something of the limitation of the software that I just cannot figure out how to overcome right now.
here is just the section of the map that is the highlands, without trees and mountains.



as you can see, it is still a bit unclear...
The main problem is that the cliffs are objects, so I was stuck with stacking and positioning predefined shapes, which, especially when getting resized, often don't fit very well.

Hm. Can you stack a shape on another shape to erase a piece of the shape below? Or are there only collision limited artifacts for you to use?
 
[X] Order that the windriders and physicians prepare for swift movement, but wait for confirmation.

[X] Camp for the day, the people and animals need it.

[X] Settle down on the High shelf. (will have to constantly war with To-reil until you forcibly subjugate them and stomp out their vile religion. Mostly forested terrain)
-[x] Turn the camp at the top of winding path into a proper fortified settlement. (some of the only clear grounds for miles around. Can quarry the stone from the path. Will have to go an arguably long distance in hostile territory to search for metal and other deposits)
 
Hm. Can you stack a shape on another shape to erase a piece of the shape below? Or are there only collision limited artifacts for you to use?
only collision I'm afraid. I can hide things behind other things but that just generates clutter. Hence, the current map.
In theory, I can use custom objects, but that carries its own set of problems - see icebergs/icefloes - not the least of which is finding some even remotely appropriate base images...
 
only collision I'm afraid. I can hide things behind other things but that just generates clutter. Hence, the current map.
In theory, I can use custom objects, but that carries its own set of problems - see icebergs/icefloes - not the least of which is finding some even remotely appropriate base images...

How much freedom do you have in modifying images?
 
How much freedom do you have in modifying images?
Theoretically, every freedom so long as the images are public domain or part of inkarnate mapmaking software, since I am subscribing for it.
In practice...
I'm not even slightly graphically inclined, besides some barely decent freeform drawing skills.
No sense for scale, color, gradation, and barely any for perspective.
Nor am I of the inclination, or have time enough to work on improving those shortcomings in discernable future.

So, unless someone more graphically inclined and gifted than me volunteers their services, you'll have to make do with my poor efforts, and what small amounts of time I have to dedicate to improving the map(s).

Mind, that is just me throwing sheet anchors around, just in case :D
 
A small update.
Congratulations to Aelyn and Idrian.
It did not take them long after settling down to produce an heir. A couple of them following a few years after.
I've rolled in the background for children.
In the very first year of resettling they're getting a boy. Three years after that is the time for another boy, and a little girl a year after that.
So, besides voting for the previous options, Name proposals are now open as well.
While popularity will be a guiding hand, if I really like a name, and votes are close, I reserve the right to pick and choose.

Btw, just to be clear, this vote (both previous and names) will be BY LINE. no plans please.
 
Last warning folks. Voting (including suggestions for names) will be open for another 24-30 hours.
 
# baby 1 name is Chadwell

# baby 2 name is Radnor

# baby 3 name in honor of husband's sister

Hey @yannoshka does this work for baby names or should I make a proper vote for it?
 
Aaand, the vote is closed.

Vote Tally : Empire lost, but The Spark remains - Original setting CK2 quest | Page 5 | Sufficient Velocity [Posts: 130-138]
##### NetTally 1.9.9
[X] Settle down on the High shelf. (will have to constantly war with To-reil until you forcibly subjugate them and stomp out their vile religion. Mostly forested terrain)
-[X] Turn the camp at the top of winding path into a proper fortified settlement. (some of the only clear grounds for miles around. Can quarry the stone from the path. Will have to go an arguably long distance in hostile territory to search for metal and other deposits)
No. of Votes: 5
[X] Camp for the day, the people and animals need it.
No. of Votes: 4
[X] Order that the windriders and physicians prepare for swift movement, but wait for confirmation.
No. of Votes: 3
[X] Give permission. While there is a significant risk to your valuable windriders and physicians, you have a duty to give aid.
No. of Votes: 2
[X] Camp until at least one of the royal couple wakes. You dare not move without the shield of The Spark.
No. of Votes: 1
Total No. of Voters: 5

As for the names, let's do that like this (numbers come in play only when/if the character inherits)
Boy names:
[] Thomas IV (Aelyn's father's name. There have been three emperors baring that name)
[] Chadwell
[] Randor
[] Turgud VIII (Despite not having been emperors, The pactmaker and one more are counted for naming purposes)
[] Talasin V (Despite not having been an emperor, The uniter is counted for naming purposes)
[] Taesta XI (Three emperors and seven empresses bore that name)
[] Write-in (Even if everyone votes for it, if I find a name inappropriate in any way, it gets discounted)

Girl names:
[] Nora
[] Ela
[] Elle
[] Elaine
[] Eleanor
[] Anora
[] Aronel II (There has been an empress bring that name.

The vote will be up for 2-3 days, and then I'm updating, and we are going into building your nascent domain.
 
Back
Top