Ooo...K.
Here is a thing.
Due to an insightful conversation in PM (you know who you are:p), I've decided that I should have made a fortune roll for the Exodus.
So, I'm giving you folks a choice
I can either give you 1 fortune point.
Ooorrrr
I can mitigate the extent of damages you folk will suffer due to being hit by ten years of insane weather. And I do mean insane - a major cyclone has formed over the highland sea, so expect crazy winds, monsoons, monsoon caused floods and getting buried in snow come winter.
Now, before you rush, pay heed:
Mitigate means exactly that. I'll cast d4 and subtract the number of years you will suffer. No more than that.
no votes, simple aye or nay shall suffice.
I'm giving you a day or so to decide.
 
Looks like the nay has it.
Still, I'm unexpectedly busy for now, so both ayes and nayes, and plan voting shall remain open for 12-20 hours more, in case anyone wants to join in, or try to convince people to switch over existing votes.
Also, the offer to garner bonus for a plan with short(ish?) omake is still open, will not be so once I close the vote.

If it is any consolation, While I'm not actually rolling for consequences of the cyclone until I lock in the votes, I can tell you that all three barbarian tribes are having really, really shitty time out of it.
The Skaggi are feeling none of it, the fuzzy bastards.
Adhoc vote count started by yannoshka on Dec 14, 2018 at 11:23 AM, finished with 49 posts and 5 votes.

  • [X] Plan: Green is a colour
    -[X] Pyratryst
    -[X] All three children will get specialized education (can take maximum two specializations).
    --[X] Thomas
    ---[X] Military
    ---[X] Diplomacy
    --[X] Taesta
    ---[X] Architecture and stonework
    --[X] Anora
    ---[X] Scholastic
    ---[X] Medicine
    -[X] Put Fortune Roll onto 'Reach out to people of the former empire; 'to one of the spy brotherhoods';'eagle'; 'convince them to join you'
    -[X] Building up military (roll difficulty 20)
    --[X] Continuous (3 additional turn)
    -[X] Securing the plains portion of the High shelf (roll difficulty 60. 100+ finishes project)
    --[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 111)
    -[X] Establishing a secure, fortified perimeter between the plains and the forest (roll difficulty 60. 75+ finishes project)
    --[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 80)
    -[X] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
    --[X] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
    --[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 200/225)
    -[X] Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
    -[X] Scouting out the woodlands (roll difficulty 25)
    -[X] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
    -[X] Expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
    -[X] Establishing proper facilities to house your Royal Academy
    --[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] Scattered (roll difficulty 35. Colleges are unconnected. Cannot be taken with Centralized. Can be taken with Specialized)
    -[X] Building a proper temple complex (roll difficulty 20. 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 Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat
    ---[X] Small (raises difficulty by 5)
    -[X] Having the brotherhood of the Talon infiltrate and start building up agency in the lands of the former empire (roll difficulty 35)
    --[X] Order them to sow chaos and disorder (raises difficulty by 10, slightly increases the chance of discovery)
    --[X] Have volunteers from the college medicine join them (reduces difficulty by 5)
    --[X] Have volunteers from the college of philosophy and arts join them (reduces difficulty by 5)
    --[X] Have volunteers from the priesthood of Isanella join them (reduces difficulty by 5)
    --[X] Have agents screen for suitable spousal prospects for the royal children (slightly increases the chance of discovery, if non-assassin agents are also sent the penalty is eliminated)
    -[X] Reach out to the people of the former empire (can't pick more than 8)

    --[X] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)

    --[X] To the people of the north-western regions' towns (roll difficulty 35, slightly increases the chance of discovery, can be taken multiple times)

    --[X] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)

    ---[X] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)

    --[X] To members of the imperial academy

    ---[X] College of Architecture (roll difficulty 15, slightly increases the chance of discovery)

    ----[X] Convince them to join you (raises difficulty by 10)

    ---[X] College of Philosophy and Arts (roll difficulty 15, slightly increases the chance of discovery)

    --[X] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)

    ---[X]Owl

    ----[X] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)

    ---[X]Eagle
    [X] Mountainhome
    [X] The children would get generalized education until the order of inheritance was established. (Rounded out option)
    [X] Plan Paranoid Planners:
    [X] Plan Frostlift
    -[X] Chadwell
    -[X] All three children will get specialized education (can take maximum two specializations).
    --[X] Thomas
    ---[X] Military
    ---[X] Religious
    --[X] Taesta
    ---[X] Medicine
    ---[X] Animal husbandry
    --[X] Anora
    ---[X] Architecture and stonework
    -[X] Convert Fortune Roll into a Fortune Point.
    -[X] Building up military (roll difficulty 20)
    --[X] Continuous (1 additional turn)
    -[X] Securing the plains portion of the High shelf (roll difficulty 60. 100+ finishes project)
    --[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 111)
    -[X] Establishing a secure, fortified perimeter between the plains and the forest (roll difficulty 60. 75+ finishes project)
    --[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 80)
    -[X] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
    -[X] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
    --[X] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
    --[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 200/225)
    -[X] Expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
    -[X] Fortifying the winding path (roll difficulty 45)
    -[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] Building a proper temple complex (roll difficulty 20. 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] Medium (raises difficulty by 10)
    --[X] To Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat
    --[X] 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, can't have bigger temple than Ulair)
    -[X] Studying the To-Reil (roll difficulty 40)
    -[X] Having the brotherhood of the Talon infiltrate and start building up agency in the lands of the former empire (roll difficulty 35)
    --[X] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
    ---[X] 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)
    --[X] Order them to, at their own discretion, remove the morally worst elements of society they encounter (raises difficulty by 5)
    --[X] Have volunteers from the college medicine join them (reduces difficulty by 5)
    --[X] Have volunteers from the college of philosophy and arts join them (reduces difficulty by 5)
    --[X] Have volunteers from the priesthood of Isanella join them (reduces difficulty by 5)
    --[X] Have agents screen for suitable spousal prospects for the royal children (slightly increases the chance of discovery, if non-assassin agents are also sent the penalty is eliminated)
    -[X] Reach out to the people of the former empire (can't pick more than 8)

    --[X] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
    --[X] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)

    ---[X] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
    --[X] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
    ---[X] Convince them to join you (raises difficulty by 5)
    --[X] To mid-level priesthood (roll difficulty 20, slightly increases the chance of discovery)
    --[X] To high-level priesthood (roll difficulty 35, slightly increases the chance of discovery)
    ---[X] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
    --[X] To members of the imperial academy
    ---[X] College of Medicine (roll difficulty 15, slightly increases the chance of discovery)
    ----[X] Convince them to join you (raises difficulty by 20)
    ---[X] College of Horticulture (roll difficulty 25, slightly increases the chance of discovery)
    ----[X] Convince them to join you (raises difficulty by 10)
    --[X] To 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)
    ---[X] Convince them to join you (raises difficulty by 10 (5 if Sanguine spear is rolled), might raise penalty to chance of discovery by a tier)
    --[X] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)

    ---[X]Raven
    ----[X] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
 
Nays have it, will be updating Info post momentarily.
Also, voting officially closed.
Vote Tally : Empire lost, but The Spark remains - Original setting CK2 quest | Page 7 | Sufficient Velocity [Posts: 162-189]
##### NetTally 1.9.9
[X] Plan: Green is a colour
-[X] Pyratryst
-[X] All three children will get specialized education (can take maximum two specializations).
--[X] Thomas
---[X] Military
---[X] Diplomacy
--[X] Taesta
---[X] Military
---[X] Architecture and stonework
--[X] Anora
---[X] Scholastic
---[X] Medicine
-[X] Put Fortune Roll onto 'Reach out to people of the former empire; 'to one of the spy brotherhoods';'eagle'; 'convince them to join you'
-[X] Building up military (roll difficulty 20)
--[X] Continuous (3 additional turn)
-[X] Securing the plains portion of the High shelf (roll difficulty 60. 100+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 111)
-[X] Establishing a secure, fortified perimeter between the plains and the forest (roll difficulty 60. 75+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 80)
-[X] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
--[X] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 200/225)
-[X] Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
-[X] Scouting out the woodlands (roll difficulty 25)
-[X] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
-[X] Expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
-[X] Establishing proper facilities to house your Royal Academy
--[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] Scattered (roll difficulty 35. Colleges are unconnected. Cannot be taken with Centralized. Can be taken with Specialized)
-[X] Building a proper temple complex (roll difficulty 20. 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 Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat
---[X] Small (raises difficulty by 5)
-[X] Having the brotherhood of the Talon infiltrate and start building up agency in the lands of the former empire (roll difficulty 35)
--[X] Order them to sow chaos and disorder (raises difficulty by 10, slightly increases the chance of discovery)
--[X] Have volunteers from the college medicine join them (reduces difficulty by 5)
--[X] Have volunteers from the college of philosophy and arts join them (reduces difficulty by 5)
--[X] Have volunteers from the priesthood of Isanella join them (reduces difficulty by 5)
--[X] Have agents screen for suitable spousal prospects for the royal children (slightly increases the chance of discovery, if non-assassin agents are also sent the penalty is eliminated)
-[X] Reach out to the people of the former empire (can't pick more than 8)
--[X] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
--[X] To the people of the north-western regions' towns (roll difficulty 35, slightly increases the chance of discovery, can be taken multiple times)
--[X] To the people of the north-western regions' villages (roll difficulty 25, can be taken multiple times)
---[X] Convince them to join you (raises difficulty by 15, increases the chance of discovery by a low amount)
--[X] To members of the imperial academy
---[X] College of Architecture (roll difficulty 15, slightly increases the chance of discovery)
----[X] Convince them to join you (raises difficulty by 10)
---[X] College of Philosophy and Arts (roll difficulty 15, slightly increases the chance of discovery)
----[X] Convince them to join you (raises difficulty by 10)
--[X] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)
---[X]Owl
----[X] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
---[X]Eagle
----[X] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
No. of Votes: 3
[X] Plan Frostlift
-[X] Chadwell
-[X] All three children will get specialized education (can take maximum two specializations):
--[X] Thomas
---[X] Military
---[X] Religious
--[X] Taesta
---[X] Medicine
---[X] Animal husbandry
--[X] Anora
---[X] Military
---[X] Architecture and stonework
-[X] Convert Fortune Roll into a Fortune Point.
-[X] Building up military (roll difficulty 20)
--[X] Continuous (1 additional turn)
-[X] Securing the plains portion of the High shelf (roll difficulty 60. 100+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 111)
-[X] Establishing a secure, fortified perimeter between the plains and the forest (roll difficulty 60. 75+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 80)
-[X] Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
--[X] Continuous (1 additional turn)
-[X] Establishing at least somewhat secure path back towards the former lands of the empire (roll difficulty 60, 175+ finishes project)
--[X] conceal it as much as possible (increases difficulty to 70, 200+ finishes project)
--[X] Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 200/225)
-[X] Expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
-[X] Fortifying the winding path (roll difficulty 45)
-[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] Building a proper temple complex (roll difficulty 20. 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] Medium (raises difficulty by 10)
--[X] To Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat
---[X] Medium (raises difficulty by 10)
--[X] 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, can't have bigger temple than Ulair)
---[X] Medium (raises difficulty by 10)
-[X] Studying the To-Reil (roll difficulty 40)
--[X] Continuous (1 additional turn)
-[X] Having the brotherhood of the Talon infiltrate and start building up agency in the lands of the former empire (roll difficulty 35)
--[X] Order them to give covert aid to any loyalist they might encounter (raises difficulty by 5, slightly increases the chance of discovery)
---[X] 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)
--[X] Order them to, at their own discretion, remove the morally worst elements of society they encounter (raises difficulty by 5)
--[X] Have volunteers from the college medicine join them (reduces difficulty by 5)
--[X] Have volunteers from the college of philosophy and arts join them (reduces difficulty by 5)
--[X] Have volunteers from the priesthood of Isanella join them (reduces difficulty by 5)
--[X] Have agents screen for suitable spousal prospects for the royal children (slightly increases the chance of discovery, if non-assassin agents are also sent the penalty is eliminated)
-[X] Reach out to the people of the former empire (can't pick more than 8)
--[X] To trusted Fergaz cousins (roll difficulty 35, slightly increases the chance of discovery)
--[X] To the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
---[X] Convince them to join you (raises difficulty by 25, further raises the chance of discovery penalty to middling-low)
--[X] To low-level priesthood (roll difficulty 15, slightly increases the chance of discovery)
---[X] Convince them to join you (raises difficulty by 5)
--[X] To mid-level priesthood (roll difficulty 20, slightly increases the chance of discovery)
---[X] Convince them to join you (raises difficulty by 5)
--[X] To high-level priesthood (roll difficulty 35, slightly increases the chance of discovery)
---[X] Convince them to join you (raises difficulty by 10, further raises the chance of discovery penalty to low)
--[X] To members of the imperial academy
---[X] College of Medicine (roll difficulty 15, slightly increases the chance of discovery)
----[X] Convince them to join you (raises difficulty by 20)
---[X] College of Horticulture (roll difficulty 25, slightly increases the chance of discovery)
----[X] Convince them to join you (raises difficulty by 10)
--[X] To 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)
---[X] Convince them to join you (raises difficulty by 10 (5 if Sanguine spear is rolled), might raise penalty to chance of discovery by a tier)
--[X] To one of the spy brotherhoods (can be taken once for every brotherhood, roll for difficulty, chance of discovery scales with difficulty)
---[X]Raven
----[X] Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
No. of Votes: 1
[X] Mountainhome
[X] The children would get generalized education until the order of inheritance was established. (Rounded out option)
[X] Plan Paranoid Planners:
No. of Votes: 1
Total No. of Voters: 5
No omake boni this time.

Your update will be coming along sometime tomorrow, thank you for your patronage.
 
suffering flu. Just about the only thing I'm good for is eating soup, drinking tea and bingewatching critical role. I don't think I like it all that much, but it stops me from feeling sorry for myself...
 
Still not well, but getting there. I'm busy making up the time I was off sick at work, so don't have much time for writing.
In the meantime here have a look at the weather (and weather caused) disasters you're suffering through.

1st year 2nd year 3rd year 4th year 5th year 6th year 7th year 8th year 9th year 10th year
Long winter - 7 months Hurricane winds Monsoon - 4 months Floods Catastrophic thunderstorms Monsoon - 4 months Floods Hurricane winds Hurricane winds Long winter - 6 months
Drought Catastrophic hail Avalanches Monsoon - 4 months Monsoon - 4 months Floods Floods Avalanches Extreme snowfall - 10 feet Extreme snowfall - 10 feet
Betcha you'd love to have had taken the net of winds out of the vault, huh?
But, well, you did hit the worst possible random event.
 
Last edited:
Hooray! My plan didn't completely murder us!! I can blame the weather!

Going to need to be more cautious in the future though. I'm thinking some structural projects.
 
Still busy, but, here, have the kids sheets:
Btw, your luck continues to be weird.
Both boys rolled under 10 for blood purity (Thomas 4, Taesta 7) which means no growth in blood purity for them. Actually, were he not the child of sparkbarer, Thomases bloodpurity would have been degraded.
Anora, on the other hand rolled a nat 20. Congrats, first gen and it is a spike... And then, she went and rolled a genius as well... That lil' girl is something else; still foolhardy tho.
Oh, and seeing it appear for the third time in this family, I'm treating "Solid, steady and sober" as inheritable from now on.

Thomas Tasakar

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

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

Taesta Tasakar

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

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

Anora Tasakar

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

Martial: 16-1+1+1+2+1+2=22
Diplomacy: 20-1+1+1+1=22 (23)
Intrigue: 18-1+1+2+1=21
Stewardship: 18+1+1+1+1+2+1+1+1=27
Learning: 19+1+1+2+1+2=26
Piety: 23-1+1+1=24
Old Blood - 30% purity
Traits:
Tasakar - 15 attribute base. Can wield The Spark
You are of the blood of Turgud and Talasin, of Aseryah and Andora. You are the inheritor of more than 15 centuries of remarkable leaders, for good or bad, and it shows.
Heir apparent - You shall be the next Sparkbarer, and thus the one to inherit the throne.
Foolhardy - -1base to all attributes. Inheritable
Your thought processes are not always the soundest, for all that that they can be remarkably quick.

Inauspicious birth - -1M, -1D, -1P
While it is hardly your fault, you can not escape the fact that your birth will forevermore be associated with the arrival of the Mad Weather.
Genius - +2base to all attributes. Inheritable
You are gifted at everything you do.
Ardent passions - +1M, +1S, +1L, -1I, better spousal relations
Everything you do, you do 120%.
Scholar - +1L
You are training for scholarly pursuits and academia.
Neophyte healer - +1S
You are training to become a full-fledged healer.
Demanding master - +1D, +1S, +2L
You are under the personal tutelage of Lady Myria herself, you will damn well end up being worth her time.
Spark Traits:
Diviner - +1 all stats
Despite what it seems like, you cannot actually see into the future, your Spark enhanced senses and intellect are simply very acute at reading into correlations and deducing the causes and effects.
Dynamist - +2M, +2I, +2S, +2L
You command a firm grasp upon magical applications of movement.
Healing hands - +1D, +1S, reduces atrition by flat 10%
You are not limited to the small and simple magics when it comes to applying your powers to healing.
Enchanter - +1M, +1I, +1S
You are gifted in creating simple trinkets, that nonetheless hold real, if minor, powers.
Green Thumb - +1D, +1I, +1S
Affecting and altering the plantlife to get exactly the desired results is simplicity unto itself for you.
Daughter of the storm - +2M, +1S, +1P, +1D during turbulent weather
While you are in no way connected to the beginning of the Mad Weather, only a fool would expect that there would be no connection between you and it.

Yeah, Anora is insane.
Well, I have to look on the bright side: at least she is not going to be around for the regular turns. Though I shudder to think what kind of monsters might emerge down the line with her as an ancestor.

Just as an important notice:
Spark Traits DO NOT come into play until the next turn.

EDIT:
Feel free to offer images for the hellspawn the princes and the princess.
 
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Ok, your luck is really cementing itself squarely in the middle of the uncanny and funky territory.
Bad news?
Ravens found you. As in they know there is Tasakar presence up, in the north.
You rolled closely over the threshold. and then rolled 1d8=1 on who noticed you.
Good news?
They want to swear allegiance.
I'm not kidding. You rolled 1d100=85 and 1d10=10 for the results.

Also, the bar for getting eagles? It rolled 1d10=2, which set it at 70+10=80. So, yeah, lucky you for that fortune roll, I guess. Or, maybe not. I dunno, you could theoretically have gotten a crit. But, all in all, it turned out OK.

And, yes, barring emergencies, you can expect an update within the next day or two.
 
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Bad news?
Ravens found you. As in they know there is Tasakar presence up, in the north.
You rolled closely over the threshold. and then rolled 1d8=1 on who noticed you.
... Eek! :o We're doomed!
Good news?
They want to swear allegiance.
What.o_O
I mean, great!
And, yes, barring emergencies, you can expect an update within the next day or two.
Great to hear. I'm looking forward to it.:)
 
Don't worry, the update is on its way. It is coming along nicely.

This is something else.
Here is the thing: as I was writing up the part about Elanor getting married just now, it occurred to me that that was something you fine folks might have wanted to have a say in.
Now, on the one hand, I'm not certain how I feel about exposing myself to that level of micromanagement, but on the other, it seems like a fairly minor thing that could conceivably enhance player experience.
So, what is your opinion on that?
Should I proceed on as I originally intended - by which method you only get to plan up marriage prospects of the current sparkbarer's children - or would you prefer to also do so for a bit of the extended family?
 
Don't worry, the update is on its way. It is coming along nicely.

This is something else.
Here is the thing: as I was writing up the part about Elanor getting married just now, it occurred to me that that was something you fine folks might have wanted to have a say in.
Now, on the one hand, I'm not certain how I feel about exposing myself to that level of micromanagement, but on the other, it seems like a fairly minor thing that could conceivably enhance player experience.
So, what is your opinion on that?
Should I proceed on as I originally intended - by which method you only get to plan up marriage prospects of the current sparkbarer's children - or would you prefer to also do so for a bit of the extended family?
Um no, do it the way you intended. These first moves are to establish the main character. None of these are the actual MC the players are going to play. We are in the prologue. The extremely long and thorough prologue. Micro manage for the MC we play at the end of the prologue. Hooray, Elanor got married!
 
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Don't worry, the update is on its way. It is coming along nicely.

This is something else.
Here is the thing: as I was writing up the part about Elanor getting married just now, it occurred to me that that was something you fine folks might have wanted to have a say in.
Now, on the one hand, I'm not certain how I feel about exposing myself to that level of micromanagement, but on the other, it seems like a fairly minor thing that could conceivably enhance player experience.
So, what is your opinion on that?
Should I proceed on as I originally intended - by which method you only get to plan up marriage prospects of the current sparkbarer's children - or would you prefer to also do so for a bit of the extended family?

Kind of would remove the WTF chance of our in-laws surprising us for better and worse. I'm with @Marlin on this one: Keep it as it is for the prologue and then expand it a bit when we get into the regular turns.
 
Setup turn 1.2
Random event 1 said:
1d100=11 - Mad Weather
As hard as the first few years of living on the plateau had been, compared to the decade that followed, they were very fondly remembered by the people of Pyratryst and the few farms that constituted the entirety of the realm of New Tasakarim.
Little princess Anora never even experienced summer the first two years of her life. Born as she and Taesta had been at the cusp of transitioning from the harsh mountain winter into what was supposed to be wet rainy spring, what happened instead was strengthening instead of abating of the freezing winter winds accompanied by no precipitation whatsoever.
With no rains, and the freezing winds keeping snow from melting from the mountain tops, the local creek dried up by what was supposed to be late-spring, and the rest of water sources fared no better. Even artisanal water levels dropped to almost nothing.
The drought lasted well into the winter time, and the harvest that year was only even possible thanks to the royal couple exhausting themselves daily, week after week, just to call enough water from the earth to support the bare necessary minimum needed for all the people and animals, and whatever miniscule amounts were left over was used to water the crops.
Thankfully, the bad weather inconvenienced the barbarians and monsters just as much as, if not even more, it did the people of Tasakarim.
Soon enough, it would show that that first year was nothing more than the calm before the storm.
The next year was even colder, with even stronger winds howling and tearing across the shelves, and when it finally did start raining, it was chock full of hail.
Chunks of ice big enough to seriously hurt a man fell every couple of days from what was supposed to be early autumn well into winter, some rare few pieces even reaching the sizes of human heads.
From there the situation went further down with rains coming back and not stopping. Year after year after year it kept on pouring. The world got turned into endless deluges, floods, and mudslides, up until the final few years when the interminable rains settled down into heavy snows, but, thankfully, at that point, the augurs and priests all agreed after a decade that the weather was at long last normalizing down to relatively sane levels.
And not a moment too soon. Not even The Spark could have saved the new realm, had the catastrophic conditions continued on for much longer.

Random event 2 said:
1d100=63 - Mysteries on the side of the mountain
Still, for all the myriad troubles and damages caused by the Mad Weather, one fact remained undeniable.
The faces of the plateau shelves, especially the high shelf that they had settled upon, got markedly transformed. What seemed as impregnable cliffs and steep slopes got washed away or filed in, giving the shelf more room.
And to the south and west of Pyratryst, high upon the cliff face separated from the plateau by a narrow yet extremely deep ravine that continued all the way through to the edge of the shelf, the changes uncovered something truly extraordinary.
An ancient, craggy, yet still apparently fully functional carved door, seemingly seamlessly inlaid into the face of the cliff.
The only reason it was even visible at all was that it was remarkably smooth and even, in sharp contrast to the rock face surrounding it.
Some amongst the academics of Pyratryst even allowed themselves to optimistically speculate that the doors might be an indication of ancient Dwarowi, or at least of their work, but most others derided such baseless fleets of fancy, due in no small part to the fact that all of the evidence that the stout folk ever even existed come solely from myths and legends from before the breaking of magic.
But, the fact was that the doors got uncovered, the scholars were fervent in their desires to study it, and if the crown wished to capitalize upon it in any form, a fortified forward camp would need to be established at the site with, at the very minimum, semi-permanent garrison and quarters for the academics and whatever workforce they might deem necessary.


planed event said:

"Well, I never thought I might see this happen. My big sister, the inimitable Countess of Sastor, marrying a lowly and ignoble musician. What, I wonder, would our poor departed parents say now..." Idrien teased his sister, his voice carefully measured and quieted so as to not awaken the little bundle of temper that was his eight-month-old daughter, currently - finally - asleep nestled in his arms.
"Oh, hush you, Your Majesty. Father would just grin that crooked, easygoing grin of his and try to get Kendrik roaring drunk, followed by extremely loud, extremely obscene, and extremely embarrassing spiel on what to do and not to do the first wedded night - not that the two of us need any advice regarding that, thank you very much - and you can wipe out that smirk right now Idri, you have no room to talk. You and Aelyn are still going at it like rabbits even after these seven years and three kids. Anyways, mother would agree with me that all else being equal I'd have married beneath my station - especially now that, according to your wife I am a duchess, not that there is enough people nor territories to constitute even as much as a barony, much less having room for any dutchies - whomever I might marry and if such was the case, I might as well marry whomever I damn well please. And anyway, Kendrik is not a musician. He is a professor and a composer you uneducated philistine." Elanor did her best trying to present an aggrieved and huffy front, but it fooled no one. She had always been remarkably close with her brother, and as such neither could even remember a time in their lives they did more than ribb at each other.
Idirien's face softened down from the teasing smirk into a soft, loving smile.
He used his free arm to gently hug the bride-to-be around the shoulders and rested their foreheads together.
"I'm happy for you Nori. And for whatever it might be worth, I agree. Kendrik is a perfectly fine fellow, and as long as he is making you happy, he is a star in my books. Now whadaya say we go and rescue your groom from my lovely wife, I can see her traumatizing him from here."
Elanor broke into happy giggles she immediately strove to strangle, so as to avoid waking up their little champion wailer.


Planned event said:
Ladislaus family get together
5d4=3,2,2,2,1
As far as you are concerned neither the means by which they managed to do so nor that they actually did was important.
What was concerning was that the Ladislauses managed to covertly contact their children and get them to join them, and you, without the brotherhood of the Talon ever finding out so until Luis himself informed the brotherhood when the time came for himself to prepare an expedition to go and escort the newcomers through the treacherous and dangerous passes.
Again, not that anyone actually faulted the venerable couple, but it certainly was a shock for everyone included.
Five children - four sons and a daughter, all married and with children, the eldest son with grandchildren of his own even.
Besides their own families, they were also accompanied by a gaggle of other trustworthy people they had collected along the way, or brought along, and supported and protected by the rest of Thaddeuses - Thaddeus being the eldest of Ladislaus siblings, whom in particular had been a captain in the X legion - unit and support elements.
The additional news Thaddeus brought turned out to be grim indeed.
For all reasons and purposes, the X legion did not exist anymore, not that they had been in good shape even before the outbreak of the rebellion, and the rest of the legions were dissolving or had already moved on as well.
It was hardly surprising when one gave a serious thought on the issues involved - without the state there was no real way for the legions to support themselves and by the sounds of it, no one had yet emerged from the broiling conflict and chaos of the fall of the empire that could reliably rally more than few hundred professional soldiers around themselves.
(+200 population. +30 Legionnaires (10 infantry, 10 archers, 6 foot scouts, 4 officers))

Building up military (roll difficulty 20)
- 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) - 3 turns
1d100=77-3(Mad weather malus)=74; 74>50 Pass! will continue for two more turns
Despite the vagaries of the Mad Weather, or maybe because of it, the efforts to recruit and train up soldiers went rather smoothly and efficiently.
If nothing else, going into military meant certain food, clothing and accommodations in a world turned upside down. And a decent pension for one's family should they fall in the line of duty - something quite possible with all of the dangers the plateaus were teeming with.
(+16 Windriders, +120 Legionnaires (40 infantry, 30 archers, 20 foot scouts, 20 light cavalry, 10 engineers), +102 Pyratryst house guard; -238 population)

Securing the plains portion of the High shelf (roll difficulty 60. 100+ finishes project)
-Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 111)
1d100=5-13=-8; Artificial critical failure. Necessary sum to finish the project now 120. will continue on until finished
Tying to secure the entirety of the plains turned into an unmitigated disaster.
Between the horrendous weather, the much more vicious monsters than anticipated and the far more numerous barbarian hamlets than anyone even thought there might be outside of the forests, it was all the soldiers could do to defend Tasakarim claimed territories much less wage a proper campaign.
(-58 soldiers; territory unsecured, projects within the plains more difficult until the situation resolves)

Establishing a secure, fortified perimeter between the plains and the forest (roll difficulty 60. 75+ finishes project)
-Continuous (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 80)
1d100=97-10=87; 87>80 Project completed!
Where securing the plains turned disastrous, the units tasked with establishing a clear perimeter between the woodlands and the plains met even the most optimistical of expectations the planners and commanders set upon them.
By the fifteenth anniversary of settling, a series of tall, sturdy, buttressed palisades with walkways ensured that the threat of barbarian and non-flying monster incursions from within the forests dropped to almost nonexistent levels.
(Perimeter established, freeing up soldiers for other operations, future military operations made easier)

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 (will carry on until finished without locking in any future choices. will be rolled again every turn until the sum of all rolls reaches or exceeds 200/225)
1d100=100+1d100=22(crit)=122-8=114; 225-114=111 remaining. will continue on until finished
The efforts to secure a reasonably safe path back into the lands of the old empire went fairly well indeed, with an estimated half of the work already getting completed even with all the extra effort necessary to make the safe paths as inconspicuous as possible.
(Paths unsafe, until project completes passage through liable to exact attritions unless accompanied by a sparked or divinely blessed individual/s; attrition only half as likely to happen due to progress)

Sending out armed patrols into the near reaches of the forest (roll difficulty 35)
1d100=47-12=35; 35=35 bare pass!
Nothing notable happened during the patrols into the forests - a few skirmishes with barbarians every year, eliminating a few monstrous beasts here or there...
Attrition was minimal and no one was lost due to stupidity nor bad luck.
Luis Ladislaus is not particularly impressed with the results, but overall no one has any reasons to complain.
(-12 soldiers. No particular happenings)

Scouting out the woodlands (roll difficulty 25)
1d100=74-15=59; 59>25 greater pass!
Where patroling soldiers venturing into the forest held no notable successes to speak off, the scouts did very well indeed.
They mapped out sizable portions of the forest, located a good number of barbarian hamlets and monster dens, and even found two sizable - well, sizable by barbarian standards - villages.
All in all a profitable decade and a half of effort.
(projects/operations within the near reaches of the forest made easier due to good intelligence)

Eliminating monster nests and lairs near the settlement and farmlands (roll difficulty 45)
1d100=70-6=64; 64>45 pass!
As much as the pacification efforts were a bust, at least everyone can be reasonably sure that all the monsters that had taken to nesting near the lands you settled got driven away and/or exterminated.
Even after there turned out to be a lot more of them than initially suspected.
Unfortunately, the soldiers can only be at so many places at once so there was no guarantee new lairs would not shortly spring up, but for now, things are as secure as one might hope for them to be.
(No attrition due to monsters this turn)

Expanding and upgrading the granite quarries along the winding path (roll difficulty 20)
1d100=46-7=39; 39>20 pass!
Unsurprisingly the new realm needed a lot of stone for it's myriad of projects, so a real effort was put into planning out and utilizing the rich source of high-grade granite that was literally one relatively thin layer of earth beneath the capital of Pyratryst.
It took a lot of toil and sweat, busted tools and broken fingers, but eventually, even in the midst of the worst of the Mad Weather, the daily loads of granite coming up out of the quarries extending into the cliff face from the winding path became a usual and expected occurrence.
The quarries became the main industry of the city and, once deemed safe enough to facilitate so, even prince Taesta took to regularly visiting along with his tutors.
During one such visit, the young lad tried to determine just how far the vein went and reported that he couldn't. All he could say was that there was granite as far and deep as he could extend his senses through the stone. The conclusion was clear. Even by the roughest estimate, there was apparently enough granite there to at least build a city the size of the great merchant city of Trellyn and probably more!
(Granite resource secured for perpetuity. Future building projects made easier)

Establishing proper facilities to house your Royal Academy
-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)
1d100=9-4=5; 5<35 fail!
-Scattered (roll difficulty 35. Colleges are unconnected. Cannot be taken with Centralized. Can be taken with Specialized)
1d100=21-10=11; 11<35 fail!
Overall fail!
If there was any greater truism than that it was even more difficult and less rewarding herding academics than herding cats, Lady - technically baroness here in new Tasakarim - Myria Ladislaus was yet to come across it.
For fifteen years the imbeciles she was supposed to run argued, feuded, sabotaged each other, and overall just wasted time!
Well, yes, Ok, the Mad Weather did make things appreciably difficult, but for all of the gods' sakes, thanks to the nincompoops' collective inability to act and work as reasonable adults, the planned project for establishing proper facilities for the royal colleges just kept getting delayed over and over.
On and on for almost fifteen godsforsaken years!
That was it! She was getting too old and too tired to continue dealing with that mess.
Their bloody majesties can bloody well find someone else to drop the thankless load of shit being the grandmaster of the academy represented.
(No academy)

Building a proper temple complex (roll difficulty 20. 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 Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat
--Small (raises difficulty by 5)
1d100=24-24=0; 0<25. Artificial critical failure
Once might be happenstance.
Twice could be a coincidence.
But thrice...
The conclusions were inescapable.
Someone or something empathically does not want the temple to Ulair getting built.
And whomever and whatever they might be, they most certainly possessed some sort of serious power.
The first building getting constructed got washed away in a mudslide.
The second one went up in flames due to a hurricane wind picking up and carrying a lit lantern during one night right into the barrel of raisin used to stain wood at the construction site.
The third one... The third attempt was destroyed by a bolt of lightning descending from the almost completely black noonday skies.
There was to be no fourth attempt, by royal decree, not that anyone would have been willing to give it a go anyway.
And worst of all, some few people had started muttering that it was Isanela herself expressing displeasure that her supposed chosen had decided, yet again, to ignore her in favor of other gods...
(No temples. Until circumstances get investigated, unable to build temples to Ulair; morale penalty eliminated due to Demagogue trait. Unless taken next turn loose bonuses to building temples to Isanela)

Having the brotherhood of the Talon infiltrate and start building up agency in the lands of the former empire (roll difficulty 35)
-Order them to sow chaos and disorder (raises difficulty by 10, slightly increases the chance of discovery)
-Have volunteers from the college medicine join them (reduces difficulty by 5)
-Have volunteers from the college of philosophy and arts join them (reduces difficulty by 5)
-Have volunteers from the priesthood of Isanella join them (reduces difficulty by 5)
-Have agents screen for suitable spousal prospects for the royal children (slightly increases the chance of discovery, if non-assassin agents are also sent the penalty is eliminated)
1d100=49; 49>30 Pass!
Thanks be to all the gods that the Talons and other envoys got sent out early, before even prince Taesta got born, much less the Mad Weather made everything so much more difficult.
Contacts were established, safe houses and other necessary facilities were repossessed or unsealed, resources and assets were reappropriated, proper covers had been built and then...
Then the Brotherhood of the Talon did what they were the best at.
Criminals, politicians, administrators, warlords, officers, down to even the messengers... they all got eliminated swiftly and efficiently, with varying amounts of brutality so as to throw the blame game in any of oh so, so many useful directions.
Any sort of cohesion got lost, all sorts of alliances got broken by apparent treachery, and so on and so forth...
The internecine conflicts and bickering blew up into another civil war before the previous one even really ended.
And throughout the former Tasakarim territories, in the taverns and seedy bars, graybeards muttered into their drinks that at least with Tasakars, no matter how horrible and twisted they had gotten at the end, at least there was something akin to safety and stability.

As for the other task, there the results were somewhat more mixed...
(Intrigue operations in the former empire easier. All operations/projects in the former empire easier. Chance to get detected overall malus got slightly reduced. Spousal candidates will be posted later.)

Reach out to the people of the city of Sastor (roll difficulty 35, increases the chance of discovery by a low amount)
1d100=39; 39>35
Not much to be said.
Thankfully the city still stands, and most of the same families that ran the things while the Fergaz family ruled are still more or less in control.
They got a bit roughened up in the intervening years, the standard had dropped down somewhat with the disruption in trade, but for the most part, the atmosphere in the city is stable and no one is complaining too much.
The few people in the know were even glad to find out that their lady and her brother were safe and sound up in the north. A gift was even sent out for Elanor's wedding!
(Contact with the city of Sastor established)
Reach out to the people of the north-western regions' towns (roll difficulty 35, slightly increases the chance of discovery, can be taken multiple times)
1d100=35; 35=35 bare pass.
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)
Reach out 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)
1d100=82; 82>40 great pass!
(AN: seeing as the plan actually had one contacting people slot less than the maximum of 8, and this was an exceptional success, and furthermore, you somehow managed to roll to avoid detection malus on every other choice, I'm treating this as if you had successfully entreated two villages)
Both of the villages had been in a poor state, on the edge of destitution really, and thus the people were, by and large, easy to convince to relocate and seek their fortunes elsewhere.
Like for instance, high up in the mountains upon the plateaus were the air was crisp, the grass green, law and order were upheld and the leaders actually put in an effort to make sure no one went hungry.
Your Recruiters really deserve a pay rise.
(+1900 population. +2000 population. Remarkably you rolled 0 atrition)
Reach out to members of the imperial academy
-College of Architecture (roll difficulty 15, slightly increases the chance of discovery)
--Convince them to join you (raises difficulty by 10)
1d100=35; 35>25 pass!
-College of Philosophy and Arts (roll difficulty 15, slightly increases the chance of discovery)
--Convince them to join you (raises difficulty by 10)
1d100=75; 75>25 exceptional pass!
In a world engulfed in chaos and strife, there is little need for scholars, architects, philosophers and academic artists. Thus, when given the opportunity to rejoin the majority of their brethren who had disappeared at the beginning of troubles, most were very intrigued indeed. When promised access to proper resources and facilities, it was all your agents could do to stop them from running headlong into the mountains.
Regrettably, some very few were ingratiating themselves to the new order, and after their new patrons fell in any number of ways they tended to perish alongside them and much of their works and libraries got irrevocably lost and destroyed.
In completely other news, your agents did find several caches of texts, tools and other valuable academic resources, no doubt hidden away to preserve them from the vagaries of the chaos the old empire had descended into.
(effectively the entirety of colleges of architecture and P&A have joined you, with the great majority of the resources the colleges once wielded. initial bonuses the colleges provided increased. future recruitment of academics made easier)
Reach out to the Owl Brotherhood (1d10=10 roll difficulty of 30, slightly increases the chance of discovery)
-Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
1d100=1 critical fail! Fortune point expended 1d100=69; 69>40 pass. +1 permanent malus on the chance to be detected
No one is willing to talk about what happened when your agents managed to approach the Owl Brotherhood, though you do harbor some dark suspicions.
Nonetheless, It is done.
Owls are ready and willing to swear back into Tasakar royal service.
Though not of much use up on the plateau at the current times, due to their particular fields of expertise, in support to the Talons they shall prove invaluable.
(Intrigue operations in the former empire easier. Some operations/projects in the former empire easier. New projects unlocked. Chance to get detected overall malus got slightly reduced)
Reach out to the Eagle brotherhood (1d10=2 roll difficulty of 70, increases the chance of discovery by a middling-low amount)
-Convince them to join you (raises difficulty by 10, might raise penalty to chance of discovery by a tier)
Fortune roll used 85>80 pass!
Now, more than ever in the history of the Tasakarim, you needed the help of the Eagle brotherhood, for who better to help in war-torn lands than the one spy brotherhood that specializes in military espionage?
Finding them was exceedingly difficult, and convincing them to return under the auspices of the right and proper administration of the house Tasakar equally so.
It took a significant amount of time, long and harrowing negotiations, many, many assurances that no, Aelyn empathically did not suffer from the excesses and insanity that had plagued the last few generations of the family, and after a myriad of other smaller worries and fears got allayed, they finally succumbed and retook their oaths.
And immediately proved just as useful as it was expected out of them, if not more so.
Whereas captain Ladislaus was right in as much as that the legions formally no longer existed, Eagles clarified that in practical means they very much still carried on.
For instance, most of the III and IV joined up and then proceeded to march forth and 'assumed control' of the city and port of Redol, from which they proceeded to aid and support the efforts of the IX on the Teardrop and Horn Isles.
Elsewhere, the I was more or less employed by the Merchant city of Trellyun, II the same for Port Klap, and V settled down on Erya Island. VII trully dissolved, and the last anyone heard of VIII, they had been somewhere around Mountains of Morn.
(Intrigue operations in the former empire easier. Some operations/projects in the former empire easier. New projects unlocked. Chance to get detected overall malus got slightly reduced)

Chance of getting detected said:
1d100=?-?+?=82; 82>80
You got found out!
1d8=1 - Raven Brotherhood
Reaction: 1d100=85 85>75 Raven brotherhood is not negatively inclined toward you.
Event result:1d10=10 Raven brotherhood remained loyal and wish to renew their vows to you!
How or when they detected your actions or even came across the data of your existence they refused to divulge, but you are more than willing to concede them that.
A small, persistent, smug, suspicious voice at the back of your head whispers to you suspicions that whatever it is your agents are not telling you about their initial aproach of the Owl brotherhood probably had more than a little to do with the gaze of the Ravens turning in your direction.
But such speculations are neither usefull nor productive usage of your time, the important thing is that the royal master spies are back where they belong, at your left hand.
(Intrigue operations easier. Some operations/projects easier. New projects unlocked. Chance to get detected overall malus got slightly reduced)
Special achievement! said:
Ears everywhere
Have more than half of the spy brotherhoods serving under you


AN: Yeah, as I said your luck is bizarre. Sometimes very good, sometimes equally terrible.
AN2: Info post updated! Check it if you are interested.
 
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Once might be happenstance.
Twice could be a coincidence.
But thrice...
The conclusion was inescapable.
Someone or something empathically does not want the temple to Ulair getting built.
And whomever they might be, they most certainly possessed some sort of serious power.
The first building getting constructed got washed away in a mudslide. The second one went up in flames due to a hurricane wind picking up and carrying a lit lantern during one night right into the barrel of raisin used to stain wood at the construction site. The third one was destroyed by a bolt of lightning.
And worst of all, some few people had started muttering that it was Isanela herself expressing displeasure that her supposed chosen had decided, yet again, to ignore her in favor of other gods...
(No temples. Until circumstances get investigated, unable to build temples to Ulair; morale penalty eliminated due to Demagogue trait. Unless taken next turn loose bonuses to building temples to Isanela)

Well we will need a temple to Isanela built next turn. Do we build a large thing and use the fortune roll on it?

In completely other news, your agents did find several caches of texts tools and other valuable academic resources, no doubt hidden to preserve the vagaries of the chaos the old empire had descended into.

"texts, tools and other" not "texts tools and other"

Edit: Also "preserve trough the vagaries" not "preserve the vagaries"

Finding them was exceedingly difficult, and convincing them to return under the right and proper administration of the hose Tasakar equally so.

"house Tasakar" not "hose Tasakar" unless they were also under a hose made by house Tasakar before this whole mess started. Which considering that the old Tasakar rulers were nuts I am not dismissing as a possibility.

Tier 1 (one die available)
Fortune points: 0
FP needed to upgrade to next tier: 4

Sigh. Well at least the fortune point served us well this turn. Let's see what having the Raven brotherhood does to our rolls for getting the remaining 3 brotherhoods next turn and whether we will need the fortune roll next turn.
 
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Building a proper temple complex (roll difficulty 20. 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 Ulair, the great god of the mountains, who holds dominion over pretty much every aspect of your current habitat
--Small (raises difficulty by 5)
1d100=24-24=0; 0<25. Artificial critical failure
Once might be happenstance.
Twice could be a coincidence.
But thrice...
The conclusion was inescapable.
Someone or something empathically does not want the temple to Ulair getting built.
And whomever they might be, they most certainly possessed some sort of serious power.
The first building getting constructed got washed away in a mudslide. The second one went up in flames due to a hurricane wind picking up and carrying a lit lantern during one night right into the barrel of raisin used to stain wood at the construction site. The third one was destroyed by a bolt of lightning.
And worst of all, some few people had started muttering that it was Isanela herself expressing displeasure that her supposed chosen had decided, yet again, to ignore her in favor of other gods...
(No temples. Until circumstances get investigated, unable to build temples to Ulair; morale penalty eliminated due to Demagogue trait. Unless taken next turn loose bonuses to building temples to Isanela)
Okay, I screwed up. A temple to Isanela should have been tried.

I highly doubt that negative 24 is natural, unless there was a code issue. Not the greatest decesion, but I thought there would be no problem if we took Ulair, then next phase made a temple to Isanela. I just didn't want to attempt a higher DC than a small shrine last phase. We got better architects now, so maybe the DC will be lower?

I'm sad some of the legions are gone. The intrigue factions looked more important, and we got lucky there. Only three birds left, so that's good.
 
And not a moment too soon. Not even The Spark could have save the new realm, had the catastrophic conditions continued much longer.

"could have saved" not "could have save"

Still, for all the myriad troubles and damages caused by the Mad weather, one fact remained undeniable.

"Mad Weather" not "Mad weather" it's a full name of an event and you called it Mad Weather so be consistent.

Some amongst the academics of Pyratryst even allowed themselves to optimistically speculate that the doors might be an indication of ancient Dwarowi, or at least their work, but most others deride such baseless fleets of fancy, due to the fact that all of the evidence that the stout folk ever even existed come solely from myths and legends from before the breaking of magic.
But the fact was that the doors got uncovered, the scholars were fervent in their wish to study it, and if the crown wished to capitalize upon it in any form, a fortified forward camp would need to be established at the site with, at minimum, semi-permanent garrison and quarters for the academics and whatever workforce they might find necessary.

Dwarf ruins and we have a kid who specializes in Architecture. We should get this next turn if we can.

Five children - four sons and a daughter, all married and with children, the eldest son with grandchildren of his own even.
Besides their own families, they were also accompanied by a gaggle of people they collected along the way, and the rest of Thaddeuses - the eldest of Ladislaus siblings, whom had been a captain in the X legion - unit and support elements.
The news Thaddeus brought were grim indeed. For all reasons and purposes X legion did not exist anymore, and the rest of the legions were dissolving or had already moved on as well.

"Thaddeus'" not "Thaddeuses" It is read like Thaddeuses but it is spelled Thaddeus'.

For fifteen years the imbeciles she was supposed to run argued, feuded, sabotaged each other, and overall just wasted time!
Well, yes, Ok, the Mad weather did make things appreciably difficult, but for all the god's sake, thanks to the nincompoops' collective inability to act and work as reasonable adults, the planned project for establishing proper facilities for the royal colleges just kept getting delayed over and over. On and on for almost fifteen godsforsaken years!

"Well, yes, OK, the Mad Weather did" not "Well, yes, Ok, the Mad weather did"

Also next turn can we just go for the centralized and specialized?

Thanks be to all the gods that the Talons and other envoys got sent early, before even prince Taesta got born, much less the Mad weather made everything so much more difficult.

"Mad Weather" not "Mad weather" again.
 
Okay, I screwed up. A temple to Isanela should have been tried.

I highly doubt that negative 24 is natural, unless there was a code issue. Not the greatest decesion, but I thought there would be no problem if we took Ulair, then next phase made a temple to Isanela. I just didn't want to attempt a higher DC than a small shrine last phase. We got better architects now, so maybe the DC will be lower?

I'm sad some of the legions are gone. The intrigue factions looked more important, and we got lucky there. Only three birds left, so that's good.
Do not read too much into that. That negative 24 was literally Mad Weather dice hating you that particular roll. The consequences was me piling it good and thick due to crit fail.
As for Isanela, the loss of bonuses would be due to the dissatisfaction of the priesthood and the faithful rather than truly the wrath of the Starmother. She is notoriously difficult to anger, but on the very, very few occasions something/one actually managed to do so entire pantheons got wiped out. What I'm trying to say is - She doesn't really do petty nor subtle.

@Dmol8 thanks mate, I'll fix it up once I'm back home and not on phone.
 
Aand... done!
Damn, but was I ever sloppy.
That's what you get when writing the update gets stretched out for most of a month with frequent interruptions I guess.
Next turn will come in a day or two, and in the meantime, I'd really like hearing some more thoughts, so come on people, validate my existence:);):rofl::ogles:
 
Aand... done!
Damn, but was I ever sloppy.
That's what you get when writing the update gets stretched out for most of a month with frequent interruptions I guess.
Next turn will come in a day or two, and in the meantime, I'd really like hearing some more thoughts, so come on people, validate my existence:);):rofl::ogles:

I'm trying to untangle my brain enough to go write in that PM I sent you a while back for this quest so I could actually get that somewhat finished. Also what effect will the Royal Children's attributes play in our options next turn?
 
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