Empire lost, but the spark remains v2 - original setting CK2 quest

Outside realms & their denizens
Outside realms

Outside realms are called such by the simple dint of them being outside the paradigm of the realized world, mirroring, refracting, dispersing, and distorting the realness of the world, without quite achieving reality of their own; or at least that is what the common wisdom claims.
As is so often the case with the 'common wisdom', the actual case is somewhat more involved and complicated.

To gain a better insight into the true nature of the outside realms, one must step far, far back and delve into the murky and oft ineffable depths of cosmology.
To the nature of the reality, and the gods.

It is said that there is a god for every concept, but that is far from the truth. There are many concepts - powerful concepts, important concepts - that have never and in all probability will never germinate into a divinity within the arcane womb that is the aether.
And nowhere is that more apparent than with the concept of thought, of sapience, of sophoncy. Not that most mortals will ever be aware of that due to the small plethora of thought-adjacent gods.
Since gods are, at their quintessence, a concept rich and ripe with arcane power, given thought, therefore it follows that the concept of thought must predate the existence of all but the primordial three gods whose act of actualization gave birth to the entirety of the existence.

So, why is all of that important to know, to understand the true nature of the outside realms and their denizens?
Simple. As the advent of the primordial three also resulted in the genesis of the prime reality, so too did the emergence of any following gods gave rise to the formation of new realms, albeit in a much more limited and a rather more narrowly specialized fashion.
But, unlike the gods that can and do grow, change, dim and ultimately die, the realms remain far more stable, even those born of ultimately chaotic underlying concepts.

Also, just as the gods, the Realms are not exactly static. Will-ye, nill-ye, they will emanate and exert influence beyond themselves. The difference from the gods is that their emanations/influence are unguided and undirected, which causes clashes and collisions between the outside realms and the prime reality.

And then, there are some cases where the formation of a new god went... Well, not quite awry, but maybe more... sideways? Topsy turvy?
Whereas, under usual circumstances, the power released from the formation of a god that forms a new realm is no more than equal at most and often times a fraction to that of the emergent god, sometimes something happens that results in disproportionately powerful realms and/or defective divines.
A prime example of such realm(s) is(are) the fay realm(s). The one that is four. The timeless lands.
Formed around the concepts of 'seeming'/'illusion'/'fake'/'false'/'simulacrum'* (the very term 'Fay' is an old word for false; unreal).

*it is a single concept, human language is simply insufficient to properly describe it, and thus closely aligned adjacent concepts are used in lieu.

Finally, there is the concluding, oddly shaped, piece of the puzzle. Outside realms can and do get compounded, either by the direct will and efforts of the gods, by crashing into each other seriously enough or by some other, mysterious mechanism.

For the sake of simplicity, the outside realms can be separated into three distinct categories:
1) Divine realms - homes of divine servants (angels and demons), which are fairly similar to the prime reality, and whose denizens are fairly analogous to the mortal races in their behavior, only twisted around the axis of the conceptual nature(s) of their god(s) and realms. They are usually, but not always, compound realms.
2) Elemental realms - homes of beings wholly wrapped into the concept from which they spring forth. Elementals are pseudo-intelligent, in that they are capable of decision-making and information analysis. That said, their thought processes are completely and utterly mechanical and devoid of abstractions, even when their central concept is abstract in and of itself. Usually, but not definitely, elemental realms are not compound.
3) Aberant realms - The realms that defy categorization, that came forth of the divergent and anomalous realm and god formations. There is little to no rhyme nor reason when these realms are in question.

Fay realm and the fay

Fay realm is as queer as they come.
It is a singular realm, and yet it is disjointed into four.
Technically, it is a compound realm, but it is compounded by and into itself.
The Summerlands, Lands of the youth, Underhill, and Fields of plenty.

While each of the four sub-realms seem to be intricately connected to the seasons as they are understood by the mortal denizens of the prime reality, the ordering seems to be reversed, thus, as an example, The Summerlands are strongest in the depth of winter.

The Fay can roughly be separated into two groups - the seelie courts of the spring (autumn) and summer (winter) ruled by Immortal monarchs Childlike Albrih and Wast Titania, and the unseelie courts of autumn (spring) and winter (summer) ruled by Alder-king Khernonus and the Spirits-queen Meadhbh.
It is theorized that the four Immortal monarchs are but the four facets, or mayhap the split shards of personality, of the False-god, whose emergence gave birth to the fey realms.
Within their domains, which they can never leave, each of the four are as powerful as any god (effectively upper tier 3).
Outside of them, their powers and influence are extremely situational.

Of all the realms, the Fay realm is the most alike to the prime reality. It is just as biodiverse, culturally diverse and diffused, and the races of fay, at least on the surface, are indistinguishable from the mortal races.
Scratch a bit bellow, however, and the falseness of their existence becomes clear. None of the fay ever get born nor die.
They do not eat, drink, nor shed refuse.
Though, were they desirous of doing so, they are quite capable and adroit at mimicking the processes in question.
And while they can act as any regular person, there is an underlying note of wrongness, of oddness, of treachery in their behaviors.

Ultimately, the underlying concept beneath it all is one of an excellent but ultimately untrue copy to the reality.


A/N: Whew, I'll freely admit that this one has gotten away from me.
Even now, I'm not quite clear of the fugue.
So, please, if I went off into rambling, as I am sometimes wont to do, point it out to me, and ask for any clarifications, because I myself am unsure of just how clear the information of this post were presented.
 
Stars, ships, & salvage?
Finding herself buoyed by her baby brother's earnest intention to help, sings of at least some traces of maturity, and especially by the staunch reaffirmation of his love and respect for her, Astaria allowed the mulled spiced wine to do its intended purpose and surrendered her self-control ever so slightly to the pleasant buzzed-sensation.
Tywin was right - and wasn't that a strange and unexpected, though hardly unwelcome thought - she needed to stop worrying and second-guessing everything, for at least a little while.

Allowing her idle gaze to wander around as she emerged onto the main desk, she felt a familiar blossom of mixed emotions rise up 'neath her breast.
While they were not obviously hovering and crowding her, there were six members of her household guard complement interspersed all along the deck in such a position that she could never be covered by the reach of less than two of their superhuman speed and reflexes, while retaining the illusion of giving her freedom and space.
Idly flashing just a tiny jolt of The Spark, she let her truth-finding gaze sweep around and...
Yes, just as expected, there were brothers of the Tallon hidden and mirroring the guard in their unobtrusive efforts to keep her under constant watch.
It was simultaneously endearing, exasperating, and sobering.
All of these people depended on her!
The treacherous phantoms that were her worrywart conscience, self-doubt, and sense of responsibility started sliding their icy talons down her spine again.

Well, not literally, obviously.
But, so close to the Forsaken isle, she made a finger-sign to ward off evil and pulsed the power of The Spark into it, just in case.

And then, she felt silly.
She was supposed to be an adult, a... A queen-in-exile - and goods all high and mighty to low and sly, was that ever an unnatural fact that she suspected would haunt and weird her out 'till the day that she shed her mortal coil - not some credulous, superstitious child.
What was she even doing?!?

She took a long, shuddering breath, held her breath for a count of five, and then exhaled in a weary sigh.
She was not even sure what she was feeling, anymore. All she knew was that she did not like it.

But, with that admission, that one dark, inherently possessive and eminently Tasakar part of herself rose in response.
So what if her feelings were mixed at the moment.
So what if she was feeling overwhelmed.
She was a Tasakar, and she had claimed this expedition and these people as hers!
And there was no allowance for failure in things a Tasakar was ready to face in defense (and service) of what was theirs!
As the old saying went: "It is better to face down an avalanche than a Tasakar with something to lose."

With that internal conflict temporarily being solved, she took a measured sip of her cooling wine and determinedly set forth for the aftcastle.
Not for the cabin she shared with Crannog - one of the three located there, the other two belonging to the ship's captain and the revered Arch-exarch and her immediate entourage.
No, she headed right up the stairs to the poop deck and the banister giving her the best available view of the part of the night sky devoid of the moons' light.

She was not lying when she had told Tywin that she intended to stargaze for a bit.
She was just not telling the full truth.

She intended to offer a brief prayer and an apology to the star-mother.

That there was no obvious response from Isanella was hardly surprising.
Nonetheless, there was a sense of peace settling over her that she decided to attribute to the goddess, rather than the beauty of the night sky - which on additional reflection and the aid of the rest of the contents of her mug amounted to the same thing, in the end, she wryly concluded.

"Oh, don't you worry a thing, my lady. You have been acknowledged, I have no doubts about that..."
Astaria was startled out of her maudlin' by the quiet but surprisingly audible good-humored voice coming just a few feet from her.
Turning her head so fast she almost gave herself a whiplash, the Tasakar beheld an elderly, and yet still stunning and awe-inspiring figure of a woman who would have looked more a queen than Astaria herself were it not for the expression on her face.
The arch-exarch was giving her a lopsided grin.

The old girl was bundled up in layers upon layers of comfortable cloaks and shawls and looked like she had spent a considerably longer time up on the deck than Astari had, but the queen-in-exile could have sworn that the poop-deck had been empty when she had climbed, so, how...
"Heh. Worry not your head my lady. 'tis simply a minor gift from our lady up above. It is supposed to keep us safe and undisturbed while we meditate. Now, do be a dear and help my old bones down these steps, would you?"
Intensity - 1
Your piety and efforts have been acknowledged by Isanella

-*-*-

"There is no doubt about it, my lady, a group of Skeggi ships, five of them, had passed us during the night. I can't even tell from these reports if the horned bastards had even spotted us, though I wouldn't be surprised if they did. They tend to be as good sailors as we are, and our little fleet is anything but inconspicuous." The captain reported to Astaria that morning.

Astaria thanked him and directed the scribe to take the pertinent section of the logbook that the captain provided with his report for the daily reports, and then turned to the next order of business.
Even during an exile, the paperwork never stopped...
Intensity - 1
Skeggi numbers - 1d10 (1d10=5) five ships
Skeggi dispositions 1 - raiders, 2 - pirates, 3 - navy, 4 - merchants, 5 - diplomats, 6 - can't be determined (1d6=6)
Do the Skeggi attack? 1-yes, 2-no (1d2=2)
Do the Skeggi approach? (1d2=2)
Can you catch up to Skeggi? (1d2=2)
-*-*-

Morning paperwork had been tackled, the early audiences had been held and the lunch recess was just about to end when Livvy popped her head out of the door separating the ship's kitchen from the canteen.
"All of you important sirs and madams might want to proceed directly to the main deck. It will save the time." She chirped happily before disappearing back to the kitchens.
Even if no one had decided to voice it, the question was obvious on everyone's faces.

Sighing tiredly, Astaria neatly packed up her napkin and utensils and rose from her seat.
"We might as well go and see what all of that is about. When god-touched tell you something, I figure it might be wise to listen. Crannog. Ty. Father-in-law. Your grace." She called in turn to her immediate table-mates implicitly trusting in them to spread the word and follow her.

And upon the deck...
There was absolutely nothing.
Nothing out of the ordinary at all.

And, after a couple of long minutes spent in confusion and anticipation and as the grumbling was just starting to rise out of the discomfited people, that apparent normality was broken by the sonorous shouts from the crow's nest.

"Ships of the starboard side. West 23 degrees, Northwest 15. They... They appear to be anchored in place! They are not moving. They are white! ... By Shana's sweet tits it's Swanships! A whole bunch of them"
By the end, of the shouted report, clear panic could be heard in the voice and Astaria could not blame the poor sailor.

Swanships were capital B bad news.
Well, any sighting of Fay ships was capital B bad news, but swanships were by far the worst.
Each of the off-white ships held more of the envious, murderous, tricksome outsiders than should be possible, and they were impossibly fast.

Astaria and Tywin exchanged worried glances.
If it came to that, the two of them could protect the ship they were on, and maybe a few more, but their exile armada was simply too large for them to be able to protect everyone. And, worst of all, the lookout had reported swanships. As in, plural. More than one. Depending on the numbers, there could potentially be more fay out there than people in their armada.

There was but one order that could have been given.
Every ship was to immediately drop anchor and get ready.
To do what, no one could tell, but until the presumably hostile ships made their move, all anyone could do was wait and prepare to react.

"There are eight of them." Livvy unexpectedly appeared again, just in between Astaria and Tywin, though how she had managed to slip through the panicky gawking crowd without even the smallest evidence of her passage was a mystery the two Tasakars ascribed to the mysterious waif's patrons.
Astaria nodded to the girl to continue.
"Seven swans and a lark. At this moment, they are free of their masters. There are others on some of them, and none of them are what would be considered safe. But, here and now, they are here and free from the faceless. They will be found eventually. By this moonrise to be sure."

Astaria swallowed. Ty was not far behind, and everyone in range who had heard the proclamation went even more pale.
(Though. That... calling the Fay 'faceless'. It stirred a shadow of a memory somewhere deep in the recess of Tywin's mind. Unfortunately, he was too preoccupied with sheer horror and surprise to follow up on that.)
That was an entire invasion force. And apparently, something had done away with every single fay of that... what? couple hundred thousands of the outsiders, at the very least.

"What..." Astaria started before finding herself in dire need to wet her lips and swallow spit to do the same with her throat.
"Do you have any idea at what happened... were you told?" She asked shakily.

The waif gave her a considering look, and for a moment, just an infinitesimally small portion of a second, something much more ancient looked out of those eyes. Then the girl turned around and pointedly faced the port side, and inexplicably the crowd parted to allow the two of them - the queen without the crown and the child without youth - an unobstructed view to the far horizon where, just on the edge of visibility, one might detect a line denoting far away land.
"They ran into something even more hungry than themselves." The girl said without inflection.

Great. The undead of the forsaken island.

[] Stay anchored where you are and observe from the distance.
[] Stay anchored but send a scouting party to inspect the fay ships (choose 7)
-[] Send Tywin and his guard (either this option or captain Stevenson must be picked)
-[] Send Captain Stevenson (free choice; either this option or Tywin must be picked)
-[] Send Livvy (free choice)
-[] Send Brothers of the Owl
-[] Send Brothers of the Raven
-[] Send Brothers of the Talon
-[] Send a mix of spies and assassins (incompatible with individual brotherhoods picks)
-[] Send Justiciaries
-[] Send Legionaries
-[] Send Grayhowl knights
--[] With their mounts (counts as a pick)
--[] Without their mounts
-[] Send Chaplains
-[] Send Priests of Isanella
-[] Send Enchanters
-[] Send Witches
-[] Send Archivists
-[] Send Shipwrights
[] Continue on your way and ignore the fay ships.
[] Continue on your way, but send a scouting party (choose 4)
-[] Send Tywin and his guard (either this option or captain Stevenson must be picked)
-[] Send Captain Stevenson (free choice; either this option or Tywin must be picked)
-[] Send Livvy (free choice)
-[] Send Brothers of the Owl
-[] Send Brothers of the Raven
-[] Send Brothers of the Talon
-[] Send a mix of spies and assassins (incompatible with individual brotherhoods picks)
-[] Send Justiciaries
-[] Send Legionaries
-[] Send Grayhowl knights
--[] With their mounts (counts as a pick)
--[] Without their mounts
-[] Send Chaplains
-[] Send Priests of Isanella
-[] Send Enchanters
-[] Send Witches
-[] Send Archivists
-[] Send Shipwrights
[] Order the fleet to move for the fay ships

Intensity - 5
Where are Ghost ships found 1-in sight of imperial land, 2 - on open sea, 3 - in sight of Forsaken island, 4 - in the strait between Gurni and Forsaken, 5 - In sight of Gurni, 6 - At Gurni Shore (1d6=2)
How many ghost ships (1d10=8)
How many legendary rank (1d9-1=7)
How many heroic rank (1d2-1=0)
How many exceptional rank (1d2-1=1)
Origin of the ships 1-outsiders, 2-age of magic, 3-mad magelords, 4-Pre age of magic, 5-forsaken fleet, 6-Skeggi, 7-other inhuman, 8-imperial, 9-Mist pirates, 10-far east (1d10=1)
Which outsiders? 1-fey, 2-thanatian, 3-umbral, 4-abyssal, 5-fey, 6-infernal, 7-celestial, 8-agiazal, 9-thanatian, 10-fey (1d10=1)

Should I institute a moratorium? I'm unsure...
Moratorium instituted.
 
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The waif gave her a considering look, and for a moment, just an infinitesimally small portion of a second, something much more ancient looked out of those eyes. Then the girl turned around and pointedly faced the port side, and inexplicably the crowd parted to allow the two of them - the queen without the crown and the child without youth - an unobstructed view to the far horizon where, just on the edge of visibility, one might detect a line denoting far away land.
"They ran into something even more hungry than themselves." The girl said without inflection.

Great. The undead of the forsaken island.
This seems risky, but if we manage to acquire those ships, it could be HUGE. I mean, it seems like these ships are likely good enough it would take a long time to acquire even remotely equivalent ships otherwise, so I am leaning for either of these options.
[] Stay anchored where you are and observe from the distance.
[] Stay anchored but send a scouting party to inspect the fay ships (choose 7)
[] Order the fleet to move for the fay ships
 
Well, that is what you get on an event at the highest intensity.
And the rolls for ship quality were also very high, so...

Also, just to ease all a' yours worries, while there are some, not insignificant, possible dangers inherent with every choice (including the one to yeet outta there), none of them can sink you.
You are getting onto Gurni no matter what.

The rest is upon you and the RNG.
 
[] Order the fleet to move for the fay ships

Why should we not go after the fay ships?
 
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Also, just to ease all a' yours worries, while there are some, not insignificant, possible dangers inherent with every choice (including the one to yeet outta there), none of them can sink you.
You are getting onto Gurni no matter what.

The rest is upon you and the RNG.
[ ] Order the fleet to move for the fay ships
Then I guess it is relatively safe to go for it. We just need to hope the dice doesn't decide that we don't need something we brought along that is important...
 
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[X] Order the fleet to move for the fay ships

Why should we not go after the fay ships?
You might want to pay more attention to the conversation between Livvy and Astaria :D
Or not, suit yourself.
That said, I am so, very, very sorry!
I have just instituted the moratorium, so you will have to vote again after the vote gets open.
Again, I am sorry, we were just acting at the same time.
@Themarineguy Ditto on the apology above
 
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Because what killed the fay is still on those ships. The same fay that would be able to tpk the convoy.
While a wise assumption, that is in no way a certainty.
Again, all of your info comes from Livvy.
So, it might behove y'all to pay particularly close attention to what exactly she is telling you.
Also, I'm certain I've already mentioned this somewhere, but it might have been in the old quest or on discord with @Warmach1ne32, but it is pertinent knowledge that Astaria IC does possess:
Every empowered priest is good at dealing with unthinking outsiders, which does include the great majority of undead in existence.

Actually, undead constitute the gross majority of that particular group, to the point that it is mostly assumed by the general populace not educated in such matters that all gods simply hate the undead.
Mind, that is 'trained soldier with limited gear vs a bunch of regular unarmed and unarmored people' good, rather than doomguy good. And then there are some especially trained smiters that might give doomguy a run for his money. And you have none of those.
 
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@yannoshka Our personal guards have magic weapons right? could they handle any possible fae stragglers? Not sure if there are any traps that haven't triggered yet, but I am confident a majority of them were triggered during the attack. Is there anyone capable of telekinesis to be our bomb defusing robot equivalent?
 
1 - Magic wrought, not inherently magical. The only people who can layer lasting enchantments on objects are the high priesthood of Dawi, and they can only do it with stone/gems. Well, also particularly gifted Tasakars happen ever so often who can also do lasting enchantments, but neither Astaria nor Tywin are so gifted.
Enchanters of Neres would gleefully sell their own souls and the souls of everyone in the former empire for the secret of how to make enchantments last for more than a few weeks, much less any kind of permanence.
2 - Sure, fay tend to be faster and more resilient than humans, and good at magic - especially illusions - but they are not all that much physically superior to humans. Actually, on gross average, they tend to have less strength and stamina and are less perceptive.
So, yes. On balance, Tasakar household guard are plenty superior. the problem is in numbers. You have, what? ~50-ish Household guards and as many novices and initiates? Less than that...
Also, again, Household guard are meant to protect the Tasakars, not go traipsing around.
3 - Maybe. You have a few enchanters who could with time and resources cludge something for that purpose.
You also have Crannog who could, with time and resources, work out some spell rituals.
As for the witches - that is more of a mixed bag - they are more materially oriented, and biology specialized to boot, plus, again witchcraft is more ritual than quickspell, so, again time factor?
 
Actualy, I've just been checking the actual Household guard numbers, and I have found that I missed a roll for regular guards for 'always faithful', so, to remedy that, can I get a 1d20?
 
Ok, thx.
So, the exact numbers of your household guard, currently, is:
Captain Stevenson - former Lord Captain Commander (technically he still is, but Astaria holds him in sharp disfavor)
The Creshemaster - Commander in charge of rearing and training the novitiates and initiates)
4 other officers, including the lieutenants bound to Astaria and Tywin
51 other regular household guards
30 novices and initiates
 
[X] Order the fleet to move for the fay ships

Both so that there is at least one vote, and the fact LI am leaning towards doing something risky for a potentially huge windfall. Since these are mostly legendary rank ships, it should greatly help our navy, and may potentially be enough to give us some options that was otherwise ruled out by the waters surrounding the island.
 
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Not sure what to vote for yet. May need to reread some things.
 
So, while we are in the slight slump,
I'm yet again opening the field for questions.
Anything y'all would like to know?
 
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