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

Scheduled vote count started by yannoshka on Jul 29, 2024 at 2:12 PM, finished with 27 posts and 4 votes.

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yannoshka
Empire lost, but the spark remains v2 - original setting CK2 quest
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  • [X] Plan: Urgent Has Priority
    -[X] The Curse of Man-Mell - The place is unquestionably under the Starmother's stern censure. The very air is heavy with the sense of forbiddance and judgment. If you are to actually make a living here, this issue needs to be solved. Luckily, between the Spark and the presence of not simply one of the Arch-Exarchs, but the woman known informally as the Starmother's own handmaiden, you pretty much have exactly the right folks to solve this. (Requires at least one Spark or Arch-Exarch dice, using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety, Learning; DC 40; Cannot benefit from T&B or InK)
    --[X] [SAs]x1[Ty]x1[AEG]x1
    -[X] Concordant me this - You have brought the Tablets of Concordant with you. These ancient pieces of stone-like material are apparently indestructible and much lighter than they have any right being. They are a proof, and the seal of the bargain and the boon between the line of Turgud TasAkar and Isanella, the goddess of Stars. And to the shame and disgrace of your line, their secrets and significance are lost to the centuries. Time to fix that. (Requires at least one spark die; using Spark dice and Arch-Exarch dice together can trigger bonuses; Spark, Piety; Synergises with ???; Continuous ???/???; Cannot benefit from Gen or T&B)
    --[X] [SAs]x1[AEG]x1
    -[X] Evergrowing on evergreen? - Among the artifacts liberated from the Vaults is the Ever-living tree cutting. Your bringing it along was accidental, you just grabbed the first small chest, and the cutting happened to be it. But, seeing as your destination was Gurni isle, which among its other colorful appellations is also called by some The Gods' own Garden, maybe it was no accident, after all. Maybe, just maybe, it was providence. Time to plant it and see what happens. (Spark, Witch, and Horticulture dice might combo into bonus; Spark, Learning; Continuous ???/???; incompatible with Present the Ever-living tree cutting as a gift)
    -[X] Formalizing the relations with Na Uselle - Even if she had her own reasons for coming along and aiding and guiding the exodus in the first place, it is undeniable that without Liffannen the entire endeavor would have found itself in much more dire straits. Add the fact that she and her so-called kin, are intimately familiar with both Man-Mell and Gurni at large, and that, at least according to her own priesthood, Starmother Isanella herself vouches for them, establishing proper diplomatic relations would be an astute, rational, and salient thing to do. Now, if only they were not making it so hard... (One Ruler die only; Continuous ???/???)
    --[X] [As]x1
    -[X] Weed-whacking - Man-Mell is remarkably well preserved, miraculously so if Liffannen's words about how long ago it was abandoned are taken at face value. But even if no root or climbing wine managed to find any purchase on or between any of the stonework, the ancient Necropolis is still significantly overgrown, especially among the canals. To make the place truly livable all that greenery needs to go. (Martial, Stewardship, Learning; DC 40 risk 1; All Temple die gain +50% of the roll due to Temple of Isanella interest, Horticulture die doubled; Affected by Curse of Man-Mell)
    -[X] Scouting, scrying - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Have your priests and clerics beseech the Gods for aid. (Piety; Synergises with other Scouting actions; DC 30; Affected by Curse of Man-Mell)
    -[X] Scouting, botanical - You need to know what is beyond the walls of your city. Which is mostly plants. But what kinds of plants? (Requires at least one Witch or Horticulture die, using both triggers bonus; Learning; Synergises with other Scouting actions; DC 30 Risk 1, synergies lower risk)
    -[X] Scouting, in force - You need to know what is beyond the walls of your city. Proper reconisance, means proper intelligence, means proper risk assessment. Make sure the scouting patrols are sufficiently armed, armored, and have sufficient numbers to face anything Gurni might throw at them. (Martial; Synergises with other Scouting actions; DC 20 Risk 3, synergies lower risk)
    -[X] Securing the city area of control - Securing the area surrounding the city is of vital importance to ensure the safety and future prosperity of not simply your new city but the entire realm and your legacy! (Requires at least one Scouting action; Martial; Synergises with Scouting actions; DC 50 Risk 5, synergies lower risk)
    --[X] [Leg]x1[Wel]x1[RSpy]x1[Jus]x1[Gen]x1
    -[X] Logistical concerns - While you prepared and supplied the exodus as best you could, the fact remains that a city, much less a nation requires resources, and a lot of them. Time to roll up your sleeves and get a-cracking. (Requires either Securing the city area of control or Securing the Sea, coast, both combos into bonus; Stewardship; DC 10/20/30/40/50/60/70/80/90/100/120/150/175/200/200+ risk 2)
    --[X] [T&B]x1[OSpy]x1[SBS]x1[Wel]x1
    -[X] Setting up, agriculture, inside, food - Securing food is the number one priority to ensure survival. Thankfully Man-Mell boasted a great many Parks and recreational fields that, once the overgrowth has been cleared away, can be repurposed to grow food. In time, they might be returned to their original purposes, but for now, needs-must! (Requires Weed-whacking; All; Synergizes with other Setting up actions; DC 20/40/60/80/100+, College of Horticulture bonus +40; Urgency can also be solved with Here fishy, fishy; Affected by Curse of Man-Mell)
    -[X] Setting up, government - A state can move only as fast as the pace of producing proper paperwork allows. Time to get your paper pushers back behind the worktables in proper offices, as Gods and under-secretaries decreed. (Requires Weed-whacking; Diplomacy, Intrigue, Stewardship; Synergizes with other Setting up actions; DC 20/40/60/80/100+; Affected by Curse of Man-Mell)
    -[X] Setting up, law and order - A proper state requires laws, rules, and order! Anarchy and maleficence are the enemies of a properly functioning society! (Requires Weed-whacking; Intrigue, Stewardship, Learning; Synergizes with other Setting up actions; DC 20/40/60/80/100/150+, Astaria & Judicial forces combo bonus +75; Affected by Curse of Man-Mell)
    -[X] Setting up, temples - The combined clergy, other than the servants of Starmother, might be thin on the ground for your new realm, but that will inevitably change with time. Better be prepared for that eventuality. (Requires Weed-whacking; Stewardship, Piety; Synergizes with College of Theology; DC 10; Affected by Curse of Man-Mell)
    -[X] Setting up, industry, inside - Raw resources do you little good without a dedicated industry. Dedicate a portion of the city for the use of the Artisians and craftspeople. (Requires Logistical concerns; Stewardship; Synergizes with other Setting up actions; DC 10/20/40/80/150+; Affected by Curse of Man-Mell)
    -[X] Setting up, academy - Your scholars need a proper place for themselves, to conduct their scholarly pursuits (Requires Weed-whacking; Learning; Synergizes with other Setting up actions; Continuous, must take one option at a time, recieves +10 InK bonus each turn or double InK bonus if assigned; Affected by Curse of Man-Mell)
    --[X] College of Horticulture (25/100)
    ---[X] College of Husbandry (5/100)
    ----[X] College of Theology (10/100)
    -----[X] College of Medicine (0/100)
    ---[X] [CoH]x1[WtC]x1[Gen]x1[Arc]x1[T&B]x1[InK]
    -[X] Archival depot - Grand Imperial Archive is one of the oldest and most venerable institutions of the Tasakarim empire. And conversely, their needs are extremely lightweight. Sufficient dark, dry, and cold spaces. That's it. A trifle really. (Requires Weed-whacking; Learning; DC 0)
    -[X] Arcanum - For better or worse you have acquired the services of a couple of Enchanters from Neres, and it would be criminal to allow their knowledge and skills to be lost. Which means helping them set themselves up in an Arcanum, providing them with resources, and allowing them to start recruiting. On the other hand, you'd have to be madder than your fallen cousins ever to trust anyone from the Sorcerers' isles. Neres has only been pacified for less than two centuries, and the brethren confirm that Ilsaimnirs and their ilk have all spent the entire time since then resenting the lightest of yokes imposed upon them when the crimes of their predecessors deserved so much worse. Decisions, decisions... (Requires Weed-whacking; Learning; DC 20; 1d4 Chances of discovery for Neres, rolled at half the threshold, rounded down, CES restores rolls to threshold instead of negating, will continue rolling for three turns or until Neres acquires a minimum of 3 discoveries; Affected by Curse of Man-Mell)
    -[X] Coven Concerns - Having access to not one, but two full covens of witches is certainly a boon. But, covens, by their very nature are secretive and jealous of their mysteries. So, even when the covens tolerate and cooperate with each other, like the two you are dealing with, proximity to each other is bound to cause friction and raise sparks, at times quite literally. Added to that was the Witches' preference to set-up outside the bounds of civilization, and the problems just mount up, and up. So, it behooves you to find a way to avoid that. The perfect solution would be to find spaces outside Man-Mell for each of them, but at this time, that might be quite dangerous. (Learning; Synergizes with Consolidating power, witches; DC 60 risk 4, DC and risk halved if Securing the city area of control is taken)
    -[X] Consolidating power, witches - It is undeniable that here, on the Green Hell, Witches represent a peerless asset, and lucky you, there are two full covens that decided to cast their lot in with you. Now, to make sure of their loyalties. (Diplomacy, Learning; Synergises with other Consolidating power actions; Synergises with Coven Concerns; DC 30)
    -[X] By the prickling of my thumbs - Gurni is ancient and shrouded in superflora and mysteries. The only other thing that has been learned about it in the past several millennia is that sometime in all that span of time it got infected by the Fae, and you only know that much due to Liffannen. If you are going to be stuck here, you need... No, you must delve into its secrets. And who better to start the ball rolling than the Witches? (Require at least one Witch die, if Crannog die is also used there is a chance for combo bonus; Learning; Synergyzes with Coven Concerns and Scouting, botanical; DC ?? risk ?, synergies lower risk)
    -[X] Grayhowl order, chapterhouse - Grayhowl knights are a mighty asset in combat, but their numbers are few that if you want to maintain their presence past one generation, they need dedicated support. And it is up to you to provide it (Requires other Grayhowl order action; Martial, Intrigue, Stewardship; Synergises with Taking command of the fortifications; Synergises with Legion Compound; DC 10; Affected by Curse of Man-Mell)
    -[X] [RSpy]x1
    -[X] Grayhowl order, mounts - Grayhowl knights are a mighty asset in combat, but their numbers are so few that if you want to maintain their presence past one generation. It is no secret that what they need most support with is their mounts. What is a secret, however, are their techniques for raising and training their lupine steeds. But, in this perilous situation, they, after taking mighty oaths of secrecy, are willing to unbend enough to have others help where they might accidentally learn of those secrets. But only for as long as it requires the order to build its numbers up! (Requires other Grayhowl order action; Martial, Stewardship, Learning; Synergizes with College of Husbandry; DC 20; Affected by Curse of Man-Mell)
    ---[X] [Wel]x1[WtC]x1
    -[X] Legion Compound - Your Legionaries need their own dedicated place to act at their own full potential (Requires Taking command of the fortifications; Martial; DC 0; Affected by Curse of Man-Mell)
    -[X] Taking command of the fortifications - Man-Mell walls and integrated forts are a thing of beauty. All they need to be perfect are some soldiers to man them. General, if you would... (Martial; Synergises with Fortifying the rivershore actions; DC20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
    -[X] Fortifying the rivershore, basic - Man-Mell sports most impressive walls. On three sides. Unfortunately, the entire riverfront has been left entirely open. General Tastacore considers this an unacceptable risk to the safety of the city. (Martial, Stewardship; Synergises with Taking command of the fortifications; Synergises with Fortifying the rivershore actions; DC 20 Autosucceeds due to VII Legion specialization; Affected by Curse of Man-Mell)
    -[X] River Docks - You have marvelous access to the river. Now you just need to build up the infrastructure, so you can use it to the utmost. (Martial, Stewardship; Synergyzes with Fortifying the rivershore actions; DC 30 risk 1; Affected by Curse of Man-Mell)
    -[X] There once was a ship - You are on an island. To get anywhere not the island, you need ships. And you have them. You have a lot of them. Unfortunately, just sitting on top of the harbor wall and gazing at the sea is enough to give very graphic evidence that none of them will last long out past the harbor mouth. None, except for the seven Fae Swanships you have stumbled over and commandeered. And if there ever was any doubt that reaching Gurni was anything but an act of divine providence, finding those ships ready for the taking completely removes it. All that said, Fae are utterly inhuman, and their ships are completely unnatural. Before allowing any of your people to risk themselves by crewing those things, you are going to study them to the bottom nail, to ensure that they will be as safe as you can humanly accomplish! (Stewardship; DC 50/100/150/200/250/300/350/400/450/500 risk 2)
    -[X] Destructive examination - The ships are valuable, but nowhere near as valuable as lives. Make the examinations as thorough and detailed as you can, even if it risks damaging the ships.
    --[X] 2 ships (1d3-1 ships destroyed; reduces DC by a factor of 2)
    -[X] A tall tower and a pointy hat - Towers and wizardry go hand in hand like witches and newts, meat and potatoes, Tywin and trouble. And, would you look at that - there is an old lighthouse out on top of one of the outermost harbor forts, currently empty, and not required for quite some time, that could easily be turned into a splendid wizard's workshop. (Requires Taking command of the fortifications, Requires at least one Crannog die; Stewardship, Learning; DC 20; Affected by Curse of Man-Mell)
    -[X] Navy, sea - You have a lot of ships. What you do not have are all that many trained ship crews. Time to fix that. (Martial; Synergises with other Navy actions; Continuous 10/100; Affected by Curse of Man-Mell) )
    -[X] Hostis humani generis - There are Fae somewhere on this island, and the Forsaken Isle and its unholy undead hosts are one strong, fel miasma carrying squall away. It behooves all servants of gods to prepare the most stringent countermeasures for the universal enemies. (Piety; DC 25/50/75/100+; Not necessary so long as the Curse of Man-Mell maintains)
    [X] Plan Setting up Shop
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