Fire Emblem: A Conqueror’s Conquest (CK Quest)

Fire Emblem: A Conqueror’s Conquest (CK Quest)
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Take control of Walhart, descendent of Saint King Alm I and his wife Celica, at the start of his journey to unite Valm once more! Shape his destiny and reign, defying the Gods themselves.
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It is the Year 2395 of the Valentian Calendar.

The continent of Valm is divided, the once great empire created by the Saint-King Alm I has long since fragmented. Almost 1000 years ago the event most commonly called The Schism happened. The Fell Dragon Grima arose from seemingly nowhere with his power and size being so great that many believed him to be a God made flesh. This event happened worldwide, for while Archanea felt the full might of Grima, places like Valentina and Jugdral were set upon by the unending tides of undead abominations that either arose from the ground itself or appeared with no explanation.

The physical presence of Grima alone would have been enough to conquer nations. Yet his magical might brought destruction and change on a level unseen by man and dragon. Archanea's very climate and geography changed over time, Grima devouring the very magic of the planet itself in order to sustain his form or so the theorists say.

The extinction of man seemed inevitable for all but the strongest of kingdoms fell under the power of Grima and his armies. It was only when the First Exalt performed the Awakening ritual with the Fire Emblem and together with a band of heroes forgotten to time slew the Fell Dragon above what would become Plegia. The world was saved but not without cost.

Archanea felt the full brunt of Grima's influence as the land itself was dead of barren and contorted to barely any recognition. It would recover in time but the kingdoms were completely destroyed and the other continents were in similar disarray. The great empire of Valm, that which Alm built on the corpses of the Gods, was strong enough to remain intact throughout the invasion. Yet upon Grima's defeat enough damage had been done that without a common enemy it shattered. Uncountable numbers of fiefdoms, city states, nomads, and tribes formed from the shattered pot and would remain shattered.

Today Valm is still in fragments, what was once hundreds of individual kingdoms has instead become just under a dozen. The only true remnant of the great empire built by Alm is the Kingdom of Valm, based in the former capital of Rigel. Many kingdoms over the centuries have tried to claim this name for themselves but this one is backed up by none other than you, the direct descendant of Alm and his wife Celica. In time you are to be Walhart the Conqueror, a man unlike any seen since the age of gods. Yet that is not who you are yet. For now you are but Emperor of a fragmented empire.

You briefly left the Kingdom of Valm to go on a journey of self-discovery, soul searching as it were. You traveled all over Valm and when you returned you had honed your skills, gathered your strength, and found a purpose in life. You will rebuild the Kingdom of Valm, unite it just as your ancestor did. Yet now that you have returned the Kingdom will have to be strengthened before you can begin your Conquest. Rise Walhart! Honor your Ancestors and free Valm from it's chaos and strife!

For a united Valm may be the world's only defense against what is to come.

Welcome! This is going to be my first quest so this will be as much a journey for you as it will be for me. If you couldn't have guessed from the title and blatant statements, you will be playing as Walhart the Conqueror just before he begins his conquest to unite Valm under his rule. For those that will be wondering, No the future is not set in stone but I will not say if this is the Doomed Timeline or the Awakening Timeline. You will need to figure that out yourselves.

Either way things are not going to be as you remembered, there will be multiple original nations since we only know of Chon'sin and Rosanne and things will be as lore filled as possible. Meaning relics, people, and organizations from older games that appeared on Ylisse and Valm might appear when appropriate as well as things that you might not expect.

With that out of the way let's discuss the rules shall we?

Rules

This is a 'Crusader Kings'-style quest. Each turn, which is approximately three months in-universe give or take interludes, you have access to a number of actions, as chosen from six categories: Martial, Diplomacy, Stewardship, Intrigue, Piety and Learning. You have a set number of actions every turn and can freely pick where to spend each action. Each action is associated with a DC; after voting, the basic system is that I will roll a d100 for each action, and if the roll at least equals the DC, the action succeeds to some extent; otherwise it fails. The higher the roll, the better. Following this, you may get one or more reactive arcs in response to some threat or other.

When rolling for an action, most bonuses decrease the DC. Hero bonuses are the only bonuses that actually improve the roll. Specifically, the hero's value for a certain stat is added onto the d100 roll. This may sometimes cause the roll to exceed 100; in this case only (a roll of 101+), you get a re-roll to add to your current total. The same hero bonuses also affect this roll, so that you can get a prolonged chain of hero bonuses. The chain of hero bonuses is capped at 5 minus the number of heroes assigned to the action or if the heroes have a bonus exceeding or equal to 100 are capped at one reroll.

Each hero can participate in one action a turn. If multiple heroes are participating in the same action then a primary hero is chosen either by having the highest stat in the area of the action or by being Walhart. Multiple heroes on one action, is calculated as follows Hero A + (Hero B*AB Support Bonus) + (Hero C*AC Support Bonus) and so on.

Support in Fire Emblem is something that many people will be familiar with and it would be a disgrace to not have it be in this game in some capacity. Every Hero will have a Support Rank in relation to another hero to represent their friendship/ability to coordinate with each other.

These ranks in order of their bonuses are

F = -2

E = -1

D = -0.5

C = 0.5

B = 1

A = 1.5

S = 2

Now Supports can grow either through time, working together, events, or fighting together. However normally every unit will start with at a C with each other and will have to work their way up from there. But exceptions will happen either starting higher or lower. S and F ranks are reserved slots only for Marriages and Mortal Enemies respectively. Having an F in a unit is particularly dangerous as it risks them betraying you or going against orders to harm their hated foe.

Heroes

Heroes are particularly prominent people in your organization. Recruiting Heroes is done by taking Diplomacy actions although your history and alliances may close off certain options for you and some heroes will become unable to work well with others.

Certain Heroes will be locked into actions based on their position within your Command Structure. For instance a Tactician Hero can only be assigned to Martial actions and so on and so forth.

Omake and Write-in Policy

Thread participation is always a good thing. Personally one of the reasons I decided to try my hand at doing a quest is wishing to see a small community grow around it. Every good quest gets its regulars, Omake makers, and so on and so forth. For that reason I will give good quality omakes and write-ins rewards in the form of XP (canon omakes give 500, non-canon omakes give 400 and write-ins give 100). XP can be put towards any stat on any character or be used to try and push toward higher support ranks for a certain character. Once a character has gained 1000 XP in one stat then the stat is boosted by one and the exp is reset back to zero. For Support Ranks once two specified characters gain 2000 XP towards the next Support Rank it will increase and the XP reset.

There is a cap on how much a stat can be boosted this way which is 25 for any hero unit other than Walhart who is capped at being boosted to 40. A Support Rank can only be boosted to A for any character.

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Now there are a few things that need to be said first.

Fire Emblem is a turn based strategy game and as such hasn't gone very in-depth with the Lore of how things work. Not to mention continuity has been very loosely followed with the biggest example here being entire continents shifting in landscape and environment.

Because of this I will be taking some creative liberties in order to explain some things and even disregarding some stuff if it can't be explained or just makes things very difficult. For instance while I am keeping the Awakening version of Archanea, Valm will instead be using the Valentina map. The changing of the environment in Archanea can be explained as Grima doing some unintentional landscaping due to his sheer size and power but the changes in Valm don't make sense considering its location and how locations in Shadows of Valentina don't match up with where they should be on the map.

It's simply necessary for this Quest to work, but be assured that I will remain as truthful to the source material as possible.

There will also be a brief delay until Turn 1 just so I can gauge the reception of things and so I can plan out some more.
 
Character Sheets

Name: Walhart Rudholf

Age: 38

Titles: Emperor of Valm

Stats:

Martial: 28
Diplomacy: 14
Stewardship: 23
Intrigue: 11
Piety: 3
Learning: 18

Personal Combat: 14+5+10=29

Traits:
  • Trait: Conqueror to be - You are destined to be The Conqueror. (+5 to PC, -15 to the DC of all actions relating to War)
  • Trait: Royal Bloodline - As a direct descendant of Alm and Celica you are gifted with a Royal Bloodline and all that it entails. (???)

Inventory:
  • Wolf-Berg: A massive crimson axe and one of the three Valmese Regalia. (+10 to PC, ???)


Name: Sedath

Age: 2680

Stats:

Martial: 25
Diplomacy: 15
Stewardship: 14
Intrigue: 11
Piety: 17
Learning: 21

Personal Combat: 13+20=29

Traits:
  • Trait: Ice Dragon Tribe Manakete - As a Manakete Sedath is naturally powerful and capable of feats of strength beyond humans when transformed. (Enables use of Dragonstone)
  • Trait: An Intellectual Tactician - Sedath has a keen mind and interest in how non Manaketes compensate for their lack of natural power. (+4 to PC, -15 to the DC of all actions relating to war, +20 to army combat rolls, halves the DC of learning actions about combat techniques that are in use by someone else.)

Inventory:
  • Dragonstone: Allows a Manakete to assume their true form. (+20 to PC)


Name: Anna

Age: 25

Stats:

Martial: 15
Diplomacy: 14
Stewardship: 24
Intrigue: 14?
Piety: 10?
Learning: 13

Personal Combat: 8+3=11

Traits:
  • Trait: The Secret Seller - A member of the family of the Secret Sellers. (+3 to PC, +30 to rolls that involve earning money.)
  • Trait: ???

Inventory:
 
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State of the Nation
Treasury Reserves: 1077

Total Income: 950

Net Income: 727

-Tax Revenue: 800
-Farming Income: 150

-Army Upkeep: 223
-Navy Upkeep: 0 (No Navy)

Military:

-4,000 Swordsmen: The workhorse of soldiery, armored and given a sword and shield. (Decent Attack, Good Defense, Good Mobility)

-6,000 Halberdiers: Armored and armed with a well crafted halberd and a smaller short sword for extreme close range. (Good Attack, Decent Defense, Good Mobility)

-4,300 Archers: A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good Mobility)

-5,000 Light Cavalry: Lightly armored with decent weaponry. (Decent Attack, Decent Defense, Extreme Mobility)

-3,000 Heavy Cavalry: Heavily armored with just as heavily armored steeds. Well trained and armed with the best weaponry available.

-35 Mages

Politics:

Noble Opinion 10/10
Peasantry Opinion 5/10

Domain of Rigel

Traitors and Rebels. The Domain of Rigel was a part of the Kingdom of Valm only 2 years ago before it broke off in an armed coup led by Kells, the noble in charge of the castle at Rigel Falls. Declaring himself Emperor he seized all land on his side of the riverbed effectively cutting off the Kingdom of Valm from interacting with the rest of the continent. The Self-Proclaimed Emperor is a power hungry individual, he saw opportunity upon the departure of Walhart and as long as his Domain exists the Kingdom of Valm will slowly wither and die.

Opinion 1/10 (Hated Foe)

Duchy of Rosanne

The previous neighbor to the Kingdom of Valm before Kells led his power grab. The Duchy of Rosanne is a peaceful fiefdom that has been around since the Schism. The current ruler is one Duke Virion who is known to be a womanizer albeit a terrible one. Regardless he loves his people and his people love him in return.

Opinion ???

Theozzian Imperium

A highly expansionist Fiefdom that started out as a small coalition of Dark Mages from atop Fear Mountain. Through unknown means and support this cabal of Dark Magic users, led by the Empress to be Mage Eandis, seized control over multiple smaller city states at the bottom of Fear Mountain and rapidly began expanding outward until it reached where it is now. Mostly ignores Rosanne in favor of trying to break past the Sluice Gate and invade the resource rich Zofia.

Opinion ???

Kingdom of Saelmere

An old fiefdom formed from the Scisim. The Kingdom of Saelmere, named after the Keep of the same name once called Dolth, has been weathered and subjected to the worst of Valm's monster problems. Due in part because of it's long time neighbor Dumis. The current reigning monarch is the old King Zeandris III.

Opinion ???

Dumis Magocracy

Believed to have been formed from the Cult of Duma, which in of itself was the formed remains of the Duma Faithful after being decimated by Alm and Celica. The Dumis Magocracy is as the name implies a nation of mages, in particular Dark Mages but all sorts of magic is studied and utilized there. The inner workings of Dumis is a mystery to most although it has been said that the current Archmage Dunkel has been in power for centuries.

Opinion ???

Second Kingdom of Zofia

The prosperous Kingdom of Zofia, the reincarnation of the original in the Age of Gods. Widely considered to be the most successful of nation states to come out from the Schism, New Zofia is much like the old Zofia although having much less resources. Ruled currently by Queen Ashara, in recent times has been fending off invasions from the Imperium and the Volition.

Opinion ???

Wyrm Theocracy

The Wyrm Theocracy, with the head of state being High Priestess Pharah is more of a massive religion then a nation, gets its name from the over abundance of Wyverns within its territory that is especially centered around Wyvern Valley. This goes even further with the Milla Tree and the Voice of the Divine Dragon residing within their territory as well. Wyrm is peaceful yet hides a powerful force capable of fighting off most incursions from the Xehek and Saelmere.

Opinion ???

Xehek Sultanate

A young nation formed from the roaming bands of nomads and city states who made their home within the desert, the Xehek Sultanate was formed by a warlord of the same name who united these people under his banner. The Sultanate relies heavily on raiding it's neighbors for resources that it can't really grow in the majority of its territory.

Opinion ???

Chon'sin Dynasty

The Chon'sin are a peaceful people but ones who put a great amount of respect and effort into martial prowess and ancestry. Widely considered to be home to some of the best warriors in the world, the reigning Lord being one Val'fay.

Opinion ???

The Volition

Less of a nation and more of a coalition of mercenaries, island nations, and pirates. The Volition's control over the waves is unmatched in either Valm or even Archanea with it controlling the sea routes between the continents. Currently High Admiral Ignatius is considered to be the leader of the Volition although his status is more of just one of greater power then true leadership.

Opinion ???

 
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Turn 1
Turn 1
Year: 2395 Flostym

The trip back to your Kingdom was a long one. The rebellion by that traitorous swine who would dare call themselves Emperor, Kells, reached your ears in the later months of last year's Wyrmstym due in part to your isolation and Kells purposely trying to keep any information from leaking out through Rosanne.

You were just starting your search for your ancestor's lost tomb but by this time 2 years had already gone by since Kells' rebellion and no time could be spared. Saddling your steed you made your way back up north post haste with nothing standing in your way even giving you pause.

Most people in your situation would have arrived through Rosanne into what was now for the last 2 years known as the Domain of Rigel and kept a low profile as they snuck through the countryside back into friendly territory. You were most definitely not most people.

Instead you took this as an opportunity to blow off some steam, stick it to that traitor, and raise morale even more than just returning would.

"You would dare stand against the Emperor of Valm! The beginning steps towards peace will be paved with your blood!"

Your mere presence at the border was enough to strike fear into that worm who dared to call himself Emperor. You intercepted the small force he had sent to apprehend you and let out your proclamation.

(Walhart's Return 89+29=118)

They tried to put up a hasty defense against you and your stallion but they stood no chance once you closed in. Swatting them away like flies you proceeded to slaughter the 50 or so men like the impudent nats they were. Climbing down your horse you strided up towards the last remaining man, if he could even be called that with how he was shaking in his boots, and hoisted him up by the throat.

"You will send a message back to Kells for me. Tell him that I, Walhart Rudholf, Emperor of Valm, have returned to reclaim what is mine. This rebellion will be crushed by my hand, even if I have to do it myself. Go."

Dropping the clearly terrified man onto the ground you didn't even stay to watch him run away. Instead you just got back up on your horse and rode off further north.

Your return back into Valm Castle was met with stares of awe. Paying them no heed you pushed open the front doors to the throne room and watched as the nobles and servants fell to a knee almost immediately upon meeting your gaze. Taking the last remaining steps towards a throne that hadn't been sat upon in years you turned and looked upon those who knelt before you and said.

"Stand. There is much to be done."


8 Actions. Choose freely, do mention where Walhart shall be assigned.

Martial: The current status of the Kingdom of Valm's army is bad. Much needs to be done, a Conqueror can't conquer without a proper military! However because you were gone for so long you aren't exactly sure what you have properly.

[ ] Tactical Eyes: A Tactician is an advisory role considered to be almost necessary for any proper kingdom. Now to say you need one would be absurd. You are a military genius! But it might be nice to have someone around to lighten the load. Cost 100, DC 0, Time 1 Turn, Reward: Get a Tactician Hero, Unlock more actions.

[ ] What do we have?: The state of your military is a complete mystery. You just got back and for all you know you might not even have a standing military outside your guards! You need to figure this out before you can do anything else. Cost 50, DC 0, Time 1 Turn, Reward: Get Army information, Unlock more actions.

Diplomacy: Diplomacy is not your strong suit. You can lead and inspire but actually doing talks with other nations? Bah, you're a warrior not a diplomat! Leave that to the people who actually care for such things.

[ ] A warrior with words: A proper diplomat will be hard to find, in these lands of strife such people are usually tossed aside and end up joining one of the more peaceful fiefdoms. However the use for one can't be understated. Cost 100, DC 60, Time 1 Turn, Reward: Get a Diplomat Hero, Unlock more actions.

[ ] The Hearts and Minds: The people of your Kingdom are not fully on board with your return to leadership, you after all left to gain experience and strength elsewhere. But they're a loyal bunch and it shouldn't be too difficult to get them back on board. Cost 0, DC 40, Time 1 Turn, Reward: Morale raised, Diminish risk of rebellion, gain right to rule, ???

[ ] Diplomatic Survey: You know about all of the Fiefdom, who rules them, where they are, and stuff like that. But beyond that you never payed them much mind during your journey across Valm. Much less how they perceive the Kingdom of Valm, which they all descend from. Cost 200, DC 0, Time 2 Turns, Reward: Information on the other Kingdoms and how they regard you.

Stewardship: This nation is a far cry from what it was over a thousand years ago. Much work needs to be done to bring it back up. Luckily for them you were just as busy learning how to maintain a nation.

[ ] Call for a Supervisor: Getting a Chancellor to handle the workload would be useful, it would also give you a chance to figure out how things have changed in your absence. Cost 100, DC 0, Time 1 Turn, Reward: Gain a Chancellor Hero, Gain information about the state, Unlock more actions.

[ ] The Mountain Cage: The Kingdom of Valm is surrounded by a large mountain range that prevents easy access to the coastal areas. However it provides a natural defense and a source of minerals. A survey of the Mountain Cage is in order. DC 30, Time 2 Turns, Reward: Mineral Survey, Mountain Cage mapped, ???

[ ] Grab them by the purse: It is said that two things are certain in life. Death is one of them and the other is Taxes. Well right now Valm's nobles aren't doing their part to support your Kingdom. They're paying taxes but only half of what they should be. Perhaps it's time to be more aggressive. DC 30, Time 1 Turn, Reward: Tax Income doubled.

[ ] The farmhands of Valm: The rocky terrain provides little in the way of fertile soil, however it still exists and is required for a Kingdom and it's armies. Getting an idea of how much you should be making would be smart. DC Autosuccess, Time 1 Turn, Reward: Farming Income.

Intrigue: Subtlety is not what you're known for and neither are the plots and schemes of politics. However they are a necessity in these times of strife so proper actions must be taken.

[ ] Wrangle a Snake: A Spymaster is important, they can handle the dirty schemes and plots of the Kingdom while you deal with the battles ahead. However you will have to make sure who you pick is...loyal. Cost 100, DC 50, Time 1 Turn, Reward: Gain Spymaster Hero, Unlock more actions.

[ ] Not so Noble intentions: You've been gone a long time and as such you can't entirely be sure of where the remaining nobles' loyalties truly lie. Your sure they don't hold treasonous thoughts since if they did they would have joined that rebellion or left by now. Still it would be good to know. Cost 200, DC 10, Time 1 Turn, Reward: Nobles investigated

Piety: Magic and Gods, the two things you dislike the most. But one is an important part of people's lives and the other is a powerful weapon and tool of research. Still, you are definitely not qualified for this.

[ ] The Court Wizard: You hate magic and religion, but users of it are particularly useful especially when you are far from qualified to handle these sorts of things. DC 20, Time 1 Turn, Reward: Gain Court Wizard Hero, Unlock more actions.

Learning: Society and Technology has stagnated. For over a thousand years everything has stayed the same, that must change! Your Empire will bring peace and prosperity and along with it progress!

[ ] The path of progress needs a guide: A proper advisor/researcher/scientist is needed to begin marching down the path of progress. You most certainly can't do it, so getting someone else is a necessity before work can begin. Cost 100, DC 0, Time 1 Turn, Reward: Gain Research Hero, Unlock more actions
 
[X] Plan Foundations of a Empire
-[X] Tactical Eyes: A Tactician is an advisory role considered to be almost necessary for any proper kingdom. Now to say you need one would be absurd. You are a military genius! But it might be nice to have someone around to lighten the load. Cost 100, DC 0, Time 1 Turn, Reward: Get a Tactician Hero, Unlock more actions.

-[X] What do we have?: The state of your military is a complete mystery. You just got back and for all you know you might not even have a standing military outside your guards! You need to figure this out before you can do anything else. Cost 50, DC 0, Time 1 Turn, Reward: Get Army information, Unlock more actions.- Walhart

-[X] A warrior with words: A proper diplomat will be hard to find, in these lands of strife such people are usually tossed aside and end up joining one of the more peaceful fiefdoms. However the use for one can't be understated. Cost 100, DC 60, Time 1 Turn, Reward: Get a Diplomat Hero, Unlock more actions.

-[X] The Hearts and Minds: The people of your Kingdom are not fully on board with your return to leadership, you after all left to gain experience and strength elsewhere. But they're a loyal bunch and it shouldn't be too difficult to get them back on board. Cost 0, DC 40, Time 1 Turn, Reward: Morale raised, Diminish risk of rebellion, gain right to rule, ???

-[X] Call for a Supervisor: Getting a Chancellor to handle the workload would be useful, it would also give you a chance to figure out how things have changed in your absence. Cost 100, DC 0, Time 1 Turn, Reward: Gain a Chancellor Hero, Gain information about the state, Unlock more actions.

-[X] The farmhands of Valm: The rocky terrain provides little in the way of fertile soil, however it still exists and is required for a Kingdom and it's armies. Getting an idea of how much you should be making would be smart. DC Autosuccess, Time 1 Turn, Reward: Farming Income.

-[X] Wrangle a Snake: A Spymaster is important, they can handle the dirty schemes and plots of the Kingdom while you deal with the battles ahead. However you will have to make sure who you pick is...loyal. Cost 100, DC 50, Time 1 Turn, Reward: Gain Spymaster Hero, Unlock more actions.

-[X] Not so Noble intentions: You've been gone a long time and as such you can't entirely be sure of where the remaining nobles' loyalties truly lie. Your sure they don't hold treasonous thoughts since if they did they would have joined that rebellion or left by now. Still it would be good to know. Cost 200, DC 10, Time 1 Turn, Reward: Nobles investigated
 
I have a feeling that's as many I'll be getting for now. Still, 2 more than I expected.

[X] Plan Foundations of a Empire wins.
Scheduled vote count started by Revan4221X on May 14, 2021 at 8:27 AM, finished with 4 posts and 2 votes.

  • [X] Plan Foundations of a Empire
    -[X] Tactical Eyes: A Tactician is an advisory role considered to be almost necessary for any proper kingdom. Now to say you need one would be absurd. You are a military genius! But it might be nice to have someone around to lighten the load. Cost 100, DC 0, Time 1 Turn, Reward: Get a Tactician Hero, Unlock more actions.
    -[X] What do we have?: The state of your military is a complete mystery. You just got back and for all you know you might not even have a standing military outside your guards! You need to figure this out before you can do anything else. Cost 50, DC 0, Time 1 Turn, Reward: Get Army information, Unlock more actions.- Walhart
    -[X] A warrior with words: A proper diplomat will be hard to find, in these lands of strife such people are usually tossed aside and end up joining one of the more peaceful fiefdoms. However the use for one can't be understated. Cost 100, DC 60, Time 1 Turn, Reward: Get a Diplomat Hero, Unlock more actions.
    -[X] The Hearts and Minds: The people of your Kingdom are not fully on board with your return to leadership, you after all left to gain experience and strength elsewhere. But they're a loyal bunch and it shouldn't be too difficult to get them back on board. Cost 0, DC 40, Time 1 Turn, Reward: Morale raised, Diminish risk of rebellion, gain right to rule, ???
    -[X] Call for a Supervisor: Getting a Chancellor to handle the workload would be useful, it would also give you a chance to figure out how things have changed in your absence. Cost 100, DC 0, Time 1 Turn, Reward: Gain a Chancellor Hero, Gain information about the state, Unlock more actions.
    -[X] The farmhands of Valm: The rocky terrain provides little in the way of fertile soil, however it still exists and is required for a Kingdom and it's armies. Getting an idea of how much you should be making would be smart. DC Autosuccess, Time 1 Turn, Reward: Farming Income.
    -[X] Wrangle a Snake: A Spymaster is important, they can handle the dirty schemes and plots of the Kingdom while you deal with the battles ahead. However you will have to make sure who you pick is...loyal. Cost 100, DC 50, Time 1 Turn, Reward: Gain Spymaster Hero, Unlock more actions.
    -[X] Not so Noble intentions: You've been gone a long time and as such you can't entirely be sure of where the remaining nobles' loyalties truly lie. Your sure they don't hold treasonous thoughts since if they did they would have joined that rebellion or left by now. Still it would be good to know. Cost 200, DC 10, Time 1 Turn, Reward: Nobles investigated
 
Turn 1 Results
Turn 1 Results
Year: 2395 Flostym

You've had some great successes these last three months. But also some failures as well. But these were overshadowed by the said successes. You've met with an old acquaintance, met a down in the luck merchant forced to due government work, and have the complete loyalty of the nobility! Not bad. Not bad at all.

-[X] Tactical Eyes: A Tactician is an advisory role considered to be almost necessary for any proper kingdom. Now to say you need one would be absurd. You are a military genius! But it might be nice to have someone around to lighten the load. Cost 100, DC 0, Time 1 Turn, Reward: Get a Tactician Hero, Unlock more actions.

Required: 0. Rolled: 95.
Natural Crit (Well that's a good sign)

During your travels across Valm you had encountered all manner of individuals and beasts, none however were more confusing then Sedath. When you were passing through the area surrounding Demon's Ingle there were rumors of a live dragon, of all things, being seen circling the volcano. Naturally seeking a challenge you climbed the volcano and searched it up and down until you found a crevice within the volcano that was giving off cold air. Entering the crevice you found not a dragon but a room constructed out of solid ice that didn't seem to melt. It was there you found Sedath, a well dressed, purple haired, green eyed, Manakete. Engaging in a conversation with the Manakete you had learned he was a member of the Ice Dragon Tribe and also an intellectual of sorts. He was fascinated by how human's fought and compensated for their lack of natural strength, something he was surprised to see you had in spades. You had left Sedath after spending the day with the Manakete who had probed you with questions not expecting to ever see him again.

Well when looking for people to serve as a Tactician your thoughts drifted back to him and decided to send him a missive to see if he would be willing. As it turns out he was, arriving in dragon form on your balcony causing quite a stir.

Reward: Gained Sedath (Ice Dragon Manakete), Tactician Hero.

-[X] What do we have?: The state of your military is a complete mystery. You just got back and for all you know you might not even have a standing military outside your guards! You need to figure this out before you can do anything else. Cost 50, DC 0, Time 1 Turn, Reward: Get Army information, Unlock more actions.- Walhart

Required: 0. Rolled: 89 + 29 (Walhart Martial Stat) + 39 (Reroll Bonus) + 29 (Walhart Martial Stat) = 196. (oh)
A Mighty Success

You didn't have high hopes, after all the Domain of Rigel had successfully formed only 2 years prior. Well it turns out the Domain wasn't as successful of a rebellion as you first thought. Kells had only successfully swayed a portion of the kingdom's army and only the portions that were within his sphere of influence. Your investigation found not a disheveled mess but a well drilled and maintained army with complete loyalty to you.

Reward: 4,000 Swordsmen, 6,000 Halberdiers, 4,300 Archers, 5,000 Light Cavalry, 3,000 Heavy Cavalry, 35 Mages.

-[X] A warrior with words: A proper diplomat will be hard to find, in these lands of strife such people are usually tossed aside and end up joining one of the more peaceful fiefdoms. However the use for one can't be understated. Cost 100, DC 60, Time 1 Turn, Reward: Get a Diplomat Hero, Unlock more actions.

Required: 60. Rolled: 28.
Failure

Unfortunately nothing has come up yet. Although you have narrowed down your search quite a bit. Right now all you know no one within your court is suited for the position. More time is needed to find someone.

Reward: Failure, DC for action reduced by 20

-[X] The Hearts and Minds: The people of your Kingdom are not fully on board with your return to leadership, you after all left to gain experience and strength elsewhere. But they're a loyal bunch and it shouldn't be too difficult to get them back on board. Cost 0, DC 40, Time 1 Turn, Reward: Morale raised, Diminish risk of rebellion, gain right to rule, ???

Required: 40. Rolled: 47.
Success

The people aren't rioting. That's about it. The rebellion from Kells had taken most of the people with real disloyalty but right now there is a tension in the air. For them it's just the status quo and until something big happens they're just going to stay content with some minor grievances for you abandoning them.

Reward: Peasantry Opinion 5/10, No risk of Rebellion.

-[X] Call for a Supervisor: Getting a Chancellor to handle the workload would be useful, it would also give you a chance to figure out how things have changed in your absence. Cost 100, DC 0, Time 1 Turn, Reward: Gain a Chancellor Hero, Gain information about the state, Unlock more actions.

Required: 0. Rolled: 99.
Natural Crit (Again!)

You didn't know what you were expecting when you started looking for a Chancellor. Perhaps just some noble from within your court to tell you about how things have changed and to continue running things like they have. Unfortunately whatever your expectations were, they had been shattered when a red headed woman showed up looking for a job when she heard about you looking for people to handle business. She said her name was Anna and that she had gotten stuck within your borders after The Domain had started to put a stranglehold on trade and exportation so she had been down on her luck for the past 2 years. Seeing an opportunity to get acquainted with the powers at be and make some coin while stuck here, Anna proceeded to outshine everyone in her ability to handle money management and pretty much anything else you put in front of her, even managing to increase your profit margins just by discovering and fixing some administration issues. However what really got her the job was after she figured out your newly hired spymaster was actually a spy himself, saving you a massive headache.

Reward: Anna (The Secret Seller), Chancellor Hero, +100 Tax Income, discovered Spymaster was disloyal.

-[X] The farmhands of Valm: The rocky terrain provides little in the way of fertile soil, however it still exists and is required for a Kingdom and it's armies. Getting an idea of how much you should be making would be smart. DC Autosuccess, Time 1 Turn, Reward: Farming Income.

Not much of a surprise here. The northern half of Valm isn't known for being very produce outside of a few areas like Rosanne. You're making some money and can feed your people but nothing outstanding.

Reward: 150 Farming Income

-[X] Wrangle a Snake: A Spymaster is important, they can handle the dirty schemes and plots of the Kingdom while you deal with the battles ahead. However you will have to make sure who you pick is...loyal. Cost 100, DC 50, Time 1 Turn, Reward: Gain Spymaster Hero, Unlock more actions.

Required: 50. Rolled: 39.
Failure

You found someone at first, a minor noble within your court that seemed to know what he was doing. Almost too well in fact. As it turns out he was doing too well when the newly arrived Anna discovered him trying to send a missive out to Kells. He was then promptly executed for treason. So you're going to have to try this again.

Reward: Spymaster Hero, Disloyalty found out by Anna. DC for action reduced by 20.

-[X] Not so Noble intentions: You've been gone a long time and as such you can't entirely be sure of where the remaining nobles' loyalties truly lie. You're sure they don't hold treasonous thoughts since if they did they would have joined that rebellion or left by now. Still it would be good to know. Cost 200, DC 10, Time 1 Turn, Reward: Nobles investigated

Required: 10. Rolled: 96
Natural Crit (Whut)

You have to hand it to Kells. He really managed to clean house. By that you mean he got rid of everyone who was disloyal to you and left only the people who actually were, except for a certain former Spymaster. Not only are they loyal but they actually are extremely grateful for your return. A delightful surprise indeed. This loyalty is extreme enough that they just started paying the full amount of taxes outright!

Reward: Noble Opinion 10/10, Grab them by the purse Automatically Succeeds, Tax Income Doubled.
 
That is a nice 1st turn to start us off more so when one of them eliminated a disloyal spymaster. Though we should not rely on additional crits as those come and go. Still sets us up solidly for next turn.
 
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