Lords of Cymrudonia (CKII GSRP) (8/8)

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Lords of Cymrudonia

For the past few decades, things have been rather quite in the small...
Character Creation
Location
Earth
Pronouns
She/Her
Lords of Cymrudonia

For the past few decades, things have been rather quite in the small Kingdom of Cymrudonia. For the most part they haven't involved themselves in the affairs of the rest of those on the isles, or even those far off in the mainland. However, that has recently changed. A select few Lords have had inspiration and ambition strike them, ambition that will change the course of history.




Who Are You?
In the lands of Cymrudonia, weakness in mind or spirit is not generally a recipe for success. Below, you will decide exactly who you are, and the lands which you'd prefer to rule over.

Name: This a rather important thing, as it will likely be the name by which you are referred to for the rest of your life.

Gender: While in the past it was rather rare to see a female ruler, for your first character you may start off as one without any penalties.

Age: The base here will be 16, and you will add or remove years from it depending on the choices you make below.

Attributes: (Add 2 years to age to increase an Attribute by 1) (State Attribute = Personal Attribute + (1/2 * Spouse Attribute) + Councillor Attribute)

Diplomacy: 5 (Base)

Personal Diplomacy increases courtier opinion towards Character.
Personal Diplomacy determines vassal limit. (30% of Diplomacy + 30% of Spouses Diplomacy)
Personal Diplomacy combines with Learning to determine Cultural Technology Points per Season.
State Diplomacy determines effectiveness of Gifts, and gives +0.03 Prestige per Season)
Martial: 5 (Base)
Personal Martial determines a Characters skill as a Commander.
Personal Martial increases Demesne Levy Size.
Personal Martial combines with Learning to determine Cultural Technology points per Season.
State Martial increases Army Morale.

Stewardship: 5 (Base)

Determines demesne limit. (0.15 * (Stewardship + 1/2 Spouse Stewardship)
Personal Stewardship combines with Learning to determine Economic Technology points per Season.
+2% Demesne Income per Point.

Intrigue: 5 (Base)

State Intrigue increases Plot Power.
State Intrigue makes plots less likely to be discovered.
State Intrigue increases imprisonment chance.

Learning: 5 (Base)

Personal Learning combines with Diplomacy, Martial, and Stewardship to determine Technology Points per Season. (0.04 * (Learning + Stat) * 3)

Personal Combat Skill: 0 (Add 2 years to improve by 5)

Increases chance to survive duels, and while leading armies.

Health: 5.0 (Add 5 years to improve by .5)

Increase Life Expectancy.
Education: (Pick only One. If chosen Education is not at max, it is possible for it to evolve through in-game events)

Naive Appeaser: +1 Diplomacy, -1 Martial. Free.
Underhanded Rogue: +3 Diplomacy, -1 Martial, +5% Fertility. Add 3 years to Age.
Charismatic Negotiator: +6 Diplomacy, -1 Martial, +1 Intrigue, +1 Learning, +5% Fertility. Add 8 years to Age.
Grey Eminence: +9 Diplomacy, -1 Martial, +2 Intrigue, +2 Learning, +5% Fertility. Add 14 years to Age.

Misguided Warrior: +1 Martial, -1 Learning, +5 Personal Combat Skill. Add 5 years to Age.
Tough Soldier: +3 Martial, -1 Learning, +10 Personal Combat Skill, +0.5 to Health. Add 7 years to Age.
Skilled Tactician: +6 Martial, +1 Stewardship, +1 Intrigue, -1 Learning, +15 Personal Combat Skill, +0.5 to Health. Add 12 years to Age.
Brilliant Strategist: +9 Martial, +2 Stewardship, +2 Intrigue, -1 Learning, +20 Personal Combat Skill, +0.5 to Health. Add 17 years to Age.

Indulgent Wastrel: -1 Diplomacy, +1 Stewardship. Free.
Thrifty Clerk: -1 Diplomacy, +3 Stewardship, +5% Fertility. Add 3 years to Age.
Fortune Builder: -1 Diplomacy, +1 Martial, +6 Stewardship, +1 Learning, +10% Fertility. Add 9 years to Age.
Midas Touched: -1 Diplomacy, +2 Martial, +9 Stewardship, +2 Learning, +15% Fertility. Add 15 years to Age.

Amateurish Plotter: -1 Stewardship, +1 Intrigue, +4 Personal Combat Skill. Free
Flamboyant Schemer: -1 Stewardship, +3 Intrigue, +8 Personal Combat Skill. Add 2 years to Age.
Intricate Webweaver: +1 Diplomacy, +1 Martial, -1 Stewardship, +6 Intrigue, +12 Personal Combat Skill. Add 7 years to Age.
Elusive Shadow: +2 Diplomacy, +2 Martial, -1 Stewardship, +9 Intrigue, +16 Personal Combat Skill. Add 12 years to Age.

Detached Priest: -1 Intrigue, +1 Learning. Free
Dutiful Cleric: -1 Intrigue, +3 Learning. Add 2 years to Age.
Scholarly Theologian: +1 Martial, +1 Stewardship, -1 Intrigue, +6 Learning. Add 6 years to Age.
Mastermind Theologian: +2 Martial, +2 Stewardship, -1 Intrigue, +9 Learning. Add 11 years to Age.


Traits: (Opposite traits cannot be taken together) (Be aware that many traits can lead to unique events occurring, both good and bad)

Depressed: -1 to Diplomacy, Martial, Stewardship, Intrigue, -5% Fertility, -5 Personal Combat Skill, -1.0 to Health. Subtract 15 years from Age.

Drunkard: -2 to Stewardship, -10 Personal Combat Skill, -5 Church Opinion, +5 Same Trait Opinion. Subtract 5 years from Age.

Infirm: -3 to Diplomacy, Martial, Stewardship, Intrigue, -1 to Learning, -30% Fertility, -50 Personal Combat Skill, -1.0 to Health. Subtract 31 years from Age.

Lunatic: +5 Same Trait Opinion, -5 Liege/Vassal Opinion. Subtract 8 years from Age.

Maimed: -2 Martial, -2 Learning, -30 Personal Combat Skill, +5 Same Trait Opinion, -2.0 Health. Subtract 27 years from Age.

Possessed: +5 Same Trait Opinion, +5 Personal Combat Skill. Subtract 3 years from Age.

Stressed: -1 Stewardship, -1 Intrigue, -10% Fertility, -10 Personal Combat Skill, -1.0 Health. Subtract 14 years from Age.

Wounded: -1 to Martial, -15 Personal Combat Skill, -1.0 to Health. Subtract 11 years from Age

Attractive: +1 to Diplomacy, +15 to Opposite Gender Opinion. (1% chance to randomly appear, 15% chance to inherit). Add 16 years to Age. (Opposite of Ugly)

Genius: +5 to all Attributes, +5 Vassal/Liege Opinion, +10 Personal Combat Skill. (0.5% chance to randomly appear, 15% chance to inherit). Add 30 years to Age. (Opposite of Imbecile, Slow, and Quick)

Quick: +3 to all Attributes. +5 Personal Combat Skill. (1% chance to randomly appear, 15% chance to inherit). Add 15 years to Age. (Opposite of Imbecile, Slow, and Genius)

Strong: +1 Diplomacy, +2 Martial, +10 to Opposite Gender Opinion, +5 Vassal/Liege Opinion, +5 Tribal Opinion, +10% Fertility, +10 Personal Combat Skill, +1.0 to Health. (1% chance to randomly appear, 15% chance to inherit). Add 25 years to Age. (Opposite of Weak)

Clubfooted: -1 Martial, -5 Opposite Gender Opinion, +5 Same Trait Opinion, -5 Personal Combat Skill. (0.25% chance to randomly appear, 15% chance to inherit). Subtract 4 years from Age.

Dwarf: -1 Martial, -30 Opposite Gender Opinion, +30 Same Trait Opinion, -15 Personal Combat Skill. (0.25% chance to randomly appear, 15% chance to inherit). Subtract 14 years from Age. (Opposite of Giant)

Harelip: -1 Diplomacy, -10 Opposite Gender Opinion, +5 Same Trait Opinion. (0.25% chance to randomly appear, 15% chance to inherit). Subtract 4 years from Age.

Hunchback: -1 Martial, -30 Opposite Gender Opinion, +5 Same Trait Opinion, -5 Vassal/Liege Opinion. (0.25% chance to randomly appear, 15% chance to inherit). Subtract 19 years from Age.

Imbecile: -8 to all Attributes, -30 Opposite Gender Opinion, -10 Vassal/Liege Opinion, -30 Personal Combat Skill. (0.25% chance to randomly appear, 15% chance to inherit). Subtract 65 years from Age. (Opposite of Slow, Quick, and Genius)

Inbred: -5 to all Attributes, -30 Opposite Gender Opinion, -10 Vassal/Liege Opinion, -30% Fertility, -30 Personal Combat Skill, -1.5 to Health. (25% chance to inherit). Subtract 71 years from Age.

Lisp: -1 Diplomacy, +5 Same Trait Opinion. (0.5% chance to randomly appear, 15% chance to inherit). Subtract 1 year from Age.

Slow: -3 to all Attributes, -5 Personal Combat Skill. (1% chance to randomly appear, 15% chance to inherit). Subtract 15 years from Age.

Stutter: -1 Diplomacy, +5 Same Trait Opinion. (0.5% chance to randomly appear, 15% chance to inherit). Subtract 4 years from Age.

Ugly: -1 Diplomacy, -20 Opposite Gender Opinion. (0.25% chance to randomly appear, 10% chance to inherit). Subtract 11 years from Age. (Opposite of Attractive)

Weak: -1 Martial, -10 Opposite Gender Opinion, -5 Vassal/Liege Opinion, -10 Tribal Opinion, -5% Fertility, -10 Personal Combat Skill, -1.0 Health. (0.25% chance to randomly appear, 15% chance to inherit). Subtract 22 years from Age. (Opposite of Strong)

Brawny: +1 Diplomacy, +2 Martial, +5 Opposite Gender Opinion, +5 Vassal/Liege Opinion, +5 Tribal Opinion, +10 Personal Combat Skill, +1.0 Health. Add 21 years to Age. (Opposite of Frail)

Frail: -1 Martial, -5 Opposite Gender Opinion, -5 Vassal/Liege Opinion, -5 Tribal Opinion, -10 Personal Combat Skill, -0.5 Health. Subtract 14 years from Age. (Opposite of Brawny)

Shrewd: +2 to all Attributes, +3 Personal Combat Skill. Add 10 years to Age. (Opposite of Dull)

Dull: -2 to all Attributes, -3 Personal Combat Skill. Subtract 10 years from Age. (Opposite of Shrewd)

Administrator: +3 Stewardship, +10% Movement Speed. Add 10 years to Age.

Architect: +1 Martial, +2 Stewardship, +10 Same Trait Opinion, +20% Siege Speed. Add 12 years to Age.

Duelist: +3 Martial, +10 Same Trait Opinion, +30 Personal Combat Skill. Add 10 years to Age.

Game Master: +2 Diplomacy, +1 Martial, +10 Same Trait Opinion, +30% Narrow Flank. Add 10 years to Age.

Gardener: +2 Stewardship, +1 Learning, +10 Same Trait Opinion. Add 10 years to Age.

Hedonist: +2 Diplomacy, +1 Intrigue, -5 Church Opinion, -5 Opposite Trait Opinion, +10 Same Trait Opinion. Add 10 years to Age. (Opposite of Celibate)

Hunter: +1 Diplomacy, +2 Martial, +10 Same Trait, +10 Personal Combat Skill, +20% Pursue. Add 10 years to Age.

Impaler: +2 Intrigue, +1 Learning, +10 Same Trait Opinion, +10 Personal Combat, +10% Morale Damage. Add 10 years to Age.

Master Schemer: +3 Intrigue, -5 Same Trait Opinion. Add 10 years to Age.

Master Seducer: +1 Diplomacy, +2 Intrigue, +50 Opposite Gender Opinion. Add 12 years to Age. (Opposite of Celibate and Master Seductress)

Master Seductress: +1 Diplomacy, +2 Intrigue, +50 Opposite Gender Opinion. Add 12 years to Age. (Opposite of Celibate and Master Seducer)

Mystic: +1 Stewardship, +2 Learning, +10 Same Trait Opinion. Add 10 years to Age.

Scholar: +3 Learning, +10 Same Trait Opinion. Add 10 years to Age.

Socializer: +3 Diplomacy, +10 Opposite Gender Opinion, +10 Same Trait Opinion. Add 12 years to Age.

Strategist: +2 Martial, +1 Stewardship, +10 Same Trait Opinion, +20% Defense. Add 12 years to Age.

Theologian: +1 Intrigue, +2 Learning. Add 10 years to Age.

Chaste: +1 Learning, +5 Church Opinion, -5 Opposite Trait Opinion, +1.5 Piety per Season, -15% Fertility. Add 6 years to Age. (Opposite of Lustful)

Temperate: +2 Stewardship, +5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion. Add 5 years to Age. (Opposite of Gluttonous)

Charitable: +3 Diplomacy, +5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -3 Personal Combat Skill. (Opposite of Greedy)

Diligent: +1 to all Attributes, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion. Add 10 years to Age. (Opposite of Slothful)

Patient: +1 Diplomacy, Stewardship, Intrigue, Learning, -5 Opposite Trait Opinion, +5 Personal Combat Skill, +20% Defense. Add 12 years to Age. (Opposite of Wroth)

Kind: +2 Diplomacy, -2 Intrigue, +5 Vassal/Liege Opinion, -5 Personal Combat Skill. Add 5 years to Age. (Opposite of Envious and Cruel)

Humble: +5 Same Trait Opinion, -5 Opposite Trait Opinion, +3 Piety per Season. Add 20 years to Age. (Opposite of Proud)

Lustful: +1 Intrigue, -5 Church Opinion, -0.75 Piety per Season, +20% Fertility. Doesn't affect Age. (Opposite of Chaste)

Gluttonous: -2 Stewardship, -5 Church Opinion, -15 Opposite Gender Opinion, +5 Same Trait Opinion. Subtract 10 years from Age. (Opposite of Temperate)

Greedy: -1 Diplomacy, +10% Income. Add 4 years to Age. (Opposite of Charitable)

Slothful: -1 to all Attributes, -5 Vassal/Liege Opinion, -5 Personal Combat Skill. Subtract 10 years from Age. (Opposite of Diligent)

Wroth: -1 Diplomacy, +3 Martial, -1 Intrigue, +3 Personal Combat Skill. Add 1 year to Age. (Opposite of Patient)

Envious: -1 Diplomacy, +2 Intrigue, -15 Vassal/Liege Opinion, +3 Personal Combat Skill. Add 1 year to Age. (Opposite of Kind)

Proud: +1.5 Prestige per Season. Add 5 years to Age. (Opposite of Humble)

Ambitious: +2 to all Attributes, -5 Same Trait Opinion, +3 Personal Combat Skill. Add 8 years to Age. (Opposite of Content)

Arbitrary: -2 Stewardship, +1 Intrigue, -1 Learning, -5 Vassal/Liege Opinion. Subtract 8 years from Age. (Opposite of Just)

Brave: +2 Martial, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, +10 Personal Combat Skill, +10% Morale Defense. Add 12 years to Age. (Opposite of Craven)

Content: -1 Intrigue, +25 Vassal/Liege Opinion, +1.5 Piety per Season. Add 9 years to Age. (Opposite of Ambitious)

Craven: -2 Martial, -5 Vassal/Liege Opinion, -10 Personal Combat Skill, -20% Morale Defense. Subtract 17 years from Age. (Opposite of Brave)

Cruel: -1 Diplomacy, +1 Intrigue, -5 Vassal/Liege Opinion, +3 Personal Combat Skill, +10% Morale Damage. Doesn't affect Age. (Opposite of Kind)

Cynical: +2 Intrigue, -5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -0.6 Piety per Season. Subtract 5 years from Age. (Opposite of Zealous)

Deceitful: -2 Diplomacy, +3 Intrigue, -5 Opposite Trait Opinion, +3 Personal Combat Skill. Subtract 2 years from Age. (Opposite of Honest)

Erudite: +2 Learning, +5 Church Opinion, -2 Personal Combat Skill. Add 5 years to Age.

Gregarious: +2 Diplomacy, +5 Vassal/Liege Opinion, +5 Opposite Gender Opinion, +5 Same Trait Opinion. Add 12 years to Age. (Opposite of Shy)

Honest: +3 Diplomacy, -2 Intrigue, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -2 Personal Combat Skill. Add 1 year to Age. (Opposite of Deceitful)

Just: +2 Stewardship, +1 Learning, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion. Add 8 years to Age. (Opposite of Arbitrary)

Paranoid: -1 Diplomacy, +2 Intrigue. Add 1 year to Age. (Opposite of Trusting)

Shy: -2 Diplomacy, -2 Personal Combat Skill. Subtract 2 years from Age. (Opposite of Gregarious)

Stubborn: -1 Diplomacy, +1 Stewardship, -5 Vassal/Liege Opinion, +3 Personal Combat Skill. Subtract 5 years from Age.

Trusting: +1 Diplomacy, -2 Intrigue, -2 Personal Combat Skill. Subtract 1 year from Age. (Opposite of Paranoid)

Zealous: +2 Martial, +5 Church Opinion, +15 Same Trait/Religion Opinion, -25 Other Faith Opinion, -5 Opposite Trait Opinion, +1 Monthly Piety. Add 30 years to Age. (Opposite of Cynical)

Dynasty:

You can start off with a wife if you don't wanna to the trouble of finding one. However, their stats will be randomly generated, and they will not give any alliances or claims. You may add more years to your Age for a better spouse, just let me know you did so.

You may start off with an heir, they will be 16 and have randomly generated stats as well. You could also just have a child and raise them yourself in game. You may add more years to your Age for a better spouse, just let me know you did so.

Just name how many you want here. Be careful though, they or their children may have a claim to your throne...

Holdings: (Pick the 3 you would prefer) (You may add .3 to one tech, and .2 to two techs once you receive your Holding)

City of Llangefni
Income (per Season): 3
Supply Limit: 20,000 (can support 220 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

City of Saundersfoot
Income (per Season): 3
Supply Limit: 15,000 (can support 165 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

City of Abersoch
Income (per Season): 3
Supply Limit: 25,000 (can support 275 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

City of Llanberis
Income (per Season): 3
Supply Limit: 15,000 (can support 165 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

Castle Whitestone
Income (per Season): 1
Supply Limit: 25,000 (Can support 275 soldiers a Season, per Season)
Base Levy: 60 Light Infantry, 150 Heavy Infantry, 15 Light Cavalry
Buildings: None
Fort Level: 3
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

Bisophric of Saint Marcus
Income (per Season): 2
Supply Limit: 10,000 (can support 110 soldiers for a Season, per Season)
Base Levy: 45 Light Infantry, 45 Heavy Infantry, 40 Archers, 2 Longships
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

City of Pembroke
Income (per Season): 3
Supply Limit: 15,000 (can support 165 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

City of Nanhyfer
Income (per Season): 3
Supply Limit: 20,000 (can support 220 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

City of Cardigan
Income (per Season): 3
Supply Limit: 20,000 (can support 220 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7

City of Newport
Income (per Season): 3
Supply Limit: 25,000 (can support 275 soldiers for a Season, per Season)
Base Levy: 75 Light Infantry, 40 Archers
Buildings: None
Fort Level: 0
Treasury: 500 gold (to be spent before game begins)
Technology:
Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7
Castle Infrastructure: 0.7
Town Infrastructure: 0.7
Church Infrastructure: 0.7
Improved Keeps: 0.7
Trade Practice: 0.7
Construction: 0.7
Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7
 
Last edited:
Technology and Building List
Spring, 770

Light Infantry
  • +7.5% Stats to Light Infantry and Archers per Level
Heavy Infantry
  • +7.5% Stats to Heavy Infantry and Pikemen per Level
Cavalry
  • +7.5% Stats to Light Cavalry, Heavy Cavalry, and Horse Archers per Level
Siege Equipment
  • +12.5% Siege Speed per Level
Shipbuilding
  • Unlocks Buildings
  • +10% Galley Limit per Level
Military Organization
  • +12.5% Supply Limit per Level:
  • +5% Morale per Level
  • +150% Retinue Cap per Level

Castle Infrastructure
  • Unlocks Buildings
  • +6.2% Castle Income per Level
Town Infrastructure
  • Unlocks Buildings
  • +6.2% Town Income per Level
Church Infrastructure
  • Unlocks Buildings
  • +6.2% Church Income per Level
Improved Keeps
  • Unlocks Buildings
Trade Practice
  • Unlocks Buildings
  • +7.5% Trade Post Income per Level
  • +1 Trade Post per Level (Base: 1)
Construction
  • Unlocks Buildings
  • Construction Time and Cost reduced by 3.1% per Level

Noble Customs
  • +3 Vassal/Liege Opinion per Level
Popular Customs
  • +3 Burgher Vassal Opinion per Level
Religious Customs
  • +3 Clergy Opinion per Level
Majesty
  • Increase Piety and Prestige gain by 6.2% per Level
  • Reduces Short Reign by .62 Years per Level (Base: 10)
  • Majesty II for Establish Tributary State Casus Belli
  • Majesty V required for Imperial Administration Law
Tolerance
  • Reduces Wrong Religion and Wrong Culture Modifiers by 6.2% per Level.
  • Tolerance III - V to unlock Gender Equality Laws
Legalism
  • Unlocks New Laws and Successions

Levies recover at a rate of 5% per season.


Tech Points to Advance to Rank:
I: 100
II: 200
III: 300
IV: 400
V: 500
VI: 600
VII: 700
VIII: 800


Unit: Skirmish Stats - Melee Stats - Pursuit Stats

Light Infantry: 1A, 3D - 3A, 3D - 3A, 3D

Archers: 5A, 3D - 1A, 2D - 2A, 3D

Heavy Infantry: .25A, 5D - 6A, 4D - 2A, 2D

Pikemen: .1A, 5D - 5A, 8D - .2A, 2D

Light Cavalry: 1A, 5D - 3A, 3D - 10A, 8D

Heavy Cavalry: .5A, 8D - 10A, 8D - 8A, 5D

Horse Archers: 4A, 4D - 3A, 4D - 7A, 7D


(Base Income: 1 per Season, Base Fort Level: 3, Base Levy: 60 Light Infantry, 150 Heavy Infantry, 15 Light Cavalry)
Castle Fortifications I: (No Tech Requirements) (No Building Requirements)
Price: 50
Build Time: 2 Seasons
Effect: +0.5 Fort Level
Castle Fortifications II: (Improved Keeps I) (Castle Walls I, Castle Fortifications I)
Price: 50
Build Time: 2 Seasons
Effect: +0.5 Fort Level
Castle Fortifications III: (Improved Keeps III) (Castle Fortifications II)
Price: 50
Build Time: 2 Seasons
Effect: +0.5 Fort Level
Castle Fortifications IV: (Improved Keeps V) (Castle Fortifications III)
Price: 100
Build Time: 4 Seasons
Effect: +1 Fort Level
Castle Fortifications V: (Improved Keeps VII) (Castle Fortifications IV)
Price: 100
Build Time: 4 Seasons
Effect: +1 Fort Level
Castle Walls I: (No Tech Requirements) (No Building Requirements)
Price: 50
Build Time: 4 Seasons
Effect: +0.5 Fort Level, +2.5% Levy Size, +0.2 Income (.05 Income per Season)
Castle Walls II: (Improved Keeps II) (Castle Walls I)
Price: 50
Build Time: 6 Seasons
Effect: +0.5 Fort Level, +2.5% Levy Size, +0.2 Income (.05 Income per Season)
Castle Walls III: (Improved Keeps IV) (Castle Walls II)
Price: 100
Build Time: 8 Seasons
Effect: +0.5 Fort Level, +5% Levy Size, +0.2 Income (.05 Income per Season)
Castle Walls IV: (Improved Keeps VI) (Castle Walls III)
Price: 100
Build Time: 12 Seasons
Effect: +0.5 Fort Level, +5% Levy Size, +0.2 Income (.05 Income per Season)
Castle Walls V: (Improved Keeps VIII) (Castle Walls IV)
Price: 150
Build Time: 16 Seasons
Effect: +1 Fort Level, +7.5% Levy Size, +0.5 Income (.125 Income per Season)
Keep I: (No Tech Requirements) (No Building Requirements)
Price: 150
Build Time: 6 Seasons
Effect: +5% Levy Size, +5% Garrison Size
Keep II: (No Tech Requirements) (Castle Walls I, Keep I)
Price: 200
Build Time: 8 Seasons
Effect: +10% Levy Size, +10% Garrison Size
Keep III: (Improved Keeps II) (Castle Walls II, Keep II)
Price: 300
Build Time: 12 Seasons
Effect: +15% Levy Size, +15% Garrison Size
Keep IV: (Improved Keeps IV) (Keep III)
Price: 400
Build Time: 16 Seasons
Effect: +20% Levy Size +20% Garrison Size
Keep V: (Improved Keeps VI) (Keep IV)
Price: 500
Build Time: 24 Seasons
Effect: +25% Levy Size, +20% Garrison Size
Keep VI: (Improved Keeps VIII) (Keep VI)
Price: 500
Build Time: 24 Seasons
Effect: +30% Levy Size, +20% Garrison Size
Militia Training Grounds I: (No Tech Requirements) (No Building Required)
Price: 100
Build Time: 4 Seasons
Effect: +80 Light Infantry, +10 Light Archers
Militia Training Ground II: (Castle Infrastructure I) (Castle Walls I, Militia Training Ground I)
Price: 120
Build Time: 6 Seasons
Effect: +50 Light Infantry, +50 Light Archers
Militia Training Ground III: (Castle Infrastructure V) (Militia Training Ground II)
Price: 200
Build Time: 12 Seasons
Effect: +20 Light Infantry, +90 Archers
Militia Training Ground IV: (Castle Infrastructure VII) (Militia Training Ground III)
Price: 300
Build Time: 12 Seasons
Effect: +30 Light Infantry, +120 Archers
Training Grounds I: (No Tech Requirement) (Castle Walls II)
Price: 200
Build Time: 8 Seasons
Effect: +10% Morale, +20 Retinue Size
Training Grounds II: (Castle Infrastructure III) (Training Grounds I)
Price: 250
Build Time: 12 Seasons
Effect: +15% Morale, +20 Retinue Size
Training Grounds III: (Castle Infrastructure VI) (Training Grounds II)
Price: 300
Build Time: 24 Seasons
Effect: +20% Morale, +20 Retinue Size
Barracks I: (No Technology Requirements) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +30 Heavy Infantry, +15 Pikemen
Barracks II: (No Tech Requirements) (Castle Walls I, Barracks I)
Price: 120
Build Time: 6 Seasons
Effect: +40 Heavy Infantry, +15 Pikemen
Barracks III: (Castle Infrastructure I) (Castle Walls II, Barracks II)
Price: 200
Build Time: 8 Seasons
Effect: +45 Heavy Infantry, +20 Pikemen
Barracks IV: (Castle Infrastructure III) (Barracks III)
Price: 300
Build Time: 12 Seasons
Effect: +50 Heavy Infantry, +25 Pikemen
Barracks V: (Castle Infrastructure V) (Barracks IV)
Price: 400
Build Time: 24 Seasons
Effect: +60 Heavy Pikemen, +25 Pikemen
Barracks VI: (Castle Infrastructure VII) (Barracks V)
Price: 500
Build Time: 24 Seasons
Effect: +65 Heavy Infantry, +30 Pikemen
Stables I: (No Technology Requirements) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +35 Light Cavalry
Stables II: (No Technology Requirements) (Stables I, Castle Walls I)
Price: 120
Build Time: 6 Seasons
Effect: +45 Light Cavalry
Stables III: (Castle Infrastructure II) (Stables II, Castle Walls II)
Price: 200
Build Time: 8 Seasons
Effect: +55 Light Cavalry
Stables IV: (Castle Infrastructure IV) (Stables III)
Price: 300
Build Time: 12 Seasons
Effect: +55 Light Cavalry, +5 Heavy Cavalry
Stables V: (Castle Infrastructure VI) (Stables IV)
Price: 400
Build Time: 24 Seasons
Effect: +55 Light Cavalry, +10 Heavy Cavalry
Stables VI: (Castle Infrastructure VIII) (Stables V)
Price: 500
Build Time: 24 Seasons
Effect: +55 Light Cavalry, +20 Heavy Cavalry
Castle Town I: (No Technology Requirements) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +2 Income (0.5 per Season)
Castle Town II: (No Technology Requirements) (Castle Town I, Castle Walls I)
Price: 120
Build Time: 6 Seasons
Effect: +2 Income (0.5 per Season)
Castle Town III: (Castle Infrastructure II) (Castle Town II, Castle Walls II)
Price: 200
Build Time: 8 Seasons
Effect: +2 Income (0.5 per Season)
Castle Town IV: (Castle Infrastructure IV) (Castle Town III)
Price: 300
Build Time: 12 Seasons
Effect: +2 Income (0.5 per Season)
Castle Town V: (Castle Infrastructure VI) (Castle Town IV)
Price: 400
Build Time: 24 Seasons
Effect: +2 Income (0.5 per Season)
Castle Town VI: (Castle Infrastructure VIII) (Castle Town V)
Price: 500
Build Time: 24 Seasons
Effect: +2 Income (0.5 per Season)
Castle Shipyard I: (Shipbuilding I) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +4 Galleys
Castle Shipyard II: (Shipbuilding II) (Castle Shipyard I)
Price: 100
Build Time: 8 Seasons
Effect: +5 Galleys
Castle Shipyard III: (Shipbuilding III) (Castle Shipyard II)
Price: 100
Build Time: 12 Seasons
Effect: +6 Galleys
Castle Shipyard IV: (Shipbuilding IV) (Castle Shipyard III)
Price: 100
Build Time: 16 Seasons
Effect: +7 Galleys

(Base Income: 3 per Season, Base Fort Level: 0, Base Levy: 75 Light Infantry, 40 Archers)
Fortifications:
City Fortifications I: (No Tech Requirements) (Town Walls I)
Price: 50
Build Time: 2 Seasons
Effect: +0.4 Fort Level
City Fortifications II: (Improved Keeps I) (Town Walls II, City Fortifications I)
Price: 50
Build Time: 2 Seasons
Effect: +0.4 Fort Level
City Fortifications III: (Improved Keeps III) (City Fortifications II)
Price: 50
Build Time: 2 Seasons
Effect: +0.5 Fort Level
City Fortifications IV: (Improved Keeps V) (City Fortifications III)
Price: 100
Build Time: 4 Seasons
Effect: +1 Fort Level
City Fortifications V: (Improved Keeps VII) (City Fortifications IV)
Price: 100
Build Time: 4 Seasons
Effect: +1 Fort Level

Walls:
Town Walls I: (No Tech Requirements) (No Building Requirements)
Price: 50
Build Time: 4 Seasons
Effect: +0.4 Fort Level, +2.5% Levy Size, +0.2 Income (.05 Income per Season)
Town Walls II: (Improved Keeps II) (Town Walls I)
Price: 50
Build Time: 6 Seasons
Effect: +0.4 Fort Level, +2.5% Levy Size, +0.2 Income (.05 Income per Season)
Town Walls III: (Improved Keeps IV) (Town Walls II)
Price: 100
Build Time: 8 Seasons
Effect: +0.4 Fort Level, +5% Levy Size, +0.2 Income (.05 Income per Season)
Town Walls IV: (Improved Keeps VI) (Town Walls III)
Price: 100
Build Time: 12 Seasons
Effect: +0.5 Fort Level, +5% Levy Size, +0.2 Income (.05 Income per Season)
Town Walls V: (Improved Keeps VIII) (Town Walls IV)
Price: 150
Build Time: 16 Seasons
Effect: +1 Fort Level, +7.5% Levy Size, +0.5 Income (.05 Income per Season)

Militia Training Grounds:
Militia Training Grounds I: (No Tech Requirements) (No Building Requirements)
Price: 150
Build Time: 6 Seasons
Effect: +5% Levy Size, +5% Garrison Size
Militia Training Grounds II: (No Tech Requirements) (Town Walls I, Militia Training Grounds I)
Price: 200
Build Time: 8 Seasons
Effect: +7.5% Levy Size, +10% Garrison Size
Militia Training Grounds III: (Improved Keeps II) (Militia Training Grounds II)
Price: 300
Build Time: 12 Seasons
Effect: +10% Levy Size, +15% Garrison Size
Militia Training Grounds IV: (Improved Keeps IV) (Militia Training Grounds III)
Price: 400
Build Time: 16 Seasons
Effect: +12.5% Levy Size, +20% Garrison Size
Militia Training Grounds V: (Improved Keeps VI) (Militia Training Grounds IV
Price: 500
Build Time: 24 Seasons
Effect: +15% Levy Size, +20% Garrison Size
Militia Training Grounds VIII (Improved Keeps VIII) (Militia Training Grounds V)
Price: 500
Build Time: 24 Seasons
Effect: +15% Levy Size, +25% Garrison Size

Mustering Grounds:
Mustering Ground I: (No Technology Required) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +60 Light Infantry, +30 Archers
Mustering Ground II: (No Technology Required) (Town Walls I, Mustering Ground I)
Price: 120
Build Time: 6 Seasons
Effect: +40 Light Infantry, +70 Archers
Mustering Ground III: (Town Infrastructure I) (Mustering Ground II)
Price: 200
Build Time: 8 Seasons
Effect: +80 Light Infantry, +50 Archers
Mustering Ground IV: (Town Infrastructure III) (Mustering Ground III)
Price: 300
Build Time: 12 Seasons
Effect: +60 Light Infantry, +90 Archers
Mustering Ground V: (Town Infrastructure V) (Mustering Ground IV)
Price: 400
Build Time: 24 Seasons
Effect: +100 Light Infantry, +70 Archers
Mustering Ground VI: (Town Infrastructure VII) (Mustering Ground V)
Price: 500
Build Time: 24 Seasons
Effect: +80 Light Infantry, +110 Archers

City Guard:
City Guard I: (No Technology Required) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +45 Pikemen
City Guard II: (Town Infrastructure II) (Town Walls I, City Guard I)
Price: 120
Build Time: 6 Seasons
Effect: +55 Pikemen
City Guard III: (Town Infrastructure IV) (Town Walls II, City Guard II)
Price: 200
Build Time: 8 Seasons
Effect: +65 Pikemen
City Guard IV: (Town Infrastructure VI) (City Guard III)
Price: 300
Build Time: 12 Seasons
Effect: +75 Pikemen
City Guard V: (Town Infrastructure VIII) (City Guard IV)
Price: 400
Build Time: 24 Seasons
Effect: +85 Pikemen

Economic Buildings:
Town Market: (No Technology Required) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +3.0 Income (+0.75 per Season)
City Guild Hall: (No Technology Required) (Town Walls I, Town Market)
Price: 120
Build Time: 6 Seasons
Effect: +3.0 Income (+0.75 per Season)
Toll Booth: (Town Infrastructure I) (City Guild Hall, Town Walls II)
Price: 200
Build Time: 8 Seasons
Effect: +3.0 Income (+0.75 per Season)
Court: (Town Infrastructure III) (Toll Booth)
Price: 300
Build Time: 12 Seasons
Effect: +3.0 Income (+0.75 per Season)
Assay Office: (Town Infrastructure V) (Court)
Price: 400
Build Time: 24 Seasons
Effect: +3.0 Income (+0.75 per Season)
Fair: (Town Infrastructure VII) (Assay Office)
Price: 500
Build Time: 24 Seasons
Effect: +3.0 Income (+0.75 per Season)

Ports:
Port I: (No Technology Required) (No Building Required)
Price: 100
Build Time: 4 Seasons
Effect: +3.0 Income (+0.75 per Season)
Port II: (Trade Practices I) (Town Walls I, Port I)
Price: 120
Build Time: 6 Seasons
Effect: +3.0 Income (+0.75 per Season)
Port III: (Trade Practices III) (Town Walls II, Port II)
Price: 200
Build Time: 8 Seasons
Effect: +3.0 Income (+0.75 per Season)
Port IV: (Trade Practices IV) (Port III)
Price: 300
Build Time: 12 Seasons
Effect: +3.0 Income (+0.75 per Season)
Port V: (Trade Practices VI) (Port IV)
Price: 400
Build Time: 24 Seasons
Effect: +3.0 Income (+0.75 per Season)

Shipyards:
Shipyard I: (Shipbuilding I) (No Buildings Required)
Price: 100
Build Time: 4 Seasons
Effect: +5 Galleys
Shipyard II: (Shipbuilding II) (Shipyard I)
Price: 100
Build Time: 8 Seasons
Effect: +6 Galleys
Shipyard III: (Shipbuilding III) (Shipyard II)
Price: 100
Build Time: 12 Seasons
Effect: +7 Galleys
Shipyard IV: (Shipbuilding IV) (Shipyard III)
Price: 100
Build Time: 24 Seasons
Effect: +8 Galleys

Universities:
University I: (Town Infrastructure II) (No Building Requirements)
Price: 600
Build Time: 12 Seasons
Effect: -5% Tech Cost, +.15 Economic Tech Points per Season
University II: (Town Infrastructure IV) (University I)
Price: 800
Build Time: 24 Seasons
Effect: -5% Tech Cost, +.15 Economic Tech Points per Season
University III: (Town Infrastructure VIII) (University II)
Price: 800
Build Time: 24 Seasons
Effect: -5% Tech Cost, +.15 Economic Tech Points per Season

Infrastructure:
Garrisoned Roads: (No Tech Requirements) (No Buildings Required)
Price: 125
Build Time: 4 Seasons
Effect: +3.0 Income (+0.75 per Season), +5 Trade Value
Stone Roads: (Town Infrastructure III) (Garrisoned Roads)
Price: 250
Build Time: 6 Seasons
Effect: +3.0 Income (+0.75 per Season), +1 Trade Post Limit, +5 Trade Value
Cleared Pathways: (Town Infrastructure V) (Stone Roads)
Price: 450
Build Time: 8 Seasons
Effect: +3.0 Income (+0.75 per Season), +5 Trade Value
Great Aqueduct: (Town Infrastructure VII) (Cleared Pathways)
Price: 750
Build Time: 14 Seasons
Effect: +3.0 Income (+0.75 per Season), +0.3 Economic Tech Points per Season, +5 Trade Value
 
Last edited:
Lord Velrichet of Waetlane
[X] Plan: He Has Good Genes
I won't lie, I thought I was making a plan for a Quest rather than a GSRP...

Gender: Male
Age: 16 +3 -11 -8 +16 +30 +25 -14 -10 (47) +13 == 60

Diplomacy: 5 -1 +1 +5 +1 -1 +3 -2 (11)
Martial: 5 -1 +5 +2 -2 (9)
Stewardship: 5 +3 +5 -2 (11)
Intrigue: 5 +5 +1 -2 (9)
Learning: 5 +5 -2 (8)
Personal Combal Skill: 0 -15 +10 +10 +10 -3 -3 (9)
Health: 5.0 -1.0 +1.0 -0.5 (4.5)
Fertility: 50% +5% +10% +20% (85%)

+ 15 +10 -5 (+20) to Opposite Gender Opinion
+ -5 +5 +5 -5 (0) Vassal/Liege Opinion
+ 5 Lunatic Opinion
+ 5 -5 (0) Tribal Opinion
+5 -5 (0) Church Opinion
+5 Charitable Opinion
-5 Greedy Opinion
-0.75 Piety Per Season

-Education:
--Thrifty Clerk: -1 Diplomacy, +3 Stewardship, +5% Fertility. Add 3 years to Age.

-Health:
--Wounded: -1 to Martial, -15 Personal Combat Skill, -1.0 to Health. Subtract 11 years from Age
--Lunatic: +5 Same Trait Opinion, -5 Liege/Vassal Opinion. Subtract 8 years from Age.

-Genetic:
--Attractive: +1 to Diplomacy, +15 to Opposite Gender Opinion. (1% chance to randomly appear, 15% chance to inherit). Add 16 years to Age. (Opposite of Ugly)
--Genius: +5 to all Attributes, +5 Vassal/Liege Opinion, +10 Personal Combat Skill. (0.5% chance to randomly appear, 15% chance to inherit). Add 30 years to Age. (Opposite of Imbecile, Slow, and Quick)
--Strong: +1 Diplomacy, +2 Martial, +10 to Opposite Gender Opinion, +5 Vassal/Liege Opinion, +5 Tribal Opinion, +10% Fertility, +10 Personal Combat Skill, +1.0 to Health. (1% chance to randomly appear, 15% chance to inherit). Add 25 years to Age. (Opposite of Weak)

-Non-inheritable:
--Frail: -1 Martial, -5 Opposite Gender Opinion, -5 Vassal/Liege Opinion, -5 Tribal Opinion, +10 Personal Combat Skill, -0.5 Health. Subtract 14 years from Age. (Opposite of Brawny)
--Dull: -2 to all Attributes, -3 Personal Combat Skill. Subtract 10 years from Age. (Opposite of Shrewd)

-Virtue:
--Charitable: +3 Diplomacy, +5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -3 Personal Combat Skill. (Opposite of Greedy)

-Sin:
--Lustful: +1 Intrigue, -5 Church Opinion, -0.75 Piety per Season, +20% Fertility. Doesn't affect Age. (Opposite of Chaste)
Wife Wifesdotr: (Need a name. :p)
Age: 35
-Diplomacy: 18 (8 + 6 + 1 + 2 + 1)
-Martial: 7 (5 - 1 + 2 + 1)
-Stewardship: 9 (6 + 2 + 1)
-Intrigue: 11 (7 + 1 + 2 + 1)
-Learning: 9 (5 + 1 + 2 + 1)
-Personal Combat Skill: 5
Health: 5.0
Fertility: 30%
Education: Charismatic Negotiator: +6 Diplomacy, -1 Martial, +1 Intrigue, +1 Learning, +5% Fertility.
Attractive: +1 to Diplomacy, +15 to Opposite Gender Opinion. (1% chance to randomly appear, 15% chance to inherit).
Shrewd: +2 to all Attributes, +3 Personal Combat Skill.
Diligent: +1 to all Attributes, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion.

Son Velrichetsson: (Also needs a name.)
Age: 16
-Diplomacy: 5 (4 + 1 + 1 + 1 - 2)
-Martial: 6 (4 + 2)
-Stewardship: 3 (3 - 1 + 1)
-Intrigue: 13 (6 + 3 + 1 + 3)
-Learning: 6 (5 + 1)
-Personal Combat Skill: 26
Health: 5.0
Fertility: 50%
Education: Flamboyant Schemer: -1 Stewardship, +3 Intrigue, +8 Personal Combat Skill.
Attractive: +1 to Diplomacy, +15 to Opposite Gender Opinion. (1% chance to randomly appear, 15% chance to inherit).
May pass on Genius
May pass on Strong
Brawny: +1 Diplomacy, +2 Martial, +5 Opposite Gender Opinion, +5 Vassal/Liege Opinion, +5 Tribal Opinion, +10 Personal Combat Skill, +1.0 Health.
Patient: +1 Diplomacy, Stewardship, Intrigue, Learning, -5 Opposite Trait Opinion, +5 Personal Combat Skill, +20% Defense.
Deceitful: -2 Diplomacy, +3 Intrigue, -5 Opposite Trait Opinion, +3 Personal Combat Skill.




-Other Family:
--Parents: One or both dead (both died and the step-parent married another?)
--Siblings: One (blood-related anyway)
--Aunts & Uncles: Three (The Doublins tend to be fruitful)
--Cousins: Eight (And multiply)

-Holdings:
--Waetlane (1st)
--Nortshire (2nd)
--Arden (3rd)

I would be interested in GM feedback for this one.
 
Last edited by a moderator:
Lord Draorn of Ganstad
Name: Draorn Vormer
Gender: Male
Age: 35 = 16 (Base) + 15 (Midas Touched) +1 (Wroth) - 5 (Cynical) + 8 (Ambitious)

Diplomacy: 5 = 5 (Base) - 1 (Midas Touched) -1 (Wroth) + 2 (Ambitious)
Martial: 12 = 5 (Base) +2 (Midas Touched) +3 (Wroth) + 2 (Ambitious)
Stewardship: = 16 (Base) +9 (Midas Touched) + 2 (Ambitious)
Intrigue: 8 = 5 (Base) -1 (Wroth) + 2 (Cynical) + 2 (Ambitious)
Learning: 9 = 5 (Base) +2 (Midas Touched) + 2 (Ambitious)
+15% Fertility
+6 Personal Combat Skill
-5 Church Opinion
-0.6 Piety per Season

Traits Selected: (no stat points added)
Midas Touched: -1 Diplomacy, +2 Martial, +9 Stewardship, +2 Learning, +15% Fertility. Add 15 years to Age.
Wroth: -1 Diplomacy, +3 Martial, -1 Intrigue, +3 Personal Combat Skill. Add 1 year to Age. (Opposite of Patient)
Cynical: +2 Intrigue, -5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -0.6 Piety per Season. Subtract 5 years from Age. (Opposite of Zealous)
Ambitious: +2 to all Attributes, -5 Same Trait Opinion, +3 Personal Combat Skill. Add 8 years to Age. (Opposite of Content)


Spouse: Yes(Random Rolled Character - Adrianna)
Children: None yet
Siblings(all younger): 1 Brother(Maldar Vormer), 2 Sisters(Rachel and Adira), (Parents dead, no aunts/uncles)

Claims: City of Pembroke, City of Newport, City of Nanhyfer

Starting Tech allocations & Starting Buildings (Cost of 495 gold - 5 Gold Remaining)
+.3 to Town Infrastructure
+.2 to Castle Infrastructure
+.2 to Trade Practices


Garrisoned Roads (125)
Town Walls I (50)
Town Market (100)
City Guild Hall (120)
Mustering Ground I (100)

Adrianna Vormer:
Age: 25

Attributes:
-Diplomacy: 6 (4 + 2)
-Martial: 17 (6 + 6 + 2 + 3)
-Stewardship: 7 (2 + 1 + 2 +2)
-Intrigue: 6 (3 + 1 + 2)
-Learning: 7 (5 - 1 + 2 + 1)
-Personal Combat Skill: 48
Health: 5.0
Fertility: 50%
Education: Skilled Tactician: +6 Martial, +1 Stewardship, +1 Intrigue, -1 Learning, +15 Personal Combat Skill, +0.5 to Health.

Traits:
Shrewd: +2 to all Attributes, +3 Personal Combat Skill.
Duelist: +3 Martial, +10 Same Trait Opinion, +30 Personal Combat Skill.
Proud: +1.5 Prestige per Season.
Just: +2 Stewardship, +1 Learning, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion.
 
Last edited:
[X] Plan: He Has Good Genes
I won't lie, I thought I was making a plan for a Quest rather than a GSRP...

Gender: Male
Age: 16 +3 -11 -8 +16 +30 +25 -14 -10 (47) +13 == 60

Diplomacy: 5 -1 +1 +5 +1 -1 +3 -2 (11)
Martial: 5 -1 +5 +2 -2 (9)
Stewardship: 5 +3 +5 -2 (11)
Intrigue: 5 +5 +1 -2 (9)
Learning: 5 +5 -2 (8)
Personal Combal Skill: 0 -15 +10 +10 +10 -3 -3 (9)
Health: 5.0 -1.0 +1.0 -0.5 (4.5)
Fertility: 50% +5% +10% +20% (85%)

+ 15 +10 -5 (+20) to Opposite Gender Opinion
+ -5 +5 +5 -5 (0) Vassal/Liege Opinion
+ 5 Lunatic Opinion
+ 5 -5 (0) Tribal Opinion
+5 -5 (0) Church Opinion
+5 Charitable Opinion
-5 Greedy Opinion
-0.75 Piety Per Season

-Education:
--Thrifty Clerk: -1 Diplomacy, +3 Stewardship, +5% Fertility. Add 3 years to Age.

-Health:
--Wounded: -1 to Martial, -15 Personal Combat Skill, -1.0 to Health. Subtract 11 years from Age
--Lunatic: +5 Same Trait Opinion, -5 Liege/Vassal Opinion. Subtract 8 years from Age.

-Genetic:
--Attractive: +1 to Diplomacy, +15 to Opposite Gender Opinion. (1% chance to randomly appear, 15% chance to inherit). Add 16 years to Age. (Opposite of Ugly)
--Genius: +5 to all Attributes, +5 Vassal/Liege Opinion, +10 Personal Combat Skill. (0.5% chance to randomly appear, 15% chance to inherit). Add 30 years to Age. (Opposite of Imbecile, Slow, and Quick)
--Strong: +1 Diplomacy, +2 Martial, +10 to Opposite Gender Opinion, +5 Vassal/Liege Opinion, +5 Tribal Opinion, +10% Fertility, +10 Personal Combat Skill, +1.0 to Health. (1% chance to randomly appear, 15% chance to inherit). Add 25 years to Age. (Opposite of Weak)

-Non-inheritable:
--Frail: -1 Martial, -5 Opposite Gender Opinion, -5 Vassal/Liege Opinion, -5 Tribal Opinion, +10 Personal Combat Skill, -0.5 Health. Subtract 14 years from Age. (Opposite of Brawny)
--Dull: -2 to all Attributes, -3 Personal Combat Skill. Subtract 10 years from Age. (Opposite of Shrewd)

-Virtue:
--Charitable: +3 Diplomacy, +5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -3 Personal Combat Skill. (Opposite of Greedy)

-Sin:
--Lustful: +1 Intrigue, -5 Church Opinion, -0.75 Piety per Season, +20% Fertility. Doesn't affect Age. (Opposite of Chaste)
-Wife:
--13 Years

-Heir:
--Yes Please

-Other Family:
--Parents: One or both dead (both died and the step-parent married another?)
--Siblings: One (blood-related anyway)
--Aunts & Uncles: Three (The Doublins tend to be fruitful)
--Cousins: Eight (And multiply)

-Holdings:
--Waetlane (1st)
--Nortshire (2nd)
--Arden (3rd)

I would be interested in GM feedback for this one.

Huh, I assume your plan is to have a few children with your genetics and then die off to let them take the reins? If so, it looks pretty good to me. Might not have the best of starts, but I think this is a more long-term plan.
 
Huh, I assume your plan is to have a few children with your genetics and then die off to let them take the reins? If so, it looks pretty good to me. Might not have the best of starts, but I think this is a more long-term plan.
Yeah, I haven't played CKii really so I'm not completely certain on how old 60 counts as but the plan is to have the heir be able to hold as an interim while the rest of the children grow up and then pick the best one from all of them. It's definitely a plan that has some more obvious showings of the "Hand of Fate" holding an influence. I'm also not sure what adding 13 years to my spouse will result in, but I do know that keeping in the theme of the Doublins having pretty good genes and being good at 'getting around' means plenty of family also jockeying for the position.
 
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Lord Talbert of Bontwae
Name: Regent Talbert

Insert 3 Preferred Counties: #1 Bontwae, Arden, Gadstad

Gender: Dude

Age: 45

Attributes:
Midas Touched: -1 Diplomacy, +2 Martial, +9 Stewardship, +2 Learning, +15% Fertility. Add 15 years to Age.
Shrewd: +2 to everythin Add 10 years
Wounded: -1 to Martial, -15 Personal Combat Skill, -1.0 to Health. Subtract 11 years from Age
Quick: +3 to all Attributes. +5 Personal Combat Skill. (1% chance to randomly appear, 15% chance to inherit).
Health: 9
Diplomacy: 9
Martial: 10
Stewardship: 19
Intrigue: 10
Learning: 12
PCS: 0
+15% Fertility

Dynasty:
Spouse: No
Heir: Adopted son(child of brother, who fell ill and died when the boy was but 5)
Name: Ser Fredrick

Buildings:
Town Walls I
Effect: +0.4 Fort Level, +2.5% Levy Size, +0.2 Income (.05 Income per Season)
Town Market
Effect: +3.0 Income (+0.75 per Season)
Guild Hall
Effect: +3.0 Income (+0.75 per Season)
Port I
Effect: +3.0 Income (+0.75 per Season)
Garrisoned Roads
Effect: +3.0 Income (+0.75 per Season), +5 Trade Value
Technology:
Town Infrastructure: 1.0
Improved Keeps: .9
Shipbuilding: .9
Trade Practice: 0.7
Construction: 0.7
Castle Infrastructure: 0.7
Church Infrastructure: 0.7

Light Infantry: 0.7
Heavy Infantry: 0.7
Cavalry: 0.7
Siege Equipment: 0.7
Shipbuilding: 0.7
Military Organization: 0.7

Noble Customs: 0.7
Popular Customs: 0.7
Religious Customs: 0.7
Majesty: 0.7
Tolerance: 0.7
Legalism: 0.7
 
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Yeah, I haven't played CKii really so I'm not completely certain on how old 60 counts as but the plan is to have the heir be able to hold as an interim while the rest of the children grow up and then pick the best one from all of them. It's definitely a plan that has some more obvious showings of the "Hand of Fate" holding an influence. I'm also no sure what adding 13 years to my spouse will result in, but I do know that keeping in the theme of the Doublins having pretty good genes and being good at 'getting around' means plenty of family also jockeying for the position.

Sounds good to me. :)


Also, I'd just like to make a small announcement about the County of Drimontlane. It will be the Religious Capitol of the Kingdom, and instead of the standard first/best child inherits system, you will nominate a successor and a council of priests will vote on it.

It'll be a different way of RPing, but it can be fun. :)
 
Lord Travian of Nortshire
Name: Travian Lionheart

Gender: Male

Age: 35 (16 + 12 - 5 - 11 + 10 + 1)

Attributes: (Add 2 years to age to increase an Attribute by 1)

Diplomacy: 4 base (5 +1 - 2)

Martial: 17 (Base) (+5 - 1 + 6 + 2 + 3)

Stewardship: 7 (Base) (5 + 2)

Intrigue: 5 (Base) (5 +1 -1)

Learning: 4 (Base) (5 -1)

Personal Combat Skill: 26 (0 + 15 -15 + 3 + 10 + 10 + 3)

Health: 4.5 (5-1)

Education:

Skilled Tactician: +6 Martial, +1 Stewardship, +1 Intrigue, -1 Learning, +15 Personal Combat Skill, +0.5 to Health. Add 12 years to Age.

Traits:
Stubborn: -1 Diplomacy, +1 Stewardship, -5 Vassal/Liege Opinion, +3 Personal Combat Skill. Subtract 5 years from Age.

Hunter: +1 Diplomacy, +2 Martial, +10 Same Trait, +10 Personal Combat Skill, +20% Pursue. Add 10 years to Age.

Wounded: -1 to Martial, -15 Personal Combat Skill, -1.0 to Health. Subtract 11 years from Age

Brave: +2 Martial, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, +10 Personal Combat Skill, +10% Morale Defense. Add 12 years to Age. (Opposite of Craven)

Wroth: -1 Diplomacy, +3 Martial, -1 Intrigue, +3 Personal Combat Skill. Add 1 year to Age. (Opposite of Patient)

Dynasty: I'm gonna leave this blank, effectively Travian Lionheart has just been formally made into a lord and due to spending most of his life in service hasn't really settled down to start a family.

Holdings (Claims): 1. Northshire, 2. Caerlon, 3. Auchfrith, 4. Waetlane
 
Lady Corentin of Caerleon
Elizabeth Corentin 'The Silver Tongued'
Gender Female


Traits
Age -11 +12 +14 -10 +16- 17+ 16+12 +8-5+12-14-5=29
can someone help me calculating this?

Diplomacy: 21 (5 + 3 + 9 - 1 + 1 + 2 + 2 + 1 - 1)
Martial: 1 (5 - 1 - 1 - 1 - 2 + 2 - 1)
Stewardship: 6 (5 - 2 - 1 + 2 + 1 + 1)
Intrigue: 12 (5 + 2 + 1 - 1 + 2 + 2 + 1)
Learning: 9 (5 + 2 - 1 + 2 + 1)
Personal Combat Skill: -29 (0 - 15 - 5 - 10 + 3 + 5 - 10 + 3)
Health: 3.5
Piety: -1.35/Season
Fertility: 75%

Wounded: -1 to Martial, -15 Personal Combat Skill, -1.0 to Health. Subtract 11 years from Age
Socializer: +3 Diplomacy, +10 Opposite Gender Opinion, +10 Same Trait Opinion. Add 12 years to Age.
Grey Eminence: +9 Diplomacy, -1 Martial, +2 Intrigue, +2 Learning, +5% Fertility. Add 14 years to Age.
Lustful: +1 Intrigue, -5 Church Opinion, -0.75 Piety per Season, +20% Fertility. Doesn't affect Age. (Opposite of Chaste)
Gluttonous: -2 Stewardship, -5 Church Opinion, -15 Opposite Gender Opinion, +5 Same Trait Opinion. Subtract 10 years from Age. (Opposite of Temperate)
Slothful: -1 to all Attributes, -5 Vassal/Liege Opinion, -5 Personal Combat Skill. Subtract 10 years from Age. (Opposite of Diligent)
Craven: -2 Martial, -5 Vassal/Liege Opinion, -10 Personal Combat Skill, -20% Morale Defense. Subtract 17 years from Age. (Opposite of Brave)
Attractive: +1 to Diplomacy, +15 to Opposite Gender Opinion. (1% chance to randomly appear, 15% chance to inherit). Add 16 years to Age. (Opposite of Ugly)
Gregarious: +2 Diplomacy, +5 Vassal/Liege Opinion, +5 Opposite Gender Opinion, +5 Same Trait Opinion. Add 12 years to Age. (Opposite of Shy)
Ambitious: +2 to all Attributes, -5 Same Trait Opinion, +3 Personal Combat Skill. Add 8 years to Age. (Opposite of Content)
Cynical: +2 Intrigue, -5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -0.6 Piety per Season. Subtract 5 years from Age. (Opposite of Zealous)
Patient: +1 Diplomacy, Stewardship, Intrigue, Learning, -5 Opposite Trait Opinion, +5 Personal Combat Skill, +20% Defense. Add 12 years to Age. (Opposite of Wroth)
Frail: -1 Martial, -5 Opposite Gender Opinion, -5 Vassal/Liege Opinion, -5 Tribal Opinion, +10 Personal Combat Skill, -0.5 Health. Subtract 14 years from Age. (Opposite of Brawny).
Stubborn: -1 Diplomacy, +1 Stewardship, -5 Vassal/Liege Opinion, +3 Personal Combat Skill. Subtract 5 years from Age.

Claims
1. Castle Whitestone
2.City of Llangefni
3 City Of Cardigan
 
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Bishop Neirin of Drimontlane
Name: Neirin Vaughn 'The Pure'
Gender: Male
Age: 50 (16 Base + 11 (Mastermind Theologian), -14 (Dwarf), 25 (Strong), 1 (Sins and Virtue; Wroth), 10 (Shrewd), 12 (Brave), -5(Stubborn), -11 (Wounded), -10 (Gluttonous), 6 (Chaste), 8 (Just), 1 (Honest)

Attributes:
-Diplomacy: 9 (5+1+2-1+3-1 = 9)
-Martial: 14 (5+2-1+2-1+2+3+2 = 14)
-Stewardship: 10 (5+2+2-2+2+1 = 10)
-Intrigue: 4 (5-1+2-1 = 4)
-Learning: 18 (5+9+2+1+1 = 18)
-Personal Combat Skill: -3 (0-15+10-15+3+3-2+10+3 = -3)
-Health: 5.0 (5.0+1.0-1.0 = 5.)

Education: Mastermind Theologian (+9 Learning, +2 Martial, +2 Stewardship, -1 Intrigue)

Traits:
-Genetic
--Dwarf (-1 Martial, -30 Opposite Gender Opinion, +30 Same Trait Opinion, -15 Personal Combat Skill)
--Strong (+1 Diplomacy, +2 Martial, +10 Opposite Gender Opinion, +5 Vassal/Liege Opinion, +5 Tribal Opinion, +10% Fertility, +10 Personal Combat Skill, +1.0 Health)

-Health
-Wounded (-1 Martial, -1.0 Health, -15 Personal Combat Skill)

-Non-Inheritable Physical
-Shrewd (+2 All attributes, +3 Combat Skill)

-Sins & Virtues
-Gluttonous (-2 Stewardship, -5 Church Opinion, -15 Opposite Gender Opinion, +5 Same Trait Opinion.)
-Wroth (-1 Diplomacy, +3 Martial, -1 Intrigue, +3 Personal Combat Skill)
-Chaste (+1 Learning, +5 Church Opinion, -5 Opposite Trait Opinion, +1.5 Piety Per Season, -15% Fertility)

-Other Traits (Personality)
-Just (+2 Stewardship, +1 Learning, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion)
-Honest (+3 Diplomacy, -2 Intrigue, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -2 Personal Combat Skill)
-Brave (+2 Martial, +5 Vassal/Liege Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, +10 Personal Combat Skill, +10% Morale Defense)
-Stubborn (-1 Diplomacy, +1 Stewardship, -5 Vassal/Liege Opinion, +3 Personal Combat Skill)

Other Attributes:
-35 Opposite Gender Opinion (-30 (Dwarf) + 10 (Strong) - 15 (Gluttonous))
+10 Vassal/Liege Opinion (5 (Strong) + 5 (Just) + 5 (Brave) - 5 (Stubborn))
+5 Tribal Opinion (5 (Strong))
-5% Fertility (+10% (Strong) - 15% (Chaste)
+1.5 Piety per season (1.5 (Chaste)

Dynasty: None

Holding Claims:
-1st Claim: Bishopric of Saint Marcus
-2nd Claim: City of Saundersfoot
-3rd Claim: Castle Whitestone
 
Elizabeth Corentin
Gender Female
Traits
Age -11 +12 +14 -10 +16- 17+ 16+12 +8-5+12-14-5=29
can someone help me calculating this?
Diplomacy

Martial:

Stewardship:

Intrigue:

Learning:

Wounded: -1 to Martial, -15 Personal Combat Skill, -1.0 to Health. Subtract 11 years from Age
Socializer: +3 Diplomacy, +10 Opposite Gender Opinion, +10 Same Trait Opinion. Add 12 years to Age.
Grey Eminence: +9 Diplomacy, -1 Martial, +2 Intrigue, +2 Learning, +5% Fertility. Add 14 years to Age.
Lustful: +1 Intrigue, -5 Church Opinion, -0.75 Piety per Season, +20% Fertility. Doesn't affect Age. (Opposite of Chaste)
Gluttonous: -2 Stewardship, -5 Church Opinion, -15 Opposite Gender Opinion, +5 Same Trait Opinion. Subtract 10 years from Age. (Opposite of Temperate)
Slothful: -1 to all Attributes, -5 Vassal/Liege Opinion, -5 Personal Combat Skill. Subtract 10 years from Age. (Opposite of Diligent)
Craven: -2 Martial, -5 Vassal/Liege Opinion, -10 Personal Combat Skill, -20% Morale Defense. Subtract 17 years from Age. (Opposite of Brave)
Attractive: +1 to Diplomacy, +15 to Opposite Gender Opinion. (1% chance to randomly appear, 15% chance to inherit). Add 16 years to Age. (Opposite of Ugly)
Gregarious: +2 Diplomacy, +5 Vassal/Liege Opinion, +5 Opposite Gender Opinion, +5 Same Trait Opinion. Add 12 years to Age. (Opposite of Shy)
Ambitious: +2 to all Attributes, -5 Same Trait Opinion, +3 Personal Combat Skill. Add 8 years to Age. (Opposite of Content)
Cynical: +2 Intrigue, -5 Church Opinion, +5 Same Trait Opinion, -5 Opposite Trait Opinion, -0.6 Piety per Season. Subtract 5 years from Age. (Opposite of Zealous)
Patient: +1 Diplomacy, Stewardship, Intrigue, Learning, -5 Opposite Trait Opinion, +5 Personal Combat Skill, +20% Defense. Add 12 years to Age. (Opposite of Wroth)
Frail: -1 Martial, -5 Opposite Gender Opinion, -5 Vassal/Liege Opinion, -5 Tribal Opinion, -10 Personal Combat Skill, -0.5 Health. Subtract 14 years from Age. (Opposite of Brawny).
Stubborn: -1 Diplomacy, +1 Stewardship, -5 Vassal/Liege Opinion, +3 Personal Combat Skill. Subtract 5 years from Age.

Diplomacy: 21 (5 + 3 + 9 - 1 + 1 + 2 + 2 + 1 - 1)
Martial: 1 (5 - 1 - 1 - 1 - 2 + 2 - 1)
Stewardship: 6 (5 - 2 - 1 + 2 + 1 + 1)
Intrigue: 12 (5 + 2 + 1 - 1 + 2 + 2 + 1)
Learning: 9 (5 + 2 - 1 + 2 + 1)
Personal Combat Skill: -29 (0 - 15 - 5 - 10 + 3 + 5 - 10 + 3)
Health: 3.5
Piety: -1.35/Season
Fertility: 75%


Anyways, I'm glad to see that everyone so far has been getting their pick of Holding. ^-^
 
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What's next boss? I've got timber to harvest and roads to build. My soldiers need orders so they know where to patrol. I need to take a census among my people to get an estimate on population. Fredrick needs to be taught the art of trade and diplomacy! Lets do this!

*preparedness intensifies*

Also what season are we starting in?
 
What's next boss? I've got timber to harvest and roads to build. My soldiers need orders so they know where to patrol. I need to take a census among my people to get an estimate on population. Fredrick needs to be taught the art of trade and diplomacy! Lets do this!

*preparedness intensifies*

Also what season are we starting in?

We're gonna be starting off in Spring of the Year 770. ^-^
 
So we're doing this by season. Awsome.

Real quick though, what about the buildings and tech? Do we add that in once you're ready or can we add that in at any point we feel like it?

I'm just finishing up the tech trees and building list, and once those are done I think I'll just need to speak with all you guys on how you'd like to create the religion and we'll be done!
 
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