Mercenary Company Quest (CK2 Quest)

Well damn, looks like I found this quest at an interesting time. Just to clarify, are all vampires evil villains or can some of them be reasoned with?
 
Well damn, looks like I found this quest at an interesting time. Just to clarify, are all vampires evil villains or can some of them be reasoned with?
Theoretically yes, but it's very rare, and they all start out as pretty much evil villains. Here's WoG on them.
Vampires are the priesthood of the Vrondrunt, the Elder God of Undeath. The Elder Gods were the second pantheon of the setting that oppressively ruled over Kalirea in the Third Era. They are basically high level undead that prey upon the living as a food source. They are powerful magical and physical combatants who seek to resurrect Vrondrunt/Slay the Young Gods & the Winter Gods/Carve out an undead empire.

While they vary in nature, all vampires are at least partially lacking empathy, semi-sociopathic and have willingly chosen to become a monster and carry out evil deeds upon the innocent. There has been the odd vampire who has been redeemed, every vampire starts out as a willingly monster in service to a greater monster of their own free will.
 
Well damn, looks like I found this quest at an interesting time. Just to clarify, are all vampires evil villains or can some of them be reasoned with?

Vampires are an unnatural change that requires willingly being evil to acquire so all vampires start off as evil villains. However, they are still people even if they have chosen to be evil and still have the potential change so a handful of vampires throughout history have made the choice to seek redemption or otherwise stop being evil.

@Oshha Does Alexis's Dragonborn trait mean that for whatever action she is assigned to, a d8 is rolled instead of a d6?

That is correct.
 
The vote is still open.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 17 | Sufficient Velocity [Posts: 432-450]
##### NetTally 2.2.0

[X] Plan Guardian
-[X][Alexis] Patrolling the Site
-[X][Thamara] The People of Oriva
-[X][Tasha] The Kingdom of Daven
No. of Votes: 6

[X] Plan Something's Rotten
-[X][Thamara] Patrolling the Site
-[X][Alexis] Investigating the Local Leadership
-[X][Tasha] The Kingdom of Daven
No. of Votes: 4


Total No. of Voters: 10
 
Vampires are an unnatural change that requires willingly being evil to acquire so all vampires start off as evil villains. However, they are still people even if they have chosen to be evil and still have the potential change so a handful of vampires throughout history have made the choice to seek redemption or otherwise stop being evil.
Granted, it does seem very unlikely for someone to be evil, commit to a transformation with what sounds like a sacrificial ritual and dedication to an evil god into a being which requires preying on people , THEN have second thoughts rather than doubling down...
 
The vote is now closed.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 17 | Sufficient Velocity [Posts: 432-457]
##### NetTally 2.2.0

[X] Plan Guardian
-[X][Alexis] Patrolling the Site
-[X][Thamara] The People of Oriva
-[X][Tasha] The Kingdom of Daven
No. of Votes: 7

[X] Plan Something's Rotten
-[X][Thamara] Patrolling the Site
-[X][Alexis] Investigating the Local Leadership
-[X][Tasha] The Kingdom of Daven
No. of Votes: 4


Total No. of Voters: 11
 
Week 2, Floric 4-3997
[X] Plan Guardian
-[X] [Alexis] Patrolling the Site
-[X] [Thamara] The People of Oriva
-[X] [Tasha] The Kingdom of Daven

The Kingdom of Daven (Tasha)
DC: 10. Roll: 5+13 = 18
Friendly Action!

At dawn of the next day following the departure of Prince Rolando, both Carlos and Tasha make their own departure. Loading up with enough supplies to get to the closest major settlement, the duo set off together. Carlos would get aid from his fellow Nireans while Tasha had a few missives containing information on the severity of the situation to hand off to anyone who was both decently reliable and had authority.

Expecting them back at the end of the week, you hoped that they got to their destinations safely and they would be able to find the aid needed to get this situation under control on a more long-term basis.

***​

Guarding the Site (Toldur)
DC: 10. Roll: 2+16 = 18
Patrolling the Site (Alexis)
DC: 10. Roll: 4+13 = 17

You and your Ironsides guard the old ruins themselves, but you can't have too much security in this case. Lena Cosmili, like all of her kind, cannot be allowed access to a Fragment of Vrondrunt and it is up to you to ensure that she cannot even get close to it.

Alexis has a similar job and while you guard the site itself, the Dragonborn patrols the surrounding land. Providing another line of defence, you are not entirely confident in young Alexis' ability to throw down with Lena and win, but the Marlean noblewoman is certainly powerful enough to avoid outright dying to the vampire. In any case, Alexis knows that if she does encounter the vampire is, she is to get you and the rest of the Ironsides rather than to engage Lena on her own.

Fortunately, the concerns regarding the site failed to materialise, at least over the last week. While you still have to worry about the future and any action made by Lena in the upcoming weeks, no one makes any attempt to enter the site or take control off it from you.

At least that is what you think until Thamara comes riding over from the village, bringing worrisome news with her.

***​

The People of Oriva (Thamara)
DC: 12. Roll: 2+10 = 12
Friendly Action?
Enemy Action?
Random Event Roll
: 70

The situation is a mess and Thamara doesn't know if things were going in her favour or against her. Her strong point has always been numbers and not people, but their actions over the last few weeks have earnt her and the rest of the company respect and trust from the people of Oriva.

It seemed simple at first if a bit out of her skill set, but the difficulties soon became to crop up. For starters, both Claudia Smith and Juan Manuel were apparently putting up a false face because their demeanour towards the Ironsides quite quickly changed once Carlos and Tasha left for Penavarre and the others went to guard the old ruins.

It soon devolved into a mess as once Thamara began to make headway, the two local leaders of Oriva made a counter play against her. Rousing up the local militia and other villages, the village headwoman and village priest attempted to drive Thamara out of Oriva and then get their rabble to march on the remaining outsiders to force them away from the village and the surrounding area.

It doesn't go as Juan and Claudia planned. While many of Oriva's people are willingly to listen to their leaders, many are also hesitant when what they are told doesn't match up with what they know. Thamara notices with grim satisfaction that between her recent inroads and knowing who the Ironsides are, no villager is particularly eager to pick a fight with a group of Jorgardian warriors, especially when Claudia's plan amounts to rushing you with numbers.

While leader of the village militia and other influential villagers argue with Claudia and Juan, Thamara takes the opportunity to slip away and inform Toldur and the others of what has gone down.

***​

Budget:
Diplomatic Ventures: -6
Guarding: -6
Patrolling: -6
Payment: +10
Upkeep: -8.265
Net Change: -16.265

Things are becoming a mess again. Something is off with the village and frankly, you would rather not have to deal with a mob while you could take them, it would mean slaughtering many of Oriva's people. To make matters complex, neither Tasha or Carlos have arrived back from Penavarre yet like they should have.

You aren't sure if that is a good thing or a bad thing. On the one hand, their lack of arrival means that something happened to them or their cry for help isn't being properly considered. On the other hand, it might mean that someone has paid attention to them and the duo are taking the opportunity

You get one action for Toldur, one action for Thamara and one action for Alexis. Tasha is currently missing and unable to take any actions or at least none known to you. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting and mark who is doing what action in the plan.

Diplomacy Actions

[] The People of Oriva II
Thamara has made inroads with the local populace despite resistance from the local leadership. Continue to establish a friendly relationship with the average villager. DC: 12. Costs 0 Budget.
[] The Leaders of Oriva
Claudia Smith and Juan Manuel have made an unexpected turn about in how they are dealing with you. Confront them over this. DC: 20. Costs 0 Budget.
[] Local Folklore Inquiries
The vampire came here to Oriva for a reason. Ask around about the local history and legends for any indications why she did. DC: 12. Costs 0 Budget.
[] The Kingdom of Daven II
You sent Tasha out to get help from the Kingdom of Daven, but the Cari woman has yet to return and it might be a good idea to send out someone else to ensure that you do receive the required aid. DC: ???. Costs 6 Budget.
[] Most Ancient Jorgard
Jorgard has fought the Elder Gods for as long as they have existed. Even without Toldur and the other Jorgardians in the company giving you an in, it would just be a matter of informing the closest Jorgardian Hold of what Lena is up to. Unfortunately, while you know the answer to whether Jorgard will help, there is still the question of how quickly that help will arrive. DC: 3. Costs 6 Budget.

Martial Actions
[] Patrolling the Village

With a vampire running around, have your Ironsides spend some time patrolling the village to deal with anything untoward happening and limit your quarry's ability to act. DC: 10. Costs 6 Budget.
[] Guarding the Site

Do not let the vampire or any of her minions anywhere near the site. Lena Cosmili cannot be allowed to finishing freeing this fragment of her foul god. DC: 10. Costs 6 Budget.
[] Vampire Hunting

Lena Cosmili is behind all of this and once the vampire has been dealt with, the situation should resolve itself. You tracked down most of Lena's possible hiding spots. Go on the offensive and end this. DC: ???. Costs 6 Budget

Stewardship Actions
[] Head Count

Oriva is a decently sized village, but it is still small enough to do a head count of everyone in it. Doing that may be a good idea as it will let you know if people start to go missing. DC: 18. Costs 6 Budget.
[] Company Logistics

There isn't much to do around here except make sure that your company doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Gain 4 Budget.
[] Investigating the Order of the Black Boar
The site of weird unstable divine magic that Carlos has uncovered is the old headquarters for the now extinct Urbadist holy order known as the Order of the Black Boar. Investigate them further. DC: 20. Costs 4 Budget.

Intrigue Actions
[] Investigating the Local Leadership

The village leadership has made a startling turn in how they are dealing with you. Investigate them to uncover any hidden secrets. DC: 18. Costs 4 Budget.
[] Seeking the Missing

Carlos and Tasha are not back like they were supposed to be. Send someone to go looking for them. DC: ???. Costs 8 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 12. Costs 4 Budget.
[] Pray to Dorra.

You are on a hunt and therefore you wish the Blessing of Dorra, the Frost Hunter and Ocean. Make some offerings to gain a Blessing from the Frost Hunter. DC: 12. Costs 4 Budget.
[] Pray to Moridea

With the exception of Jorgard, Kalirea worships the Young Gods, known as the Moridea. Seek a Blessing from one of them with a pray and offering. DC: 15. Costs 4 Budget.
[] Local Spirits

While nowhere near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts since it looks like you will be spending plenty of time in Oriva. DC: 15. Costs 4 Budget.
[] Justice Spirits

You are seeking to bring a monster to justice and stop her from preying upon the innocent. Seek aid from a justice spirit in the pursuit of this vampire. DC: 14. Costs 4 Budget.
[] Hunting Spirits

You are hunting a dangerous prey and that means it may be a good idea to seek aid from a hunting spirit in this hunt. DC: 14. Costs 4 Budget.
[] Improvised Wards

Alexis is a sorceress of minor skill and you got something very important to protect. Have her put up some wards at the site as while they won't last too long or put up much of a challenge, they can make it more difficult for anyone trying to get at the site for the next couple of weeks or so. DC: 18. Costs 20 Budget. Only Alexis may take this action.

***​

Sorry about how long this update has taken. I got distracted by being introduced to Brucequest over on SB early last week and then some hot weather killing my ability to focus and get a proper night's sleep over the last few days.

But the update is here now and the enemy is making another play.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
It seemed simple at first if a bit out of her skill set, but the difficulties soon became to crop up. For starters, both Claudia Smith and Juan Manuel were apparently putting up a false face because their demeanour towards the Ironsides quite quickly changed once Carlos and Tasha left for Penavarre and the others went to guard the old ruins.

It soon devolved into a mess as once Thamara began to make headway, the two local leaders of Oriva made a counter play against her. Rousing up the local militia and other villages, the village headwoman and village priest attempted to drive Thamara out of Oriva and then get their rabble to march on the remaining outsiders to force them away from the village and the surrounding area.
So much for the village leadership having no reason to betray us. Granted, we still don't know why they're betraying us when there's a potential apocalypse scenario happening right on their doorstep, but they're definitely attempting to do so, so presumably they have a reason.

Problem is, how do we go about countering this? Thamara on People of Oriva is only a 1/6 chance of failure, but that could mean a 1/6 chance that we get a couple hundred militia charging at us. Not to mention the possibility of enemy action increasing the difficulty.

So, do I put Alexis on the People of Oriva to keep the people from following their leaders' orders to swarm us, or trying to investigate the local leadership to figure out what's their angle?
 
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[X] Plan A Slight Gamble
-[X][Toldur] Guarding the Site
-[X][Thamara] The People of Oriva II
-[X][Alexis] Investigating the Local Leadership

Keep the site secure, keep connecting to the people, and investigate the leaders to figure out WTF they're thinking (given how they were outright referred to as "The Enemy", I'm suspecting they're aligned with the Vampire or something.)

I call this plan "A Slight Gamble" since Thamara has a 1/6 chance to fail The People of Oriva II, and I'm worried that if that happens, then we'll end up in battle with a couple hundred militia.

[ ] Plan Persuade the Villagers
-[ ][Toldur] Guarding the Site
-[ ][Thamara] Patrolling the Village
-[ ][Alexis] The People of Oriva II

This plan focuses on keeping the villagers supportive entirely, and not investigating the local leadership in favor of guaranteeing The People of Oriva II succeeds (barring enemy action) and patrolling the village to give the villagers a better view of Jorgardian warriors protecting them.
 
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Blast, I was seriously hoping that the wouldn't try this. On the bright side, our warrior's reputation stopped the people for now. This abrupt change of personality makes me think they may have been mind controlled. Also, I hope Tasha and Carlos didn't get ambushed by Lena.

[X] Plan A Slight Gamble
-[X][Toldur] Guarding the Site
-[X][Thamara] The People of Oriva II
-[X][Alexis] Investigating the Local Leadership

When we have the chance, we need to recruit some more soldiers, our 5 Jorgardian warriors are good, but just don't have the numbers for some task.

Probabilities for this plan:
5/6 chance of success on the people of Oriva action
3/4 chance of success on Investigate the Local Leadership
 
[X] Plan A Slight Gamble
-[X][Toldur] Guarding the Site
-[X][Thamara] The People of Oriva II
-[X][Alexis] Investigating the Local Leadership
 
[X] Plan A Slight Gamble

Reasonable chances of success, and we probably should figure out what the stupid smelly peasants are up to so we don't have to fight pitchfork-wielding nimrods in addition to a vampire and the undead.
 
The vote is now closed.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 19 | Sufficient Velocity [Posts: 462-469]
##### NetTally 2.2.0

[X] Plan A Slight Gamble
-[X][Toldur] Guarding the Site
-[X][Thamara] The People of Oriva II
-[X][Alexis] Investigating the Local Leadership
No. of Votes: 6


Total No. of Voters: 6
 
Week 3, Floric 4-3997
[X] Plan A Slight Gamble
-[X] [Toldur] Guarding the Site
-[X] [Thamara] The People of Oriva II
-[X] [Alexis] Investigating the Local Leadership

The People of Oriva II (Thamara)
DC: 12. Roll: 5+10 = 15
Enemy Action!
Friendly Action?
Random Event Roll
: 71

The new week is the same as the last one. There is a battle going on in Oriva and it is for the hearts and minds of village's people. It is not a war that the Kirman is well suited for nor the type she expected to be waging, but Thamara does her best.

It is her against Claudia Smith and Juan Manuel, the second in command of the Ironsides against the local leadership. The 'conflict' itself is quite back and forth with every person that Thamara brings about to her side, her opposition convince someone else in the village. In the end, it is a mess that works out in the favour of Thamara and the Ironsides. Sort of.

The shift in behaviour by their long-time leaders, the threat of a vampire and Thamara's own efforts leaves the people of Oriva confused and uncertain. Not knowing who to trust or place their faith in, the villagers default to not doing anything and definitely not picking a fight with the extremely dangerous Jorgardians hanging out in the woods.

It is not quite a victory, but it is enough of one that Thamara is willingly to accept it for now as she heads back to her room at the inn. Beginning to get changed for bed, she barely has time to realise that there is someone else in the room with her when the flash of black light knocks her out.

***​

Investigating the Local Leadership (Alexis)
DC: 18. Roll: 8+15 = 23
Enemy Action!

While Thamara goes dealing with the locals, Alexis is operating in the village more covertly. The sudden change that both Claudia and Juan have displayed towards the Ironsides is concerning, especially since there is a vampire running about. Putting her old childhood training to use, Alexis begins to investigate the unexpected shift in behaviour even as Thamara wages a social war.

A bit of quiet asking around lets Alexis find out from the local influentials that they were just as surprised as the Ironsides by the shift in behaviour exhibited by Claudia and Juan. Yet while it tells the Dragonborn that something is definitely up, she doesn't know what that something is.

So she switches her attention to village headwoman and the village priest themselves, taking a direct approach over the indirect one she had previously been favouring. Sticking to the shadows, she spies upon the duo in a way that is almost certainly illegal.

The first few days are uneventfully or at least they don't contain anything relevant to Alexis' mission, but as the week approaches the end, Alexis finds exactly what she has been looking for. Unfortunately, it turns out to be a case of being careful what you wish for or perhaps things going horrible right.

Sneaking into the village hall after checking that Claudia is inside, Alexis sticks to the shadows, hoping that her training and experience will keep her from being found out. While she hasn't been formally schooled in how to infiltrate a place, Alexis did plenty of sneaking about as a kid as she tried to escape the watchful eyes that her parents saddled her with.

"Unfortunately we have proven unsuccessful in our efforts," says the voice of Claudia Smith as Alexis gets into position, "The Kirman has successfully sowed doubts amongst the villagers and while they refuse to aid the outsiders, they have also stopped listening to Juan and I. They are too cowardly to dare attack the Jorgardians."

"It doesn't matter," says the voice of another woman and Alexis freezes as she recognises an accent of someone else from the Marlean Empire for that can only be one individual, "The elf, Nirean and the Kirman have already been dealt with. We just need to take care of that pesky Dragonborn, something I think I'll do right now."

Even as Alexis realises the implications of that final sentence, she feels the painful sensation of magic lashing across her back as a pair of whips of black magic strike her. With a cry of pain, she stumbles forward, staggering out into the open from her shadowy hiding spot.

"A long way from the Empire," says Lena Cosmili as the red-eyed Marman strides towards Alexis, forming a ball of crackling lightning in her hand, "You should have stayed there if you want to be safe, but I'm not going to say no to adding a Dragonborn to my thralls. A shame that Captain Ironhand lives up to the legendary toughness of his people. This whole affair would be perfect otherwise."

As the vampire talks, Alexis calls up a quick ward spell. It isn't much, but it can be done quickly and with her heritage, the raw power behind it is usually enough to compensate for shortcomings in the hasty ward. As the blast of lightning smashes into the ward, Alexis believes that once again it is enough. But that hope is quickly dashed the lightning smashes through the ward and sears through her body.

Stumbling backwards in pain, Lena gives Alexis no time to recover before slamming her into the ceiling with a gust of wind. The Dragonborn hits the roof almost hard enough to go straight through, but as it is, she drops back to the floor of the village hall.

"You know, I was expecting more from an infamous Dragonborn," says Lena with a quiet tut as the vampire strides over to the fallen mercenary, chains of black magic floating around her, "I guess the legends of the might dragonic might and power were overexaggerated. I'll just take that pesky free will away from you and then we can see about dealing with the Jorgardians. Any last words before your mine?"

Groaning a bit as she starts to rise, Alexis glares at the smug vampire and opens her mouth. Yet it is not words that come out as a gout of dragonfire gushes out of the Dragonborn's mouth. Lena only has a moment to look shocked before it engulfs her upper body. To her credit, the vampire acts swiftly, reforming her black chains into a shield that stands behind her and Alexis, blocking off the latter's flames. But the damage is always done and half her face has been scorched off while her chest and shoulders are covered in burns as Alexis finishes getting to her feet.

A black spear pierces Alexis' shoulder, going all the way through, but she ignores it and the pain as she closes her mouth, cutting off the dragonfire.

"You might be a vampire, but I am Dragonborn!" hisses Alexis before she kicks Lena in the knee, shattering it with the sheer force of her blow.

As the vampire staggers backwards, Alexis considers going for a kill. Yet while she has definitely hurt Alexis, the vampire has also hurt her in turn and Toldur needs to know about this.

As much as she wants a good fight, duty calls and the Dragonborn runs out of the village hall, not bothering to worry about the fallout of tonight.

***​

Guarding the Site (Toldur)
DC: 10. Roll: 1+16 = 17

With Thamara and Alexis dealing within things in Oriva, you are once again left to deal the job of guarding the site. It is a boring duty, but a vitally important one as Lena cannot be allowed further access to the Fragment of Vrondrunt. So you and Ironsides make sure that is the case even if the vampire doesn't make any moves on the site this week, as has been the case for previous weeks.

As it becomes apparent that this week is going to be another one of doing a dull, but important task, you find yourself hoping that things go better for the others in the village or that Tasha and Carlos get back soon.

Unfortunately, neither of those things happen and you soon learn why as Alexis comes staggering into the clearing.

***​

Budget:
Investigations: -4
Guarding: -6
Payment: +0
Upkeep: -8.265
Net Change: -18.265

Things are a mess and you got to clean it up with limited resources. Tasha and Thamara have been compromised as have Carlos, Claudia and Juan, leaving you with just yourself, your fellow Jorgardians and an injured Alexis.

Fortunately for you, your choices of what to do are pretty simple even if carrying them may not be.

What do Toldur and his Ironsides do?
[] The Jorgardians continue to guard the site while Alexis seeks aid from Jorgard.
[] Everyone continues to guard the site.
[] The Jorgardians go hunting for Lena while Alexis guards the site.
[] The Jorgardians go hunting for Lena while Alexis seeks aid from Jorgard.

***​

A bit of a non-standard turn, but things are coming to a head. Pretty much everyone, but Toldur and Alexis have been compromised by Lena. Ironically, she actually started off by trying to turn Toldur into a thrall, but he proved a bit too tough for her to handle.

Sorry about how long the update took. I had it pretty much done, but then I realised that I forgot Alexis' combat bonus. That meant I had to rewrite half the update because it took Alexis losing to Lena to stalemating her so instead of just Toldur on his own, you got an injured Alexis as well.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
Shit. We have to hunt her down. I doubt Lena will risk going after the site with her injuries, so that gives us a chance to catch her.

The way this can backfire is if Lena sees us, and goes around our hunters to the site.

[X] The Jorgardians go hunting for Lena while Alexis guards the site.

@Oshha what happens to the people a vampire has mind controlled when the vampire dies?
 
[X] The Jorgardians go hunting for Lena while Alexis seeks aid from Jorgard.

If nothing else they'll burn down everything left.
 
Well, has turned into a mess on the brink of utter disaster. No reinforcements coming, half our characters are compromised... Just ow.

I do like the idea of sending the Jorgardians loose, and they should be able to kill Lena should they find her, but @Oshha how likely are the Jorgardians to be able to find her? And is there anything to prevent her from just using her Thralls as living shields If we do find her.
 
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