Take it Back (DA/LoZ Dynasty Quest) - Info Sheets (Official)

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  • Population: Elven 92%, Human 7%, Dwarven 1%

    Government: Monarchy

    Faith: Hylia 72%, Din 4%, Naryu 8%, Farore 10%, Chantry 2%, Misc 4%

  • A Murder of Messages: Independent messenger system, more difficult for enemies to intercept your messages.

    Building a Better Bureaucracy: Bureaucracy no longer hinders actions for next 20 years (Until Turn 21 main campaign).

    Communication Connoisseur: Revamped Signal Corp, Cross battlefield information increased, more complex orders can be given, opens up options for strategic communications, can interfere with enemy communications.

    Complicated Stabbing: +5 to assassination attempts.

    Diplomatic Goals: +10 to Gerudo diplomacy, higher chance of diplomatic events.

    Edge Oasis: Provides fortified outpost and patrols against desert raids. Provides one free regiment of Desert Troopers. Can train desert specialized units.

    Glory Showcased: +5 to internal diplomacy rolls, civilian morale boost, future prestige options made available, Hylian cultural inspiration.

    Hebran Lumber: -5% to construction costs kingdom-wide.

    Learning Leaders: Advisers have higher stats, increases loyalty and reduces corruption in future nobles, +5 to diplomatic rolls from embassies.

    Molding Magical Minds: Higher average mage quality in kingdom.

    One Final Due to the Dead: +1% Court approval per turn (per army), +10% Court approval after every successful campaign, No negative consequences from heavy casualties, permanent morale bonus (Increases max to 11).

    Runoff and Runways: Roads cost more to build, but make more money and have easier pass chances.

    Shadow Academy: +5 to all Intrigue actions, Royal family or retainers can learn Grey Magic.

    Dark Nut Manual: 2X to research point rolls.

    Tactics of Ordon: Learned mountain Cavalry tactics.

  • Eldin Tour: +15 to war machine rolls (siege engines, ship mounts, mechanical traps, Dark Nuts, etc.), Repeater Crossbow (specialist model) unlocked.

    Hateno Tour: -25% cost on all stable or horse related actions.


    • Ruler: Queen Zelda vas Hylia
      Capital: Castle Town
      Ducal Seat: Hyrule Castle
      Unique Sites: College of Engineering, College of Artificers, Royal Academy, Royal Magic Academy, The Silver Citadel, The Iron School, Royal Hylian Museum

      Local Notables: Commander Vimes

      Local Resources:

      Specialty Units:
      Mages, Dodongo Knights, Halberdiers, Crossbowmen

    • Ruler: Duchess Liliana nen Centressa
      Capital: New Kasuto
      Ducal Seat: Riverside Castle
      Unique Sites: Blue Palace, Sapphire College,

      Local Notables: Ducal Consort Geralt de Hateno, Viscount gi Vifloa,

      Local Resources:

      Specialty Units:
      Paladins, Heavy Infantry (Halberds and Bills), Flail Knights, Foot Knights, Knights

    • Ruler: Duchess Tasha sa Akkala
      Capital: Tarrey
      Ducal Seat: The High Tower and Flying Palace
      Unique Sites: Chasm Bridge, Akkaleth Cathedral, Kohlii stadium

      Local Notables:

      Local Resources:

      Specialty Units:
      Skirmishers,

    • Ruler: Duke Marl Saffron
      Capital: Stonefield
      Ducal Seat: Castle Hebran
      Unique Sites:

      Local Notables:

      Local Resources:
      Granite, Ash (Lumber)

      Specialty Units: Foot Knights, Knights

    • Ruler: Duchess Tillietta cov Ridgeland
      Capital: Bridge Fall
      Ducal Seat:
      Unique Sites:

      Local Notables:

      Local Resources:
      Guano, Tin

      Specialty Units: Longbowmen



    • Ruler: Duchess Cheral ut Faron
      Capital: Laketon
      Ducal Seat:
      Unique Sites:
      Water Temple

      Local Notables: Badlands' Marquess Viola ni Benolva, Bordero Chief Arden of Nortran Valley, Baron Jiles de Defwood,

      Local Resources: Lumber

      Specialty Units: Deepwood rangers, Bearskeins, Axe Throwers

    • Ruler: Duke Joshua Kakariko
      Capital:
      Ducal Seat:
      Unique Sites:

      Local Notables:

      Local Resources:

      Specialty Units:
      Sappers, Foot Knights, Veteran Infantry

    • Ruler: Duke Filepe ta Eldin
      Capital: Ardent (Lava Town)
      Ducal Seat:
      Unique Sites:

      Local Notables:
      Viscount Halvack ta Palvin,

      Local Resources: High-grade coal, Copper

      Specialty Units: Veteran Skirmishers, Scorpion Teams, Pathfinder Teams

    • Ruler: Duchess Sophia de Hateno
      Capital: Heteno
      Ducal Seat: Mane Keep
      Unique Sites:

      Local Notables:
      Former Duke Carl de Hateno, Delton de Hateno,

      Local Resources:

      Specialty Units:
      Light Lancers, Horse Archers, Bison Cavalry

    • Ruler: 'Admiral' Annabelle Bonne
      Capital: Lurelin (Volca Inlet)
      Ducal Seat: Trident Keep
      Unique Sites: Drydocks, The Block, The Blue Quarter, Fish Run, The Two Kings

      Local Notables: Captain Pugwash of the Black Pigs, Sea Dogs, 'Earl' Miras 'vas' Deflent, Cartel Boss Bertalt (Dwarf), The Breaker (Kossith), Zater (Zora), Terrill (Dalish Elf), Captain Linebeck

      Local Resources:

      Specialty Units:
      Sea Guard

 
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  • Name: Zelda vas Hylia
    Gender: Female
    Age: 24
    Rank: Queen of Hyrule
    Class: Piety-Enhanced Mage, Holy Knight
    Prestige Options: Paladin, Divine Champion
    Mana: 300
    Fertility: 30%
    Status: Injured (Missing Eye)




    • Diplomacy: 13+2+1-1=15. You've never been able to suffer fools, but sufficient training has taught you to maintain a perfect facade. (Moderate bonus to diplomacy actions.)

      Martial: 9+2+4-5=10. You can wield a weapon in self defense to an extent, but typically rely on your magic or others for actual protection. (Slight penalty to physical martial actions.)

      Stewardship: 14+2+3=19. Necessity has made you a master bureaucrat and you have a knack for organization. While not usually something to boast about you could organize a theoretical herd of cats by body weight, tail length, and cheese preference. (Significant bonus to stewardship actions.)

      Learning: 18+2+2=22. In a life filled with obligations learning is one of your few passions you can fully enjoy. (Large bonus to all learning actions.)

      Intrigue: 12+2+1=15. Loose lips sink your enemies ships. (Moderate bonus to Intrigue actions. Combined with Administrator allows you to organize private spy network.)

      Piety: 19+2+4+2=27. You have been raised to be Hylia's acolyte, and goddesses willing, vessel since you've were old enough to babble. You occasionally catch yourself lecturing priestesses. (Large bonus to piety and magic actions. Basic Holy Mage powers unlocked.)

    • Bright: You've always been very intelligent. +2 to all traits.

      Administrator: You have a knack for organization. +3 to stewardship.

      Knife nut: Your really like knives. +1 Martial, Reduced chance of assassination, random bonus rolls during combat.

      Gadgeteer: You've learned to tinker with your hands on everything from crossbows to coo coo clocks to trap doors. +1 learning, custom built crossbow.

      Architect: +1 Learning, -1 turns for build actions, -20% costs, +10 to rolls.

      Missing Eye: One of your eyes was lost in combat. While your magic allows you to compensate to an extent it still debilitates your abilities in combat. -5 Martial, -50% to ranged rolls.

      Pyromaniac: You and fire just understand one another. +1 Martial, +1 Piety, -1 Diplomacy, immunity to fire, bonus to all fire spells, penalty to ice and water spells.

    • Basic Combat: +1 Martial, increased chance of surviving assassination.

      Basic Spear: Can use spears in combat.

      Endurance: +1 Martial, Holy Knight training available.

      Hylia, Zelda Hylia: +1 to both Intrigue and Diplomacy.

      Magical Conditioning: Can cast light spells in off hand.

      Fire Mage: Path of the Din's Flame (2), passive fire immunity (does not extend to equipment).



    • Wootz Dirk: +15 to attack rolls.

      Infantry Spear: ?

      Custom Repeater Crossbow: 5 shots per magazine, no reloading penalty.

    • Micromesh Armor: Saving roll to all assassination or battle hits.

      Custom Battle Armor: +15 to defensive rolls, extra saving throw in open battle.

      Anti-venom potions: Saving throw if ever poisoned

    • Crown of Hyrule: See tab. Currently partial-functioning.

      Vambrace Foci: +10 to magic rolls.

      Chrysophylax: Personal Dodongo mount. Equipped with Barding.

      Minish Minions: +5 to personal Intrigue rolls.

      People Pockets: Can carry more Minish, reduced chance of ambush, improved personal Intrigue

    • Comprehensive Castle Blueprints: 20% percent off costs and +10 to rolls for castle construction projects only.

      Partial Dark Nut Manual: x2 to all Dark Nut research rolls.

      Saffron's Handbook: +10 to internal diplomacy and Intrigue rolls

    • 1. Small Amethyst: On the far left is a powerful social charm, giving the wearer a magnetism to impress those around them. (+5 to all diplomatic rolls, +10 to in person diplomatic rolls) - Activated

      2. Small Ruby: On the far right is a potent defensive ward, protecting the wearer from physical, mental, and magical attacks. (+1 defensive re-roll against anything, +10 to all resistance rolls) - Activated

      3. Modest Emerald: Next to the amethyst is a mental enhancer, gifting the wearer with the ability to seek out problems to a plan or idea with supernatural acuity . (Gives double down ability, 1 action per turn gets a +20 boost, no cost, some exceptions apply)

      4. Modest Sapphire: Next to the ruby is a heavily modified oracle stone, allowing the wearer to gain knowledge from the ether itself. (1 free question per turn, always a write in)

      5. Large Diamond: At the center is a confluence of temporal and fate energies designed to give the wearer better luck. (2 re-rolls per turn, goes to lowest rolls, does not affect sub-actions)



    • Shield: 10 mana/turn. Extends a shield that will protect your men from hostile magic.

      Inspire: 30 mana. Send a burst of inspiration through the men, steeling their hearts.

      Fade Suppression: 30 mana. Rob the caster of his magic; chance for enemy spell to misfire or fail.

      Healing: ?? mana. Basic healing spell.

      Mana Siphon: 50 mana. Single target. Drains target of mana. Chance to gain some of it.

    • Imp. Holy Fire: 30 mana. Call down a pillar of Light from the heavens. +25% to power.

      Righteous Smite: ?? mana. Empower your weapon with Light energy. Absolutely lethal to demons.

    • Flame Cloak: 15 mana. Set your armor on fire. Attackers take Fire damage.

      Fireball: 20 mana. ????

      Flamethrower: 20 mana. ????

    • Holy Flame Cloak: ?? mana. ????

      Imp. Mage Armor: 10 mana/turn. Saving throws against physical attacks when unarmored.

      Wind Shield: 35 mana/turn. Protection from Arrows.

      Telekinesis: ?? mana. Novice level.

      Push: ?? mana. Novice level.



    • Martial: Guard Captain Conroy Tellar, +1 martial action, +5 to martial rolls, +10 on training or logistics.
      - Corporal Net, Tellar can use full actions
      - Drill Sergeants, Multi-turn training actions don't lock out an actions slot.

      Stewardship:
      Nari gi Vifloa, +2 stewardship actions, +10 on roads, canals and other trade lanes, +2% Court approval every turn

      Intrigue:
      Imperia, +1 Intrigue action, +5% chance of success.
      - Watch Liaisons, +1 Intrigue action.

      Diplomacy:
      Countess Vladia me Ventas, +2 diplomatic actions, +5 to diplomatic actions, +10 on Akkala, Faron, Ridgeland, Hateno, or Badlands actions.
      - Horsehair Minish, +5 to diplomatic rolls, Can catch others in the act of altering diplomatic correspondence.

      Learning:
      Jarhead, +3 research actions, +5 to all research rolls, +10 on Archive construction or upgrade options.
      - Library Minish, ???

      Piety:
      Senior Priestess Mercy, +1 Piety actions, +10 to Piety rolls.
      - Church Minish, +5 to Mercy's rolls, +10 to Prayer and Meditation, increased pilgrim happiness.

    • Chief of Staff: Viscount Goff ti Merano, +10 to logistical rolls, -5 to strategic military planning, provides Robust Supply Wagons which can handle a campaign trail with fewer issues.

      1st Army Field Commander:
      Baron Jiles 'Gohma-smasher' de Defwood, +2 morale at battle start, extra morale roll.

      2nd Army Field Commander:
      Harold vit Knox, +15 to warboat weapons actions, -5 to naval actions (river and sea), -5 to assault actions.

    • Viscount Halvack ta Palvin, Knight-Captain of the Royal Knights, +10 to melee rolls for the Royal Knights.

      Mouse, +5 on Intrigue rolls, unique Intrigue operations unlocked.

      Fara & Mira, Triforce Vanguards.

      Apprentice Fanya ta Kakiriko, Legendary Earth Mage. (429/500 Training).

      Greifah, Sheikah prodigy, +15 bonus to one Intrigue action per turn.

    • Cindra ta Eldin, student at College of Engineers.

      Othi hev Hebra, squire in Royal Knights.

      Marionette vel Ferrier, apprentice to Countess Ventas.

      Isabella vas Halfen. (+1 stewardship action, +5% chance of success to stewardship rolls)

      Piys, Minish leader. (+1 learning actions, +10 to rolls)

      Linel Findley, in a coma. (+2 stewardship actions, -10% off all Stewardship actions, security leak and potential source of scandal)

 


  • Name: Hyrule Castle
    Gender: Neutral
    Age: Really Old
    Rank: Seat of Power
    Class: Royal Palace
    Prestige Class: <I AM THE BASTION>
    Status: <I AM AWAKE>
    Castle Points: 15

  • Disciplined Eyes: Reduced chance of assassination.
    Castle Chapel: Increased worship to Farore, Nayru, and Din as well as Hylia, +1 Piety.
    Secret Passage Network: Bonus to Intrigue, reduced chance of assassination, special options during castle battles.
    Castle Plumbing: Fixed, all rooms accessible.
    Garden Altar: Doubles success of Prayer and Meditation, +1 Piety.
    Comprehensive Castle Blueprints: 20% percent off costs and +10 to rolls for castle construction projects only.
    Cathedral to Hylia: Constructed outside Castle, Improved church opinion, +1 Piety.
    Armory: High Master's Forge available, Armory defenses completely intact.
    Aqueducts: Water channels in Castle activated, fresh water available, +2 Castle points.
    Mother's Garden: 50% all potions, +100 income from increased surplus produce, ley lines discovered, +1 Castle points.
    Basic Lab: +5 to future projects, lab upgrades unlocked.
    Indy Hell: Personal chambers trapped, reduced chance of assassination.
    Rune network: Rune network repaired (not powered), +2 Castle points.
    Power shafts: Discovered.
    Walls: Modern walls, resistant to trebuchets and magic, +1 Castle points.
    Basement Levels (Castle points): 2 (+1), 4 (+2), 8 (+2).
    Fire Suppression System: Restored, +1 Castle point.
    Batten the Hatches: Internal security doors functional and safe-checked, +1 Castle point.
    Parlor from Hell: Internal booby traps active, +2 Castle points.
    Making It Hard: High penalty to enemy Castle Infiltration rolls.
    Sanctuary for One: +1 personal action.

  • 1. Checkpoint: Lowers espionage attempts aimed at penetrating to lower floors. Aids in repulsing attacks from below.

    2. Interrogation Chamber: Better results from interrogations.
    2. Containment Cell: Special room to magically hold dangerous things. (Contains bronze Gerudo skeleton)

    3. Spy Training Gym: +5 to Intrigue rolls, tiny chance each turn of attracting Intrigue Champion.
    3. Spy Training Gym: +5 to Intrigue rolls, tiny chance each turn of attracting Intrigue Champion.

    4. Laboratory Wing: Lets you run independent research.
    4. Dark Nut Laboratory: Lowered chance of failure or incident, +10 to Dark Nut rolls, frees up containment unit.

    5. Mushroom Farm: Access to Deep Mushrooms: Assassin poisons available, emergency food roll for siege.
    5. Workshop: -10% to constructions costs, -1 turn to construction time, +10 to dungeon construction rolls, opens expansion options.

    6. Crystal Farm: Magic crystals grown on site, -20% to Dark Nut research and production costs, other applications possible.

    7. Spy Center: +5 to Intrigue rolls, the lower the room the more secure it is.
    7. Rune Laboratory: Allows for Rune Working.

    8. 2 Collapsed Docks: Locked until Castleton Sewers are fixed.
    8. Shield Array: Protection of the Castle from strategic grade ritual spells (ie wall destroyers or assassination spells).

    9. ???
    10. ???
    11. ???
    12. ???

  • Blacksmith Sal
    Master Blacksmith Tubal Cain
    Crew of smith apprentices
    Professor Walsh + Veteran research team

  • Library: ???
    Walls: Aiding castle spy network, ???
    Armory: +5 to all Armory rolls, +10 to machinery rolls
    Darkstone: +5 to Castle-only stewardship actions
    Church: +5 to Mercy's rolls, +10 to Prayer and Meditation, increased pilgrim happiness, start to spread Hylia worship among other Minish clans.
    Horsehair: +5 to diplomatic rolls, Can catch others in the act of altering diplomatic correspondence
 


  • Chief of Staff: Viscount Goff ti Merano (+10 to logistical rolls, -5 to strategic military planning, Robust Supply Wagons)

    Units: Royal Guard, 1st Royal Army, 2nd Royal Army, Castleton Guard

    Organization: Regiment (4000), Battalion (1000), Company (500), Platoon (50).

    Advanced Units: Shieldmen (Learn from the Masters), Crossbowmen (Crossbow Construction), Scouts (Eyes and Ears), Desert Troopers (Edge Oasis), Battlemages (Phenomenal Combat Powers), Guide Teams (See Better)

    Naval Units: Tier 1 Warboats (Militant Rivers), Marines (Semper Fi)



    • Line of Battle:
      4,000 Elite Heavy Infantry
      350/500 Royal Knights
      50 Dodongo Knights

      Leader: Guard Captain Conroy Tellar

      Champions: Viscount Halvack ta Palvin, Knight-Captain of the Royal Knights

      Base: Hyrule Castle

      Morale: 11/11

      Loyalty: Unshakeable


    • Guardsmen: 1 Mixed Regiment of Halberdiers & Crossbowmen (4,000)

      Knights: 5 Companies (250/500)

      Dodongo Knights: 1 Platoon of Maniacs (33/50)

    • Guard Captain Conroy Tellar: +5 to martial rolls, +10 on training or logistics.

      Viscount Halvack ta Palvin, Knight-Captain of the Royal Knights: +10 to melee rolls for the Royal Knights.

      Learned Leaders: +5 to tactical rolls.

    • Micromesh: Tellar and Halvack have a saving roll vs all assassination or battle hits.

      Lord of War: Spearmen upgraded to Halberdiers, Archers upgraded to Crossbowmen.

      Castle Forged Guard: All Guardsmen equipped with Masterwork Armor (Chain & Plate) and Weapons (Halberds & Sidearms).

      Castle Forged Knight: All Knights equipped with Masterwork Armor (Chain & Plate) and Weapons (Lances & Swords).

      Lay it on Thick: Dodongos equipped with Specialized Barding.

      Shield Shaping: Crossbowmen equipped with Pavises.

      Ashen Polearms: +5 to Polearm actions.

      Equestrian Bargain: +5 to Mounted actions.

      Repeater Crossbows: +5 to Archery (1 elite platoon per company).

    • Basic Combat: Better overall performance.

      Basic Spear Wall: All around improvement.

      Basic Archery: +5 to Archery

      Personal Combat: Individual combat rolls boosted twice.

      Combined Arms: Access to dedicated mage actions.

      Prototype Dodongo Tactics: Shortened training time for future recruits.

    • Due to the Dead: Gain Unshakable Loyalty.

      Reach Out: All crossbow units gain additional range.

      Dodongo Details: +10 on Dodongo training.

      Metallic Metabolism: +5 to Dodongo rolls, reduced chance of injury from attrition.

      Hateno Tour: -25% cost on all stable or horse related actions.

      Spidery Biology: +10 to combat rolls against Gohma



    • Leader: General Jules 'Gohma-smasher' de Defwood

      Champions:

      Base:
      Fort Rhoam Bosphoramus

      Morale: 11/11

      Loyalty: Reliable


    • Infantry: 9 Mixed Regiments of Spearmen & Crossbowmen (36,000) (three regiments current on permanent duty in Tarrey (-12,000)

      Heavy Infantry: 1 Company of Foot Knights (100)

      Light Cavalry: 1 Regiment of Light Hussars (500/4000)

      Battlemagic: 1 Line of Combat Mages (200/300)

      Siegecraft: 1 Battalion of Combat Engineers (1000)

    • General Jiles 'Gohma-smasher' de Defwood: +2 morale at battle start, extra morale roll.

      Learned Leaders: +5 to tactical rolls.

    • Shield Shaping: Archers equipped with pavises, spearmen with wooden scutum.

      A Spiky Surprise: Skirmishers equipped with caltrops (cavalry deterrent).

      Repeater Crossbows: +5 to Archery (1 elite platoon per company).

      Poisoned Arrows: +5 to skirmish rolls (+10 against Moblins and Lizalfos).

      Wootz Rollout: All knights (foot and mounted) equipped with wootz weapons and armor (+10 to all combat rolls).

      Oh Yeah: Lyrium breaching charges (Extremely effective against fortifications).

      Bug Smashers: +15 against Gohma

      Gohma-skull Banner: +5 to fighting non-bipedal monsters, resistance to psychological attacks.

    • Basic Combat: Better overall performance.

      Basic Spear Wall: All around improvement.

      Basic Archery: +5 to Archery.

      Communication Connoisseur: Revamped Signal Corp.

      See Better: +5 to scouting rolls

      A Fistful of Sand: Guide passive bonus (+15) added to all future operations.

    • Robust Supply Wagons: Fewer supply issues when campaigning.

      Liquid Logistics: Fleet of troop barges available on Nayru and Din rivers.

      Spidery Biology: +10 to combat rolls against Gohma.

      Reach Out: All crossbow units gain additional range.

      Shields of Faith: Shield Sisters automatically assigned to any military unit
      - A Hardened Shield: Shield sisters armored, armed, and trained to fight. Sisters drill with Royal army allowing for increased coordination.

      Hateno Tour: -25% cost on all stable or horse related actions.

      Eldin Tour: +15 to war machine rolls



    • Leader: General Harold vit Knox

      Champions:

      Base:

      Morale:
      ??/11

      Loyalty: ???

      Status:

    • ????

    • General Harold vit Knox: +15 to warboat weapons actions, -5 to naval actions (river and sea), -5 to assault actions.

      Learned Leaders: +5 to tactical rolls.

    • ?????

    • ????

    • Eldin Tour: +15 to war machine rolls

      ????



    • Leader: Baron de Clifford

      Champions:

      Base:
      Castleton

      Morale: 8/10

      Loyalty: Reliable


    • Town Guards: Mixed Unit of Militia Spearmen and Archers (5,000)

    • Baron de Clifford: +5 to Militia training rolls.

      Learned Leaders: +5 to tactical rolls.

    • Shield Shaping: Archers equipped with pavises, spearmen with wooden scutum.

    • Militia Motivation: Garrison Militia upgraded to Town Guards

    • ????


  • Desert Troopers: 1 Regiment (4000) stationed in Edge Oasis
 
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