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Your father is dead, eaten away by the Grimm Blight. His heir, your brother, stumbles in the...
QUEST START! 0-1

Raiu

Per Aspera Ad Astra
Location
United States
Your father is dead, eaten away by the Grimm Blight. His heir, your brother, stumbles in the chaotic delusions caused by the disease. Plague ravages your lands, your people fearful of Grimm, both real and imagined. You have become Regent in a dire time, unsure if your kin shall survive the deadly illness.

Such is the life of a Carrion Lord.

Welcome to another version of @RedrumSprinkles' Age of Grimm quest. I'll save you much of the eye strain and scrolling by putting all the rules in this little spoiler box. Horrifically stolen from @Powerofmind's version of the quest, and lacklusterly edited by your's truly. Also, thanks to @CthuluWasRight for providing me with a lot of idea fodder with his omakes, as well as his own quest.

Welcome to the Age of Grimm. The world of Remnant is now your home, a sandbox to inhabit and shape according to your whims. Though you will start small, let me be the first to say that the options are limitless! There's countless goals you can set yourself to achieving, some far more challenging than others. What will you choose? Amass untold wealth? Forge a Kingdom? Conquer the world? Purge the Grimm? Construct a invincible dynasty? Become a peerless eugenicist?


Also, there are secret Quests to complete - event chains that can span generations - and might net huge rewards or devastating losses! They may even shape the future of Remnant for centuries to come, or simply provide an extreme source of personal pride and wealth.

First off, the rules…
  1. I am the Quest Master. I am not kind, and neither is the Age of Grimm. This is a CKII quest very much in the spirit of the original game, now with hordes of eldritch abominations waiting to gnaw your face off. If I was kind before, now I am devoting myself to absolute fairness.
  2. As a third-generation QM running a quest in an identical setting, it is necessary to note that canon of the original, From a Single Ember, is not in lock step with any other Age of Grimm quest.
  3. It will not be easy. Unlike several other CKII Quests, you don't get "chances of success" for actions. You don't get saving throws or re-rolls. In the Age of Grimm, you're prey, and the game systems reflect that.
  4. It's a succession game, which means that once your character dies, you will play as their inheritor. Each turn is six months, but time-skips can be granted upon voluminous request. This rule is not set in stone.
  5. This Quest won't be often if the Dynasty loses their land. Sometimes, the greatest heroes can come from obscurity.
  6. This quest uses a 1d100 system for rolling. I will be performing all the rolls at my own discretion, and will display them as I see fit. I'll also be doing secret rolls for things that aren't within your character's ken to know, but let's be honest, you'll know where all the critical rolls are. In addition, there is a special die called the Chaos Die. This is a 1d100 roll which changes portions of the setting. Just remember that the Chaos Die is never a wholly good or wholly bad thing. It's just unexpected.
  7. This quest's system is an amalgamation of various quest systems and CK2's mechanics. If you want a better idea, I'm running this quest through foppery and whim.
  8. 80-90% of voting will be planned. Please use standard planned voting format.
  9. I will close the voting when I feel like there isn't a need to continue it. I will either ask for a tally or do so my self. If there is a split vote,
  10. Updates will be completed on availability.
  11. Be creative! Write-ins are Encouraged. Don't limit yourself to the presented options! Innovative and imaginative ideas will serve you very well. They are the way you survive.
  12. You get one fate point. One. You can use it to auto-crit success on a decision or counselor action, survive death, escape imprisonment, or recover from a lethal disease. Completing secret Quests might net you more, but it is rare for any character to hold more than two. This will change.
  13. Omakes are welcome and appreciated! They might even net you related bonuses, but that bonus will always be a secret! View my omake policy for more information, and if you create a work which I enjoy, it will find it's way into the quest.
  14. Please be kind to your fellow quest-goers. Everyone's here to have fun, and lively debates are encouraged, but this isn't a place to pick fights. Don't be a dick. The writer is a much better target.
  15. This quest was inspired by RedrumSprinkles. She deserves as much support as she can with her quest. Seriously, this has become my longest work of fiction, and I have her to thank for it.
  16. Enjoy the quest. Things have changed quite a lot, but if you must die, then die gloriously.
17. Things are going to be a bit different this time. Your choices have a lot more meaning than you think, and some choices will lead to other, unexpected outcomes.
18. Write-Ins can be created at any and all times, even when no voting is in progress. These surprise Write-Ins require a critical mass of votes to become valid, the amount a closely held secret. Attempts, successful or otherwise, to cause such a Write-In triggers a Chaos Die roll, as fate does not like people taking their own destiny in their hands. Addendum: This does not apply to write-ins during voting for a turn, since fate is less likely to notice them among the important decisions, but they must be marked as such. This can be used to break the action limit.
20. These rules were changed in Turn 7. If you want to see why, check The Torches Rise Mission Statement in the Informational Threadmark.
21. Things are not Always What They Seem.
Age of Grimm Governments

Feudal

Summary: The most widely-practiced form of government in the Age of Grimm. Reliant on a system of feudal obligations to a higher-ranking lord, they are ruled by royal dynasties, who wield a great degree of power over their vassals.

Inheritance: The eldest child inherits all titles of their choosing, and then the second picks what they want of what remains, and so on down the line.

Gender Restriction: None. Male and Female children inherit equally.

Species Restriction: None. Humans and Faunus inherit equally.

Organization:

King or Queen - Wields power over the entire realm, and all their vassals.

Lord/Lady - Wields power over a Keep, a collection of Estates

Knight - Wields power over an Estate, a collection of Holdings.

Page/Mayor/Religious Figure - Wields power over a minor Holding.

Claims: Claims can be pressed if your parents, spouse, or child was poised to inherit a title. Among these, Marriage is the weakest claim to press.

Caravan Kings: A variation on the typical Feudal System, due to the harsh desert nature they traverse. They are a harsh, nomadic breed, with no clearly-defined territories or holdings. Variations are as follows:

Inheritance: The most able child inherits. In order to avoid realm-divide and bloodshed, the inheritors and their assorted retinues often engage in tournament-style melees in order to determine the order of inheritance. It is also a common practice for younger children to bow out of the proceedings.

Organization:

King or Queen - Wields power over the entire Caravan.

Bannerlord - Wields power over a Warhost, several Warbands.

Outrider - Commands, supplies, and organizes a Warband.

Mistralan City-State: The continent of Mistral is divided into dozens of City-States, each of which maintains as much territory as it dares, and often lives in tense rivalries with its neighbors. However, the City-States have formed Leagues, ineffective (and rarely obeyed) oversight committees composed of representatives from each City. Though on a local scale, they are wholly feudal. Variations are as follows:

Inheritance: Members of the Dynasty choose which child inherits.

Organization:

King or Queen - Wields power over the entire City, and all aspects of its life.

Chairman - Maintains the day-to-day ruling of a City District.

Shieldbearer/Shieldmaiden - Commands the City's military and town watch.

Representative - Represents the City in its League, often from a powerful family or financial investor in the City.

Guardian - Minor lord who preside over the City's Watchtowers.

Tribal

Summary: A common form of government in the former regions of Vale and Vacuo, power resides in the Chieftain/Chieftess, who is said to be the most able member of the Tribe's ruling dynasty. The Tribes are often prideful, defensive, and decentralized.

Inheritance: All land-holding members of the Tribe elect a member of the ruling dynasty to lead them. In times where the heirs are weak or few in number, another branch may try to install itself as the ruling dynasty.

Gender Restriction: None. Male and Female children inherit equally.

Species Restriction: None. Humans and Faunus inherit equally.

Organization:

Chieftain/Chieftess - Hold power over all the Tribe's territory, and all of the families within.

Bondman - A leader of a cadet branch of the Tribe that carries out law and order over a collection of Blots called a Company.

Champion - A member of a cadet branch that enforces its will upon the neighboring branches, ruling what's called a Blot.

Patriarch/Matriarch - Rules over a Holding.

Republic

Summary: Among the countless states and tribal holdings, only a handful of Cities may truly be regarded as Republics, though it is more akin to a Oligarchy. Mostly found on the continent of Mistral, the numerous landholding elite (Senate) elect public officials to represent their interests in several offices. Elections are chaotic and messy things, often laced with intrigue and backstabbing, but remain mostly bloodless. Mostly.

Inheritance: Offices are secured from a Senate, and candidate Senators must announce their intent to run for a certain office. If an Officer perishes, they are replaced by their spouse. If the spouse is dead, missing, divorced, or declines the position, the duty is passed onto their eldest child.

Gender Restriction: None. Male and Female children inherit equally.

Species Restriction: None. Humans and Faunus inherit equally.

Organization:

Senior Doyen - The most powerful elected official, they preside over the Senate, represent their City, and hold a considerable degree of influence.

Junior Doyen (X2) - The Senior's right-hand officials, they are the Senate's secretaries and peacekeepers.

Master of Trade - Oftentimes a very influential individual, they officiate the city's trading, guilds, and merchants.

Master of War - Commands the City garrison.

Master of Law - Dispenses ultimate justice in the City, but needs the approval of the Doyen to condemn/indict a member of the Senate.
Age of Grimm Cultures


Atlesian - A proud and learned yet militaristic culture hailing from the northernmost continent of Mantle, these people are split into a tapestry of petty, squabbling Kingdoms. They draw their strength from their stores of Dust, arsenals of airships, robots and other technological remnants, as well as the unrelenting nature of their people - for in their frigid homeland of Mantle, strength is valued above all else.

Allows:

Raiding - The lands of what was once Mantle are frigid and brutal. Sometimes, pillage is the only way to sustain hearth and home… or win glory and riches. Both validations for the practice are celebrated.

Tinkerers - A remnant of the scientific method remains in the hearts of Atlesian people. Technology and weapons are more expensive to maintain, but are faster to produce, repair, and are undeniably superior.

Make the Most - Atlesian people do not have much land for living or food collection, and have adjusted to the harsh limits of their clime. They understand hardship, and are much less likely to disturb the peace during food shortages, squalorous conditions, or debt.

Dust Mines - Though Dust can be found all over Remnant, Mantle has an abundancy of mines. This has resulted in most Atlesians knowing more about Dust than the common man, and producing more of it.

Mistralan - An honorable and adventurous breed, the inhabitants of the easternmost continent focus on the rights of the Individual. They often hold acts of personal valor in high regard, and aren't keen to cooperate. Its citizens are divided into City-States, which rule over their lands with iron fists. Despite this, a wealthy Republic has grown on its and western coasts.

Allows:

Individualism - Winning glory and accolades makes personal advancement easier, and keeps seditious factions quieter. This means their Huntsman are often very skilled, and their soldiers tend to be of a higher class than other cultures'.

Honorable - Mistralans are often diplomatically circuitous and hesitant to hammer out any formal commitments, as forging one is a very serious matter, to be upheld at any personal cost. Reneged deals and abandoned agreements are often long-remembered stains upon a dynasty.

Leagues - Though it requires diplomatic miracles, Leagues may be exploited for personal profit. Breaking out of this accepted standard is difficult, however, as cooperation is difficult and uncommon.

Republic - Abhorrent to most Carrion Lords, but far more palatable to the Mistralans, a Mistralan ruler may convert their city into a Republic. Also, tolerance of the practice nets more productive business ventures with established Republics.

Vacuan - Tempestuous lands breed hardy folk, and the Vacuan are no exception. Divided into tribes and kingdoms both nomadic and settled, they are unorthodox and family-oriented. In the deserts of their birth, so-called 'Caravan Kingdoms' wander the dunes. The Vacuan often place high importance on sharing and communal strength, and their rulers hold onto power more tenuously than most - oftentimes, if a Carrion Lord does not do enough for their people, they will be deposed in short order.

Allows:

Attrition Experts - Sometimes, the weight of a harsh land and their own equipment is enough to make an army flounder and fail. Most Vacuan nobles know when it is best to fight, and when it is best to vanish behind the territory they know better than anyone else.

Incompetent! - When a liege lord is weak, ineffectual, or greedy, his vassals and their serfs gain the option to depose him. When you are the ultimate lord, however, make sure not to repeat his mistakes.

Practical: Vacuo isn't a shirt-and-tie kinda place. They don't put as much stock into the concept of "royal blood", and presentation as the rest of Remnant does (though they do have similar inheritance laws regarding dynasties). Effectiveness is the most important thing. There is no prestige loss for marrying 'under your station', and without the pressure to marry according to their leader's wishes, families tend to be tightly-knit and loyal. Also, pressing claims via marriage is harder to do, but if the war is won, resistance to your rule is significantly lessened… you've won their respect!

Percussive Maintenance - Vacuan lands aren't hospitable, as even the more fertile regions are beset by some calamity or another. With a lack of resources to forge new technology, they have grown adept at scavenging, repairing and re-using what they have. Technology is less resource-intensive to build and maintain, but its quality is often inferior.


Valesian - Hailing from the central continent, they are a stalwart and noble people, divided into countless tribes that span the length of the continent and its many islands. Some Kingdoms have arisen, and they have very solid grips on their power, as Valesians place emphasis on Diplomacy and Legitimacy than other peoples. They are also some of the more faithful folk of Remnant, and oftentimes devote themselves to their chosen religion with fervor. Not to be discounted is their pride in historic traditions, which is possibly responsible for the only surviving remnant of the Four Kingdoms - the Kingdom of Vale.

Allows:

Traditionalists - The old ways are the best ways. Transitioning between different cultures and religions is more difficult. They are also more willing to impose their culture and religion on other peoples.

Legitimacy - Valesians take the concept of Legitimacy very seriously, and fabricating claims isn't just a slight - it's a legitimate casus belli! If effectively done however, claims are an extremely powerful asset.

Grey-Blooded - They are just as capable at war as any other peoples in the Age of Grimm, but they prefer polite negotiations and diplomacy. Personal insults, slights, attacks, and overreactions are serious business… as well as useful tools. If a noble can provoke the opposite negotiating party into a violent altercation, he's gained a valid casus belli!

Spiritual - The Valesian people take religion and souls seriously, which means their auras are often larger and more precisely wielded. Piety is gained faster, and Spiritual Vassals often find few conflicts with their liege.

Menagerai - Inhabiting the island continent of Menagerie, they maintain a predominantly faunus population, though no one can say why this is so. Many speculate the island to be the species' origins. Though faunus aren't seen in the same light they were many centuries ago, many of the ancient values they held are still tightly woven into the cultural fabric of Menagerie. Justice, Law, Tolerance, and Self-Sustainability are prized among the continent's people, and its rulers are Lords that have learned to employ a strong cult of dynastic personality.

Allows:

Foraging - Menagerie isn't the most fertile of lands, but it can provide for those who are clever and resourceful. Lessens the attrition accrued by your armies in foreign lands. Food stores deplete more slowly.

United Heritage - As a continent of faunus, they have interconnected and well-documented lineages. This makes opening diplomacy easier with nearer factions, as you are likely to be related to some small degree.

Abdication - When a ruler grows too old or weak to care for themselves, they may Abdicate, assigning titles to their children before relieving themselves of power. This is most often seen as a joyous occasion, though envy and violence have sometimes poisoned the proceedings in the past.

Family Lore - Great deeds done by members of the dynasty are remembered by serfs and Carrion Lords alike. Vassals respect older, established families, and it is not uncommon for a less capable ruler to live until Abdication simply because of a mighty grandparent.

Tolerance - Religious and ethnic diversity is more common among the Menagerai than other peoples.

Epithets - With their emphasis on bloodlines and predecessors, the menagerai often give out epithets to its rulers. Menagerai Carrion Lords are more likely to accrue one during their lifetime.
Age of Grimm Religions


Children of Remnant

The most popular and proselytized religion in Remnant, it teaches that the world has endured a cycle of eons since its creation by the Nameless One, a being that created the universe and bestowed souls upon the people of Remnant before sealing himself within the planet and falling into a fitful sleep. Now, they believe world is in its final eon - the cycle is ending. When that day comes, the Promised Hunter will arrive to purge the lands of Grimm and evil forever. Then, the Nameless One will emerge, and Remnant will become a joyous paradise of eternal life and boundless harvests.

Community is important to its followers, and their temples are often found within rock formations or dug deep into the earth, to be closer to the heart of Remnant. Its priests are referred to as Deacons, and preach the Nameless One's Songs to all that will listen. The head priest or priestess is stripped of their name and identity, and is charged to wander the world as the Blessed Huntsman.

Since Dust is mined from Remnant (and appears to be limitless), they regard the substance with a degree of respect, and often incorporate it into their rituals, clothing, and constructions.

It is most popular in the former realms of Vale and Vacuo, and maintains a strong presence in what was once Mistral.

Features:

Concubinage - All souls are one, so why not unite as many as possible under your household? Allows you to take Concubines. Children of Concubines are legitimate heirs, but aren't considered for inheritance until the primary inheritors have their say.

Temple Vassals - Deacons that rule over Temple Lands pay tribute to you, and are connected to the larger network of the Children.

Holy War - The Children are in danger! The Blessed Huntsman has rallied the faithful!

Blessed Huntsman - The Blessed Huntsman is welcome in your realm, and fostering a good relationship with one is beneficial to your rule.

Rites of the Progenitors

The second most common religion found in the Age of Grimm is the Rites of the Progenitors, or more commonly, the Progentiorists. They hold aloft a sacred pantheon of immortal deities, who reign over the forces of Nature and the capricious whims of the Heart. Many stories, myths, and fairytales shroud these luminous beings, legends from a time long forgotten, when Gods and Goddesses walked upon the face of Remnant. They also maintain a strong tradition of ancestor worship, believing those that came before are to be treated with dread respect.

They maintain no formal priesthood, though many communities gather around those commonly known as 'Tellers', humans and faunus well-versed in the stories of their chosen deity (or all of them).

The religion is most popular in the frigid Atlesian Kingdoms, as well as the Eastern City-States that occupy the former Kingdom of Mistral. It is also growing, though its archaic traditions and decentralized nature have slowed its progress.

Counted among their Pantheon are the following:

The Thorned One - The Goddess of Justice, Hope and Hunters, she is most popular among the youthful and bold, who yearn for adventure and to render judgment upon Grimm and the wicked.

The Knight of Frost - The Goddess of Dust, War, and Technology. Immensely popular in the former realm of Atlas, this frigid yet caring Goddess holds domain over the Silverlands, the resting place for those who have died after living righteous lives. She is most popular among soldiers and tinkerers, and many of her adherents possess a strong sense of civic duty.

The Shadowed Sword - Goddess of Death, Faunus, the Moon, and Night. She is commonly depicted as a puma faunus, and her domains are often associated with darkness, but not with evil. In fact, she is one of the more benevolent Goddesses. She is popular in Menagerie, due to being a faunus herself.

The Sun Dragon - The Sun Dragon takes the form of a Human Woman, radiant and alight in holy flame. She is the Goddess of Hosts, Valor and Strength. She is most popular among royalty, raiders, mercenaries, and bandits. Though her followers may sometimes be brutish, they maintain a romanticized code of honor, which is followed according to practicality.

The Kingmaker - God of Wisdom, Learning, and Foresight. King of the Gods, he is said to have whispered the world into existence in the form of stories, now known as fairy tales. He is mysterious and unformed, though often depicted as an aging man. Very few communities worship him exclusively, due to the absence of legends regarding him.

The Stormcaller - The most capricious of the Progenitors, he is commonly referred to as a Trickster God. Portrayed as a raven faunus with storm-grey wings, He holds dominion over fertility, drunkenness, decay, and love. He remains a popular figure with urbanized populations, and many adolescents.

The Nightwing - The Goddess of time, decay, Grimm, hatred and souls. She is seen as the Progenitor's psychopomp, leading the souls of the deceased to their final resting place. Depicted as a magpie faunus with a bloodied beak and decrepit wings, she also holds dominion over the Pit, where souls of the wicked suffer before returning to the world for another chance at reaching the Silverlands.

The Bronzeblade - Once a mortal woman, she was chosen by the gods for her prodigious skill and purity of soul to become a goddess. She holds the title 'Defender of the Hearth', and guards the Home and Heart against those that would do them ill.

The Shieldbearer - God of Audacity, Chivalry, and Agriculture, he is the the gentlest God, said to love his followers unconditionally. His most ardent followers are known as Paladins, Hunters and Huntresses that do not bind themselves to Carrion Lords - only the people.

Features:

Favored Progenitor - You are allowed to choose one of the Progenitors to focus your prayers around, netting you related bonuses.

Holy War - The Progenitors are wrathful! Their tellers have been martyred, their groves and holy places despoiled. Become their sword!

Sacred Places - The myths regarding the Progenitors are many, but rooted in the geography of Remnant. Standing Stones, Ruins, Groves, Caves, Coves, Forests, and many other sites of legend that feature in a Teller's stories exist in the world of Remnant. Though they do not count as Holdings, possessing more within your realm brings many benefits.

Pilgrimage - The Progenitors are said to have been birthed from chthonic means in the Land of Vale. Go on a dangerous pilgrimage to the most Sacred Places to connect with your spiritual roots.

Scions of the Maidens

No one doubts the reality of the Seasonal Maidens and their extraordinary power like they did in centuries past, but a smaller, devout group of Remnant citizens have chosen to worship them, believing the spirits that inhabit prodigious young women to be deific. What's more, is that they believe the legend that inspired them is sacred truth, and the Old Man - God - is the ruler of all beings, omnipresent and omnipotent.

They worship the Maidens as avatars of God, and when a Maiden joins the faith or a follower receives a Spirit, they sing praises and hold festivals for months. However, this is a very uncommon occurrence, and no more than one Maiden has been formally associated with the faith for any stretch of time. They believe that, should the Maidens be united in faith within the Scions, God himself may appear.

It is the religion of mendicants, travelers and merchants, and many who wander find the Maiden's power wherever they tread. Shrines dot the roads of Remnant, and are welcome in many inns as well.

Since they share some legends and similar beliefs to the other religions, they are accepted in all lands, and many are searching for the Maidens, attempting to help whomever they can along the way.

Features:

Grand Search - An influential Priest has called for a Grand Search! The faithful drop their everyday lives to aid in locating one of the Maidens. Greatly increases the chance of finding a Maiden. Note: They are not warriors - they remain peaceful travelers.

Seasonal Festivals - At the beginning of each season, festivals are held to celebrate the oncoming transition. They draw many of your realm to one location. The joyous spirit almost always helps repel grimm, but if a Festival goes awry, the opposite occurs.

Vassal Priesthood - Priests that rule over Scion lands pay tribute to you, and are connected to the larger network of Priests.

Charity - You can more easily practice charity in your lands, which will keep your serfs happier and less stressful.

Maidenage - If you are a Maiden, or one is a vassal to you, your power and influence expands meteorically.

There are many smaller, local religions that do not fall in line with the three major religions, and even whispers of those who worship the Grimm. This has to be false, no one would be foolish enough to do so.
Age of Grimm Player Resources
In the Age of Grimm, wise management of your resources is critical to success. If they dip too low, your rule might grow tenuous or unstable, and your Decisions might become heavily limited. They are as follows:

Lien: The ubiquitous currency that transcends all borders of Remnant. Though few notes are now produced in the Age of Grimm, their use was so common throughout the ages that there is rarely a material shortage of these colored plastic cards. It is used in most transactions, from salaries, taxation, day-to-day purchases, bribes, wages, purchasing raw materials, etc. Measured in Lien.

Dust: Long ago, Humanity discovered Dust, the mysterious resource that allowed them to escape extinction and found civilization. Curiously, it appears to be limitless - overflowing veins appear where they were once spent, and caves once thought empty are one day brimming with crystal growths the next. This does not mean Carrion Lords are possessed with a treasure of the stuff - locating, mining, and refining the substance is very costly, its transportation is dangerous, and very few realms have access to every step of proper production. It can be used in the production of power, weapons, ammunition, airships, construction, wardrobe crafting, androids, bionics, and various other higher-tech projects. Measured in Units.

Food: Since Grimm now hold the majority of land, securing food for the world's population is an important and often challenging prospect. It is a critical undertaking, because if a Carrion Lord cannot keep their people fed, their rule is called into question. However, since the majority of Remnant's population practices a form of subsistence farming (or hunting), they can remain empty indefinitely, as long as the citizens live hand-to-mouth… but one famine, bad season, or Grimm attack can spell utter disaster. Heavily populated areas such as Cities and Castle Towns, however, need much more. Measured in Units.

Morale: Though society has stabilized enough after the ancient cataclysm, it has dispersed among the lands of the Four Kingdoms, making it much more susceptible to the creatures of Grimm. Since negative emotions entice their attentions, keeping a population's morale up is an important undertaking. Should a populace (or vassal) grow malcontent or overly violent, Grimm will descend upon them. Measured qualitatively, in the general 'mood' of the realm.

Prestige: This is a measurement of Carrion Lord's influence and majesty. Prestige represents the ideals of ruling according to the inhabited culture. Marriages, Decisions, noble acts, hunting grimm, and winning wars or glory can all enhance a Lord's prestige. It is also a good indication of Legitimacy - high prestige characters are slightly more secure in their rule, and have a wider diplomatic range. Can be discarded to perform treacherous or dishonorable acts, marry under your station, or can be converted into Lien, Dust, or Piety. Measured in Prestige.

Piety: This is a measurement of a Carrion Lord's piety in their chosen religion. It is not a 'hard-coded' resource - faking the appearance of extreme piety still nets you the bonuses, but is harder to accrue. It can be spent to enact Religious decisions, interact with religious infrastructure, acquire priests, etc. Measured in Piety.
Miscellaneous Notes

Religion
: Religious Tensions are high with the coming of the plague, with many people trying to find a scapegoat for the evil that has been unleashed. Usually, this is a minority religion. Many faithful of all religions have been forced to hide their faith, and there are mutterings that crusades may soon begin amongst the Kingdoms. Tread carefully, but remember that all religions have their advantages and disadvantages.

Marriage: Though lightyears more open and accepting than Medieval Europe, many of its squickier elements are commonplace on Remnant (aside from Vacuo). Arranged marriages compose the vast majority of unions, children have no say in their future partner, and the age of maturity is seventeen. Since all children inherit regardless of gender, it's important when forging a marriage alliance to specify which dynasty the children will be of.

Homosexuality: Homosexuality is still very much tolerated by the people of Remnant, but the resurgent focus around producing heirs to form a stable dynasty has put a damper on things. All political marriages are heterosexual. However, same-sex concubines, lovers, and later-life marriages (when the original spouse sired/birthed enough heirs) are celebrated just as heartily as others.

Tribal vs. Feudal: Unlike Crusader Kings II, tribes in the Age of Grimm aren't inherently worse than the feudal system of government. Each type of government has its own advantages and disadvantages.

Barbarity: Remnant is a cruel and deadly land. Mercy and kindness have their place, but it is rarely shown in the Age of Grimm. Brutality and realpolitik are the name of the game, and acting accordingly will serve you better than idealism. Basically, if it flies in CKII, it flies here.


Alright, time to get started! The below map is the current political situation of Remnant. Black lines depict are Independent realms, and the grey lines denote 'Duchies'. You may only start off at the 'Count' level. Land without borders are unsettled and infested with grimm. (For best viewing experience, open in a new tab).


Map Key

Government
:
Red = Feudal
Orange = Caravan Kingdom. (There are four)
Purple = Mistralan City State
Blue = Tribal
Republic = Green

Culture:
Teal = Atlesian
Black = Mistralan
Brown = Menagerai
Pink = Valesian
Grey = Vacuan

Religion:
Circle-Cross = Children of Remnant
Standing Stones = Rites of the Progenitors
Seasonal Square = Scions of the Maidens

The world of Remnant is in an Age of Grimm. The Four Kingdoms of the Before Times are no more, though their names live on as lesser kingdoms try to prove their legitimacy. The lands of Vale, Vacuo, Mistral, Atlas and Menagerie are picked at by Carrion Lords, the noble and (supposedly) righteous rulers who sometimes manage to change the world. Pity that for every great monarch, there are many imbeciles.

This tome marks the chronicles of your house, one beset by dire straits. This tome shall mark your rise to greatness, or your fall to obscurity. By the Grace and Mercy of the Gods, your tale begins now.

Realm Creation, Part 1
[] Atlesian Kingdom: Begin as a Knight in the frigid realm of Mantle.
[] Atlesian Tribe: Begin as a Champion in the frigid realm of Mantle.
[] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.
[] Menagerai Tribe: Begin as a Champion in the savanna of Menagerie.
[] Mistralan City-State: Begin as the King or Queen of a minor City-State.
[] Vacuan Caravan-Kingdom: Begin as an Outrider in one of the four Caravan-Kingdoms.
[] Vacuan Kingdom: Begin as a Knight in the former badlands of Vacuo.
[] Vacuan Tribe: Begin as a Champion in the former badlands of Vacuo.
[] Valesian Kingdom: Begin as a Knight in the former glades of Vale.
[] Valesian Tribe: Begin as a Champion in the former glades of Vale.

QM: As a Quest Master, I refuse to tread over ground that has already been walked.
Edit from 2019: This quest is in a state of sporadic, near constant rewriting. If you see terms and quotes which no longer line up with the posts which come before and after it in the thread, this is the reason why.
 
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[X] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.

Maybe kitties?
 
If this keeps going, there's going to be some murder presents.
 
The bandwagon is going strong, but there is always the chance of the party wagon screeching up from behind and completely derailing the carefully laid Oregon trail plans by finding a map to some one legged, three eyed guy's hidden treasure, then facing him in his steampunk wagon and finding that the treasure wasn't a diamond mine but a hideout..

If you guys get that reference, congrats, you're bigger nerds than me. Or you were born in the 90s.

As a side note, I've been trying to find out the meaning of Minagerie's biggest city name, and I've hit a bit of a wall. However, one way to sound out the name (Kuo Kuwama) has an interesting meaning. Kuo is a Lithuanian word for Best and Kuwama is the Swahili word for Crash. So I would like to believe that Kuo Kuwama means Best Crash.
 
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Well, I'll call the vote tomorrow, since the vote is closer than it looks. Good to see some competition, and this gives me some interesting things to research.
 
[X] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.
 
[X] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.

Mostly because there's more Lore I need to flesh out regarding the Mistralan City States :p. Thay being said, super excited to see another Age of Grimm Quest! As always, @Raiu, feel free to PM me if you have questions or whatnot.

Also holy fuck I really should update FaSE.
 
[X] Menagerai Kingdom: Begin as a Knight in the savanna of Menagerie.

Mostly because there's more Lore I need to flesh out regarding the Mistralan City States :p. Thay being said, super excited to see another Age of Grimm Quest! As always, @Raiu, feel free to PM me if you have questions or whatnot.

Also holy fuck I really should update FaSE.

Yes, you really should. And don't worry terribly much, there are few people better than butchering various cultures and turning the resulting giblets into a nearly unrecognizable sausage to be served to a confused audience as I...

Maybe I shouldn't write while hungry.
 
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Alright, lets get a tally going...

Well, looks like we won't be playing Venice this time, but rather a mix of Africa and Polynesian. Polyfrica if you will. The question is: Will you become an economic powerhouse like the Ghana? A feared military power like the Maori? Or a chaotic mess like Apartheid South Africa?
Adhoc vote count started by Raiu on May 19, 2017 at 4:49 PM, finished with 25 posts and 16 votes.
 
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