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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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Province Selection 0-2
The lands of Menagerie are a parched, dangerous land. Like all the lands of Remnant, Grimm infest the lands of Menagerie, but the wildlife of the deserts and savannas are almost as dangerous. Venomous snakes, tenacious running birds, and even the dreaded dropbears are a source of endless woe for those with ambitions of conquest. These creatures, combined with the remoteness of the land and lack of good soil, have led to most of the other Carrion Lords to completely ignore Menagerie.

Not everything is as it seems though, and Menagerie is a more densely populated continent then others. The harsh conditions of their homeland has lead to the creation of a hardy people who know how important connections and reputation are to survival. A lost stranger can often find a friend in Menagerie if he would just ask. A traveler should never take the charity of a Menageri as a weakness. The Menageri give with the expectation the needy better themselves and return the favor. If one fails to prove themselves as worthwhile, then they shall find themselves with few friends and fewer prospects.

The Carrion Lords of Menagerie are a stranger type than even those in the Mistral's Republics. While titles are passed on the death of the holder, a holder often willingly abdicates before their deaths, giving their lands and titles to their children and heirs when age or political concerns create a need for it. Wars are also a strange lot when it comes to these Carrion Lords. While a war is often a bloody, slaughter driven affair, many other conflicts are more ceremonial. The armies gather at a predetermined point, slinging insults and the occasional shot before the leaders re-draw their territories. This type of conflict is more common among the tribes than the kingdoms, but such conflicts occur on both sides.

The peoples of Menagerie are also known for their tolerance of others, be they religious differences, cultural differences, or anything of the like. Generally, a good rule of thumb is that one can push a Menageriei farther than they could an Atlesian, but there is a line in the sand that should never be crossed. In such dire times as these, that line is being moved ever forward, and some fear what would happen if these tolerant people are finally pushed too far.


PROVINCE SELECTION
  • [] The coastal Banyandah province in the Kingdom of Kuo Kuwama is in a state of flux. While it has easy access to the trade routes of Mistral, the plague has all but cut off this source of Lien and Dust. Worse, the tribesmen of Barooga still hold the Dust rich Kameah Mountains, stolen from your family 103 years ago and tenaciously held since. Your house has yet to find a way to dislodge them, but now that the plague has stifled trade, taking the mountains may be necessary.
  • [] The Dab province in Ma Aqaan is in a dangerous position. Attempts to purge the plague has left much of the province's farms in cinders, putting the province directly at risk. Worse, the warring Jongsu and Idaa tribes to the west and north are starting to view Dab as a target for their own conquests.
  • [] Yeqerta in Chaw is not the only ones dealing with succession. King Buhaw died of the plague, as well as the rest of his family. The suddenness of their deaths has lead many to believe they were assassinated. With no clear heir and everyone in the region being vaguely related to one another, there is bound to be a civil war to determine who will become the new king.
  • [] The Shaka province in Zulu was mostly passed over by the plague, but a different disease has started to spread: the disease of zealotry. Surrounded by heathens and heretics, the Progenitorists are preparing to bring light to the darkness and the sword to the faithless.
 
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Character Creation 0-3
Plague has stolen much from Chaw. Every family has lost at least one member, and some clans has succumbed entirely. However, no clan has suffered as greatly as the Buhaw clan. Before the plague, the Buhaw ruled Chaw even during the time of the Four Kingdoms when the first Fanus walked on Menagerie's soil. Now, not a single member of the Buhaw clan lives, all claimed by the creeping darkness of the Grimm Death.

Many believe the death of the king and his kin to not be an act of the divine. Prince Achilia, third in line for the throne, was known for his obsessive cleanliness and yet he was the first to fall. Within a fortnight the entire clan had fallen, and even the greatest doctors of the land were unable to stop the disease from spreading. With the old king dead from what is clearly an elaborate assassination, the Knights of Chaw are looking at others with suspicion and doubt.

In the landlocked Wadno province to the north, your fourth cousin Alric Asad seems content to wait to see how the other Knights react, but there are rumors that he has been secretly talking to the nearby tribe of Be'er for unknown reasons. Of all the lands of Chaw, Asad's lands are the least Grimm infested, a fact caused by his military experience.

Beyond Wadno, the lands of Maskax are ruled by Cilmi of Donna, your cousin three times removed. Cilmi's short rule has been marked by advances in medicine and technology, though these advances have not correlated into territorial gains. Of all the pretenders, he is the one who is the most vocal, but he should not be discounted. His port city of Dubblann is one of the few still open to trade, owing to the almost zealous nature of the police there.

The lands of King Buhaw, also named Buhaw, are not happy places to live. The uncertainty of the common folk's future has created despair, which in turn has attracted Grimm. While Beowulfs and Boartusks are in abundance, the rarer types such as Goliaths and even the spider-like Tarenteli have appeared. The commoners have begun to flee the province, and many believe that it is only a matter of time before these hordes of Grimm spread out as well. Worse, there are rumors that the ghost of King Buhaw has been spotted in his castle, dressed in dread robes and attacking all that he can find, howling for his murderer to appear before him. In the words of a young ward that you once played with: "Shit's fucked, yo."

Beyond Buhaw, lies the province of Gees. Unlike the other provinces, you have hardly any knowledge of the ruling Knight, or rather Knightess. Mutsu Ritsuko, in that strange Mistrallan custom of reverse names, is a recluse of the highest order. You know that her family came from Mistral a century ago, earning lands as a reward for driving back a now extinct tribe, and you know that the province survives mainly by mining Dust and various other metals. The seas around the Horn of Gees are notoriously dangerous, so to your knowledge there is no port in that province. Beyond that, Ritsuko is a mystery.

And who are you, Regent of Yeqerta?

Planned voting only.

Name:
[] Write in.

Gender:
[] Write in.

Species:
[] Human.
[] Fanus. [Weighted 1.5x]
- [] Write in.

Religion:
[] Children of Remnant [Weighted x1.25]
[] Rites of the Progenitors
[] Scions of the Maidens
[] Teachings of Saint Annard (folk religion that dictates a strict, austere lifestyle as an attempt to avoid the predations of Grimm.) [Weighted x0.5]

Age:
[] Youthful: Your brother is by far your elder, and you have yet to become an adult in your own right. Just how did you become the Regent?! (Age: 16, choose two trait, Education limited to 2nd teir, your youth can make others underestimate you. Seriously, HOW did you become Regent?!)
[] Adult: Your brother is your elder by other a scant few years, and you have some life experience under your belt. Becoming the Regent seemed natural. (Age: 24, choose three traits, Education limited to 3rd teir, you are unlikely to be underestimated by most.)
[] Experienced: You are your brother's elder, though circumstances led to him being declared heir. You becoming the Regent was a foregone conclusion. (Age: 32, choose four traits. Education not limited and minimum increased by 1. You are already married. Chose one of the selected traits. The chosen one mutates and is the reason why you were passed over.)

Education:
[] Diplomacy: You've spent your youth learning matters of state, politics, and how to use your words to great effect. (Diplomacy+)
[] Martial: You spent your childhood and adolescence with warriors, making you a better combatant or tactician than most. (Martial+)
[] Stewardship: You have been educated on ruling your realm and securing its finances. (Stewardship +)
[] Intrigue: You have been educated in the arts of subterfuge, sabotage, and misdirection. (Intrigue+)
[] Learning: You have spent your youth learning the ins and outs of your religion. (Learning+)

Traits:
[] Duelist: A touchy ego and a quick trigger-sword finger make for a lethal combination.
[] Greedy: You love to hoard resources! Why? Who cares! You have shinies!
[] Giant: By the Gods, you're enormous (even by the standards of Remnant)! Genetics has (blessed? cursed?) you with a towering size, to use as you see fit. Many find you intimidating, but you have no hope of hiding in a crowd.
[] Spartan: You shun decoration and frivolities. Instead, you require simplicity, practicality, and a humbling faith.
[] Touched By Destiny: Despite the cruel world you inhabit, you've always felt a sense of… purpose.
[] Laconic: You are not prone to long-winded speeches, but when you do speak, each word bears weight beyond its brevity.
[] Coward - You didn't survive this long by sticking your head out as far as possible. Gain a trait selection.
[] Brave: You fear nothing… even if you should.
[] Gregarious: You are outgoing and boisterous, much to the delight of your company.
[] Recluse: You shun the company of others, and have dedicated your time to other pursuits.
[] Randy: You have a one track mind, one that leads straight to bed. This has led to years of expertise in dealing with the opposite (or same) sex.
[] Chaste: You've never been one to indulge in sex.
[] Augmented (Insert Body part here) : Though either circumstances or chance, you've gotten a bionic limb. That part's now tougher than the rest of your squishy meat body.
[] Fashionable: You know that keeping yourself immersed in the latest fashions is important when holding court. Plus, you look fine as hell.
[] Trusting: You like people, and they appreciate that.
[] Likeable: You're easy to get along with, and people trust you more easily. You didn't become that way by hiding away and reading a book, however.
[] Subtle: Large, ostentatious meetings or displays of power have never been your style. Manipulating from the shadows, however…
[] Paranoid: You didn't get this far in life without watching your back...constantly. Unfortunately it also has led you to assuming the worst of everyone.
[] Cruel: You are by most accounts, a vicious Lord.
[] Kind: You are known as a caring, soft-hearted Lord.
[] Wroth: You have a quick temper, and it is a dangerous, unstable thing when roused.
[] Calm: You have a neutral temperament, one that has colored your personality a great deal.
[] Attractive: You are beautiful/handsome... even by Remnant standards!
[] Ugly: By the Gods… hideous people do exist on Remnant, and you're one of them! Gain one trait selection.
[] Administrator: You've mastered the day-to-day running of a realm at the expense of other pursuits.
[] Hunter: Though you don't belong to the actual Huntsmen, you're good at tracking down prey and fending off grimm.
[] Reader: You spent lots of time poring over ancient tomes and wisdom, at the expense of other, more physical educations.
[] Architect: You spent some of your youth learning the art of construction, and its importance in the Age of Grimm.
[] Raider: Even though you are young, you have spent time as a northern raider, plundering storehouses and more respectable folk. Atlesian only.
[] Cold: You rule your realm with a frigid, practical demeanour.
[] Cutthroat: Even at a young age, you were always knew you would do whatever shady shit had to get done to get what you wanted.
[] Smuggler: Years of engaging in clandestine criminal enterprises have given you a wealth of experience in concealment.
[] Bruiser: Never has a problem presented itself that cannot be solved with violence.
[] Flair for the Dramatic: You missed your calling as an actor, as you are able to easily emotionally invest those you work with. However, you are less inclined to take subtle, less glory-winning approaches.
[] Pious: You love learning about your religion, and all its facets.
[] Strange Customs: No one will question your devotion to your religion… but they might raise an eyebrow at how you profess it.
[] Genius: You excel at all that you try. Counts as two traits.
[] Quick-Witted: You are a fast learner. Cannot be taken with 'Genius'.
[] Booming Voice: Your vocal cords go all the way to eleven, a useful trait to wield on the battlefield… but not anywhere else.
[] Persuasive: You always find the right words, be it small talk with nobles or a speech for the troops. However, you are now more inclined to find the less confrontational path.
[] Silver-Tongued: You always know exactly what to say at all times.
[] Hedonist: Life has to be lived to the fullest, and you can use that experience well.
[] Interrogator: You have received good instruction on how to extract information from prisoners. This has made you very adept at the practice, but your mindset is off-putting in polite company.
[] Strong: You are blessed with a powerful physique.
[] Weak: You have been cursed with a weak frame in world of death. unable to even wield your family weapon. You've filled your time with other pursuits. Gain one trait.
[] Wroth: Your anger strikes frequently and without mercy.
[] Agile: You are flexible and quick.
[] Scholar: You love learning whatever you can.
[] Leader: You are a natural born leader, able to inspire and draw others to your cause. Counts as two traits.
[] Good Sense of Humor: You have a standout sense of humor. Naturally, this requires not taking everything as seriously as one should.
[] Whisperer: You keep your speech quiet, and know how to pick up on other's muted mumblings.
[] Zealous: You take your faith very seriously.
[] Cynical: Religion may be popular now, but it's never really been your thing in the first place.
[] Ostentatious: You're a Carrion Lord dammit! Make your vassals bow and scrape before your radiant glory! Cannot select if Vacuan.
[] Pragmatic: Remnant is not a kind world, and reaching for lofty ideals is fit only for fools. Strong steel and a stronger will shall save the day.
[] Idealist: Remnant is not a kind world, but that is why you must change it. Gain one Fate Point, prepare for the consequences.
[] Arrogant: You sneer at those below you. How could you not? You are their Lord!
[] Small Frame: You aren't as large as many of your peers, but you are certainly more agile.
[] Just: You always do your best to wield the scales of justice with care, and hold yourself to a higher standard than most.
[] Arbitrary: Your rule is capricious and fickle. Gain one trait.
[] Huntsman Training: Your parents thought it prudent to apprentice you to a Huntsman for a time. Since Huntsmen are subservient to Lords, this move is seen as somewhat demeaning and unorthodox. May take trait twice to double the effects.
[] Grimm Expert: The creatures of Grimm rule Remnant, and you decided early on to acquire as much knowledge about them as you could.
[] Dust Aficionado: Dust is by most accounts, endless, but you have taken it upon yourself to learn about its uses and refinements.
[] Dust Weaver: The art of weaving Dust into threads is a mysterious and expensive art, one which you have mastered. Requires Dust Aficionado.
[] Semblance: You have discovered your semblance, a powerful expression of your soul. It was not easy, and it was learned at the expense of other pursuits. Can only be taken with Huntsman Training. (Write in what it is and keep it within reason! Fun fact: sometimes its the simplest Semblances that are the most powerful.)
[] Spark of Insight: Madness? Genius? Who knows, but you have sudden bouts of inspiration that can bear exceptional result... If they don't kill you first.
 
Character Stat Interpretations and End of Character Creation 0-4
Diplomacy: 5
Martial: 21
Stewardship: 12
Intrigue: 7
Learning: 6

Traits: Skilled Tactician (+6 Martial, +1 Stewardship, +1 Intrigue, -1 Learning, +5 Personal Combat), Quick Witted (+3 to all stats), Duelist (+1 Martial, +10 Personal Combat, A Reputation), Agile (+5 Personal Combat, Msic bonuses)

Menagerie is no stranger to conflict, and you have learned much from your tutors. Your passion, however, has always been much more practical than theoretical. Though you have learned well how to command men on the battlefield, your skill with a blade leaves you with few peers. As you moved towards adulthood, you rapidly went through tutors until you were placed under the care of the Hunter Atlas... Who you bested shortly before your name-day. A misplaced comment about his useless "extra-loud shouting" Semblance did not go over well. He stormed out of the hall, finding your father and proceeded to denounce the "damn brat." You are rather certain that the entire kingdom heard him.

Atlas left your father's employ, and you are rather sure you have a poor reputation with the Hunters of Menagerie. Thankfully your hearing came back a week later.

Interpretations:

Diplomacy: You are not a very eloquent person. Poetry and ballads hold no interest to you (not to mention you're tone deaf). You were always more interested in blade work.

Martial: You are one of the best fighters among non-hunters, which is exceptional given your age. On the battlefield, you are capable of micromanaging your troops to some extent, but you are almost unbeatable on the field of honor. You were also banned from trials by combat.

Stewardship: For a child who found stories to be a bore, you have a surprising head for numbers. If you had not discovered your passion for the sword, you likely would have become an above average administrator. Thank Dust for that.

Intrigue: You are no Elusive Shadow, or even an Intricate Webweaver, but you do know that sometimes the best way to sell a lie is to be quiet about it. Underhanded tactics are not your bag of tricks. Your skill is more than enough for you.

Learning: Your knowledge of the Nameless One and of Dust is strictly lacking. While you have basic knowledge of the uses of Dust (red go boom and a lot of red go KABOOM!), you've been too busy honing your strength of arms to really look into it much.


You really look like a person who would love to stab someone and just looking for an excuse.

Finally, let's finish character creation.

[] Appearance: Describe a character or submit an image to serve as the player character's avatar.* Try the Black Desert Online Character Creator! Unfortunately that one is now hidden behind a free trial. So... let's see what you guys can come up with before I have to pull out my androgynous looking picture!
[] Write/Draw-In​
[] Heraldry: Design or submit the dynasty's heraldry.
[] Write/Draw-In​
[] Ancestral Weapon: Most noble houses have a master-crafted folding weapon that passes along with their primary title. Write-in what this weapon is, and name it*. Keep it within RWBY's version of 'reasonable'. (Nothing OP)
[] Write/Draw-In​
[] Personal Weapon: Though you rule your lands, you do so in your brother's place, and as such he is the rightful holder of your house's Ancestral Weapon. That doesn't mean that you don't have a favored weapon, even if it is simpler. (Even less OP, simpler designs will be weighted differently.)
[] Write/Draw-In

*A few notes: For the love of The Thorned One Heresy! We do not recognize your false foreign gods here, heathen!, don't make an expy. It's fine if you want a character that looks like they could be a canon descendant, just don't go overboard.
 
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Omake: What Could Have Been.
Oh, The Possibilities We've Denied

"It's time, Lyra."

You grunt in annoyance at the interruption from your Semblance training, holstering Argent Blaze. You've got to dress for the meetings. Donning your huntsman gear and packing away an extra you've yet to wear, you are picture perfect.

You arrive with time to spare, your sisters nodding their greeting quietly as father and some of his other roadmasters discuss the state of things. You settle into your place near the edge, passed over for title from an over-eager couple of parents who'd had the gall to bear half a dozen children before yourself. That was a problem that would surely be solved today.

Red and his main apprentice, Neftiri, entered about ten minutes after you. It was all your father could do to say "You're late," before the huntsman had drilled a lethal hole in his chest. Carnage ensued, as Neftiri and Red began slaughtering everyone in the room, children included. Two of your sisters and your mother put up a valiant defense...

Until you turn Argent Blaze, at full blast, on their unprotected backs. "Fuck, Lyra, couldn't have bothered helping before she put a bullet in my arm?" complains Neftiri. You look, and indeed there's a rough hole where one of your mother's pistols cracked through the girl's aura.

"Red, put a hole in her arm through the bullet wound," you order, somewhat callously even for you. Your huntsman nods, and Neftiri has a moment to look stupefied before she howls louder than everyone they'd just killed combined.

Peeking out from the tent flap, Mallo shushes the screaming apprentice and appraises the bloody work you've done. "Excellent, my Lady Lyra. Now, we do need a scapegoat. Red, if you would be so kind?"

Quiet as the grave, the huntsman superior nods again, turning to you as you shift Argent Blaze to it's carbine mode. You fire, repeatedly, until his aura breaks, and then until he breaks.

There is a tiny, dying voice in the back of your mind that crows vengeance, quietly. You embrace the feeling, ignoring the grief beneath.

Positive emotion is a falsehood and a lie. It only repels the Grimm as long as you can hold onto it, and Lyra, it's so terribly easy to lose. Negative thoughts, negative emotions, are just as dangerous, but the best state to commune with the Dark Ones is to have a foot on each side of the line. Do not embrace joy except in the suffering of another. Do not embrace exultation without causing pain.

You breathe; once, twice, before letting the dying little voice free. You cry, keening, agonizing wails. You shed true tears. It doesn't take long for a guard to lift the flap, see the state you're in, Mallo fretting uselessly, Neftiri biting back wails of her own as she keeps pressure on her arm.

Despite your tears, despite your real suffering, when no one sees you anymore, when you are alone, you smile. It's all yours now.

~~~

Oh, oh is this... why yes, yes it is~
 
A Strange Journal, Entry 1
I was born Vrim Rin'dan, a name which symbolized submissions to a holy Creator. My family and I lived in a village high in the mountains of Atlas, hidden from others by the extreme height and extreme temperatures. Grimm attacks were rare, the last happening years prior to my birth.

The local religion, based on the words of a mad prophet, claimed that one could avoid the Grimm by living a life of strict self-denial and communal living. The priest claimed that the holy Creator had created a paradise on Remnant, protecting us from the evils that would destroy us. My family firmly believed in

The Creator did not protect us from the raiders. I awoke in the dead of night to a chorus of screams. The raiders had climbed the high mountains in secret, setting upon us with the darkness of the New Moon. These raiders were muscled giant, some laughing manically as they carved through my neighbors, others frothing at the mouth as they carved through man and building alike. One grunted like a boar as he forced himself on my sister. I used her screams to make my escape.

I dashed from my family's home, avoiding raiders as I ran to where the village's militia would gather: the church. I stopped short when I saw the charnel house the church had become, the raiders howling under their bloodstained banner as they tossed the broken body of the priest between them like a child's ball. This village was no paradise, it was hell.

With rescue now the thing of miracles, I snuck into the church and hid in a pile of bodies that had been stripped clean of valuables. There, I stifled my breathing and watched the horror unfold.

One by one, the raiders returned, bringing with them my village's few valuables and those who did not resist, the former being far more females than males. I did not see my sister among that number.

The meager riches were piled at the feet of an older raider, who sat upon the altar, leafing through our sect's holy book. He scoffed as he threw the book away. "Dust, it's nothing but nonsense. Even that beggar Teller had more on him then these fools. Burn the books, and throw the menfolk in the fire. The women will fetch a good price."

I prayed desperately as the raiders doused the men and books in lantern oil, begging the Creator to smite the blasphemer, to save the people who I had known all my life. My prayers continued even as the flames leaped and the screams began.

I don't remember when I stopped praying, though the raiders had departed long before, taking with them their slaves. I remained, shaking in fear when I discovered the Grimm had arrived.

As their howls and inhuman cries echoed through my village, I clung to what the priest had taught me. Gather all your emotions and bury them as deep as you can. Feel nothing. Think nothing. Stay still and quiet.

My concentration was broken as I heard the ground shattering footsteps of a massive Grimm. My fear grew as the creature drew closer. When I saw a distorted hand made of darkness, my fear grew too much and broke free. The Grimm sensed my fear, and I saw a pair of horns dip down into the door frame.

My fear turned to terror but before I could move, the answer appeared before me, an inspiration from the true divine. Remnant is a cruel world, watched over by the Truth. To deny these facts is to invite ruin and despair into one's life.

This realization in my heart, I felt a wave of peace wash over me. The Grimm, no longer feeling the lure of fear, pulled itself away from the doorway to find more willing prey.

I was the only survivor of my village, the only one to realize the Truth. I threw away my name as I descended the mountain, choosing a replacement that would quietly mock the false gods below. I would spread the Truth to the unenlightened, and thus break the Grimm's reign of terror in Remnant.
 
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Character Sheets and Dynastic Holdings

Age: 25
Gender: Female
Species: Cat Fanus
Religion: Children of Remnant
Epithet: Slayer of Five Legs, Kingmaker, The Greedy

Diplomacy: 10 (12 Due to Focus) 0
Martial: 23 0
Stewardship: 13 0
Intrigue: 7 0
Learning: 11 0

Traits: Skilled Tactician (+6 Martial, +1 Stewardship, +1 Intrigue, -1 Learning, +1 Personal Combat), Quick Witted (+3 to all stats), Duelist (+1 Martial, +5 Personal Combat, A Reputation), Agile (+5 Personal Combat, Misc bonuses), Shadows Of The Past, Brave (+2 Martial, +5 Personal Combat, +10 Morale), Scarred (+0.6 Prestige Per Turn), Dust Scholar (+2 Learning), Multilingual (Menagerai, South Trade, Central Trade), Endless Sleep (All Stats at 0, Health -4, Effects grow worse over time.)

Leadership Traits: Inspiring Leader (+10 Morale)​

Weaponry: Poise and Fury (a paired set of sabre and rapier), Medusa's Gaze (Trident-Spear, Ancestral Weapon), Skye's Zouave Rifle​


Family:

Spouse: Jove Strausberg Ravenswood (7/10)
Jove Strausberg Ravenswood - Husband of Skye Ravenswood, son of Mayor Ulrich Strausberg, Heir of the City of Suwama, Designated Regent of Yeqerta, Apprentice to Wynn
Species: Bull Fanus



Diplomacy: 11
Martial: 10
Stewardship: 19
Intrigue: 5 (8)
Learning: 7

Traits: Midas Touched (-1 Diplomacy, +2 Martial, +9 Stewardship, +2 Learning), Scarred (+0.6 Prestige Gain per turn.), Kind (+2 Diplomacy, -2 Intrigue), Content (-1 Intrigue), Reader (+1 Stewardship, Msic. bonuses to certain actions.)

Ambition: Be More Ambitious
Focus: Intrigue
Children: Zephyrus Ravenswood (Heir),Boreas Ravenswood, Lightning Ravenswood
Siblings: Earth Ravenswood
Parents: Knight Donovon Ravenswood, Lucretcia Ravenswood :(

Feudal Obligations:

Liege:

King Alrich Asad (6/10)

Vassals:


Mayor Ulrich Strausberg (6/10)

Council:

Chancellor: Alan Black
Steward: Amity Rose
Marshal: Ser Reinhardt The Broken
Spymaster: Balthazar
Head Deacon: Sullivan
Huntsman Superior: Henry Liddel

Total Courtiers:

Court Physician: Dr Nail of Glacia

Military

Commanders:

Skye Ravenswood
Jove Strausberg Ravenswood
Zapelli

Retinue:

Captain of the Guard: Zapelli
200/200 Spear-Riflers
75/75 Zouaves
100/100 Cavalry
25/25 Dragoons

Levies:

Levy Size: 864
380/380 Spearfiler Levy
259/259 Spear Shield Levy
138/138 Zouave Levy
87/87 Light Cavalry Levies

Calling up the Levy will cost you roughly 9 Lien a turn for every turn that the Levy is active.

Special Units:
(2/4) Tortoise Ships: Military ships built for fighting against Grimm. Armed with wooden cannons, these ships have spiked canopies to dissuade Sea Grimm from coiling around the ships, which also prevent pirates from easily boarding the ships. (One built every four turns. Next Ship: Turn 11) (+20 to "Remove Sea Grimm", +15 to naval actions where each Tortoise is sent.)
-The White Fang
-Skye's Fury
-
-

Spearfilers: Units who use a crude combination of a spear and a smooth-bore rifle. Their light armor allows much faster charges and marches than their counterparts in the other lands of Remnant, but the sacrifice of both reach and protection increases the need for speed.

Spear Shield: Heavier counterparts to the Spearfilers, the Spear Shield units sacrifice the range of rifles for the protection of thick shields. Though slower, these melee focused units are capable of holding the line against concentrated fire.

Zouave: In the lands of Menagerie, the Zouave rifle is perhaps the greatest achievement in firearms. Reconstructed from tales of the legendary Menagerie Bush Rangers, these units can fire almost twice as far as Spearfilers using their rifled guns. While not focused on melee combat, they can use their long bayonets to protect themselves. They are also even less armored than the Spearfilers, reducing their staying power.

Light Cavalry: The Spearfilers of cavalry, these units are a harassing force built for hit and run tactics. While they would die swiftly if swarmed by the enemy, their speed with spear and shot allows them ample chance to avoid such a fate.

Cavalry: Dedicated shock troops armed with lance and pistol, these units form the basis of the knightly legend. These units valiantly charge enemy lines, moving forward regardless of arrows and shot flying towards them.

Dragoons: Heavily armored knights who fight with shotspears. While only slightly faster than Speariflers, these units are capable of charging into the thick of the enemy lines, causing havoc with each blast and stab of their weapons.

Ambitions:

Ambitions:
Focus:
Quests:


Secrets:

Lovers:
Bastards:
Plots:
Prisoners:
Fate Points: 0

Lien:

You have 466.09 Lien, a good sum of money, but an extended war could ruin your finances.

Net Income: + 9.94 Lien per turn.
Total Income: + 22.73Lien
Taxes: +9.67 (Demanse: Castle Ravenswood) + 2.28 (Vassal: Samaki) + = 11.95 Lien
Total Trade: +5 Lien +10% (Yeqerta Roads) = 5.5 Lien + 3 (Boosted Trade) = 8.5 + 15% (Trade Practices) = 9.78 Lien
Rent: +1 Lien​

Total Expenses: -12.79 Lien
Holding Upkeep: -3 Lien
Retinue Upkeep: -0.87 Lien
Retinue Reinforcement (Normal): 0
Counselor Salaries: -5 Lien​
Obligations (Low): 15% * 26.13 = -3.92 Lien

Dust:

8 Barrels of Impure Dust. With the additional Dust Mine you acquired from the Ekidnu, you are now producing a good surplus of Dust, though your ability to purify Dust has lagged behind.

0 Barrels of Red Dust. While you have acquired the knowledge of how to turn Impure Dust into Red Dust, you do not have the facilities in place to purify the Dust.

Net Income: -.25 Units per turn.
Mining +2.75
Total Income: +2.75 Barrels​

Total Expenses: -3 Barrels

-1 (Castle Ravenswood)
-1 (Samaki)
-1 (Minno)​

Additional:
9 Units of High Purity Yellow Dust. These barrels were found in the Khronos Medical Bunker and their purity far surpasses anything you can currently buy on the market. Consequently, they are too powerful for your current power needs, explosively overloading any generator you place them in.

Food:

3.5 Units. With large numbers of Sea Grimm keeping the fishermen from catching food, you have been forced to pull from your supplies to ensure your people did not starve. Either you will need to wait for your farms to recover, expand your current farms, or deal with the Sea Grimm.

Net Income: -1.5 Units per turn.
Total Income: 1.75 Units​
.75 (Ravenswood Castle Farms)
.75 (Samaki Farms)

Total Expenses: -3.25 Units
-1 (Ravenswood Castle)
-1.25 (City of Samaki)
-1 (Temple of Minno)

Morale:

Hopeful (Trending Upwards) (1/10).

Prestige:

You have 39.5 Prestige. The fact of the matter is: your enemies used your own methods against you and you paid a much higher price than they did. Everything you have done for your reputation, ruined in a single season. Well, the only way now is forward.

+2.9 Per Turn

Piety:

You have 442.73 Piety. While the Synod did not publicly declare your involvement with the Children's Book, you're known to be a great helper to your faith.

+.56 Per turn

Name: Earth Ravenswood
Age: 31
Gender: Male
Species: Fanus (Cat)
Religion: Children of Remnant
Epithet: The Stubborn
Titles: None
Lovers: Erika (Lowborn Concubine of Earth)


Diplomacy: 20
Martial: 7
Stewardship: 9
Intrigue: 8
Learning: 9

Traits: Charismatic Negotiator, Wroth, Proud, Stubborn, Socializer, Falconer, Diligent, Multilingual (Menagerie, South-Trader, Valestran, Classical) (+1 Diplomacy)

Relations: Skye (6/10), Erika (10/10), Jove (2/10)
Age: 16
Gender: Female
Species: Human
Religion: Faithless

Diplomacy: 12
Martial: 6
Stewardship: 10
Intrigue: 11
Learning: -1

Traits: Incomplete Before Times General Education, Stranger in a Strange Land, Malaise, Faithless, Primed Aura, ???, Unknown Illness

Relations: Skye (?/10), Jove (3/10), Ulrich (4/10)

Age: 2 (Born Turn 3)
Gender: Male
Species: Faunus (mouse)
Religion: Children

Diplomacy: 7
Martial: 6
Stewardship: 7
Intrigue: 4
Learning: 4

Traits: Quick Witted, Twin (Boreas), Agile
Age: 2 (Born Turn 3)
Gender: Male
Species: Faunus (mouse)
Religion: Children

Diplomacy: 4
Martial: 5
Stewardship: 4
Intrigue: 2
Learning: 5

Traits: Twin (Zephyrus), Fascinated by Dust (+2 Learning)
Age: 1 (Born Turn 6)
Gender: Female
Species: Faunus (Unknown)
Religion: Children

Diplomacy: 1
Martial: 0
Stewardship: 1
Intrigue: 1
Learning: 0

Traits:
Name: Ser Reinhardt of Zulu, Marshal of Yeqerta
Age: 33
Gender: Male
Species: Human
Religion: Rites of the Progenitors
Epithet: The Blazing Spear, The Broken

Diplomacy: 7
Martial: 14
Stewardship: 5
Intrigue: 0
Learning: 15

Traits: Holy Warrior (+3 Martial, +3 Learning, -1 Intrigue, +1 Stewardship), Sworn to the Sun Dragon (+3 Martial, -3 Diplomacy, Learning +3), Celibate, Scarred, One-Handed (Personal Combat - 8, Learning +1), Duelist (+3 Martial, Personal Combat + 10, Relation with other Duelists +1), ???? (????).

Leadership Traits: Inspiring Leader, Holy Warrior

Relations: Skye(10/10), Jove (Decidedly Less)
Name: Balthazar
Age: ??
Gender: Male
Species: Human
Religion: ???
Epithet: ???

Diplomacy: 0?
Martial: ?
Stewardship:?
Intrigue: High?
Learning:?

Traits: Creepy Bugger?, ???, ???, ???

Relations: Skye Ravenswood (-/10)
Age: "I stopped counting after thirty."
Gender: Male
Religion: "Seasonal, specifically Kuo Kuwaman New Reformed Winterist Congregation of 596 Reformation of 633 (non-practicing)."
Epithet: The Heretic Doctor, The Mad Healer

Diplomacy: 4
Martial: 7
Stewardship: 6
Intrigue: 10
Learning: 20

Traits: Dutiful Winterist (-1 Intrigue, +3 Learning), Renowned Physician (+1 Diplomacy, +2 Learning, +.5 Health, +.5 General Opinion, +.25 Monthly Prestige), Uncouth, Radical Scholar (+5 Learning, -.5 General Relation, -5 Physician Relation), Cynic (+2 Intrigue), Arbitrary (-2 Stewardship, +1 Intrigue, -1 Learning)
Work in progress
WIP
Name: Cilmi of Donna, Knight of Maskax
Age: 30
Species: Human
Religion: Children of Remnant - Reclamation sect
Epithet: The Scholar, The Arrogant, The Reclaimer

Diplomacy: 9
Martial: 9
Stewardship: 22
Intrigue: 14
Learning: 15

Traits: Fortune Builder, Shrewd, Scholar, Falconer, Greedy, Envious, Ambitious, Deceitful, Diligent, Reclaimer, Arrogant, Reader

Equipment: Curiosity (A restored blade from the Before Times. While thin, the weapon resembles a modern rapier with a tri-pointed tip.)


Name: Ritsuko Mutsu
Age: Believed to be 49
Gender: Female
Species: Human
Religion: Children of Remnant
Epitaph: The Witch, The Secretive

Diplomacy: ???
Martial: ???
Stewardship: ???
Intrigue: ???
Learning: 20

Traits: Mystic, Blind, Cassaundra's Curse, The Blood Is Strong, Sympathy for Menagerie, ???, ???
Name: Alric Asad
Age: 63
Gender: Male
Species: Fanus (Mistralian Wild Dog)
Religion: Children of Remnant
Epithet: The Undying, The Sword of Chaw, Taskmaster, Slayer of Foes and Grimm.

Diplomacy: 8+?
Martial: 20
Stewardship: 10+?
Intrigue: 10?
Learning: 8?

Traits: Skilled Tactician, Stubborn, Scarred, Proud, Ambitious, Worthy Warrior

Leadership Traits: Inspiring Leader, Organizer

Weapons:

Male Children as of Turn 7:
Adet Asad (Heir of the Kingdom of Chaw and Knightdom of Buhaw, Defender of Li Warran): Less of a warrior than his father, Adet is known for his knowledge of numbers, but some worry he would rule through ledgers rather than deed. He has two daughters, both younger than Ebon and nearing their nameday.

Arak Asad (Heir of the Knightdom of Wadno): Not terribly much can be said of Arak. While he is known to be a gracious host (and takes hospitality very seriously) and a good conversationalist, not much is expected of the heir of Wadno.

Akvavit Asad: If Arak could be considered mild, Akvavit is anything but. You have never met him, but you've heard him described as having "a warrior's heart." Considering "a warrior's heart" is a polite way to say "bloodthirsty", you are rather sure it's better he is off fighting for whoever pays the best outside of Menagerie.

Absinthe Asad: Absinthe has been doing well since you passed him over for marriage. Since his father's rise to power, he managed to secure a marriage with the Barkhomes of Kuokuwama. While it's clearly a political marriage, they seem to be doing well for themselves, and their first child has recently been born: a girl by the name of Vesper.


Title Holder: Knightess Skye Ravenswood

Inheritance: Agnatic-cognatic Gavelkind

Type: Castle (Feudal Castle)
Total Income: +1 Lien/Turn, +2 Dust/Turn, +.75 Dust/Turn

Road Level: 2

Levy Type: Low-Quality Feudal​
Levy Size: 1374
464 Militia
360 Foot Levies
437 Rifle Levies
103 Rider Levies​
Huntsmen:

Huntsman Superior: Henry Liddel: Unlike most Huntsmen, Henry Liddel doesn't make use of a mechashift weapon. The reason for this is due to his Semblance: excessively strong arms. You would think that this would put the large man at a disadvantage, but you've seen what he can do with his hands. You didn't even know that it was possible to lift a Goliath! He was appointed as the Huntsman Superior after an ultimatum by Razz, though he thought it was unnecessary.​
Apprentice: Alice Liddel: It is rather rare to see a Huntsman train an apprentice who is barely more than a child. This seems almost like a foregone conclusion when one realizes the relation the Hunter and the Apprentice share. Though she has yet to finish her training, her Semblance is unlike her father's. Instead of great feats of strength, Alice can cause those of weaker will to suffer distracting hallucinations. You went through one of those, having a weird chat with a hookah smoking caterpillar.​

Master Huntress: Razz: Oh Razz, the reason why, out of all the Dusts your family uses, Yellow Dust is the one you run out of the most frequently. Razz (you're still not sure if she has any other name) is like a broken toy wound too tightly. Always twitching and fidgeting, Razz uses a pair of long needles in conjunction with her electric Semblance to do some of the most horrific things you have ever seen done to a Grimm. You're rather sure she isn't a very stable person, if the Dust Threads that wind along her legs is any indication.​
Apprentice: One of an unknown name... (I smell Omake Fodder)​

Journeyman Huntsman: Fale Ofensdale: Once the apprentice of Razz, Fale has become a respectable Huntsman after the completion of his Trial. His flame-like sword, the Flamberge, and his ability to coat his weapon in flame has made him a rising star in your arsenal, pun quite intended. He has yet to fully come into his own, but once he has earned the right to train his own apprentice.
Apprentice: One of an unknown name... (I smell Omake Fodder)​

Resources:

Geography: The southern most province in Chaw, Yeqerta is a nearly flat plain with various hills spread about. Being the only one with easy access to Menagerie's southern ocean, Yeqerta is in a unique position of both advantage and disadvantage. Though it has access to the southern ocean and the various trade offerings that come with it, it is unable to have easy trade with the other continents to the North. The Cha-ha and Song-Tzu rivers help alleviate this problem, but trade with the Carrion Lords of those lands are far from inexpensive, given the tarrifs.

Frequency of Grimm: Small Packs (1), Unnatural Growth (Slowed).
For some reason, the Grimm Hordes are growing unnaturally in Yeqerta. While in other lands, this growth would be considered normal for a malcontent people, your people are rather happy with their lives. There is something strange happening in the state of Yeqerta.

Oddities: A unique form of Menagerie Drop Bear lives in the scattered trees of Chaw. These Drop Bears are known to be especially aggressive, even towards the smaller forms of Grimm that wander under their trees. Standard folk repellents for these Drop Bears (and practical jokes upon new traders) include talking in a thick Atlesian accent, spreading brewer's yeast on the armpits, and leaving a shiny Lien at the foot of suspected Chaw Drop Bear trees to assuage their fury. In less "foreigners believe this to be a myth" fashion, the flow of the Cha-ha river occasionally reverses it's flow, allowing barges to easily travel north to Buhaw. These flows are sometimes called Conqurer's Flows, as the sudden changing of direction has changed the course of wars in Buhaw many times, even during the later years of the Before Times.

Upgrades:

Existing:

Castle Town I​
Next Upgrade: 115 112 Lien​
Castle Fortification I​
Next Upgrade: 200 194 Lien​
Castle Walls I​
Next Upgrade: 100 97 Lien​
Militia Training Grounds I​
Next Upgrade: 50 49 Lien​
Blacksmith I​
Next Upgrade: 45 44 Lien​
Stables I​
Next Upgrade: 100 97 Lien​
Zouave Lodge I​
Next Upgrade: 130 126 Lien​
Dust Excavation Site I​
Next Upgrade: 75 72 Lien​
New Upgrades:

Mustering Yard 1 (Requires Castle Infrastructure 1, Castle Walls 2)
Next Upgrade: 100 97 Lien​

Barracks 1
Next Upgrade: 60 58 Lien​

Flooded Fields: Managing the floods that come to sections of your fields will be difficult. On one hand, if you reduced the floods too much, the floods would not be able to improve the fields. On the other, if you did not reduce the floods enough, any farms that you build on this location will be washed away.
80 78 Lien
At Least One Turn
A Dash Of Luck​

Wall-den: Expanding the walls of settlements was how people protected themselves from Grimm attacks in the Before Times. It will be a long and expensive process, but if you manage to get this done, the amount of farm lands and population growth you can expect will sky rocket! Sometimes, ambition is a good thing to have.​
100 97 Lien
10 9 Dust
Five Turns​

Ravenswood Port: Samaki is home to the only port in Yeqerta, and it is a glorified fishing wharf. If you want to have ships of your own, constructing a port under the direct rule of the Ravenswoods would be a great start. As an added bonus, it would also provide you with fishing and trade that you don't need to get from taxes!​
50 49 Lien
1 Turn​

???:​
??? Lien
??? Dust
??? Turns​

Vassal Holdings:​
City of Samaki
Title Holder: Your Father-In-Law, Ulrich Strausberg

Inheritance: Agnatic-cognatic Gavelkind

Type: City (Coastal)
Total Income: +9.1 Lien/Turn, -1 Dust/Turn
Vassal Income: +6.825 Lien/Turn,
Levy Type: Trained-Quality Feudal​
Total Levy Size: 298
148 Spear Levy
75 Rifle Levy
45 Pikeflers

Vassal Levy Size: 44
23 Spear Levy
13 Rifle Levy
8 Pikefilers​

Huntsmen:
Marco - The Strausberg Hound.
-Apprentice: ????

Existing Upgrades
City Moat
Upgrade: 50 48.5 Lien
Town Palisade
Upgrade: 50 48.5 Lien
Primitive Millitia Training Grounds
Upgrade: 200 194 Lien
Militia Mustering Ground
Upgrade: 120 116.4 Lien
City Guard Quarters
Upgrade: 120 116.4 Lien
Town Market
Upgrade: 120 116.4 Lien
Small Harbour
Upgrade: 120 116.4 Lien
Shipyard 1
Upgrade: 100 97 Lien

-Fishing Expansion: Expanding the fishing capabilities of Samaki would be an interesting way to provide more food to your people, though you would need to ensure their safety from sea based Grimm. The commissioning of additional fishing boats would also help build up a navy, or even allow you to hunt whales, though those are beyond your capabilities as of yet.
75 73 Lien
2 Turns

Temple of Minno
Title Holder: Ambo Arukaba

Inheritance: Theocratic Children - Private Investiture

Type: Temple (Plains)
Total Income: +4 Lien/Turn, -.5 Dust/Turn
Vassal Income: +4 Lien/Turn,
Levy Type: Low-Quality Feudal​
Total Levy Size: 130
45 Spear-filers
45 Shield Bearers
40 Riflers
Vassal Levy Size: 0

Huntsmen:
-NONE

Existing Upgrades

Temple Walls 0
Upgrade: 50 Lien
Temple 0
Upgrade: 150 Lien
Militia Quarters 0
Upgrade: 100 Lien
Barracks 0
Upgrade: 100 Lien
Temple Town 0
Upgrade: 100 Lien
Khronos Medical Bunker
-Tomb: 250 Lien
-Restore 1: 1000 Lien, 100 Yellow Dust

Temple Fortifications 0 (Needs Temple Walls 1)
Upgrade: 50 Lien
Monastic School 0 (Needs Temple Walls 1, Church Infrastructure 3)
Upgrade: 120 Lien

Holding Slots: One Remaining​

Military Technologies:
-Military Organization 1: +6% Morale, New Unit (Shield-Spears [Heavy]).
-Light Infantry 1: Light Infantry Technology Bonus increased by 1.
-Archers 1: Archer Technology Bonus increased by 1.
-Heavy Infantry 2: Heavy Infantry Technology Bonus increased by 2.
-Cavalry 1: Cavalry Technology Bonus increased by 1.
-Firearms 1: Advances in Firearms have made your ranged units even more deadly. Technology Bonus increased by 2 for ranged focused units. Dust Ammo now available.
-Shipbuilding 1: Allows the construction of ports. Number of galleys +10%.

Economic Technologies:
-Trade Practices 2: +15% Trade income, Trade Port Cap *-33.3%, new construction Trade Port.
-Construction 1: Construction costs reduced by 3%.

Cultural Technologies:
-Before Times 1: Basic knowledge of use of Before Times-based technology.
-Dust Refining (Red) 1: You can now refine Impure Dust into Red Dust. Ratio 2:1. Can be turned into Red Dust Ammo.
-Medicine 2: Hospitals are more effective, +10 to Court Physician treatment, disease duration shortens.

Military​
Light Infantry 1/8
Archers 1/8
Heavy Infantry 2/8
Cavalry 1/8
Siege Equipment 0/8
Shipbuilding 1/8
Military Organization 1/8
Firearms 1/8

Economy​
Castle Infrastructure 0/8
City Infrastructure 0/8
Improved Defenses 0/8
Trade Practices 0/8
Construction 1/8


Cultural​
Noble Customs 0/8
Popular Customs 0/8
Religious Customs 0/8
Majesty 0/8
Legalism 0/8
Before Times 1/8
  • Medicine 2/8
    • Sanitation 0/8
  • Dust Refining 1/8
    • Red Dust Refining 1/8

Strange Tome (On Dust) - "I think I've seen this a few times. It's an old book about Dust, from some company that was around before I was."
Strange Disc (Les Hunters) - "It's a movie... I don't think I've seen this one before."
Broken Before Times Huntsman Weapon (Katana-Gun & Sheathe Cleaver) - "Oh cool, I saw this one in the last Vytal Festival. She was pretty cool. I wonder what happened to her."
Strange Machine with a Letterboard under a Black Mirror - Computer
5 Strange Hand-sized Glass Machines - Scrolls
Strange Thin-Tome-sized Glass Machine - Tablet
Before Times folding knife (well used, grip made of rotted away wood.) - "I mean, it's a knife. I don't know how else to put it."

Before-Times Generator (can power Before Times relics, but requires 1 Unit Yellow Dust of at least Medium Purity, or .5 Units Cyan Dust per use).

The Children's Book, 1st Edition (+1 Learning)
Longcaster - Reduces envoy times with nobles who have a Longcaster. Takes up an entire room.


Other Characters

Gilgamesh, Champion of the Ekidnu Tribe, The Lion
Age: 47
Race: Faunus (Lion's Mane, Holy Shit Dat Beard)

Diplomacy: 7
Martial: 23
Stewardship: 11
Intrigue: 5
Learning: 4

Traits:
Skilled Tactician, Strong, Giant (+2 Martial), Laconic (-1 Diplomacy, +5 when making decrees), Duelist, Charitable, Patient
Name: Rigard Sand, Bastard Son of King Buhaw
Age: 46 (Murdered: 996)
Gender: Male
Species: Fanus (Eagle)
Religion: Children of Remnant
Epithet: The King of Bastards, The Honorable, Buhaw's Pious Shield, The Banished

Diplomacy: 12
Martial: 18
Stewardship: 10
Intrigue: 10
Learning: 16

Traits: Scholarly Theologian, Kind, Disinherited Bastard, Strong, Strategist, Proud, Ambitious, Stubborn, Gregarious, Pilgrim, In Hiding

Leadership Traits: Holy Warrior, Defender


Age: 51 (Killed: 1003)

Gender: Male

Species: Human

Religion: Children of Remnant

Epithet: The Boisterous Huntsman, The Loudest Man, Bane of Grimm, The Wrathful, The Traitor, The False King


Diplomacy: 6

Martial: 18

Stewardship: 5

Intrigue: 11

Learning: 18


Traits: Master Huntsman, Semblance (Shout), Brawny, Ambitious, Wroth, Proud, Brave, Adventurer, A Pawn In The Great Game

Dr. MERLOT, Psychological Assessment

Business Acumen: B

Fellowship: C

Intelligence: S+

Military Acumen: C

Piety: F

Secrecy: A


Traits: Twisted Genius, Doctorate of Biology and Medicine from the University of Vale, Businessman, Grimm Studies, Before Times Native, Augmented, Experimental Fetish, No Price Too High, The Experiments Must Go On.

Age at Death: 43 (-3 AF)

Name: Marco, The Strausberg Hound
Age: 34
Species: Faunus (Hound)
Religion: Children of Remnant
Epithet: The Strausberg Hound

Diplomacy: 5
Martial: 15
Stewardship: 4
Intrigue: 4
Learning: 10

Traits: Tough Soldier, Scarred, Bastard, Strong, Wroth, Brave, Trusting, Loyal, Huntsman, Semblance (Dogged Determination), Intimidating

Equipment: Huntsman Weapon - The Hound's Jaw (A man-catcher-Goliath-gun combo sturdy enough to stop a charging Ursa.), One well used and well loved truncheon.
 
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The Funeral of a Good Man 1-0 (QUEST START)
Head Deacon Sullivan takes the pulpit in the Ravenswood Church, the closed casket laying on a table of white cloth in the center of the isle. "Beloved Children," The priest begins, "We are gathered here today to honor a great man. Many of you knew Knight Donovan Ravenswood as a good and honest Lord, one who cared deeply for his people and treated them as if they were his own children."

You hear Earth stifling a coughing fit in his seat, a short distance away from everyone else. Erika, his nurse, bent towards him in concern, but he waved her away, holding his handkerchief to his mouth. Sullivan continued uninterrupted.

"The Nameless One saw fit to allow me a different knowledge of Donovan. We met as wards under the care of King Tavros III, and became fast friends. Donnie, as I knew him, was a man of a thousand questions, and a thousand and one solutions. Even though we were still but children, my friend firmly believed that he could make the lives of others better and he worked tirelessly to learn how. I'm sure King Tavros is groaning now that Donnie is badgering him with questions, again." The High Deacon spoke in jest, and a light laughter passed through the church. Despite yourself, you feel a small smile forming on your face.

"I believe The Nameless One gave Donovan a heart large enough for ten men. All were welcome at his table; from the highest King to the most common of men, he welcomed them all with open arms. Even when the love of his life and his unborn child rode ahead of him into the Nameless One's embrace, he never once let his love for others wain." Your ears lie flat at the mention of your mother. 'Has it really been only three years?' You shake your head. Not now.

"Donovan was a man who should have entered the Nameless One's slumber surrounded by his loved ones. Even though the disease ruined his body, he never lost faith in his people. Let us learn from the strength of my friend, and may his rest be peaceful."

"May his rest be peaceful." The congregation echoes.

"Let us pray."

The next day is not filled with coronations and well-wishings. It is spent worrying if the chill of the underground church had worsened Earth's condition, and the wait to see if you have lost another family member. Damn it, why did Earth had to be so pig-headed sometimes, it's like he's asking to get even sicker. Well, at the very least Father's ashes are now in the family crypt, so you don't have to worry about his ghost haunting you. Now you just have to keep everything from falling apart.

You gather up the documents you had been glancing over and make your way to the council chamber. You need to know how screwed up everything is.
 
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State of the Province 1-1
Before you leap into policy, you're thankful that you had mind enough to create a report on the dynasty's position.

Family

The castle feels emptier with a third of your remaining family gone, and any moment would make that two thirds. As it stands, you only have to worry about your brother, but you're almost sure he's too stubborn for the plague to kill him.

Vassals

Before your Father's time, your family had two vassals: the City of Sawami and the Temple of Minno. The later was destroyed by a giant Tarenteli and the site has since become a nest for Grimm that refuses to be pacified. The former, however, is still around and its mayor is a pain in your arse.

Court in Total

Earth Ravenswood: Your older brother, only remaining family member, pig-headed man and liege all rolled into the body of an invalid. Of the two of you, there is no doubt that he is the more eloquent, but he could never match you in a contest of skill. He had been betrothed to the youngest daughter of the late King Buhaw X, but that died along with the rest of the Buhaw line. You're not sure why he hasn't abdicated yet, but it may be due to the plague ravaging the lands.
Opinion: (6/10)

Mayor Ulrich Strausberg (Your Vassal): You have never liked this greedy bean counter, and you are rather sure it is mutual. Though the Strausberg family has been with the Ravenswood since your grandfather built Sawami, Ulrich had the gall to try and trick you into marrying his son. To be fair, you may have overreacted a bit, but his son does look better with that scar. Maybe.
Opinion: (2/10, you think.)

Chancellor Alan Black: This position was once held by your brother, but with him now Knighted, the position was given to his former aide. You're not sure what to think of this wolf faunus. More Below.
Opinion: (?/10)

Marshall Russet Brann: Oh Dust, this guy. Human. More Below.
Opinion: (BOASTING/10)

Steward Amitity Rose: Tiger Faunus (yes, she is self-conscious about the whiskers). She has a excellent head for numbers. You once helped her fight off some bandits during tax season, an event which started, if not a friendship, then a good working relationship.
Opinion: (7/10)

Spymaster ????: You've never seen the family's spymaster, but you are certain you have one. Your father received intelligence reports frequently, so whoever it is must be good at their job... Now where the Grimm is this person?!
Opinion: (?/10)

Head Deacon Sullivan: A close personal friend of your father, Sullivan has been with the Ravenswood family for as long you can remember. He's fond of you, in the way that old men can be, and regards you as the scrappy little tomboy you were as a child... Alright, that you still are. A dove faunus with feathers in his balding head hair. More below.
Opinion (8/10)

Hunter Superior: This position is unfortunately vacant. The previous Hunter Superior was an old hunter by the name of Drake, who retired and left your lands once the plague reached Ravenswood Keep. Coward. You've yet to appoint a replacement among your family's hunters.

Captain of the Guard: Well, at least you don't have to worry about your loyalty to yourself...

Counselors

Chancellor:

Alan Black was your brother's aide back when your father was alive. For a chancellor, he is rather quiet, but you know that it isn't a sign of boredom. Just him listening very, very closely. When he does speak, he displays a sharp and satirical wit. He even managed to get Russet to shut up with a few words, and that's a miracle!

Marshal:

Oh Dust, where to start with Russet Brann. You have no idea where he came from, hopping off a boat that looked like it went to hell and back. Is he incompetent? Yes, but for some damn reason the men seem to like him. After all, they gave him the nickname "Rupert". You think that's good.

Steward:

Amity Rose is someone you could consider a friend. While she doesn't have a mind that can calculate the sum of all the numbers between one and ten in an instant, she can do it in a few moments. There is one thing that rubs her the wrong way, and that's the fact that she has the whiskers of a tiger and mentioning that is a sure way to unsettle her.

Spymaster:

WHO IS THE SPYMASTER?!

Head Deacon:

Sullivan is perhaps your greatest ally in the court. While the oldest and most respected member of the court, he is not the type to make major power plays. If anything, he really just wants to see that your father's lands return to peace... Well, and also to see you pray more. Seriously, he has a major guilt stare and isn't afraid to use it.

Military

Retinue: (Household Troops)

You have a good grasp on the men in the retinue, after all, you've trained with all of them. Unlike the forces of other lands who rely on slow moving lines of infantry supported by fast moving cavalry. While that would work in the limited space and defensive battles of other nations, the wide open plains of Menagerie make such armies... Difficult.

The core of your army is made up of Spear-Riflers, a faster, more lightly armored version of Pikeriflers, who are supported by rifle wielding Zouaves who are trained to move quickly in the desert heat. Finally, your cavalry consists of Dragoons, heavily armored cavalrymen who swing into the flanks of opposing armies once the melee has been joined. Your lighter cavalry acts as tool for harassment and taunting the enemy.

75 Spear-Riflers
50 Zouaves
20 Dragoons
15 Cavalry

Levies:

For all intents and purposes, you might as well not even have levies. With the province stricken with the plague, the levies who would answer the call are... Low.

If the plague was not ravaging your lands, you would assume the pre-plague figure of 1500 would answer the call, costing you roughly 10 Lien a turn unless they were raiding.

Realm Politics

Keep of Ravenswood

If there's one good thing about this situation it is that the lands around Ravenswood Keep are rather peaceful. Much of that is due to you patrolling the lands to work out your frustrations while your father laid dying. At the very least, there's no bandit armies ready to take the keep if you leave it.

Liege

"SHIT'S FUCKED, YO!" Who the hell wrote that in your notes... Well, it fits. No King, and everyone being a relation of the King in some way (you think you're a fourth and second niece... Thinking on it, Menagerie is a bit weird), there's no doubt there will be a civil war. The question is: who will strike first?

Kingdom of Chaw (Internal)

See above.

Kingdom of Chaw (External)

Thankfully, just about all the nearby neighbors are too busy dealing with the plague to meddle in Chaw's state affairs. Of course, some of the nearby tribes have closer ties to the other Knights, so they may join in the war if called for.

With your report reviewed, you step into the council chamber...
 
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Turn 1 Decisions 1-2
As your brother's representative, you are charged with making the decisions that he would. Now you just need to keep things from falling apart.

Ambitions

Select a single ambition to pursue. Once selected, they cannot be abandoned for at least six turns.

[] Have a Son: You want to have a strong son.
[] Have a Daughter: You want to have a strong daughter.
[] Cull Grimm: You want to do everything in your power to cull the creatures of grimm.
[] Become Chancellor: You want to become the Chancellor for your liege lord.
[] Become Marshal: You want to become the Marshal for your liege lord.
[] Become Steward: You want to become the Steward for your liege lord.
[] Become Spymaster: You want to become the Spymaster for your liege lord.
[] Become Head Teller: You want to become the Head Teller for your liege lord.

[] Amass Lien: You want to dive into a big pile of brightly colored cards.
[] Hm? Hmmmm? HMMMM??: You want to gather an obscene amount of Dust.
[] Become Huntsman: You want to gain the prowess of a Huntsman.
[] Improve Diplomacy: Must have Stat at 5 or below. You wish to improve you ability to talk good.
[] Become Exalted Ruler: You wish to make a name for yourself and your dynasty.
[] Legendary Warrior: You wish to be remembered as a Legendary Warrior.
[] Become King: You want to be the ruler of the realm.

Personal Decisions

As a Knight, you are expected to keep the Estate in running condition, and you have a large toolbox to do whatever it takes to achieve your goals. Also, not for all [Character] targets, if you don't know their name, just write in their title or role, i.e. [Knight of Taugkolm's Heir]

Personal/General

Pick Two! Can double down on one by only selecting a single action. Also, any unused action will be converted into five points of Prestige.

[] Host a Tournament: Host a tournament in your realm! If you have sufficient power and prestige, the Hunters and soldiers of the realm will flock to your realm to prove their mettle in the martial arts. Starts the 'Tournament' Event.
-30 Lien
-2 Food
[] Host a Feast: Hold a feast within the halls of Thromrhold Castle. Your vassals are invited to attend your display of wealth and power. Starts the 'Feast' Event.
-30 Lien
-1.5 Food
[] Host a [Grimm/Game] Hunt: Invite the nobles of your realm to participate in a hunt! Gather meat for the coming winter or test your mettle against the creatures of Grimm. Starts the 'Game Hunt' or 'Grimm Hunt' event.
-10 Lien
[] Host Games: Gather your vassals to your hall to witness the serfs participate in games of strength, agility, and mental acuity.
-20 Lien
-1 Food
[] Replace/Appoint a New Councilor: Appoint [Character] to the position of [Councilor], or search the Estate of Thromrhold for a suitable replacement. If you search for a new one, the councilor you replace might be reluctant to perform his or her counselor actions.
[] Family: Spend some time with your family.
[] The Good Doctor: The Court Physician had done his best for your father, and is keeping your brother from falling from the Plague, you think its time you searched for one more experienced in curing the plague.
-15 Lien
[] Write-In: Write in an action that doesn't easily fit into the other categories.

Diplomacy

Pick Two! Can double down on a single one by only selecting a single action. Also, any unused action will be converted into two points of Prestige.

[] Invite a Noble to Court: There are plenty of unlanded nobles looking for a place to call their home. Have one join your court! Perhaps they will prove themselves useful.
[] Befriend: Focus on improving your relationship with a character.
[] Marry: Search Remnant for a fitting Husband. Marriage is important, as it secures the continuation of your dynasty, cements alliances, and establishes claims.
[] Marry Off/Betrothe: Marry off a courtier, a child, or an unlanded relative to a suitable groom for claims or alliances. A list will be provided after the character you're marrying off is selected. Earth is unmarried, but considering his health, doing so may not be the best option.
[] Open Negotiations: Open diplomatic talks with a Carrion Lord outside your Estate.
[] Speech Lessons: Spend a handful of lien and an insignificant sum of prestige to hire a Diplomacy Instructor, hopefully increasing your ability to diplomacize.
-30 Lien
-5 Prestige
[] Educate Child: Send your siblings to an educator of your choice.
[] Speech Practice: Work at improving your ability to Diplomacize on your own. (Mirror, Mirror)
[] Demand [Title]: Demand a title from your Liege Lord. Success is based on your stats, your titles, and your relationship with that character.
[] Revoke Title: Revoke a Vassal's title. If done unjustly or arbitrarily, it will incur the claim of tyranny, and other dire ramifications.
[] Request [Council Seat]: Request a seat on your Liege Lord's council. Success is based on your relevant stat, and your relationship with that character.
[] Write-in: Write in a diplomacy-oriented action not listed above.

Martial

Pick Two! Can double down on a single one by only selecting a single action. Also, any unused action will be converted into two points of Prestige.

[] Independence (Self): Immediately declare independence from your Liege Lord. Note: doing so will begin War Turns, but since you have no Liege, things may be different.
[] Raid: You have decided it is time to descend upon a foreign shore once more. Pick a target, raise your levies, prepare your ships, and await the promised day to venture forth. Begins Raiding Turns, and consumes all your Martial actions for the turn.
[] Personally Patrol: Russet is occupied with other matters, or he does not fully possess your trust. Personally sally forth with your retinue to keep your lands safe.
[] Expand Retinue: You've decided to expand your already considerable retinue. Trained soldiers do not come cheaply, but they will be able to give your personal guard a good boost in strength. Send out feelers to find you a company of suitable troopers.
Most Expensive -500 Lien Hire/10 Lien per turn
Least Expensive -50 Lien Hire/5 Lien per turn
[] Hire Mercenaries: Hire a company of Mercenaries to do your bidding. Extremely expensive, and will vanish the instant their pay does, but they are experienced and battle-hardened. Send out some feelers to see which companies are without contract.
Most Expensive -300 Lien Hire/ 25 Lien per turn.
Least Expensive -50 Lien Hire/ 10 Lien per turn.
[] Order Military Stockpiling: Invest in the stockpiling of weapons and ammunition, in the event war should be thrust upon you.
10 Lien
5 Dust
[] Train: Begin a routine of physical exercise in an attempt to improve your personal combat ability. You're already in good shape, but you're not in peak physical condition.
[] Hire Strategic Tutor: Spend a handful of lien and an insignificant sum of prestige to hire a Strategic Instructor. You're a damn good leader and tactician, but you're not so self-consumed as to you think that you're the best. Just really, really good.
-35 Lien
-5 Prestige
[] Promote Commander: Promote a specific [character] to command your armies. Your current commanders are: Russet Brann.
-5 Lien
[] Write-in: Write in a Martial-oriented action not listed above.

Stewardship

Pick Two! Can double down on a single one by only selecting a single action. Also, any unused action will be converted into two points of Prestige.

[] Upgrade [Building]: Upgrade one of your Holdings's Buildings.
Cost Varies
[] Legislate: Adjust the Laws of your realm according to your wishes. Same CKII adjustment rules apply for Levies, Crown Laws, and Taxes. Right now, Feudal Taxes are: 'None', City Taxes are 'Low', Feudal Levies are 'Normal', and City Levies are 'Normal'. Can also adjust taxes on a smaller, character-based level. (Tax those dudes into space!)
[] Upgrade Roads: Invest in the travelling infrastructure of your realm. Should allow for more efficient trade and the speedier passage of armies.
70 Lien
[]Upgrade Vassal Holding: Offer to foot the bill of upgrading one of your Vassal's Holdings.
Cost Varies
[] Upgrade Liege Holding: Offer to foot the bill of upgrading a Liege's Holding.
Cost Varies
[] Construct New Holding: Build a new Holding on your territory. You gain a title when it is complete.
400 Lien (City)
500 Lien: (Castle)
[] Infrastructure Inspection: Spend some time personally inspecting your Estate, seeing if anything can be run more efficiently.
[] Adjust Salaries: Adjust the salaries of your personal retinue and councilmen. Might have adverse affects if set too low.
[] Count Beans: Invest yourself in running your realm, hopefully increasing your Stewardship. Will also give you a better picture of the realm's finances if completed successfully.
[] Hire Merchant: Spend a handful of lien to hire a Stewardship Instructor, and gain a courtier.
-25 Lien
[] Purchase Bauble: Buy a nice [wardrobe/piece of jewellry/sweet hat]. Can be a gift or for personal benefit.
-5 Lien
[] Research: You've always felt like more could be done about the state of technology in your realm. Spend a good chunk of time buried in books and diagrams to see if you can devise a new innovation, or recover a lost technique from the Time Before.
[] Write-in: Write in a Stewardship-oriented action not listed above.

Intrigue

Pick Two! Can double down on a single one by only selecting a single action. Also, any unused action will be converted into two points of Prestige.

[] Imprison Character: Imprison [Character] in your dungeons. If done unjustly or arbitrarily, can cause negative impacts. Can only be done to Vassals or Courtiers.
[] Assassinate Character: Hire an assassin to kill a character. Massive prestige loss if implicated in the deed. Can only target those of Lord-level titles or lower. Kings-level targets require the formation of plots.
50 Lien
[] Independence (Faction): Start a faction within your Liege's realm to renounce his rule over your lands.
[] Kidnap Character: Kidnap a character from within your realm. Different from Imprisonment in that it is performed by "bandits", and won't incur tyranny if the target is a vassal.
25 Lien
[] Plot: Plot with other characters to Kidnap or Assassinate a character outside your realm (can involve and implicate other characters). Massive prestige loss if implicated in the deed. Will begin an active Plot.
[] Invite to Plot: Invite [Character] to join your plot. Success will depend on your relationship with that character, and their relationship with the target.
[] Schmooze: Visit your Liege's court, gathering useful intelligence and opinions.
[] Gather Rumors: Send out some agents to listen to the whispered word of your realm and beyond, collecting rumors, news, truths, lies, and everything in between. Allows for more accurate news and rumors, and better estimation of how things are in the world of Remnant.
5 Lien
[] Arrange 'Accident': If you have decided to host a tournament, feast, or hunt, pick a [Character] to suffer an unfortunate accident. Write-in the preferred outcome.
5 Lien
[] Seduce: Use your charms and wiles to seduce a character.
[] Personally Spy: Your Spymaster is most likely occupied with other matters, or he/she/it does not fully possess your trust (or they're the one you're spying on!). Personally spy on a character, learning more about their personality, skills, secrets and ambitions.
[] Gossip: Spread humiliating rumors about [Character].
[] Write-in: Write in an Intrigue-oriented action not listed above.

Learning

Pick One! If you choose not to spend one, it will be converted into two points of Prestige.

[] Study Religion: Work at improving your Learning score on your own.
[] Pray: Spend some dedicated time praying. Roll for Piety gain.
[] Hire Deacon: Spend a handful of piety and an insignificant sum of prestige to hire a Deacon to hopefully increase your Learning. The Deacon will join you at Court.
-10 Piety
-5 Prestige
[] Study the Significance of Dust: Children of Remnant place an emphasis on Dust, and though you think of them as nothing more than useful trinkets and power, there should be a reason why it is so important.
[] Write-in: Write in a Learning-oriented action not listed above.

Free Actions

These actions take so little time to complete, they can be done immediately.

[] Name Regent: Name a Regent in the event of your untimely demise.
[] Bestow Honorary Title: Give [Character] (a vassal or courtier) a functionally useless but fancy-sounding title.
[] Gift: Give [Character] a healthy sum of Lien.
-20 Lien

Councilors

In the Age of Grimm, each Carrion Lord holds court with his vassals. As the Regent to the Knight of Yeqerta, you are no different. The members of your Council will advise and aid you in your rule - no one man or woman can do it alone. According to their station, they can perform a variety of tasks or provide you with sage advice and assistance during tenuous situations, should you decide to keep them close at hand. Keep in mind - they are your vassals, and will perform any task you assign them to the best of their ability… but they may have their own ambitions and goals as well.

Each Councilor can perform a single action. Note: since it's impossible to provide you all with a name for every single character, feel free to substitute a realm title for [Character] when appropriate. If you need clarification, feel free to PM me about it, I'll do what I can to help out.

Chancellor - Alan Black is a competent diplomat, so he can be trusted not to ruin things completely without good reason. Thankfully, he knows when to keep his mouth shut, and when to go for his opponent's jugular.

[] Fabricate Claim: Have Alan fabricate a claim on one of [Character's] titles. If obtained, it appears as if you hold a strong claim to another's title, and a war to possess it is justified. It would be a good way to expand your territory, but it might take awhile to draw up the required documents.
[] Improve Relations in [Character's] Court. Send Alan to [Character's] court. There, he can help the Carrion Lord to understand your noble intentions and sway others to think well of you. Can also be performed in your own court. If you don't know the exact character's name, write in their title.
[] Sow Dissent in [Character's] Court. Send Alan to [Character's] court. Once there, he'll embed himself in various Holdings, sowing mistrust and hatred between a liege and his vassals.
[] Keep at Hand: Keep Alan at court. Your own diplomacy rolls will have an added bonus, and if any crises come up, you will be much more prepared to deal with them.
[] Write-in: Alan is an useful man. Should you conceive of something he might be able to help you with, he'll leap at the opportunity.

Marshal - If it will keep you from hearing one more of Russet's Revelling Rants, you'd gladly send him out to do SOMETHING. Then again, having another hand around is good, even if you believe him to be incompetent.

[] Patrol Lands: Send Russet out with some levies to run regular patrols. With any luck, the sight of your troops will instill a sense of safety and security among your people. Then you can revel in the silence.
[] Recruit Troops: Send out Russet to recruit more men and women to fill out the ranks of your levies. More troops will join your armies, and any incurred losses will be more swiftly replenished.
[] Train Troops: Order Russet to invest time and effort into improving the quality of your levies. Your levies will not increase in number, but they'll be a little more effective in battle.
[] Oversee Military Production: You've ordered the construction of weapons, ammunition airships, or androids. Having Russet around to oversee matters will decrease the turns required to complete their construction. Will cost a random amount of Dust, but nothing exceeding 10 units.
[] Inspect Troops: Have Russet compile a thorough counting and assessment of your levies. Doing so might inspire them to improve their equipment on their own, and show that you have a vested interest in their ability to perform.
[] Discourage Serf Revolt: You believe the serfs of your realm are growing unruly and discontent. Send Russet out with a token force to discourage any attempts to destabilize the realm.
[] Research Military Technology: Have Russet look into any ways he might improve your realm's military.
[] Keep at Hand: Keep Russet at court. Your own Martial rolls might have an added bonus, and if any crisis come up, you think he can annoy the enemy to death.
[] Write-in: Russet is an unknown, possibly incompetent man, but he won't refuse commands you order him to perform. Set him at a task not listed above.

Steward - Amity Rose is a friend and a skilled steward who has helped keep the Ravenswood house alive through the plague. With her around, you are sure that you can find the money to survive the coming war.

[] Survey: Your father was content with his realm, and did not seek to exploit his lands to their full potential. Change that. Send Amity out with some prospectors to see what secret resources or secrets your land has hidden away.
[] Conduct Census: Order Amity to compile a comprehensive and detailed report on your titles, the serfs that occupy them, and the general state of affairs in your realm. Will improve tax collection for a number of turns, and give you more specific numbers regarding your titles.
[] Collect Taxes: Have Amity invest herself into efficient tax collection. You'll increase your lien income, but without a gentle hand, your serfs might resent her activities.
[] Boost Trade: Lien is nice, but more Lien is always better. Have Amity talk and barter with the merchants of your realm, hopefully opening up new trade lanes and investing in promising ventures. Who knows, you might even get them to trade despite the plague.
5 Lien
[] Oversee Upgrading: Have Amity organize and oversee the upgrading of your Holding. Will lower the time to build the upgrade, might upgrade it beyond the initial scope of the project, and gain a small chance to recoup some of the expenses invested in its construction.
[] Research Technology: Stewardship covers a wide variety of skill sets and trades, and any possible advances made in technology will be a great boon to you. Have Amity do what she can to help the process along.
[] Keep at Hand: Keep Amity at court. Your own Stewardship rolls should have an added bonus, and if any crisis come up, you'll have a capable hand at your side.
[] Write-in: Amnity is loyal and a personal friend. Have her complete a task not listed above, and she'll complete it to the best of her ability.

Spymaster - Who is your Spymaster? That is the question of the day, but you're starting to get a few answers. Sullivan mentioned that whenever your father needed some intrigue done, he would leave a message on his desk, placed under his writing stone. Apparently that is the signal.

[] Spy (Internal): Have Spymaster look inside your own court for malcontents and malicious thoughts. With any luck, he could uncover valuable secrets, and improve your information collection for your realm this turn.
[] Spy in [Character's] court: Order Spymaster to spy in [Character's] court. More dangerous than looking internally, but good results means you not only have a leg up intelligence-wise, but further subterfuge in the same court will be easier to accomplish.
[] Assist Assassination: You've decided it's time for a character to die. Have Spymaster do what he can to assist your assassin in the matter. Might provide a bonus to your assassination roll, and lowers the chance of people accusing you if it all goes to shit.
[] Assist Kidnapping: You've decided it's time for a character to disappear. Have Spymaster do what he can to assist your thugs in the matter. Might provide a bonus to your kidnapping roll, and lowers the chance of people accusing you if it all goes to shit.
[] Falsify Evidence against [Character]: Things would be much more convenient for you if [Character] were suddenly guilty of some heinous crime. Have Spymaster spend some time building up a damning case.
[] Build Spy Network: Have Spymaster spend some time recruiting and training some competent spies. Will give bonuses to further intrigue rolls, but the possibility of counter-espionage increases.
5 Lien
[] Keep at Hand: Keep Spymaster at court. Your own Intrigue rolls might have an added bonus, and if any crisis come up, you'll have... Something.
[] Write-in: You have absolutely not clue the capabilities of the Spymaster, or who he is, or even what he looks like. You're not even sure he is a he! Still, if you give him a mission, he'll likely do it to the best of his ability.

Head Deacon - Deacons are often known as Godbotherers, but Sullivan is the most pleasant one you know. If you have any ideas on how he can improve life in your lands, then he will do it.

[] Proselytize: Send out Sullivan to proselytize your religion to your people. The more servants of your religion you have, the more unified and resistant to panic your serfs are.
[] Create Religious Work: Ask Sullivan to produce a work relating to your chosen religion. Doing so will advance your standing in your chosen religion, and net you some piety that correlates with the quality of work.
-10 Lien
[] Improve Religious Relations: Use Sullivan to directly increase your standing among the local religious leadership.
[] Keep at Hand: Keep Sullivan around. He'll likely pester you to start praying more, but having him on hand should increase your learning rolls.
[] Write-in: Sullivan is an excellent priest, a family friend, and you think he might be a distant uncle to you. Still he is getting on in years, but if you have a task for him, he will complete it.

Huntsman Superior- Due to your lack of a Huntsman Superior, your ability to command your huntsmen is... Lacking. Unless you appoint one from your hunters or search for a new one, you won't be able to make use of a Huntsman Superior this turn.

[] Patrol Lands: Your lands aren't in the best shape right now. Sending out the Huntsman Superior to help keep the grimm in check should do some good. The sight of a huntsman always inspires the serfs, and often assuages their fears. He might also return with some intel, should he discover anything useful.
[] Train Huntsmen: Though the Huntsman Superior most likely has an apprentice already, he can step up efforts to make sure his subordinates are putting more time and resources into training their replacements. He'll also spend more time with his own apprentice.
[] Commission Master-Class Weapon: Though the construction of folding weaponry is commonplace, few are better at it than Huntsman. Conceive an idea for a weapon, and have the Huntsman Superior build it for you. Materials for it aren't cheap however, and the Huntsman Superior doesn't have the resources or time to dedicate to the weapon without your support.
-50 Lien
-10 Dust.
[] Teach Me, Good Hunter!: Have the Huntsman Superior begin training you in the ways of the Huntsmn.
[] Write-in: The Huntsman Superior is bound to you, and will perform whatever tasks you assign him, should you have something not listed above.

AN: Yes, most of these are stolen from Redrum, but to be fair, she did an awesome job at compiling all the CK2 options, more or less. Also, since I've yet to play CK2 with the conclave expansion (thus, council laws) I'm going to say that the council is more like advisors at this point. In the future, it will become stranger, but that is long in advance of here.

PLANNED VOTING ONLY.
 
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