In the fourth year of Emperor Magnus' reign, the Alkadian Empire embarked on a war of conquest across the sea. The Emperor himself led his mighty armies to the new land in a bloody campaign of conquest. Some said it was for glory, others for gold. Some quietly whispered that the Emperor sought to distract a treacherous court with opportunity elsewhere, to secure his throne.
For whatever reason the war began, surely the primitive peoples of the east could not stand to the full might of the Empire, and their subjugation was a foregone conclusion.
Or so you all thought.
What had been predicted as an easy war for glory quickly bogged down into a nightmare of death and carnage. Enemy armies melted away into the hills. Mysterious woodsmen harried the Empire day and night, and numerous barbaric tribes of beasts frequently ambushed the Emperor's legions with charges of suicidal bloodlust.
"Orcs" they called them. It was said that in days of yore the orcs raided and pillaged the lands of the Empire before the Unification. They were long since relegated to bedtime stories and ancient knights' tales. They were supposed to be a myth.
For all that beasts of legend roamed the new land, the Empire still won some significant victories over the course of several years. But the gold that was confiscated was discovered to be less than rumored, and the people soon tired of a 'glorious war' that killed their husbands, sons, and brothers. After five years of endless fighting with disappointing gains, the Emperor declared victory and an end to the conquest.
It was a disappointment for you. Unlike many others, you had come to the war late, due to circumstances beyond your control. You had hoped for a chance to make a name for yourself, win some honor, and perhaps raise your station in the world. But with the war over, your opportunity had just gone up in smoke.
That was, until you saved the Emperor's life.
A party of orcs had lain in wait, deep in what was believed to be safe lands on the route to the port, and had sprung their trap upon the Emperor's personal entourage. You were…
Background
[ ] A mere foot soldier. Born to humble farmers, you had enlisted after the death of your father gave you the freedom to finally follow your dream of glory. The wages helped feed your mother and siblings too. (+Stewardship, +Diplomacy, -Learning)
[ ] A young knight. The second son of an unimportant nobleman, you'd long since determined that you'd have to make your own way in the world. You'd sought the war as soon as you had earned your coat of arms. (+Martial, +Intrigue, -Diplomacy)
[ ] A scholar. Your family maintain the great library of Alkaden, and you were called forth to consult on the peculiar happenings in the lands of the east. Your dabbling in certain…mystic arts gave you a limited ability for self defence that has proven alarmingly necessary for your continued survival. (+Learning, +Sorcery, -Martial)
[ ] Write-in. (Please include stat boosts/one malus. I'll tell you if something is not a valid write-in.)
When the orcs fell upon the Emperor's personal guard they managed to cut down a large number of them in their surprise. The Emperor managed to break free from the melee, retreating with haste when he was set upon by three of the orcs.
It was the finest display of swordsmanship you have ever seen, but the Emperor fell to a shoulder wound before the last orc was slain. As it raised its axe for the finishing blow you finally arrived to step in and defend your Emperor's life.
You didn't, after all your dreams, do it for glory. You were rather desperately out of position yourself (nearly surrounded), and you knew that if the Emperor fell the skirmish would turn into a rout. You didn't want to die, and especially not after the horrors you had heard the orcs visited upon their victims.
Nevertheless, your valor was noted by surviving guards who swiftly came to your aid, and indeed the Emperor lived to continue his reign. The orcs were not so fortunate.
Now, days later, you await an audience with the Emperor himself. You suspect you might just have won some glory after all.
The herald coughs politely, to attract your attention.
"Ah, my lord…how shall I announce you?"
Name
[ ] Rickard Mendalas
[ ] Write-in (Subject to Author Veto, but I'm fairly confident you guys can do better than me, right?)
Well, I got to reading The Practice War, and wanted to try my hand at a CK2 style quest myself. Thus, I will be heavily borrowing from the format of said quest, although I'll be making alterations to suit both the narrative and my convenience.
I'll just be borrowing the format though. This will be a highlow-fantasy quest in a medieval-ish era so the CK2 elements are where the resemblance should end. Quest mechanics will be finalized by the end of character creation, and I'll have an explanatory post up then. So expect some votes for set up, then we'll get into the thick of ruling your new domain in a dangerous land where nobody likes you.
There will obviously be other consequences to the background you choose, in addition to the stat changes listed. A former peasant will receive an altogether different reception by a noble than a knight or scholar who are also noble will, for example. Your first choices regarding potential retainers/hero units will also depend on your background.
You may want to take that into consideration with your vote.
Name: Rickard Astor
Titles: The Chivalrous Bard, The Earl of Corwyn, Lord of Port Helm
Age: 25
Appearance:
Martial: 8-4+4 = 8 (You have never been inclined towards violence, and have dedicated most of your time elsewhere. Still, your raw courage in combat does inspire a little respect.)
Diplomacy: 15+2+2+2+2 = 23 (Both your natural talents and your vast experience with people have honed your instincts. You can almost always reach an understanding if they give you an inch.)
Intrigue: 12+2+2+2 = 18 (You've seen that the world is not always your friend, and your natural cunning is useful for navigating the dark alleys of the world.)
Stewardship: 12+2+2 = 16 (To own something is to be responsible for it. To lead someone is to serve them.)
Research: 10+2 = 12 (The world is full of mysteries…most of which are probably explained in a library somewhere.)
Sorcery: 9 (There are more things in heaven and earth than are dreamt of in your philosophy. But you certainly haven't seen any proof of that. Yet.)
Traits: Voice of Angels: You have a natural talent for music, singing especially, that can bring even the hardest of hearts to tears. (+2 Diplomacy, +2 Intrigue)
Make Love not War: You have never been suited, by either inclination or ability, for the harshness of war. (+2 Diplomacy, -4 Martial)
The Chivalrous Bard: Your moment of heroism saved the life of the most powerful man in the world, preventing a succession crisis that could have devolved into civil war. Many in the Empire consider you to be a true hero. (+2 +4 Martial)
Not So Common After All: As a commoner who has been raised to join the peerage some nobles will insist on looking down on you. Commoners will have an easier time in your presence than that of other nobles. (-2 Diplomacy v. Nobles, +2 Diplomacy v. Commoners.)
Fashionable: You were raised by tailors, and good ones. You know at a glance what someone's dress is meant to convey, and are not without skill with needle and thread yourself. (+2 Intrigue, +2 Stewardship)
Political Gossip: Interacting with both rich and poor, noble and common, you had the opportunity to observe the games of the powerful in the heart of it all. You learned much. (+2 Intrigue, +2 Diplomacy)
Child of the Capital: Raised in the capital of the Empire, the Golden City, you received an education simply by osmosis that was far above your station. You have also observed the challenges inherent in the administration of a massive city. (+2 Learning, + 2 Stewardship)
Disciple of the Nightingale: Leliana Nightingale's tutelage was as peculiar as she was, quicksilver and beautiful. Under her watchful eyes you learned to walk the halls of power with finesse and grace. (+2 Diplomacy)
Inventory: An Imperial Gift: Handcrafted by the world renowned master craftsman Salander, this Guitar is as beautiful in tone as it is appearance. With it, your music becomes sublime. (+2 Diplomacy when used.)
Military Forces Naval Unit: Y'Elim War Galley (Maintenance Enchantments) x5
Lord Edmond Vandez is the Commander of the 5th Imperial Legion based in and around Fort Cedre. From his letters you feel confident that he is not a fan of Lord Simian, his nominal superior.
Quest Mechanics
Fairly Straightforward, and intentionally modeled off of The Practice War, because it's awesome (and I've never played Crusader Kings 2).
In the course of each Turn, which covers a Season (3 Months), the players will be deciding on Three (3) kinds of actions:
During each turn, the players receive an arbitrary amount of Action Dice +1 for each minister. These dice can be used to make a roll in order to attempt to complete an option provided in the list. The options will be separated into the categories of:
Martial, Diplomacy, Intrigue, Stewardship, Research, and Sorcery
Each roll will use 1d100 + (Your stat) + (Category Minister's Stat) + (Any Miscellaneous Bonuses/Maluses). The required minimum will be listed with the option, so the players can tell how hard a given task might be.
Your current roll bonuses are:
Martial: +25
Diplomacy: +42
Intrigue: +38
Stewardship: +32
Research: +32
Sorcery: + 27
Personal Actions are allotted based on how busy and stressed the PC is, and do not require Action Dice. Sometimes they lead to a roll or a vote, but generally they are intended to cover odds and ends.
Diplomatic Communications are not typically rolled, and do not require Action Dice. They are character interactions where the players must make a choice. That choice will then impact their relationship with the character(s) they are communicating with.
Player Rewards: Tally and Mechanics
AdamMButler: 3 Cookies
Mr.rodent: 3 Cookies, 2 Dice Manipulation
Plausitivity: 3 Cookies + 1 Dice Manipulation
Walliseatscheese: 1 Cookie
Plausitivity: 1 Cookie
Walliseatscheese: 1 Cookie
Radicalness Cookies and Dice Manipulations are a method for me to reward players who contributed to the quest in a way that strikes me as worthy of a special reward. Here's how they work:
1 Radical Cookie: This applies a +10 bonus to an upcoming roll of your choice. If the roll succeeds because of the cookie, I will make the success radical. If the roll crits, the radical will magnify the success. If the roll succeeds without the radical cookie, or I can't think of a way to make a critical/success radical, I will refund your cookie. Only one cookie may be applied to a roll at a time by any one player. Multiple players can apply a cookie to the same roll, but if it succeeds because of a cookie, they're all used up.
1 Dice Manipulation: Select an upcoming roll of your choice, to be rolled with advantage. (I roll 2d100 separately and take the higher roll). This is used up regardless of the outcome.
To use them, the player must inform me anytime before the vote closes, or until 30 minutes after. There will be no retroactive applications.
[X]Rickard Astor
[X]A bard. You were born with a voice so clear and smooth that the midwives nearly all swooned over you during your birth. Now, you are a middling traveling minstrel throughout the lands. (+Diplomacy +Intrigue (+Radicalness) -Martial)
Gained Trait: Voice of Angels. You have a natural talent for music, singing especially, that can bring even the hardest of hearts to tears. (+2 Diplomacy, +2 Intrigue)
Gained Trait: Make Love not War. You have never been suited, by either inclination or ability, for the harshness of war. (+2 Diplomacy, -4 Martial)
As the herald announces you, Rickard Astor, to the Emperor's court, you can't help but think back on the long road that brought you here.
You were born…
Family
[ ] To minor nobles. (Gain Trait: Disowned)
[ ] To a lowly barmaid. (Gain Trait: Not so Common After All)
[ ] Write-in subject to approval. (Include ideas for a trait, which may or may not be used.)
Somewhere in the…
Homeland
[ ] Southern end of the Empire (Gain Trait: Ancient Mythology, Gain Trait: Explorer)
[ ] Central lands (Gain Trait: Everyone's a Farmer, Gain Trait: Child of Peace)
[ ] Capital City, Alkaden (Gain Trait: Political Gossip, Gain Trait: Cityborn)
[ ] Far North (Gain Trait: Innovative, Gain Trait: Survivalist)
[ ] Write-in subject to approval. (Has to be somewhere in the Alkadian Empire. Ideas for traits welcome.)
Despite the peace and prosperity of the Empire, you had a difficult childhood. Although all your needs were mostly taken care of, you were often left to your own devices, and your only real friend…
Friend
[ ] was a local squire. He loved your stories, and would always listen to your troubles. (???)
[ ] was your older brother. He took the time to show you some neat tricks. (???)
[ ] was your older sister. She taught you how to sing. (???)
[ ] was your books. You loved to read. (???)
[ ] was your guitar. You whiled away the hours in song. (???)
[ ] Write-in subject to approval.
But eventually you grew up, and you managed to find your calling in life when you met a wandering bard…
Mentor
[ ] of ill repute, named Ilos Langor (+Intrigue)
[ ] of some renown, named Thomas the Dawnsinger (+Diplomacy)
[ ] who you can't recall. But he left an impression. (No Mentor, Gain Trait: Self-Taught)
[ ] Write-in subject to approval.
And you set out into the world as a traveling minstrel. The Empire is a civilized place, and you freely traveled its length plying your trade, with varying degrees of success. More recently, you decided to cross the sea, in pursuit of a tale truly worthy of being put to verse. You never would have expected that you might become the subject of song yourself when you saved the Emperor.
Gained Trait: The Chivalrous Bard. Your moment of heroism saved the life of the most powerful man in the world. Many in the Empire consider you to be a true hero. (+2 Martial)
As a lowly bard the best anyone expected from you was to stay out of the way of the more experienced fighters. Your rescue was as timely as it was unexpected, however, and none can deny your bravery after stepping forward to block that orc's blow.
How did you block that axe?
[ ] With your instrument (???)
[ ] With your bare hands (???)
[ ] With a weapon (???)
[ ] Write-in subject to approval. (What else is there?)
[X] write in: To a family of tailors (Gain Trait: Fashionable)
[X] Capital City, Alkaden (Gain Trait: Political Gossip, Gain Trait: Cityborn Child of the Capital)
[X] was a local squire. He loved your stories, and would always listen to your troubles. (???)
[X] of some renown, named Lelliana the Nightingale (+Diplomacy)
[X] With your instrument (???)
Gained Trait: Fashionable: You were raised by tailors, and good ones. You know at a glance what someone's dress is meant to convey, and are not without skill with needle and thread yourself. (+2 Intrigue, +2 Stewardship)
Gained Trait: Political Gossip: Interacting with both rich and poor, noble and common, you had the opportunity to observe the games of the powerful in the heart of it all. You learned much. (+2 Intrigue, +2 Diplomacy)
Gained Trait: Child of the Capital: Raised in the capital of the Empire, the Golden City, you received an education simply by osmosis that was far above your station. You have also observed the challenges inherent in the administration of a massive city. (+2 Learning, + 2 Stewardship)
Gained Trait: Disciple of the Nightingale: Leliana Nightingale's tutelage was as peculiar as she was, quicksilver and beautiful. Under her watchful eyes you learned to walk the halls of power with finesse and grace. (+2 Diplomacy)
Gainted Trait: Not So Common After All: As a commoner who has been raised to join the peerage some nobles will insist on looking down on you. Commoners will have an easier time in your presence than that of other nobles. (-2 Diplomacy v. Nobles, +2 Diplomacy v. Commoners.)
Your hands feel empty as you step into the grand hall. The Emperor's court is much reduced according to necessity, traveling through conquered and dangerous lands as it has for the last five years. Still, a number of courtiers continue to cling to the center of power even so, as well as the regular retinue of an Emperor at war. As one of the regular camp followers, you've attended the court yourself a time or two before, usually as the entertainment.
You wish you had your beloved instrument with you now, because at least then you would have something to hold onto. But alas, you sacrificed it in your last resort effort to defend the Emperor. It's discordant clatter as the orc's blow splintered and rent it still rings in your ears. By all accounts it was the unexpected nature of the sound that brought you to the surviving guardsmen's eyes, and thus saved both the Emperor as well as yourself from an ignominious death.
But there will be little ignominy now. The Herald describes, with just the right touch of embellishment, you note distantly, how your heroics had saved the Emperor and by which you "…have come to be known as the Chivalrous Bard."
The last time you'd stood before the court, you'd been singing a rousing tune in the middle of a feast. You'd been a center of attention, and had thought yourself handling it quite well. Now, you were the center of attention, as all eyes rested upon you. You hadn't realized it could feel so different.
But…well, you are a bard.
You sweep gracefully into the room, your beard trimmed, hair cropped close and tight. You'd chosen a military cut, because after five years of war the Emperor was very much a military man. Your clothes were hastily purchased using the last of your savings, and you'd spent the last day making alterations for the best you could manage.
The best you could manage was actually pretty good. Your mother's stitching was famous in Alkaden. Dress to Impress, she always said.
She also said Keep your head down, you fool, or you'll lose it to someone dumber and stronger. You suppress a rueful grin.
Upon reaching your destination, about halfway down the hall, you smoothly drop to a knee and bow your head to the Emperor, with a quiet murmur of "Your Imperial Majesty, Emperor of Alkaden."
The hall was silent, but for the quiet murmuring of a dozen whispers. So you heard quite clearly when the Emperor spoke.
"Rise, Rickard Astor, my faithful servant." And you do so, at last close enough to look directly into the Emperor's eyes.
They are eyes of steel.
You are no stranger to the halls of power. As the son of a tailor who dressed nobles, and later the apprentice of the Nightingale herself, you often sat at the lower tables of the noble and rich. You'd learned to observe politics from the fringes, observing both players and pieces in an ever more intricate dance. Some handled it well, while others felt the weight of their game dearly.
Emperor Magnus, you realize, is one of the latter. You feel surprised at this, because this war he'd begun and led did not seem to fit a man who grieved for his fallen soldiers. Perhaps the weight of power grows stronger at its center, that even the most heartless of players must feel its touch. Or perhaps the fringes can only show you so much. You don't know which is correct, but you feel confident in one thing: This is a tired man.
Tired as he may be, Emperor Magnus considers you with his steely gaze. You maintain your poise, a carefully neutral hint of a smile gracing your lips, but internally you are sweating up a storm. You know that you're here to be rewarded, but can't help feeling as the ant beneath the elephant's feet. The last thing you long for is attention. Not when the man before you could crush you as easily as any ant.
Uncomfortable, your gaze flickers to the left for a moment. You catch yourself immediately, but returning to your imperial staring contest only reveals that the mistake was noticed, and you kick yourself for being so foolish.
The chair placed on the Emperor's right hand is empty. It's an unfamiliar sight because for the last eight years it has been filled by His Grace The Duke of Cavendyr, Sir Gareth Dain. The Emperor's closest advisor and friend, who just happens to have died in the ambush.
The Emperor sighs softly, his eyes closing for a moment, before drawing himself up from his chair.
"Rickard. A faithful servant indeed." He speaks, loud and clear in his strong baritone. A part of you, madly, begins to imagine what it would sound like to hear him sing before your mind blanks out in horror and immediately terminates the thought.
"More than that." The Emperor continues. "You have saved our very self. A service for which the Empire owes a great debt."
"A debt which shall be paid, however inadequately." He smiles benevolently, and if you hadn't only just realized how full of grief the man was you might even have bought it. "With Land and Title."
And that sets off a susurrous reaction among the court. Truth be told, it does so in you as well.
You had only…well he was the Emperor and without an acknowledged heir there probably would have been a civil war…but it's not as if his guards didn't do just as much or more. And he actually knew and probably liked them. Why would he go so far for a common minstrel?
That last part catches in your mind, finally calming your racing heart as dread suspicion begins to set in. Always watch for the hooks, Leliana had murmured with a soft sly smile. You work to keep your emotions off of your face as the Emperor gestures to a servant.
"But first," He continues. "A gift." The servant rushes forward, holding something beneath a cloth. As they approach, they pull the cloth free to reveal…the single most beautiful guitar you have ever seen.
Gain Inventory: An Imperial Gift
Its edge is lined with golden filigree, and the strings are of finely crafted metal. It's not unlike some of the showpieces you recall having seen in windows of the high streets of Alkaden. The Golden City did not want for wealth, after all, but you had been disappointed to discover that most such guitars were fake. They were merely designed to look pretty and not actually fit for use.
But, as the Emperor bids you to examine the gift—again with that false, benevolent smile—you realize that this guitar is so far beyond those. You can feel it in your bones, a slight tremor in your hand as you feel the fine grain of the wood, imported from the southern groves. This guitar can more than dazzle the eye, it can sing.
And there, stamped on the base, is the emblem of the master crafter himself: Salander.
To be honest, you would have considered this alone a worthy repayment.
The Emperor considers you, his eyebrow raised in amusement at your awe. You quickly realize your mistake. You bow your head once more, in gratitude this time.
"Your Majesty." Your voice is your oldest friend and it does not fail you now. "Truly I cannot express my unworthiness enough. You have been too kind to one who only desired to fulfill his duty."
And that would be perfect, actually. With this guitar, and the tale of your heroism properly written up in song, you could probably live a life of luxury for the rest of your days. You certainly don't need Land and Title to be a famous bard, and you're not entirely certain you'd be at all suited for the task. Perhaps, if you protested, the Emperor might withdraw his offer.
It would be a victory for all involved, after all. The Emperor appears magnanimous and grateful, respectful of even a commoner who showed courage. Meanwhile you get a new instrument, a boost to your reputation, and are not suddenly thrust headfirst into the world of politics.
With a sinking feeling in your gut, you banish the daydream before your hopes can rise any higher.
"Duty." He repeats. The Emperor smiles, and this time you can see he intends for you to see through it. "We are impressed by your humility, Rickard. We will, however, reward those we see fit, as we see fit." And the tiniest bit of steel leaks through into his voice, and you meekly accept defeat.
Your private audience with the Emperor immediately following this is very different from the one at Court. You're quickly ushered into a smaller room with the air of an office, where the Emperor introduces you to his Steward, Kalvin.
Steward Kalvin stands witness as you swear an oath of fealty to the Emperor as a newly elevated Peer of the Realm, an Earl.
Then Magnus orders you to forgo the formalities for the rest of the meeting, because he can't stand such nonsense. Especially from those he doesn't know well.
You're still trying to wrap your head around that when Kalvin draws your attention to the large table in the center of the room, the one with a map covering the entire thing. It takes you a moment to place it, but you realize that it's a to-scale map of the eastern lands.
Kalvin explains, almost apologetically, that they've only managed to map the parts of the land that the empire actually holds control over, and that makes you take a second look at the the thing, because the parts that have been mapped are, quite frankly, rather large. There's enough space there for multiple kingdoms. With the bitter disappointment that the war turned into, you honestly weren't expecting that.
The Emperor interjects that some of the holdings are more tenuous than others, but seems content to leave the remainder of the explanations up to his steward, who shows you upon the map the location of your new holdings…
Option 1: The Port Helm Region. The holding was conquered relatively early in the war, but its people still chafe under imperial rule. It's currently manned by a single regiment of the 4th Legion, seeing as it is as far from the front edge of the war as a holding can be. With the mouth of the river Anselm running into the ocean, the territory is ideally positioned for trade with the Empire.
Summary:
Port Helm: A small port city where the Anselm river meets the sea. Deep in conquered territory
Populace: Conquered/Hostile
Armed Forces: 8th Regiment of the 4th Legion.
Natural Resources: Ocean access. Suitable Farmland.
Borders: The ocean and your fellow nobles.
Option 2: The Fort Cedre Region. Standing at the very edge of Imperial Territory, Cedre is bordered on the north by deep forests, and is bisected by the river Anselm. The 5th Legion currently maintains the borders against orcish incursions, protecting the Empires' colonists who are populating the region. You would think no one could possibly want to live there, but the area is full of rich farmland, and has drawn many colonists from the empire despite the risks.
Summary:
Cedre Region: The edge of the conquered lands.
Populace: Entirely Imperial Colonials
Armed Forces: 5th Legion
Natural Resources: Borders on a large forest. Fertile farmland, a river runs through the middle. Room to grow eastwards.
Borders:Forest to the North/Northeast. Plains southeast under orc control. Farmlands west under imperial control.
Option 3: The Serolmic Region. Resting behind the mountains to the south, the Serolmic region has been protected from the war ever since the bloody battle where Emperor Magnus captured the pass. Maintaining it is key to the security of the region, but makes your safety assured. You would also have access to the only natural port of the area, although nothing has been done to make use of it. The area has been settled by some colonials, who have not been mixing well with the relatively sparse native population.
Summary:
Serolmic Region: Something of a blank slate. Could be close to the warfront depending on developments.
Populace:A mix of colonist and conquered
Armed Forces: A single battalion of the 7th Legion.
Natural Resources: Access to a bay. Sheltered by mountains with one viable pass
Borders: Mountains, the edge of a bay, and your fellow nobleman to the west.
Domain
[ ] Port Helm
[ ] Fort Cedre
[ ] Serolmic Region
Steward Kalvin is not actually giving you an option here, I am. So don't go thinking the Emperor likes you that much, just because I want to see what kind of quest you're all interested in pursuing.
But no write-ins this time. You just don't have the context for them.
Steward Kalvin explains that while the Emperor had declared victory, there have been no actual negotiations with the native peoples, who quite naturally consider themselves still at war. Part of your job as a newly created Earl will be to find a way to integrate your lands into the Empire as a whole.
A task that will be further complicated by the fact that the Emperor intends to stand down the majority of his armies over the coming two years. Some of them will be shipping home, while others will be simply disbanded, but the gist of it all is that you will need to make preparations to maintain your lands independently when the time comes.
You were just beginning to feel overwhelmed by this, when the Emperor explained that very soon he would be announcing a "Tournament of Kings". The tournament would be the process by which he determined which of his nobles is worthy of holding the title of King in the Eastern Province. After distributing the conquered lands to those he deemed worthy, he would depart for Alkaden. In ten years time, he would return to inspect everyone's progress, and whoever proved themselves best would be given stewardship over the entire province.
The steward must notice how overwhelmed you're starting to feel, because he explains that they don't expect you to win this contest, merely that the Emperor wishes to inform you as a favor for saving his life.
Once all of that has been explained, the steward schedules a time to meet with you once more to go over the details of your new domain, and you are excused from His Imperial Majesty's presence.
In the privacy of your own rooms, handling the awesome Salander, you consider the many changes that are about to sweep over your life. You feel that in some ways you are strangely suited to life as a noble, but in others helplessly inept. You can only hope you'll be up to the task at hand.
But first, you have a decision to make.
As a new Peer of the Realm, you will have access to wealth you hadn't previously imagined. Do you want to send for your family to have them join you in your new domain?
Send for Family
[ ] Yes.
[ ] No.
[ ] Delay this decision.
[ ] Write-in subject to approval.
And the journey to your new land will take some time. What do you plan to do with that time?
Travel
[ ] Steward Kalvin has assembled reports for you to read about your new land. Dig into those. (???)
[ ] Study the native language. You're decently proficient at it already, but a little extra practice couldn't hurt. (???)
[ ] A fellow nobleman has expressed an interest in seeing your new lands and has offered to accompany you. Use the opportunity to learn more about the local politics and get to know them. (???)
[ ] Write-in subject to approval
[X] Plan: My unexpected life as a new trade Prince
[X]Port Helm
[X]Write in: Write letters to your family informing them of your new title. Ask for their thoughts and if they would wish to come to your new holdings. Also, if they could write to Leliana as well, you would appreciate it.
[X] Study the native language. You're decently proficient at it already, but a little extra practice couldn't hurt. (???)
You've just finished making all of the arrangements, finally, when you are approached by an older gentleman dressed in scholarly robes.
"Pardon the intrusion," He nods respectfully. "I have a message for you from the king."
Since you've been fighting all day to get the servants to stop bowing at you, it's almost irrational to feel irritated when this man doesn't, yet you do. Ugh, politics. To distract yourself, you accept the missive which does bear the seal you've grown all too familiar with over the course of the previous week. Breaking it open you unfurl the parchment and read:
The man before you once taught me what it meant to rule an empire. He has offered to tutor you during your travels. Do not take his offer lightly.
The Emperor's own signature reads almost as an afterthought, as you give the man a second look. He's old, very old, with the hair of his beard turned silver and bald along the top. You've never seen quite so many wrinkles before, and now you've just realized you're staring at the Emperor's personal tutor.
You dash a quick bow to hide your embarrassment. "Forgive me, my lord?" You look askance.
"Just Master Miklam will do." He replies easily. "I've never stood much on ceremony. There is a time and place for that sort of thing."
"Master Miklam, then." You accept gracefully. "And you must call me Rick." He snorts.
"Am I to understand that you are accepting my offer?" He raises an eyebrow. You respond in kind, and tilt your head in a thoughtful way.
"Well…" You make a show of thinking on it. Then snap your fingers. "What would you suggest?"
That does get a laugh out of the old man, who shakes his head ruefully. "They told me you were a wit." Then he eyes you with a look you can almost call…vicious. "Let us hope your wit serves you in more important arenas than this."
Your travels consist primarily of such interactions with Miklam, who is almost like the grandfather you never had, except you did have one, so he's just a rather fond reminder of the man you knew.
He plays off this, which is something no one has done since your time with Leliana, which absurdly makes you enjoy his presence even more. Whatever else the man is, he's good.
But that's not all you do during your journey to your new holding. In addition to sending out a couple of letters to your family, you manage to track down a native of the Eastern Lands who's heading the same direction as you to converse with.
At first, he's rather reticent, but once you offer to pay him for the trouble he becomes companionable enough. Which is a good thing, because you actually have to talk to the man to get any use out of the practice. He's even a good conversationalist if you get him onto a topic he actually cares about.
Naturally, this leads you to discussions of the war.
"I'm surprised you even speak our tongue." He grumbles at you, deliberately soft. You simply gesture at your guitar case, slung across the saddle.
"I'm an entertainer." You had managed to keep your exact identity under wraps, and apparently Master Miklam looked enough like a nobleman to explain the guards. "I figured I might as well entertain everybody."
"Your better than most." He replied. "But even that's not saying much, you bloody imp. I'll bet you don't even know where I'm from." You squint agains the sunlight, examining him.
Kals, as he had introduced himself, has dark chocolate skin and long braided hair. The dark skin is nothing new, you saw plenty of it in the south of the Empire, but the hairstyle is clearly unique. You just haven't the slightest clue where it's from.
"Nope. I got nothing." You admit with a shrug. Kals grunts, and the two of you walk on in silence for a little while.
"Where are you from?" You ask him.
"East." He replies. "You wouldn't recognize it."
"Try me."
"Stupid Outlander." He snarls. "It's gone, alright? You're bloody armies and the cursed orcs ground it to dust in between them. My entire city! Gone."
You sit your horse, stunned in growing horror, as it slowly plods along. You'd never really made it out to the front, but…surely somebody would have heard of this?
Only, who was there to care? Who was left to tell? Except Kals, apparently.
"I'm sorry." Your voice is quiet, and your body still. Somber is as Somber does.
"You're not." Kals denies. Then he shakes his head. "It happened years ago, outlander, and I know you had no part in it."
"That doesn't—" you stop, because you can tell he's not interested in your pity, then jump to the first change of topic that comes to mind. "Why do you keep calling me that?"
"What? Outlander?"
"Yes." You point at him faux-accusingly. "That one."
"It's what you are." He replies, distinctly uncomfortable. "You're from outside."
"Outside of what?"
"Here." He gestures vaguely around you. "The Homeland."
And that word, the one he speaks with such reverence, you realize it's something you've heard many times before. Spoken by the natives of the eastern land, humans the Empire hadn't expected to find after Lady Giselle's discovery of the new land. It must be, you realize, the name they use for the entire continent, as opposed to their individual homeland.
"Elimorea" You roll the word around your tongue. It feels right. Like a song.
The Elimorean…no that wasn't right. Ah, you'd get it from him later. He let you ride on in silence and you paid him the same courtesy.
Proficiency in the Elimorean Tongue raised to Fluent. Maluses to interactions with Y'Elim speakers removed.
It was not, however a courtesy you paid to Miklam.
"How could you let him do it?" You shout, later that night. "This whole bloody war has been one catastrophe after another. He clearly respects you, why didn't you stop him?"
"It is not so simple, Rickard." He replies in a tone familiar from his long lectures. After only a few days into your journey you had quickly realized what a priceless opportunity you had been given to learn. Miklam wasn't just smart, he was wise. And his wisdom all involved the duties and responsibilities of a nobleman that you, as a commoner, never learned.
You had come to respect him, and especially for his emphasis on how imperative morality was to a nobleman. But now you can't help feeling that he's failed you.
"The power of even an Emperor such as Magnus is more limited than you know." He sighs. "It is never as simple as deciding to do the right thing."
"He's Emperor isn't he?" You ask. "Nobody can order him to invade anywhere."
"Sometimes the orders we find most painful come from within ourselves." Miklam answers. "You see politics as a game, like a chess board. Well hear me now: the only power Magnus holds greater than you or I is the ability to upend the board. In every other respect he is as limited as you and I. He cannot rewrite the rules. He cannot change the players."
You hear him, and truthfully you know he's right, but it doesn't soothe this anger. The feeling of betrayal.
Bloody Imp, Kals had called you. A common nickname for imperials. And it was true. You were all soaked in the blood of the conquest.
"What Magnus did—" Miklam starts again, haltingly. "What he decided he must do. It was the end of our friendship." You can't quite contain your reaction to that, and he stops you with an upraised hand. "I still respect him, and will serve him loyally. But I told him that this was the wrong path, and as much as I wanted to, I couldn't follow him down it."
"You tried." Your eyes are wide, heart racing with the implications. Emperor Magnus had surely loved this man as a second father. The break between them must have dug nearly as deep as Set Gareth Dain's death. And yet…
"He still did it." Miklam nodded. "It is…good that you have come to think on this so early." Here he almost sounded hesitant. "I had hoped that you might avoid…some of the same pitfalls."
"Well.' You cough, trying to pull yourself together. "It would help if I knew where those pitfalls were." And with an apologetic look, Miklam resumes from where you left off the night before. Basics concerning the economic value of trade.
Later, several weeks later, you arrive at Port Helm. The bustling city is noisy, but ultimately smaller than Port Royal, where the Emperor made you an Earl. The citizenry are very different though. Whereas in Port Royal they are quiet and careful to step out of your way, here they glare from every corner and some of them even spit at your feet. With your red hair you stand out fairly strongly amongst the predominantly blonde population, and once you've stood out your clothes complete their impression of you as a "bloody imp".
This is your new people. What an auspicious beginning.
Parting ways with Kals, who is apparently looking to charter a vessel to travel further north, you head for the Keep. A large stone structure visible for miles around, you easily spot its gates in the center of the city.
It's difficult to wrap your head around the fact that the castle, keep and glaring people and all, is now yours. So you don't. It's much easier to just pretend this is another castle of another lord who you're going to swindle out of as much wine as possible for as little music as possible.
Ah, who are you kidding? The wine is all yours now anyways.
With that depressing thought, you're shown into the main hall, which is thankfully empty, and informed that both Steward Donovan and Marshal Levant are out for the time being, but that the marshal is expected within the hour. Not exactly eager to meet the leader of the Empire's forces in your weary and dust-ridden clothes, you gratefully accept the offer to be shown to your rooms and have a bath drawn for you.
An hour later, much refreshed and wearing your cleanest set of clothes, a servant girl shows you the way to Marshal Levant's office. Just outside the door, however, you are amazed to find your old friend Dominic.
"Dominic!" You exclaim, joyfully. He looks about in confusion, ever so familiar to you, and then…there, that's the flash of recognition you were looking for.
"Rick?" He responds. A series of emotions playing over his face. Then he draws his sword on you.
"Er…Dominic…you're not still mad about that— uh" To be honest, you can't remember what he might be mad about. You could have sworn you parted on amiable terms seven years prior, but it wouldn't surprise you in the least to find that you'd simply forgotten. You had played rather a lot of pranks at that age.
Dominic…doesn't say anything. In fact, he's still walking towards you, and the servant girl who…hey! Where did she run off to?
It occurs to you that you haven't seen your old friend in seven years.
"Oh dear lord in heaven, I'm about to be assassinated by my oldest friend on my first day on the job."
Dominic snorts, then he sheathes his sword and punches you on the shoulder. Hard.
"You imbecile!" He roars, and you can see that although he isn't trying to kill you (anymore?) he is genuinely angry. "What have I always said?"
"Uh…'What have you done this time?'" He glowers at you, but in your defense that was probably the way most of your conversations started back then.
"Run away! You idjit!" He grabs both of your shoulders and shakes you. "When you find yourself in a fight, run away!"
Ah. Right then.
"I wouldn't have made it." You catch his wrists. "The orcs almost had us, Dominic."
"No they…didn't?" He sounds confused now, which tells you the rest of what you need to know.
After your "heroic rescue" of the emperor, all the rest of the bards who had been busily running away (futilely in your mind) did their best to capitalize on your fame, the way all bards do. They immortalized it in song. The upshot of which being: there are at least twenty different versions of the tale floating around out there, some of which have you singlehandedly fighting off an entire band of orcs with nothing but your wit and a magical banjo.
You don't even own a banjo.
Dominic probably got a garbled report secondhand when he and the rest of the empire's forces found out you were coming from his commanding officer. The one who was being remarkably complacent about the shouting noises right outside his door.
"It was bad, Dominic. Really bad." And here you let just a bit of remembered fear show through. "They cut down half the guard with their swords still sheathed."
"And you—"
"I had a choice between being run down, or trying to prevent it from turning into a rout." You shrug as nonchalantly as you can manage. "I chose the latter."
You can see him struggling, working to internalize what you're telling him, but Dominic has always had a good head on his shoulders, and you know when he's seen sense. His shoulders sag in that emotionally transparent way of his, and you give him a hug.
"It's good to see you too."
After all of that fuss, it's really quite embarrassing a few minutes later when you're forced to admit that you forgot Dominic's last name was Levant.
As in, Marshal Levant. The leader of the Empire's military forces in and around Port Helm. Also known as the 8th regiment of the 4th Legion.
"It all went to hell." He explained later that night, tossing back a mug of ale. "The Orcs were everywhere, and the natives did everything in their power to run us out of supplies. We ended up surrounded, deep in unfamiliar territory, when it occurred to me."
"What?" You ask, warily. This storytelling Dominic is a different side of your friend, as is the drinking. He never touched a drop of alcohol in his life.
Maybe it is the ale, or maybe it's just that funny to him, but he cracks up and looks at you, "I asked myself, 'What would Rickard do?'"
"…and that's what got you your promotion?"
"Hell no!" Dominic slams the mug down scornfully. "I laughed at the idea, then I led my men in a charge around the southern flank. The cavalry met us on the other side, and we smashed the suns'a'bitches to pieces." He rolls his eyes. "What did you think we did, sing our way out?"
"It wouldn't be the first time." You reply dryly, before taking a sip of your own ale. Dominic's still the same old earnest, heart-on-his-sleeve, friend you always knew, but beneath it all you think you can feel a…darkness, that didn't used to be there.
Dominic's been fighting for the whole war, all five years, and nobody gets through that kind of experience without some scars. Physical or otherwise.
"Well, it shoulda been." Your old friend shakes his head. "You look tired and there'll be plenty of time to catch up later. What say we hit the hay, yeah?"
"Yes, please." You reply, and you both make your way to your separate rooms. After a long journey, it's nice to rest in a comfortable bed. Almost nice enough to make you forget that this isn't just another stop on the road.
This is now your home.
As over the following days and weeks you are introduced to various staff, get settled in and begin to learn your way around, the feeling stinks in. This, Port Helm, and surrounding lands. It's your home now.
As Miklam takes care to point out to you, it's your responsibility now.
And as you meet with Donovan, the man who'd been holding things together, you get to know more and more about the place. It's history, it's major exports and resources. You know, really romantic stuff.
And it starts to feel like home.
It really sinks in when Leliana shows up one day, quite randomly, dining at your breakfast table. You're not entirely sure who let her in, or when you agreed to house and feed her for the duration of her stay, but you were grateful for her presence nonetheless.
"I'd like to suggest you form a council." Miklam says one morning at the start of your meeting. You're a little surprised, but quickly rally to the point.
"What for?" After all, your only experience with councils would be the one you were constantly dragged before on conduct unbecoming a bard.
To be honest, you hadn't realized that was a thing, but once you knew, well. It was hard to take such a challenge lying face down.
"There are aspects of running a realm that you aren't good at." Miklam points out. "Forming a council of ministers to delegate such tasks to could be highly beneficial."
"I suppose." You replied. "Would you like to join my council?" Miklam merely frowns and tilts his head at you.
"Put more thought into it than that." He shrugs. "I may not be the best fit."
"I'll think on it." You reply. And you do. And the more you talk with Dominic and Leliana, with Donovan and Miklam, the more you realize he's right. You can't do this alone.
You spend a month interviewing candidates. Asking for suggestions from your friends, feeling out possible options, narrowing down the list of candidates until you arrive at the new year.
Winter has been short. Very short, but if you want to be ready to take advantage of spring, you need to have this council assembled and ready to work. The time, as Miklam would say, has come.
Here are your options for Ministerial Positions:
QM Note: The following list is no longer correct, and an updated and newer version is posted in the following threadmark. Sorry for the confusion. This one is just being left here as a record.
Martial
[X] Dominic Levant - Your old friend has been through a lot since you've last seen him, but despite the shadows in his eyes that you can sometimes spot you can tell he's still the same earnest squire at heart. His experience in the war will stand you in good stead as your military commander, and maybe you can help him out while you're at it. (High Martial, Experienced, Direct Commander of Current Military Forces, Unlocks Casualties of War Action Chain)
Diplomacy
[X] Leliana the Nightingale - You considered appointing someone else to the position, but nobody you talk to except Leliana is willing to take it on. You didn't even have any applicants! Thankfully, your old Mentor is willing to take up the post. And really, with her around who else do you need? (Exceptional Diplomacy, Speak Softly, Unlocks Music and Lyrics Action)
Intrigue
[ ] Ilos Langor - A grizzled old bard in clothes that look like they should have given up the ghost long ago, you almost rejected him out of hand. But Leliana told you to give him a chance, and you were amazed by his insightful suggestions during your interview. He seems to have been in the area for a while now, so he's made plenty of friends among the locals. (High Intrigue, Ear to the Ground, Unlocks Unfriendly Sea Action Chain)
[ ] Willem Dain - Lord Dain is the third son of His Grace, The Duke of Cavendyr who recently passed away. He decided to travel to Port Helm in order to offer you his services because he believes you are rather well positioned to win the Tournament of Kings. Seeing as his father was just one day's ride short of the appointment himself, you assume he knows what he's talking about. More importantly, he was preparing to play spymaster for Cavendyr already and has a thoroughly established understanding of the Eastern Province's politics. (High Intrigue, Synergy with Diplomacy Actions, Unlocks The Kingmaker Action Chain)
[ ] Esther - Esther is a servant girl, you're sure of it. Or at least, you were until she challenged you to find one other person who knew her. After your fruitless search, she reappeared from…somewhere…to submit her application for the position. She claims she's a noble and even has all the right forms, complete with seals, but for all you know they're perfect forgeries. Either way, it's clear that she'd make an excellent spymaster. You just have no idea why she's applying. (Exceptional Intrigue, Mystery Incarnate, Unlocks Spider's Web Action Chain)
Stewardship
[ ] Aristo Miklam - An old scholar who Emperor Magnus appointed to teach you during your travels, Master Miklam is well versed in the practice of ruling. His age grants him experience and perspective that you sorely lack, and he would gladly serve in order to help the people of your new domain. (Exceptional Stewardship, Imperial Tutor, Unlocks The Empire Magnified Action Chain)
[ ] Donovan - Following the Siege of Port Helm, Kalvin was forced to appoint three successive stewards to oversee the city due to the constant rioting. Donovan was the third and final appointee because he managed to finally quell the riots and establish an uneasy peace. It's in large part due to his efforts that the Empire can manage to hold the territory with only a Regiment of troops in the area. (High Stewardship, Local Familiarity, Unlocks A Peace of Two Parts Action Chain)
Learning
[ ] Cadmon - A member of the Imperial Engineering Corps, Dominic has agreed to release him from service if you decide to appoint him. The old grump seemed to come alive when you asked if he had any ideas for improving the town. Apparently he's spent his entire life as an engineer begging to implement more efficient systems and experiment with new materials, but none of his ideas have ever gained approval. (High Learning, Synergy with Martial Actions, Unlocks Lifeblood of the Empire Action Chain
[ ] Sara - One of the local girls, a native of the eastern lands, Sara has grown up hauling fish in from the sea. She's considered something of a genius for the way she doubled their weekly hauls, and the faster sail plans she recently came up with apparently make the vessels much faster. She heard about your new title and decided to come beg for funds to build a new ship, of a design that she's certain will be a significant improvement. After your interview, you believe her. (Exceptional Learning, Dislikes You, Unlocks The Mother of Invention Action Chain)
Sorcery
[ ] Abren Canto - A young scholar from the library of Alkaden, Abren is a long way from home. He studied magic as an apprentice and claims to be here on a research trip of all things. He's amenable to joining your council but insists that you not take up too much of his time. (High Sorcery, Limited actions, Unlocks This Land is Different Action Chain)
[ ] Cerryl Mindestr - An aged cleric in the faith, Cerryl assures you that he is familiar with modern magical theory. He is not himself able to wield the arcane mysteries, but claims that his divine connection more than makes up for it. (Exceptional Sorcery, Arcane Cripple, Unlocks The Powers that Be Action Chain)
[ ] Zenthalas - A mysterious young woman who walked out of the woods one day and asked a passing patrol for a chance to speak with you. She claims to have traveled far in search of you, "in order to advise you against the destiny held by malice." When you asked what use she could be as an advisor to you, she demonstrated an impressive display of arcane magics. (High Sorcery, Outside of Your Box, Unlocks Malice Aforethought Action Chain)
This decision is so important because in order to rule well you'll need to leave these people in their positions for a significant amount of time. A changeable lord is a dangerous lord, Miklam was fond of saying. If the commoners saw you one day elevating a friend and the next day casting them down, it would sow doubts about what you would do to them. No, like it or not, you're going to be stuck with these ministers, whoever you choose, for the next ten years.
Unless one of them makes a disastrous mistake of course, but if that happens you'll likely have bigger fish to fry.
Aldorea
Aldorea is the western continent of the world, and was previously believed to be the only continent of its size. Roughly half of it is ruled by the Alkadian Empire to the east, with the bulk of the non-alkadian population residing on its southwestern quarter. The continent sees small wars between other kingdoms, but the Alkadians rarely get involved even diplomatically.
The Alkadian Empire
As the single largest bloc of power on the western continent, the empire is literally the strongest nation in the world. It has stood unchallenged for centuries, and the primary reason it never got around to completing its conquest of the rest of the continent is that its nobility fell into a habit of infighting long ago. The politics of the empire are infamous for being backstabbing and vicious without descending into violence too often. In part due to the length of its existence, the empire has both strong institutions built over time, and also a lot of infrastructure. It's considered the height of civilization.
There are 3 provinces of the empire that differ in significant ways.
The Central Lands
Originally a series of kingdoms that fought over territory and wealth, the central lands are where the empire began. Emperor Magnus' house led the Alkadian Kingdom through a series of successive wars with wisdom and aplomb, leaving each conflict stronger than they began. This is where the empire inculcated its strong military tradition, and also developed a habit of assimilating conquered citizenry in a way much like the roman empire.
Alkaden, the capital city, is known as the Golden City both for its wealth and also as a center of the arts. It has been enriched by centuries of peace, preceded by a long history of successful wars that never touched it.
As the oldest lands of the empire, the Central lands are the most homogenous culturally, and also the most populous.
The Far North
The north lands were originally empty, and only wandering tribes made use of the land. In part this was because of the particularly harsh winters. But in the last century, the empire turned its massive wealth towards settling even its relatively inhospitable lands. As a recent acquisition, the far north is almost frontier-like in its harshness, but the empire is its undisputed ruler.
The far north has few cities, with a sparser population. It tends to attract malcontents who want to get away from more typically imperial lands.
The Southern Lands
The southern half of the empire was much more united itself before joining the empire. Its peoples have a strong culture that has only somewhat eroded under the weight of the imperial tradition. Consequently, the nobles of the southern region have a notable historical tendency to stick together in politics, although it is by no means a hard and fast rule.
Elimorea
Elimorea is mostly unexplored, from an Alkadian point of view. The Y'Elimor may know more, but they aren't volunteering any information they don't have to, so the information contained below is based on what's available to you.
The second continent of its size, Elimorea was only recently discovered by the Alkadian Empire via one Lady Giselle who's ship was blown off course. Her discovery was made in 843 A.E.
Following the successful conclusion of the war in 850 A.E., Emperor Magnus withdrew to Port Royal where it was expected he would announce his plan for the newly minted Eastern Province. Of course, just a day short of arriving his party was ambushed, and the favorite for the position of King, Cavendyr, fell to the orcs defending the Emperor with his guards.
It is now 851 A.E.
Emperor Magnus has handed the territories and newly created titles out to a variety of people. Nobleman, wealthy merchants who distinguished themselves, soldiers who fought bravely, the bard that saved his life, etc. Each of the territories are large, but none of them is strictly speaking more powerful than any other. Geographical boundaries follow a military mindset, but otherwise population and resources have all been evenly split.
Then after announcing the Tournament of Kings, he at last sailed home to Alkaden.
There are 21 newly created territories in the province, which effectively means 21 contestants to the tournament. In theory, it would be your duty as new rulers of the land to work together for a successful assimilation of the territory into the Imperial rule. In practice…things are likely to get messy.
The Eastern Province
Divided into 21 territories and given strong incentive to compete. The lands remain under martial law for the next 2 years, but once the Emperor has withdrawn his armies it'll be pretty much anything goes for a while.
The province is bordered by The Bloodplains on the east, where orcs roam freely and will likely continue to attack from. Other notable features are The Jaw, a mountain range to the south, and the Deepwoods, a forest from which no imperial force has ever returned. The Sterling Bay holds two ports that see the majority of naval traffic, and Port Helm is the third port of any notable size.
The Rest of the Continent
There are other kingdoms on the continent, some large, some small, but not much is known about them. The Empire was planning on conquering them all, but then the Orcs descended and the three year stalemate turned the Bloodplains into the worst kind of wartorn lands. In the aftermath of the War and the Orcs, it doesn't seem likely that you'll have many dealings with the other kingdoms anytime soon.
Concerning Races
The existence of other races is a widely disputed point among scholars of the Empire. It is not something commoners even think about, because the Alkadian Empire consists entirely of Humans. Some of those humans are short, sturdy, and have a love for treasure and smithing, but people just accept the differences and move on.
Now it is a matter of historical record that Orcs existed. More importantly, there are references in the Library of Alkaden to other races participating in the conflict wherein the orcs were finally wiped out. Such records are unfortunately vague, because they are along the lines of referring casually to knowledge that was widely available at the time. The most common of such references are to "the fair folk", who were apparently consulted often.
Concerning Elves in this Setting
Elves are not something you know about in character yet, because nobody in Aldorea knows about them. That's a strong indicator that they're not on the continent at all. They're going to be fairly similar to what you're expecting: long lived, pointed ears, magically stronger. But they are basically indistinguishable from humans, except the ears.
Their lifespan is only about double the human average, so 160-200. But they don't mature more slowly, so a 20 year old elf is equivalent to a 20 year old human. Humans don't have an equivalent to an elven elder of 140 years. They do eventually grow old in body, but that happens towards the end of their lifespan.
Concerning Sorcery
Magic is not common in this setting. It exists, but is not widely spread. Performing magic, an act which is called sorcery, requires an understanding of the Arcane Mysteries, and such knowledge is hoarded jealously by those who have it. The Library of Alkaden, one such place, is maintained by the Mendalas House, a family who answer directly to the Emperor. Other nobles and the Faith of Benevolence also have their own records, but only share them with those they trust.
The main restriction on magic is that it's physically taxing and requires a good education and long years of study. Sorcery in battle is also less practical in many ways, because magicians have a tendency to wear themselves out quickly by performing one or two feats and then becoming useless for a day or two.
So the primary form of magic encountered in warfare are enchantments. Doors spelled with extra endurance, or a sword that's always sharp. That kind of thing. The less common application would be a crack team of special forces, who get a mage/multiple mages into position, let them do their thing, then get them the hell out of there while the regular troops take over from there.
The Y'Elim also had magic, and it was likewise restricted to their nobility. On balance the armies had the same amount of magical support, proportionally. Naturally, the records of Y'Elim magic were all seized by various parties after they lost, Primarily the Emperor, but plenty of others too.
The orcs do not seem to use magic. No one knows why.
So I guess this is actually what you would call Low Fantasy. It's not quite Game of Thrones level of scarcity, but magic here is not something people expect to encounter in their daily lives. That being said, part of the appeal to me of a CK2 quest is the way you can build things up, and I feel like this setting leaves you plenty of room to develop magical resources if you choose to pursue that. I guess we'll see how that plays out in the votes.
Yeah, straight out telling you all that Zenthalas was an elf was a mistake, for two reasons really. First, you have no in character way of knowing that (and she hasn't said). And Secondly, because it comes loaded with preconceptions when this is an Original Setting and I fully intend to take things in my own direction. I'll probably release a short post about Elves so you know what you're dealing with in a bit. Done. Added to this post.
Alright everyone. That last vote was poorly constructed, because I rushed it out the door when I had been awake Wa-aay too long. Consequently it is cancelled in favor of this new vote, with an updated list of Minister Candidates. I've added a few candidates, as well as edited some of the others for balancing reasons, and unlocked the martial options. Sorry for everyone who's already voted. In the future, I'll refrain from posting in such a state in order to not waste your time.
I suggest that you consider what your goals are in each category and then pick the minister accordingly, as opposed to snatching up all the waifus. To be honest, none of them were waifu candidates in my head anyway, because I've been looking forward to all the political matchmaking that's bound to happen in the Tournament of Kings. (Which is not to say it's not an option, but it's unlikely any of these ministers would be your best choice when the time comes.)
Also of note: the ones you don't pick won't be available to snatch up as Hero units, excepting possibly Dominic in 2 years. My goal was to give you guys fun options for your ministers, not to provide you with 15 awesome new allies conveniently floating around in your periphery.
Here are your options:
Martial
[ ] Dominic Levant - Your old friend was trained as a squire in Alkaden, earning his coat of arms shortly before the war began. He fought through the entire thing, and the way he rose high in the ranks speaks well of his strength in tactics. He's in charge of the local Regiment, and thus would be enforcing your policies either way. (High Martial, Army Bonus, Direct Commander of Current Military Forces, Unlocks Casualties of War Action Chain)
[ ] Alvarez Nairos - The middle-aged sailor was in charge of the empire's local naval forces back during the siege of Port Helm, although he's since aged out of the service. He'd be happy to build up a naval force for you though, and his experience would be useful in training your new crews. (High Martial, Navy Bonus, Unlocks Master and Commander Action Chain)
[ ] Sylvest Magnar - A foreigner hailing from west of the Empire, Sylvest is a mercenary looking to retire. For a man of his skills, helping build up your army or navy is as close as he can come to that. He's fought in various conflicts, and has experience in just about anything you can think of. His only request is that you promise not to invade his homeland, which given that it's across two oceans, you think will probably not be an issue. (High Martial, Balanced Land/Sea Experience, Unlocks A Man's Worth Action Chain)
Diplomacy
[X] Leliana the Nightingale - You considered appointing someone else to the position, but nobody you talk to except Leliana is willing to take it on. You didn't even have any applicants! Thankfully, your old Mentor is willing to take up the post. And really, with her around who else do you need? (Exceptional Diplomacy, Speak Softly, Unlocks Music and Lyrics Action)
Intrigue
[ ] Ilos Langor - A thief who sometimes poses as a bard, Ilos was born in the northern lands of the Empire. He came to the Eastern Province after one too many lord put out a price on his head, and he'd gladly serve you in exchange for a pardon. He's well integrated in Port Helm's underbelly. (High Intrigue, Ear to the Ground, Unlocks Unfriendly Sea Action Chain)
[ ] Willem Dain - Lord Dain is the third son of His Grace, The Duke of Cavendyr who recently passed away. His father was supposed to take charge of the Eastern province, so he'd been familiarizing himself with all the local players in order to provide assistance. As you are something of a wildcard in the tournament of kings, he traveled to Port Helm to observe you, but now claims that he wishes to support your candidacy. (High Intrigue, Synergy with Diplomacy Actions, Unlocks Noble Intrigue Action Chain)
[ ] Esther - One of your more surprising applications came from one of the servants always wandering the keep. Esther claims to hail from Keiros in the south end of the empire, but she made her way to the Eastern Province due to an unfortunate turn of events that she would rather not share. It's obvious from the way she infiltrated your staff that she'd make for an excellent spymaster, but can you trust her? (Exceptional Intrigue, Southern Mystery, Unlocks Spider's Web Action Chain)
Stewardship
[ ] Aristo Miklam - An old scholar who Emperor Magnus appointed to teach you during your travels, Master Miklam is well versed in the practice of ruling. His age grants him experience and perspective that you sorely lack, and he would gladly serve in order to help the people of your new domain. Unfortunately, his health is failing, so he likely won't be around long. (Exceptional Stewardship, Failing health, Unlocks The Empire Magnified Action Chain)
[ ] Donovan - Following the Siege of Port Helm, Kalvin was forced to appoint three successive stewards to oversee the city due to the constant rioting. Donovan was the third and final appointee because he managed to finally quell the riots and establish an uneasy peace. It's in large part due to his efforts that the Empire can manage to hold the territory with only a Regiment of troops in the area. (High Stewardship, Local Familiarity, Unlocks A Man of Numbers Action Chain)
[ ] Helan Vander - Helan is a member of the Faith of Benevolence, who came to Port Helm on a charitable mission for the Y'Elim. It was supposed to be a 6-month trip, but he's been here now for 2 years, doing everything in his power to help the Y'Elim recover from the war. The people respect him despite his homeland, and Imperials have been grateful for his assistance in defusing some tense situations. (High Stewardship, Healing Hands, Unlocks Faith in the People Action Chain)
Learning
[ ] Cadmon - A member of the Imperial Engineering Corps, Dominic has agreed to release him from service if you decide to appoint him. The old grump seemed to come alive when you asked if he had any ideas for improving the town. Apparently he's spent his entire life as an engineer begging to implement more efficient systems and experiment with new materials, but none of his ideas have ever gained approval. (High Learning, Synergy with Martial Actions, Unlocks Lifeblood of the Empire Action Chain
[ ] Sara - One of the local girls, a native of the eastern lands, Sara has grown up hauling fish in from the sea. She's considered something of a genius for the way she doubled their weekly hauls, and the faster sail plans she recently came up with apparently make the vessels much faster. She heard about your new title and decided to come beg for funds to build a new ship, of a design that she's certain will be a significant improvement. After your interview, you believe her. (Exceptional Learning, Dislikes the Empire, Unlocks The Mother of Invention Action Chain)
Sorcery
[ ] Abren Canto - A young scholar from the library of Alkaden, Abren claims to be here on a research trip of all things. His work has stalled though, and he's looking for more resources, which brought him to you. He'd be happy to serve as your court sorcerer, as long as you allow him a side project or two. (High Sorcery, Side Projects, Unlocks This Land is Different Action Chain)
[ ] Cerryl Mindestr - An aged cleric in the faith, Cerryl assures you that he is familiar with modern magical theory, and his divine connection allows him to wield the arcane mysteries with greater strength than the average mage. You're not sure what to make of his preaching, but maybe there's something to it? (Exceptional Sorcery, Divine Boost, Unlocks The Powers that Be Action Chain)
[ ] Zenthalas - A young woman one of Dominic's patrols found in a grove of trees. She warned them off with an impressive display of arcane talents, but when you returned in force agreed to speak with you privately. Apparently the grove is important to her somehow, but she promised to be gone before too long. Alternatively you could try and convince her to stay as a member of your council. (High Sorcery, Outside of Your Box, Unlocks Stranger Things Action Chain)
The Vote will be by Plan, and there will be a ONE HOUR MORATORIUM for discussion of the new options. The vote will likely be open for longer, but there will be at least 12 hours.