Unexpected Glory (A CK2-style Quest)

"We've got a long way to go."
"Let's get down to business
To defeat
The Orcs!"

Land and Sea: Alvarez laid the groundwork to build your personal forces, now you have to decide whether to build on it now or later.
[ ] Recruit an Army: Have Alvarez start recruiting for your private army. Once he starts, he would prefer not to stop until he's finished. [0/1000, Limit 2 dice, Locks Alvarez' Action Dice until completed or Spring 853]
[ ] Recruit Naval Crews: Your 'new' ships need crews to be useful, otherwise they're just going to sit around all empty and useless. [0/500]
[ ] Master and Commander: Have Alvarez' search for more experienced men to serve as your officers. [60, prompts mini-turn]

Think we should start making an army now.
@StormyAngel what's this progress bar 0/1000? How much progress do we get per success?


Pirates Ahoy!: Helan has discovered hints of pirates poaching from traders just off of your shores. You don't have a navy just yet, but this may be important enough to spend money on.
[ ] Hire Mercenaries: This is an unreliable option, but not terribly expensive unless they succeed. [60]
[ ] Bribe the Imperial Navy: The Empire's navy is only required to protect imperial convoys, but perhaps with a bit of money they could be convinced to run down any pirates they see. [80]

@StormyAngel could this be sort of a diplo action? We'd be trying to convince them?

Diplomacy "Good. Now, do it again."
The Tournament Begins: The political landscape is still taking form. Leliana warns you that ignoring it will only harm you in the end.
[ ] Squabbling Neighbors: Both of your direct neighbors have requested a private meeting at the border to discuss "a mutually beneficial alliance". Notably, they each also hold the other in disdain. Meet with them both separately in order to get a feel for the matter.
[ ] Sterling Bay: Lord Dain, Willem's older brother, has been appointed as lord of Port Royal. The other notable port of the bay was given to a Lady Mila Devon. Reach out to both of them as a territory with naturally shared interests.

Should keep a pulse on the political landscape before jumping in imo.

Soften their Hearts: While your subjects' ire has been subtly redirected, the conquest is too recent to truly be forgotten. Much work remains to be done if you wish to secure your subjects' loyalty.
[ ] Show no Fear: Walk among the people without fanfare, and unguarded. Get to know them personally and provide assistance where you are able. [80]
[ ] For the Empire: Work to help your subjects see themselves as Imperial Citizens. Teach them of Imperial Law and what rights and privileges belong to them. [100]
[ ] Music and Lyrics: Write a song for the people of Corwyn, forging a new identity for them as a people who rise from the ashes. [80]

The Lord of the People? The Lord of the People.

Any bonuses for a song?

Intrigue "You have good instincts, at least."
A Dance of Shadows: Esther remains convinced the greatest dangers to your rule will come from abroad.
[ ] Gather Information: Pay someone to travel to each of the other territories and report back on what they find. They won't be spying, so much as passively observing common information. It'll give you something to work with, though. [40]
[ ] Train Agents: Esther would be happy to train loyal agents to extend your influence in multiple ways. [80, prompts mini-turn, Takes 2 Seasons]

[ ] Spider's Web: Esther can work to establish a network of truly secure contacts around the world, although it will be slow going. [0/1000, Limit 2 Dice]

I think more agents will be helpful, even if Esther is the one training (still don't trust her...!) and we could do with more informants.

Internal Dangers: You're position is still very new, and Esther thinks you'd be a fool not to secure it against internal threats merely as a precaution. After all, you're even investigating her, aren't you? :evil:
[ ] Trust, but Verify: Have Esther look into the members of your council, and Dominic's Regiment. As the means by which you stay in power, these are the two sources of greatest threat should any of them prove to be disloyal. [80]
[ ] Late Night Shipping: Esther's contacts in the city have her worried. She's hearing rumors of shipments coming in under cover of darkness. Smuggling? Or maybe just tax-dodging? There's no way to be sure without giving things a closer look. [60]

@StormyAngel typo. Army should take priority, and shipping can come after that.

Stewardship "We're not out of the woods yet."
Build Corwyn Up: Now that you've ensured plentiful food for your people, Helan has a list of projects that he believes will improve the territory's long term status.
[ ] Permanent Semaphore Stations: Sara's semaphore posts made communicating with far-flung residents of the earldom almost ridiculously easy. Helan wishes to construct more permanent signal stations and make the communication service available to anyone for a small fee. [60]
[ ] Corwyn Trade Center: Helan believes there would be significant advantages to constructing a centralized building for traders to do business. It would make collecting taxes easier too. [60]
[ ] Shipyards: If you intend to build any naval vessels, military or otherwise, you will need to obtain shipyards of your own. Have Helan make it so. [60]

Semaphores are good, but economics and shipyards will have to come first.


Establish Order: The Empire divides the land into the hands of nobles who then oversee it according to their will, and the laws of the Empire. How will you organize your Earldom?
[ ] Fledgling Democracy: Call a congress of the people together to vote for leaders in a council set to advise you on their needs. [80]
[ ] Reward Loyalty: Appoint those who serve you productively to minor titles and lands, as in the Empire. You will likely never run out of land to reward in your lifetime. [40]
[ ] Maintain Power: Raise up no leaders among your subjects, but instead codify a system of laws (compatible with imperial law) and appoint judges to oversee them. [60]

The obvious choice. :V or alternatively
[] Council of Bards: Similar to democracy, but with Bards replacing the role of politicians in debates. Only those who make the most convincing arguments over song and performance will be allowed to win debates and pass laws.


The Masses of Port Helm: Helan remains committed to helping the people he came here to serve, and has some proposals for that purpose.
[ ] Assist the Displaced: Port Helm is full of refugees and the poor. Helan proposes organizing a combined census taking and charitable giving effort. It should help those most in need whilst also determining what exactly the needs of your subjects are. [40]
[ ] Faith in the People: Allow Helan to investigate the absence of worship in Elimorea. It could help you reach a greater understanding of your subjects. [80]

Safer option (half the DC of faith???) pls.

Research "I have so much work to do."
Simply Improvisation: Sara can think of a few new projects you might find useful.
[ ] A Self-firing Bow: Skill with archery requires practice, but Sara believes she can build a device to fire arrows at the pull of a trigger that even a commoner could aim. It could greatly enhance your untrained troops, once you have some. [80]
[ ] Improved Galleon: Larger galleons would provide you with several opportunities, and Sara would like to see this finished at some point. [40]

Boats for better trade and military options!


Beyond the Expected: When you appointed Sara to your council, it was with a charge to improve Corwyn in ways you "couldn't know to ask for". She has taken your challenge to heart.
[ ] Research Assistants: Having to personally instruct the signalers last season, Sara realized just how wasteful tedious instruction can be of her time. She wants to hire on a few assistants who can take on such tasks in the future. [60]
[ ] Elimorea's College: No one else can make heads nor tails of it. Have Sara examine the college's remnants for inspiration. [60, prompts mini turn]
[ ] Mother of Invention: Sara always has radical proposals for new inventions. Give her free reign to pursue one of her projects. [80]

Definitely get her some assistants before anything else!

Sorcery "Some things take time. And luck."
Spoiler
Enchantress: Zenthalas is familiar with the art of enchantment and would be happy to provide a few 'trinkets' to help out.
[ ] Enchant Magical Items: Have Zenthalas enchant some items for you. [60, prompts mini-turn, Limit 2 Dice]
[ ] Examine Magical Galleys: You naturally called Zenthalas over to inspect the galleys once their magical nature was made clear. She seemed amused by them, for some odd reason, and told you that she could probably replicate the enchantment if you gave her time to study them. [80]

We already have magic boats. Let's get a magic guitar!

Stranger Things: You still don't entirely grasp the powers of sorcery, but thankfully, you have Zenthalas for that.
[ ] Sorcery At Large: Zenthalas continues to detect sorcery in and around Port Helm, and should you ask her to she would be happy to investigate. [60]
[ ] Assist Another Project: Sorcery is a surprisingly versatile resource, according to Zenthalas. She would be happy to tag along with another of your ministers and provide assistance with one of their projects. [Specify Project]
[ ] Meditation: Zenthalas continues to meditate in her grove. She has invited you to join her there when you get the chance. [???]

Yeah definitely find that magic source. Sounds like trouble!
 
Think we should start making an army now.
@StormyAngel what's this progress bar 0/1000? How much progress do we get per success?

I add the roll to the progress bar. Roll a 5, get +5. Roll an 87, get +87.

Roll 99/100, get another roll for free, etc.

[ ] Bribe the Imperial Navy: The Empire's navy is only required to protect imperial convoys, but perhaps with a bit of money they could be convinced to run down any pirates they see. [80]

@StormyAngel could this be sort of a diplo action? We'd be trying to convince them?

I'm going to say no, because the roll is taking into account Alvarez' ability to make use of the imperial navy. Also, their fighting ability.

Any bonuses for a song?

Ah, knew I was forgetting something. I'll go add that in. Yes, bonuses if you write the song.

Edit: Have a Dice Manipulation for this and the typo report.
 
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I add the roll to the progress bar. Roll a 5, get +5. Roll an 87, get +87.

Roll 99/100, get another roll for free, etc.
Sounds like it could take a long while.
If we roll 50, for example, then would those 50 soldiers/equivalent be part of our army ready to be used, even if the bar isn't full yet?
 
Question about the navel crews. Since we have 5 ships, will we be able to launch 1 every 100, or will all 5 get crewed at the same time?
 
Sounds like it could take a long while.
If we roll 50, for example, then would those 50 soldiers/equivalent be part of our army ready to be used, even if the bar isn't full yet?

This is an abstraction mostly intended to give you an idea how far along you are and how much more there is to go. 1000 is a fully battle ready (if inexperienced) Legion. 900 would probably be full recruitment but some of them still haven't been through boot camp, for example. And so on, and so forth.


Question about the navel crews. Since we have 5 ships, will we be able to launch 1 every 100, or will all 5 get crewed at the same time?

The same as above, except 1 ship per 100, yes.
 
I say we get the navel crews going along with master and commander, that way we can protect our own shipping
 
Alright folks, let's chat about this turn as usual. I'm going to use a spoiler this time.

Martial:
Land and Sea - Recruiting an Army alongside Recruit Naval Crews is a must action for this turn, we need our army built up. Sorry folks, the navy is also important because well, we're literally a Port City. We kinda need it and outsourcing to Imperial Navy and Mercenaries is not the way to go. I'd honestly put off Master and Commander for now, just for a moment. Next turn I recommend doing it.
Pirates Ahoy! - While we do need to take them out, I'm not sure we should try to bribe the IN since they're likely expensive and it's a decently high DC. Hiring Mercs says it's expensive if they succeed. Now, we do need to take care of the Pirates but perhaps we could hold off and get our Navy set up and utilize it against the Pirates to 'blood' them and get them experienced.

Diplomacy:
The Tournament Begins - Honestly, these are both two very important actions we likely can take within here. Our neighbors do need to be met, and these are direct neighbors making even more imperative we meet with them. However, at the same time, we have a chance to meet with the other two nobles that are in control of the Ports and can set forth a coalition of sorts there. I say do both.
Soften their Hearts - This is yet another important category, but at the moment it can also be presumed to be capable of being put off - maybe not for too long, but for a turn. If we don't want to put it off, I recommend either Show no Fear or Musics and Lyrics for the lower DC and benefit of likely helping lower the For the Empire DC by making them like us more or grow relaxed and more tolerant of the Empire.

Intrigue:
A Dance of Shadows - Welp, I'm going to recommend we definitely take care of this with the Gather Information action and DC. It's low hanging fruit that doesn't stop us from doing the other actions and it's pretty much all but guaranteed to succeed.
Internal Dangers - While Trust, but Verify is still useful we do likely need to look into Late Night Shipping because smuggling and tax dodging can ruin a port.

Stewardship:
Build Corwyn Up - I do think that we should likely invest a good amount of actions here, likely Corywn Trade Center and Shipyards to get be capable of making our Navy alongside centralizing an area for trade as well as making taxes easier.
Establish Order - Honestly, we need to organize our Earldom so we should take an action here. Fledging Democracy is nice but as a high DC. Reward Loyalty is easier to do, but at the same time can backfire. Meanwhile, Maintain Power works to make laws and codify them in a way that doesn't turn the subjects against us.
The Masses of Port Helm - We probably need to put an action here into Assisting the Displaced, it'll help us out and make the locals more inclined towards tolerance.

Research:
Simply Improvisation - Knocking out the Improved Galleon would be good, we can hold off on making crossbows. Though I wouldn't hold off for too long, they'd likely be rather useful for the military and navy.
Beyond the Expected -If we put an action here, I'd likely do Research Assistants to help us either have more actions here or auto-knock out low-level inventions that would prove useful.

Sorcery:
Enchantress - If we put an action here, probably ought to have her study the War-Galleys.
Stranger Things - I recommend putting the action into Sorcery At Large. Figuring out what magic is going on here should be a must.

Proposed Plan for this turn below
[] Plan Rough Draft
-[] Recruit Naval Crews
-[] Recruit An Army
-[] Squabbling Neighbors
-[] Sterling Bay
-[] Gather Information
-[] Late Night Shipping
-[] Corwyn Trade Center
-[] Assist the Displaced
-[] Improved Galleon
-[] Sorcery At Large

With this plan we get the army built up alongside the navy, we also handle the neighbors and begin to look into a sort of coalition with the other two Nobles controlling Ports meaning we could perhaps have a coalition backing us up against Pirates. We also get information about everyone else in the area, while looking into internal smuggling/tax dodging. Meanwhile, we centralize trade in the port and make taxation collection easier, alongside getting census taken and figuring out what our subjects need. Next up improving the Galleon which provides us with some opportunities and knocks out a low hanging fruit there real fast. In sorcery we investigate what the hell is going on magic wise in our Port making sure we're safe or not.

Edit: Feel free to tear this apart, as it is a rough draft.

We could honestly switch out Army for Master and Commander alongside changing Sterling Bay to Build Shipyards to just have us prepped for making navy awesome and taking out pirates while next turn could potentially be spent with Sterling Bay.

Edit 2: It's been an hour since the turn was put up, if there aren't any issues or anyone saying my plan is uber terrible, I'll actually turn it into a plan and vote for it here in about 5 minutes.
 
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Can we replace Sterling Bay with this?
I'm all for reaching out to our two direct neighbors first, the other two can wait imo, they're less of a direct nuisance.
Internal Dangers - While Trust, but Verify is still useful we do likely need to look into Late Night Shipping because smuggling and tax dodging can ruin a port.
Good point!
Meanwhile, Maintain Power works to make laws and codify them in a way that doesn't turn the subjects against us.
Spoken like a true Dictator! In the Roman sense, of course.

Yeah I think we should switch Army for Commander action, since we could start building up an army next turn. Maybe finding a good commander will help with recruitment? A +1 if we get a commander? :V
 
Can we replace Sterling Bay with this?
I'm all for reaching out to our two direct neighbors first, the other two can wait imo, they're less of a direct nuisance.

Good point!

Spoken like a true Dictator! In the Roman sense, of course.

Yeah I think we should switch Army for Commander action, since we could start building up an army next turn. Maybe finding a good commander will help with recruitment? A +1 if we get a commander? :V

Aside from you liking Music, mind explaining the reasoning on switching out for that?

Also, lol... looks at SB profile.

Alright seems fair enough.
 
Aside from you liking Music, mind explaining the reasoning on switching out for that?
Yeah, mainly because I want the people in our territory to love us/look to the future we are painting for them and become less bitter.

I think combining the stewardship actions to help them and then giving them some songs to convince them of our dedication would be more impactful than doing only one or the other.

Also, since the war just ended recently, they would appreciate our attention more than if we did these diplo actions later imo.
The nobles, well they could stay there. Think we should get to know the surrounding people first and work our way out, you know? Make ourselves known locally before doing some longer range outreaches. It's only been 3 months after all.

Also I want Rick to be known as the One Who Musics. Or some similar title.
 
[X] Plan Navy, Reputation, & What's Going On Here?
-[X] Recruit Naval Crews
-[X] Master and Commander
-[X] Squabbling Neighbors
-[X] Music and Lyrics
-[X] Gather Information
-[X] Late Night Shipping
-[X] Corwyn Trade Center
-[X] Assist the Displaced
-[X] Improved Galleon
-[X] Sorcery At Large

There you go @Plausitivity, your Music and the agreed-upon M&C.
 
And I said,

Hey-yeah-yeah, yeah-yeah,
Hey-yeah-yeah!

I said hey,
[X] Plan Navy, Reputation, & What's Going On Here?

Time to think of something to write a song about. Any ideas? What identity do we want these folks to have?
A martial one, so they can join the army and drive those orcs back? We established orcs as the villains, so this could work.

Unity, so we can have people band together to rebuild after this war? We're putting in resources and effort to fix the city up, so that could be a point of talk.

One of protecting what you love? We're gonna convince them Rick and his people are gonna protect the people from outside invasions? Both from orc raids and imperial encroachment, as well as other nobles who might eye the land hungrily? Can appeal to the peoples' sense of safety, since they see us as rulers and not as protectors yet. We want them to trust us after all.

Would love to hear y'all's thoughts!
 
@StormyAngel can we have Zenthalas enchant our Golden Guitar? I want it to have an electric sound effect that can be turned on and off. We'll start the first metal band in Alkadia!

Playing music by moonlight
Leading folks by daylight
His ears will listen to your plight
He is the one named Rick Astor
 
@StormyAngel can we have Zenthalas enchant our Golden Guitar? I want it to have an electric sound effect that can be turned on and off. We'll start the first metal band in Alkadia!

Sure. Just vote for the "Enchant Magical Items" Sorcery option, and write it in during the subsequent mini-vote. Of course, then it has to win so...persuade people it's worthwhile?

Edit: It would probably have a stat bonus of some kind. Although I'm not going to commit to anything at the moment.
 
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Sure. Just vote for the "Enchant Magical Items" Sorcery option, and write it in during the subsequent mini-vote. Of course, then it has to win so...persuade people it's worthwhile?

Edit: It would probably have a stat bonus of some kind. Although I'm not going to commit to anything at the moment.
Yeah I'm thinking of doing it later. Still gotta get our house in order before going on Pimp My Instrument.
 
Sorry haven't been participating as much I recently fell sick irl and still have to go to work so I've just been drained and havent had energy to debate or come up with plans.
 
Omake - Spontaneous Rock Song: From Ashes
@Mr.rodent here, hope this makes you feel better <3

From Ashes
"Now, Markos, I usually perform in front of an audience of nobles, and last time was a mixed audience." You say, setting up the last of the benches. "Today, simply performing in front of the town seems like a good idea, but I'll be honest, I'm quite nervous."

"Ah, Lord Astor, it is certainly a good idea! You have convinced your army men to let me join," Markos said as he put the drums in place, "and now, it's time for you to do the same with my people!"

"Hah! No pressure, kid." You laugh nervously, though you can't hide the excitement building up in your head. The only guards you had was the town guards doing their usual patrol. "I'll have to thank you for agreeing to play--I didn't even know people played the drums!"

Markos gave the array of drums a light tap with one of his drumming sticks. "No, my musical lord. 'The pleasure is mine', as you say? It's the least I can do to pay you back for helping me with joining the ranks of my newfound heroes!"

"Well I feel less pleased about sending a boy to risk his life for his people, but you've somewhat convinced me!" You laugh, and are relieved when Markos smiles at your joke. "...and what is that disk-shaped metal plate, if I may inquire?"

"Ah, this," Markos gives the disk supported on a rod a few taps with his sticks, and it gives off ringing vibrations through the air, "is a 'cymbal', I'm working on new sounds in my spare time, though with my new job, I have a lot less time." He looks longingly at his instrument.

"I'm quite impressed, though I do apologize for my lack of familiarity with percussives. I understand that the Y'Elim have an extensive history of such instruments?"

"Oh, yes, but obviously it has been played less often because of the...conflict." Markos's smile turns gloomy, but his eyes light up a few seconds later. "That is past, and now, we look to the future!"

"Indeed, let's get started."

As people trickle into the area, some getting seated and some deciding to stand, you idly strum your guitar, preparing a prelude to the more energetic and epic tune you, Lelianna, and Markos have come up with. Markos starts a steady beat, bringing up the atmosphere with calm and constant tap-tap-tap-tap and light booms from his collection of drums.

You make sounds, testing your range, perhaps impressing some of the arriving audience with that heavenly tone. You settled on a deep, but crisp sound, perfect for singing an epic of the people.

As the area filled and the sun set in earnest, torches lighting up the ground and peoples' faces, you began to sing. The sound and gleam from your instrument let Markos know to start his accompaniment...

<>
Legend speaks of a shooting star,
Flying
Day and night...
But a fateful day,
It flew too far,
And burned up
In the sky...

Fell to the ground in pieces,
Broken...
What a shame...
But from its ashes,
An ember rose,
A glorious bird of flame!


*rapid plucks of strings, slicing through the air*
*drums bang out a loud but somehow rhythmic cacophony, just quiet enough to hear Rick shouting*


Scorched by conflict and engulfed by war!
Rise as a phoenix...
Light up the night as we soooaaar!
To the skiiiiieeeees!
From.
The.
Ashes...
We Rise!


*guitar solo. Rick's finger movements cause women to swoon and fall over*

Terror stalks the frontier borders--
Intrusions!
...Of a beastly breed!
Take up our banner, land or sea,
United, we shall succeed!


*Rick's now swinging his guitar wildly around his body, but how the hell is he still continuing the music at the same time???*

From clearing rubble to fixing loss,
Your protector will oblige!
Witnessing beauty of this land revived,
Is the sole prize in my eyyyyeeeessss!


*drags the sound out, somehow Rick managed to drag out the guitar's note longer than physically possible... Salander's work must be truly impressive*

Forged from conflict and tempered by war!
Toughened as people,
Joining our voices we roooaaar!

*some people join in vocalizations*
At the skiiiiieeeesss!
From the ashes, we riIiIiIsSeEe!


*guitar solo with Rick vocalizing*

<>​

Okay, he's just showing off his vocal range and massive lung capacity now.

You don't even get the chance for a drum solo, so you just calmly finish the piece while smiling.

Good thing everyone seems to like it.

...If thrashing their heads like they were possessed meant they liked it...

-------

@StormyAngel
Yes I made a rock band featuring Rick, the lead singer on guitar, and Markos on drums. Sue me. (please don't)

Feel free to not use the scene if it's not as canon!
 
Personally, I would prefer to deal with the neighbouring port cities first.

1) We gain more by entering into cooperation early and have more to lose if they decide to go into economic competition with us.

2) A good working relationship could be extended into mutual actions against piracy, preventing pirates from having a big friendly harbour and market nearby.

Additionally, the squabbling neighbour action sounds like each side wants to co-opt us into working for them. And if I have ever learned anything in the schoolyard is that being the middleman in a squabble between two entitled brats will unerringly mean that you get bashed from two sides.

[X] Plan of Ports, Port, Porters and Porterhouse Steak
-[X] Recruit Naval Crews
-[X] Master and Commander
-[X] Sterling Bay
-[X] Music and Lyrics
-[X] Gather Information
-[X] Late Night Shipping
-[X] Corwyn Trade Center
-[X] Assist the Displaced
-[X] Improved Galleon
-[X] Sorcery At Large
 
Personally, I would prefer to deal with the neighbouring port cities first.

1) We gain more by entering into cooperation early and have more to lose if they decide to go into economic competition with us.

2) A good working relationship could be extended into mutual actions against piracy, preventing pirates from having a big friendly harbour and market nearby.

Additionally, the squabbling neighbour action sounds like each side wants to co-opt us into working for them. And if I have ever learned anything in the schoolyard is that being the middleman in a squabble between two entitled brats will unerringly mean that you get bashed from two sides.

[X] Plan of Ports, Port, Porters and Porterhouse Steak
-[X] Recruit Naval Crews
-[X] Master and Commander
-[X] Sterling Bay
-[X] Music and Lyrics
-[X] Gather Information
-[X] Late Night Shipping
-[X] Corwyn Trade Center
-[X] Assist the Displaced
-[X] Improved Galleon
-[X] Sorcery At Large
So basically nobles vs merchants... both are quite tempting.
 
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