Unexpected Glory (A CK2-style Quest)

Off with his head. :rage:

Oh, @Plausitivity, fancy seeing you here. Y'know, I found this Cookie the other day. It had your name on it, so I figured it must be yours. Here you go. +10 Radicalness.
Oh hey @StormyAngel, just came back from this poor guy's public execution. Something about singing and the Emperor's ears bleeding from it? Weird.

Om. :V
Nom.
 
Is there something similar out there? I haven't read a lot of these quests.
There is. Or rather, there was, but the author lost interest after the players lost some of their enthusiasm when 30 turns have passed yet they felt they weren't getting anywhere and didn't know how to make things better.

The Wild Edge (Fantasy Border Outpost)

But it was very fun while it lasted, even though the dice hated us guts and made sure we get run over in every skirmish.

(I mean, how many quests start with your levy trying to murder you in your sleep and you having to trick them into a one-way expedition to the haunted forest so they would get slaughtered by wildlife and you could report them as casualties to the orcish raids and request replacement troops? Good times...)

There was also a much more narratively oriented Shake Loose the Border: Of Orcs, Dragoons and Cattle Raids, but its style, while absolutely stellar, was sufficiently different from what you are offering that it wasn't the first thing that came to mind.
 
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There is. Or rather, there was, but the author lost interest after the players lost some of their enthusiasm when 30 turns have passed yet they felt they weren't getting anywhere and didn't know how to make things better.

The Wild Edge (Fantasy Border Outpost)

But it was very fun while it lasted, even though the dice hated us guts and made sure we get run over in every skirmish.

There was also a much more narratively oriented Shake Loose the Border: Of Orcs, Dragoons and Cattle Raids, but its style, while absolutely stellar, was sufficiently different from what you are offering that it wasn't the first thing that came to mind.

Cool. I'll add them both to the list. They'll have to wait because I'm still only halfway through The Practice War, and also, running this quest is slowing down my usual rate of intake. I never have enough good things to read, though, so thanks for sharing.
 
[X] Port Helm
[X] Yes. However, send for close family and those you trust.
[X] Study the native language. You're decently proficient at it already, but a little extra practice couldn't hurt. (???)

How can we sing in it if we can't understand the intricacies of it ?
 
C'mon guys we need only a few more votes to be the next trade prince. Merchant king. King of the seas and pirate slaying bard hohohohhoho
 
[X] Serolmic Region
[X] Yes. However, send for close family and those you trust.
[X] Study the native language. You're decently proficient at it already, but a little extra practice couldn't hurt. (???)
 


The vote is heating up. Regardless of who wins I am glad to have fought besides thee brothers. /salute

Also I'm super excited for the hero unit/ advisor votes.

I'm pretty sure were gonna get our squire buddy childhood friend /
secret husbando route

But I also wonder who our other hero units will be. I'm thinking we might get access to a ship master in both regions besides Fort, wherass fort might give us a better martial hero. Out of necessity more then anything .
 
So how is this being tallied? if its by each line then Serolmic Region is winning but if its by plan then My unexpected life as a new trade Prince is winning.
 
Sero is up by two yeah. In the future with more voters it will prob turn either to plan votes to manage it better or only line votes.

Either way the player base is relatively small right now as it's just beggining so we have time to fix everything
 
Im surprised more people dont want Serolmic Region.

It's actually really close , neck and neck. Sero is pretty cool and has amazing defensive geography. In the long term it's amazing territory becuase it has good natural defences and a monopoly on trade in the bay as it's the only area that can actually build a port wherass its neighbors has a bunch of rocks and shit on their coast so it cant compete.

On the downside though it needs to be built up a lot. And in the immediate trade is gonna be super slow/ non existant as it's the furthest away from the empire(where all the goodies come from) it has no current port for ships to dock in. It's a treacherous place to get to as ships need to go all the way around our neighbors, while not being able to land in an emergency or sudden storm due to all the rocks.

And the fact that ships CANT trade with our neighbors makes it even less attractive to merchants as they cant make multiple stops, restock on supplies and do a caravan run through the territory for maximum profit. Unlike the port area that has a direct link to the empire AND a river access to the Fort territory AND is the furthest away from the actual combat and orcish raids.

The biggest downside of port is the hostile population of natives , however our build makes diplomacy and intrigue a LOT easier.
 
It's actually really close , neck and neck. Sero is pretty cool and has amazing defensive geography. In the long term it's amazing territory becuase it has good natural defences and a monopoly on trade in the bay as it's the only area that can actually build a port wherass its neighbors has a bunch of rocks and shit on their coast so it cant compete.

On the downside though it needs to be built up a lot. And in the immediate trade is gonna be super slow/ non existant as it's the furthest away from the empire(where all the goodies come from) it has no current port for ships to dock in. It's a treacherous place to get to as ships need to go all the way around our neighbors, while not being able to land in an emergency or sudden storm due to all the rocks.

And the fact that ships CANT trade with our neighbors makes it even less attractive to merchants as they cant make multiple stops, restock on supplies and do a caravan run through the territory for maximum profit. Unlike the port area that has a direct link to the empire AND a river access to the Fort territory AND is the furthest away from the actual combat and orcish raids.

The biggest downside of port is the hostile population of natives , however our build makes diplomacy and intrigue a LOT easier.
I think using the blank slate would be poetic, with our bard making something out of untamed lands.
 
I think using the blank slate would be poetic, with our bard making something out of untamed lands.

True true. But think of the legendary bard winning over the hearts of an angry conquered people. Making them true empire citizens . Winning their loyalty with song and deed. Truly our name will be sung across the empire. And if we can make the empire a bunch of money by being a trade prince then maybe the war was worth it in the end
 
Also I'm being a bit ambitious here. If trade prince wins we are super close to empire at home as its directly across from it. Meaning we have an easier time with communication, and building alliances for the future position of King over here in east.

And even if our goal isnt the King title, we can still become an invaluable asset to the future King over here as we will be fucking rich and have the closest port to the empire and communication with the emperor.
 
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