Unexpected Glory (A CK2-style Quest)

Alright, It's been 24 hours, near as I can tell. Since most of the Serolm people voted in the next 2 hour period, I'm going to extend the vote that much further, to give them a chance to make their case if they haven't already had one. At 2 hours from this post, the vote shall close unless they are within one vote of each other in which case I'll revisit the issue.

Meanwhile, back to work on the update. This is gonna be a big one. :oops:
 
Personally with our +27 modifier with commoners I think it would be an absolute shame not to pick Port as it has the most synergy and would do the empire the most good getting rid of a problematic area. It sure as hell wont be easy but when you get a +25-27 to any roll BEFORE you add any modifiers that we get later or hero units assigned with us then it sure as hell will be a lot easier.

Even with the -2 modifier with nobles we still get a good +23-25 diplo score with them. And we can leverage that hugely with nobles nearby and across the sea. Or stewardship skill isnt bad either
 
@Plausitivity is there anyway I can change your mind? /fans self seductively
Do not flatter yourself, Rodent friend of mine,
You'll get what you get, given enough time.
Plan against freeform votes,
That's the name of the game.
One with the power of a catchy title,
The other with powers to not sound lame :cool:
We can throw all the shade.
Well I think that's diplo as well, since we want to also throw shade in their faces!
Don't forget, the Port Helm Commoners Hate Your Guts. You're gonna need it. :p

Edit: How high is you're intrigue again? Oh yeah... *scribble scribble*

Edit Again: Anyone for Serolm? :rofl:
Does not inspire confidence. The commoners are evil!
Then again with our diplo we could write a song to mind control inspire them.
 
There is nothing evil with controlling the masses with media and song. No sir. We are a good empire noble. With morals. Surely we wont crush whatever rebellion these folks got stirring up with a brutal fist of a dictator.

 
There is nothing evil with controlling the masses with media and song. No sir. We are a good empire noble. With morals. Surely we wont crush whatever rebellion these folks got stirring up with a brutal fist of a dictator.
"What? This tin pot on my head? It is merely to protect me from the aliens! I'm not ruling with absolute brutality, what are you talki--take him out."
 
See how fun it is being a dictator ?! Come @Plausitivity . Join our side. Become the brutal trade prince bard dictator . BWAHAHAHHA WE HAVE COOKIES

If only you knew how ironic this discussion is in light of what I'm writing right now.

In unrelated news, I've decided what those Cookies are going to be good for, now that we're getting to a point where you can actually use them. I'll throw up a short post about them for the information threadmarks once I'm closer to posting the update.
 
It might help if I knew what Sheogorath is. Or...would I rather not? It sounds Lovecraftian.

Elder scrolls reference. Demon god of madness. Often channels a bard like energy always a cheeky git.

elderscrolls.fandom.com

Sheogorath

Sheogorath (in Daedric script, ) is the Daedric Prince of Madness. His realm in Oblivion is known as the Shivering Isles,[1] otherwise known as the Madhouse or "The Asylums" [UL 1]. It is separated into two distinct communities: Mania, the fantastic, colorful side, where art enthusiasts and...
 
[X] Plan: My unexpected life as a new trade Prince

Only hesitation is that we are studying known language instead of getting to know unknown local noble politics.
 
Elder scrolls reference. Demon god of madness. Often channels a bard like energy always a cheeky git.

elderscrolls.fandom.com

Sheogorath

Sheogorath (in Daedric script, ) is the Daedric Prince of Madness. His realm in Oblivion is known as the Shivering Isles,[1] otherwise known as the Madhouse or "The Asylums" [UL 1]. It is separated into two distinct communities: Mania, the fantastic, colorful side, where art enthusiasts and...

Huh. Thanks. Have a hint: If there were such a being in this setting, then Rickard certainly wouldn't be able to channel it. :grin:
 
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[X] Plan: My unexpected life as a new trade Prince

Only hesitation is that we are studying known language instead of getting to know unknown local noble politics.

The politics we can pick up in the next few turns. Brushing up on the language is super important as the population HATES US. So knowing how to communicate with them (and understand their plots) will help with our diplomacy and intrigue.
 
The politics we can pick up in the next few turns. Brushing up on the language is super important as the population HATES US. So knowing how to communicate with them (and understand their plots) will help with our diplomacy and intrigue.

I mean the option states we know of it at decent level. And mingling with frontier nobility is hard at best of time, since you know busy warring and building fief.
 
I mean the option states we know of it at decent level. And mingling with frontier nobility is hard at best of time, since you know busy warring and building fief.

That's defitnitly fair. However at the time of the creation of plan I didnt know of our insane +27 modifier with commoners. My opinion was that our first impression is important. Being passable and being fluent are two different things and as their new lord being able to personally communicate our wishes in THEIR language should earn at least a minuscule of respect.

Also next vote should be advisor vote, I'm sure we can find an advisor to catch us up to speed and we wont have to waste future important actions on learning the language when we get settled in

Edit- also consider we can also communicate with nobles from home as well and the empire at large too. Even if our neighbors are busy
 
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Personally with our +27 modifier with commoners I think it would be an absolute shame not to pick Port as it has the most synergy and would do the empire the most good getting rid of a problematic area. It sure as hell wont be easy but when you get a +25-27 to any roll BEFORE you add any modifiers that we get later or hero units assigned with us then it sure as hell will be a lot easier.

Even with the -2 modifier with nobles we still get a good +23-25 diplo score with them. And we can leverage that hugely with nobles nearby and across the sea. Or stewardship skill isnt bad either

I finally have a moment to write up a plan.

[X] Plan: Kingmaker
-[X] Serolmic Region
-[X] 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. (???)
-[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.

So, I don't want to be king.

Richy doesn't want to be king.

And you don't want to be king.

Let me tell you why you don't want to be king.

First of all, we've barely touched the political world as a Player, and Richy already feels overwhelmed. That will change, but until he pulls off some major mojo, he (and we) are going to running at a disadvantage when talking to our Peers until they get to know us personally. If we aim to become King then. unless we personally save the lives of every noble on this continent, there is going to be massive descent against us.

Second of all, that is a metric crap ton of work, and no thank you.

Third, we could have so much more fun as the King's Hype Man.

That just means that we need to pick out our person to make into a King and prove ourselves a valuable member of the Peerage.

That leaves Serolmic and getting to know the politics.

Getting on top of the whose who of the local area will give us a lead on our Diplomatic Endeavors as well as picking out the schmuck we're going to make King.

Serolmic is important because it gurantees us a noncontestable position of importance in local politics (Pass Holder) and lines us up to make a new port which everyone on our side of the mountains will need to make use of. That means money and influence, and don't you know it?

That means we have influence, as a Diplomacy Spec, on at least one fifth of the Empire Conquered part of the Continent.

When it comes to concerns about actually funding the set up, we won't be left completely out on a limb to start with and Diplo memes mean Trade Deal Memes. We're perfectly positioned to get taxes from everyone who wants to use the Pass, which we'll use to fund our Pass Guarding as well as developing the rest of our economy. And then, once we have our own Port set up, we'll be able to contest the openly hostile Port and make some signficant profits by trading with them.

With the mixed population, we'll be able to draw from the best of both sides of the divide while also avoiding a massively hostile population, allowing us to spend more time expanding rather than dealing with internal revolt.

And when it comes to Kingmaking? We'll have sussed out who we should throw ourselves behind by turn 15, allowing us to spend 25 turns hyping them up and arranging for them to get the credit for of so many things that otherwise would be under greater scrutiny if we were so close to the main line of politics.

Serolmic is going to be a beautiful piece of diplomatic manipulation once we're through with it.

Port "Incoming Revolt" is going to be a constant struggle to balance if we want to do anything beyond managing it.
 
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Well...here we are. 13 Port Helm to 11 Serolm. In view of the fact that @Walliseatscheese only got his argument up twenty minutes ago, I'm going to extend the deadline 30 more minutes. But unless the votes only one different I'll be closing it then.

In more happy news, the update is coming along nicely.

Edit: Man, that sounds like I think Port Helm winning is a bad thing. Not what I meant to say. I just generally feel depressed about the fact that half of my voters are about to be disappointed is all.
 
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I defitnitly like an appreciate that you took the time to think this through however I would disagree with you on some points.


That just means that we need to pick out our person to make into a King and prove ourselves a valuable member of the Peerage.

That leaves Serolmic and getting to know the politics
there are plenty of ways to prove ourselves when we finally pick our person (if the voters decide not to go for king route ) I think instead of building something from scratch that is a relatively easy zone so to speak is a lot less impressive then taking something that was on fire, fixing it, and making it a place that's both safe and prosperous shows better initiative and skill tbh.


Serolmic is important because it gurantees us a noncontestable position of importance in local politics (Pass Holder) and lines us up to make a new port which everyone on our side of the mountains will need to make use of.
Look to the freys in GoT to see how people feel about tax collectors. Let alone a recently uplifted one hogging all the taxes. This location is gonna make the nobles really not like us . As they will grumble about paying the peasent to simply travel or obtain important neccesary goods.


When it comes to concerns about actually funding the set up, we won't be left completely out on a limb to start with and Diplo memes mean Trade Deal Memes. We're perfectly positioned to get taxes from everyone who wants to use the Pass, which we'll use to fund our Pass Guarding as well as developing the rest of our economy.
Again see above. While the position if desirable , it also places us in that awkward position where we are the ones taxing our neighbors and allowing them to travel while also being responsible for their saftey (the pass and sea) with a martial or 6 that's gonna defitnitly be a concern. And while we can def use the diplomacy here I fully expect some bad blood that the emperor gave such a strategic location to an upraised peasent.



And then, once we have our own Port set up, we'll be able to contest the openly hostile Port and make some signficant profits by trading with them.
while we will def be able to provide another place to trade with and that's important it is still a concern being able to GET to us. Due to the hostile nature of the landscape. Empire ships dpending on the level of tech will still prob have to dock at the Port location for recources and repairs


And when it comes to Kingmaking? We'll have sussed out who we should throw ourselves behind by turn 15, allowing us to spend 25 turns hyping them up and arranging for them to get the credit for of so many things that otherwise would be under greater scrutiny if we were so close to the main line of politics.

You raise an important issue. Time, we only have 10 years ( 40 turns) to do everything. Every turn is valuable and wasting a few years just to get everything set up can be what breaks the camel's back. Let alone considering failed rolls and orc or pirate raids.


Port "Incoming Revolt" is going to be a constant struggle to balance if we want to do anything beyond managing it.

This is def a fair concern, however with our really high diplomacy skills and decent intrigue I feel like we can crush this rebellion.

Plus it will make for an interesting story. Theres always danger afloat after all
 
Mean, so long as we get the choice to not have only sons, there's not much you can do to disappoint me. Seriously though, if Rickard ever gets kids, we shouldn't be stuck with "Exclusively Sons" because that's kind of weird. Like, at least make that an actual choice.
 
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