Upon This Sword of Fire (CKII Quest)

So... what kind of magic is possible for Illona currently? Is it something that only works on a small personal scale?
Pretty much. She's not going to be immolting armies any time soon.

Can she, say, blow wind in the sails during the sea calm? Freeze water in front of her so she could pass over ice? Summon rain? Summon up a storm? Summon fire hot enough to melt Ashite?
Yes to most of those things. No to the storm though, she can make one but it's more "my personal raincloud" than "epic thunderstorm" Also it take a really long time to melt Ashite
Are there any records of the Magi in the setting that she would be familiar with? Mother said many men wielded that power, so I assume some tales of them remain.
Yes, they feature prominently as villains in many folk tales from Ahervare and Runaja.
Hmm, how does that work? I had an idea on my own for my Quest that, say, there are traits that let you add (part of) Diplomacy to Martial for 'rally the troops' and 'convince people to use your plan' rolls, or Stewardship to Martial for 'logistics' son, and etc...but. Hrm.

Oh! Intrigue could maybe be added to combat skill?

Just trying to imagine what this all would look like.
Most of them have two different forms. Martial from Diplomacy and Stewardship are much like you suggested. Combat from Diplo is being really good at combat banter and the like. (AKA the Spiderman School of combat). Stewardship doesn't have a combat trait.

Intrigue has both. Though instead of martial is specifically gives a bonus for asymmetrical tactics. Ambushes, feints harassment etc. The combat skill one is for fighting dirty.

Mostly they're there to give context and information about a person's fighting style.
 
Though devastating morale wise for less disciplined armies I imagine, if properly backed up by elites.

It's very hard to persuade a soldier to attack the princess over there when she just rendered the three guys in front into crispy giblets.
Yeah, above 30 combat skill means you have an ability to influence the battlefield, but it's still very limited. Especially in larger battles with tens of thousands of men on each side.
 
Definitely. Just thinking how routs start. Once you have a dozen men fleeing, the next three dozen men on their side get decidedly antsy...it's human nature.

So we got one hell of a speartip, but we need a solid core of elites to form the actual thrust, and a wall of regulars to shield us from retaliation. Plus cavalry, logistics and roads for fancy footwork...

...I think the analogy just wandered off somewhere at some point
 
Yeah, above 30 combat skill means you have an ability to influence the battlefield, but it's still very limited. Especially in larger battles with tens of thousands of men on each side.
So not an army killer, but she can wreck face in person and in conjuction with a Flame Guard charge create a breach in the lines pretty much on demand? Heavy cav charges are one thing, a wave of flame followed by a heavy cav charge is a whole different thing to defend against.

Now Simurgh might be an army breaker when he's full grown, given that I'm pretty sure the only AAA rated for him in the setting is enemy mages.

Edit: When you were discussing stat caps you specified humans cap at 35. Which leads me to four questions:
1: Did the Ash Maiden cap at 35?
2: Does Illona as she is now cap at 35?
3: Do Aljann cap at 35?
4: What do spirits cap at? Do spirits even cap on the stat mostly closely tied to their nature? IE: does Māka even have a learning cap?
 
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Edit: When you were discussing stat caps you specified humans cap at 35. Which leads me to four questions:
1: Did the Ash Maiden cap at 35?
2: Does Illona as she is now cap at 35?
3: Do Aljann cap at 35?
4: What do spirits cap at? Do spirits even cap on the stat mostly closely tied to their nature? IE: does Māka even have a learning cap?
In order, No she didn't, Yes she still caps at 35, They cap at 40 and Spirits do as well, though their specific cap is 50 for their bound attribute.
Have there been any Vasinu converts at all?
There is a small trickle but not enough to really make a indent in the larger population. The Vasinu are very insular in their faith, and as long as you are not forcing conversions it is unlikely many of them will convert (and if you do, they'll probably just leave. They're rather used to getting thrown out of cities).
 
I wonder if Māka can learn Sight from us. Or perhaps we should attempt to improve it first.

More importantly, I really want to see her improve to 50 learning and make the most badass learning advisor.
 
Do spirits age?

How old was Asya when she joined us? Does she show signs of ageing or maturing or whatever it is?
 
According to legends they don't, but then there aren't any other spirits around that Illona knows about. So obviously something happened to them. And Māka is...a bit fuzzy on the whole thing.
How old was Asya when she joined us? Does she show signs of ageing or maturing or whatever it is?
It's not polite to ask a lady her age. But seriously Illona doesn't actually know. Asya doesn't like to talk about her life in the Astrazi much besides the fact she got exiled. Illona does know the Vanic Elves live for considerably longer than humans, and Asya had looked like a woman in her late twenties for as long as Illona has known her.
 
I wonder if there is some truth in the rumors of Ilona's divinity. After all she is the daughter of the Ash Maiden who is the daughter of the First Flame. So she is the granddaughter of the First Flame. So she is technically 1/4 god.
 
So not an army killer, but she can wreck face in person and in conjuction with a Flame Guard charge create a breach in the lines pretty much on demand? Heavy cav charges are one thing, a wave of flame followed by a heavy cav charge is a whole different thing to defend against.

Now Simurgh might be an army breaker when he's full grown, given that I'm pretty sure the only AAA rated for him in the setting is enemy mages.

What we truely need is heavy infantry as an back bone for our army. While cav. and heavy cav. can be greate they suck for some things really hard and their effectivity takes a hit when they are up against formations with training and exp. .

To Simurgh yes he will be an army breaker in 1-2 turn, because he can fly and melt steel armor with his flames. This will cause massive panic amongst the unit he hits.


Other things for turn 7
Digging Deeply: I want to double down on it for max profit, but that will cost 2400 g. This means the road and church would need to wait 1 more turn as they are both things i want to also double down on, but could led to problems with our money as they also pretty expensive with 4000 g for the road if the dd it and 3000 g for the church. (netto income is 12400-3010 = 9390g for all the actions if we don´t want to overspend)
The other dd for turn 7 i would like to go to ether And a Pinch of Lavender (no cost given) or The Bad Blood (1800g with dd) as plagues are no joke and can kill/cripple a nation and we have a prime location for plagues to hit due to all the trade we have going on.
 
What we truely need is heavy infantry as an back bone for our army. While cav. and heavy cav. can be greate they suck for some things really hard and their effectivity takes a hit when they are up against formations with training and exp. .

Heavy infantry is great for hilly country (c.f. Greek Phalanxes, Roman Legions) but in a great plain like most of our country, the cavalryman is king (c.f. Mongols, Huns, Scythians, Parthians, Cossacks, and pretty much every central Asian ethnic group). In a wide open battlefield, mobility and flanking will be more useful than a wall of metal. In hilly country, horses don't do too well uphill, and you can generally make a shield wall linking two impassable geographical features and not have to worry about flanking.
 
Also, heavy cav in the european style can dismount and become top-of-the-line heavy infantry.
 
Also, heavy cav in the european style can dismount and become top-of-the-line heavy infantry.

Bit of a waste to use them as heavy infantry though. It is much easier to teach a man to march in formation in armor than it is to fluidly maneuver and fight on horseback. Every cavalryman slain fighting on foot is an entire lifetime of training lost.

(Unless you mean heavy cavalry that hasn't been training for their entire lives, but such budget forces distinctly lack quality and really aren't worth the investment in arming them and providing them war stallions, etc. )
 
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Also, heavy cav in the european style can dismount and become top-of-the-line heavy infantry.
The issue was that cave cost more to mantain thanks to the horses so they often were in smaller numbers. Still a mix of horse archers, archers, heavy infantry and pike should be good for us and able to be used in a variety of terrain as we seem to possess
 
Point.

Not sure why we don't have an option to recruit heavy infantry.
@Crilltic
Could you add a description of each type of unit to the Military Information page? Needing to have that post and one of the turns open to check the details is a tad annoying.
Edit: And what happened to the Attack and defense ratings for units that the early turns gave?
 
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Point.

Not sure why we don't have an option to recruit heavy infantry.
@Crilltic
Could you add a description of each type of unit to the Military Information page? Needing to have that post and one of the turns open to check the details is a tad annoying.
Edit: And what happened to the Attack and defense ratings for units that the early turns gave?
Yes, I'll put that on my list of things to do after I finish the Event Post and Rumor Mill for this turn. As for the stat points, I reworked the combat model because I felt they were properly conveying what I wanted them to for the players.
 
I'd highlight that even in open terrain, heavy infantry remains very strong for their cost if you are aiming to hold or take any settlements or other key points. They're hard to break through in a hurry, so while a pure heavy infantry force is going to be chipped to death eventually by a pure maneuver based force, heavy infantry backed by cavalry CAN'T, as they are ideal for tying up enemy attackers before their own cavalry goes in to pinch enemy cavalry.

There's a good reason they stayed military backbone for any civ that can afford it, light cavalry works great for raiders, but don't work if you are defending cities. Heavy cavalry is seriously backbreaking to upkeep(see our own Flame Guard) in significant quantities.
 
I'd highlight that even in open terrain, heavy infantry remains very strong for their cost if you are aiming to hold or take any settlements or other key points. They're hard to break through in a hurry, so while a pure heavy infantry force is going to be chipped to death eventually by a pure maneuver based force, heavy infantry backed by cavalry CAN'T, as they are ideal for tying up enemy attackers before their own cavalry goes in to pinch enemy cavalry.

There's a good reason they stayed military backbone for any civ that can afford it, light cavalry works great for raiders, but don't work if you are defending cities. Heavy cavalry is seriously backbreaking to upkeep(see our own Flame Guard) in significant quantities.
Sounds about right. Magic and monsters change the equation, of course, but those seem to be rare as hell here.
 
Ok so I have run into a bit of a stick here. The options to explore the palace and mingle with the guests are completely tied. So if I could get a tie-breaking vote so I can do that part of the update that would be great.
 
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