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Iberian Feudal Quest

inverted_helix said:
Magic doesn't add up like the other skills do that way. Soul is more raw potential, and the skill in that magic is what you can actually do with that power. Most things in the last game were limited by the skill in magic rather than the Soul value.

I remember researching a lot about magic, but there's really no point in spending 10+ points into one skills when we don't even have any retainers of note (ie we know the have any skills and such).
 
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An accountant is not going to be difficult to acquire. Luc will be hitting several major cities and towns along the way to Tamega.

A good Secretary (which is a male posting in this time) will have Accounting as a skill.
 
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fitzgerald said:
An accountant is not going to be difficult to acquire. Luc will be hitting several major cities and towns along the way to Tamega.

A good Secretary (which is a male posting in this time) will have Accounting as a skill.

This actually reminds me: Are we going to have to recruit everything we want to use ourselves (other than the soldiers listed?)
 
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Next round of voting. I'll be sprinkling all sorts of tempting Backgrounds, Resources and Retainers around with a limited number of points 8)
 
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inverted_helix said:
I really don't see what makes you think we have a bigger area than before. Also a mage is going to be on the battlefield too.

Well, our parents died and apparently the heir apparent doesn't want to rule. We're probably going to have a larger territory than the other quest.
The other game never had difficulty with accounting. They recruited the accountant before they even took control of the fief, before they left the central city. I don't see it as likely we'll waste our precious time on accounting either. Accounting takes ridiculous amounts of time and effort and we have better things to be doing with that time.

With the revelation that we actually get to choose our starting retainers, I'm going to be immediately changing my skills cause some skills obviously becomes useless.
 
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Adyen said:
Well, our parents died and apparently the heir apparent doesn't want to rule. We're probably going to have a larger territory than the other quest.
No idea where you got that idea.
Sadly however your beloved parents did not survive, and the March fell to your elder half brother March Jose dy Targus, who has never been enamored of your mother, along with his brood of children to the traditional seat of March in Valencia. Declaring you eighteen and competent of running ruining your own affairs Jose has with great personal relief seen you off properly from the March with a suitable force, your inheritance and those retainers that sought service with you.
The elder half brother from our father's first marriage inherited direct control and didn't like us much, so he sent us off to a distant fief to be rid of us.
 
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Oops. Read that section wrong. Ah well.

We likely won't need Engineering in the case where we can choose our own hires, nor do we need Accounting. I'm a bit iffy about taking out Speechcrafting/Negotiations, but I'm hoping that Leadership will be able to cover having court with other duchies or nations.

Archery was honestly a backup as I didn't really see us fighting in the front lines with a Body 2, but I guess we can stick to magics in the back line.

I'm leaving Intrigue in because even if we get a spy-master type of character, it never hurts to be able to figure out a person yourself.

Tactics -> 2 (5)
Strategy -> 1 (1)
Magic (Water) -> 2 (4)
Intrigue -> 1 (1)
Leadership -> 3 (9)
Seduction -> 1 (1)
Diplomacy -> 2 (5)
Stealth -> 1 (1)
Law -> 1 (1)
Athletics -> 1 (1)

Edit: changed spread again.
Edit2: saw Shaper's. Change again!
 
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I don't see how you get Discerning Motives as a separate stat from Leadership, Intrigue, and diplomacy. Or why you place it as more important than diplomacy skills.

Also not sure why you are still going for strategy now that you know we don't actually have a big fief. It will be a long time before we have major armies to lead, and we can get strategy skills when that becomes relevant, better to stock up on more immediately useful skill instead of strategy that might be useful in 10 years.
 
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inverted_helix said:
I don't see how you get Discerning Motives as a separate stat from Leadership, Intrigue, and diplomacy. Or why you place it as more important than diplomacy skills.

Also not sure why you are still going for strategy now that you know we don't actually have a big fief. It will be a long time before we have major armies to lead, and we can get strategy skills when that becomes relevant, better to stock up on more immediately useful skill instead of strategy that might be useful in 10 years.

1) I'm actually not sure if Diplomacy is a separate skill or part of Leadership.
2) Math, actually. If I lowered Strategy to 1, I have 4 extra points to place and I don't want to put it into Intrigue or 4 other skills (or Force Magic 2).
 
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Adyen said:
1) I'm actually not sure if Diplomacy is a separate skill or part of Leadership.
2) Math, actually. If I lowered Strategy to 1, I have 4 extra points to place and I don't want to put it into Intrigue or 4 other skills (or Force Magic 2).
Diplomacy is it's own separate skill, just look at the skills list from the last quest for reference. Discern Motives as far as I know is not.

You don't really need any points in strategy though, not even one. The entire last quest was done with 0 strategy and never ran across a strategy check.
 
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inverted_helix said:
Diplomacy is it's own separate skill. Discern Motives as far as I know is not.

You don't really need any points in strategy though, not even one. The entire last quest was done with 0 strategy and never ran across a strategy check.

I'll refrain from treating this quest as an exact clone of the other for the moment. But on that note, we never used Diplomacy in the other quest either.

That said, I'm going to change my vote AGAIN.
 
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In my opinion the skills to focus on are the ones our character will need to use personally (for combat, leadership, influence and negotiations), which can' be replaced by simply giving intelligent orders.

In normal usage 'tactics' is the skill of commanding a battle (regardless of scale), while 'strategy' is running a war effort and deciding when and where to fight. In an RP threat strategy is probably easy to replace with good play, so it isn't a critical skill. For similar reasons I don't see a need to take economics, since we're unlikely to ever need to roll against it. Skills like accounting and engineering would normally be handled by retainers, so they also aren't critical.

While it would be nice to have higher skills in some areas, having a decent level of competence in all the important areas is a more vital initial goal. So I suggest:

[X] Plan ShaperV
Athletics 1 - climbing, swimming and general heroic running around
Diplomacy 2 - negotiations, poker face, sense motives, etc
Intrigue 1 - so we're not hopeless at plotting and espionage
Law 1 - for administering justice and arguing fine points with troublesome neighbors
Magic (Force) 2 - our primary combat skill, should allow decent offensive & defensive effects
Magic (Water) 2 - allows lots of basic utility effects
Merchant 1 - for when we need to buy & sell things personally without getting ripped off
Seduction 2 - for fun, but also a significant tool of intrigue and diplomacy
Stealth 1 - because every adventurer needs to sneak somewhere at some point
Tactics 2 - for commanding our troops in battle
Woodscraft 1 - tracking, wilderness survival & general sneaking around outdoors

The intention here is to set ourselves up to be able to lead our forces in battle, handle negotiations and political intrigue effectively, or take a small band adventuring. While our physical skills aren't great a total of 3 should be enough for most routine tasks, while our social skills of 5-6 should be highly effective.
 
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[X] Plan ShaperV
Athletics 1 - climbing, swimming and general heroic running around
Diplomacy 2 - negotiations, poker face, sense motives, etc
Intrigue 1 - so we're not hopeless at plotting and espionage
Law 1 - for administering justice and arguing fine points with troublesome neighbors
Magic (Force) 2 - our primary combat skill, should allow decent offensive & defensive effects
Magic (Water) 2 - allows lots of basic utility effects
Merchant 1 - for when we need to buy & sell things personally without getting ripped off
Seduction 2 - for fun, but also a significant tool of intrigue and diplomacy
Stealth 1 - because every adventurer needs to sneak somewhere at some point
Tactics 2 - for commanding our troops in battle
Woodscraft 1 - tracking, wilderness survival & general sneaking around outdoors

I do like this, and like I confessed earlier, a lot of those 1 point skills are simply left-over points that I can't put anywhere.

Athletics is really smart, to help our Body 2 score... Hmmm.

Just curious, but would Strategy include how to deal with supplies and recruiting and such?
 
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ShaperV said:
In my opinion the skills to focus on are the ones our character will need to use personally (for combat, leadership, influence and negotiations), which can' be replaced by simply giving intelligent orders.

In normal usage 'tactics' is the skill of commanding a battle (regardless of scale), while 'strategy' is running a war effort and deciding when and where to fight. In an RP threat strategy is probably easy to replace with good play, so it isn't a critical skill. For similar reasons I don't see a need to take economics, since we're unlikely to ever need to roll against it. Skills like accounting and engineering would normally be handled by retainers, so they also aren't critical.

While it would be nice to have higher skills in some areas, having a decent level of competence in all the important areas is a more vital initial goal. So I suggest:

[X] Plan ShaperV
Athletics 1 - climbing, swimming and general heroic running around
Diplomacy 2 - negotiations, poker face, sense motives, etc
Intrigue 1 - so we're not hopeless at plotting and espionage
Law 1 - for administering justice and arguing fine points with troublesome neighbors
Magic (Force) 2 - our primary combat skill, should allow decent offensive & defensive effects
Magic (Water) 2 - allows lots of basic utility effects
Merchant 1 - for when we need to buy & sell things personally without getting ripped off
Seduction 2 - for fun, but also a significant tool of intrigue and diplomacy
Stealth 1 - because every adventurer needs to sneak somewhere at some point
Tactics 2 - for commanding our troops in battle
Woodscraft 1 - tracking, wilderness survival & general sneaking around outdoors

The intention here is to set ourselves up to be able to lead our forces in battle, handle negotiations and political intrigue effectively, or take a small band adventuring. While our physical skills aren't great a total of 3 should be enough for most routine tasks, while our social skills of 5-6 should be highly effective.
Wouldn't it be a good idea to have a mundane combat skill (swords or whatever) in there as well?
Other than that:

[x] ShaperV
 
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Ah, okay.

Also just noticed what the forum did to my original vote:

[X] Plan ShaperV
 
I must admit that the title weirded me out.

I expected this to be about having adventures in the middle ages of the Iberian Peninsula.
 
This will be adventures in an Expy of the Iberian Peninsula (Portugal)
 
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Adyen said:
Just curious, but would Strategy include how to deal with supplies and recruiting and such?

I'd think we could make Leadership rolls for recruiting. I'm not sure how broad fitzgerald wants to make skills, but I'd think Logistics would be its own skill (and one that we'd have an NPC handle, like accounting or engineering).

Depending on how hard it turns out to be to get good help we might need to pick up one point each in several skills like that, but I hate to spend skill points on that kind of thing unless there's no way to avoid it.
 
Brajar is involved in a constant low level of warfare with the Roknari Princedoms and the common border raids with Chailon.

Logistics at this point in time would a skill only the highest levels of command deal with.
 
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So its back, from outer space, with a sad look upon my face......

Winning vote was Plan ShaperV

Skills are now:

Athletics 1
Diplomacy 2
Horsemanship 2
Intrigue 1
Law 1
Leadership 2
Merchant 1
Seduction 2
Stealth 1
Swordsmanship 2
Tactics 2
Woodscraft 1

Abilities are now

Force: 2
Water: 2
 
Creation #3
Final Round of character creation!

Background, Resources, Allies and Retainers


You have 9 points to spend on all the below, write ins for backgrounds and allies will be reviewed first.
(stacks) indicates the benefits of early purchases in a category are retained. For example purchasing the Mudane [3] point background Luc would gain (Fluent in Darthaca) (+1000 silver pieces), (Diplomacy, Intrigue and Cyphers @ 1 or +1), & (Foreign Ally)


Backgrounds:


Marchess Louise dy Targus, your mother from Darthaca is greatly missed and fondly remembered, just what prompted your father to purse her hand in marriage.


Mundane (stacks)


[0] A delicate beauty Louise had many suitors, however none had the charm or status of your father. (Fluent in Darthaca)


[1] Daughter of a rich merchant who had married into an impoverished noble family, Loise had a lavish dowry (+1000 SP)


[2] Daughter of the Darthacan ambassador Louise was well trained in the arts of diplomacy and intrigue (Diplomacy, Intrigue and Cyphers @ 1 or +1)


[3] Daughter of a Dux, Louise and her children are well loved by your Uncle the current Dux (Foreign Ally)




Mystical Background (stacks)


[0] An ancestor of yours wasn't human, faint though it may be traces of their blood still runs in yours.


[1] You're not the only sorcerer your families produced, among your inheritance is a series of books and journals penned by them (training aids to spells)


[2] While not strong you've picked up two mystical traits from your mystical ancestors


[3] Your maternal grandmother wasn't human, so its no surprise at all you have mystical powers




Order of the Daughter


[0] You swore yourself to the Order of the Daughter, a pledge that comes with minimal benefits or costs.


[1] A lay dedicate you've pledged (One Action) a year or 100sp, to help ensure the safety of Brajar. This has earned you a (small) seat at the table and the goodwill of the Temples near you.


[2] You play a significant part of the Order, (Four Actions or 400 SP) a year, one of the officers in charge of actually organizing and running it locally (Provincal Status and rank; Logistics 2)


[3] One of the Orders leading Lights (9 Actions or 900 SP) you are often found leading the Order in battle, off it, and more often than not in Court as an aide to the General. Your deeds get you recognition as a person of status and reknown in Brajar, in time you might become of the General of the Order itself (Brajar status and rank, authority to command Order troops freely)




Resources


Mine: Tamega has an old Roman mine that is still being worked


[0] Copper Mine: Although old and well worked the mine still yields enough ore that a small amount of industry is supported by it


[1] Iron Mine: Advances in mining have revitalized the old mine as new richer veins of iron are being worked. The vast majority of it is currently being traded away as ore currently, instead of being worked locally.


[2] Silver Mine: A small but rich mine that hasn't run out after nearly two milenia in production, it will provide a constant source of revenue collected every three months


[3] Salt Mine: More valueable than gold Tamega's salt mine has been the pillar of its economy and the main reason the Royal family of Brajar kept their grip tight upon it. Trade in salt produces quartely revenue and equally importantly a steady stream of merchants.




Library: At both Tamega Castle and brought along with you (stacks)


[0] Only a few simple books of meditations on the divine, poetry, and oddly enough a treastie on the ancient fighting men of the forests north-east of Darthica.


[1] A more well rounded collection of books (15); including valueable tomes on herbcraft, on the principals of bronze making and several volumes of poetry and plays


[2] A very large library of 45 books, this impressive collection contains a great deal of knowledge


[3] On top of that very large library is a small (5) collection of tomes of mystical knowledge




Temples: (stacks)


[0] Sadly treated out of sight and mind the local Divines only have small, often worn down temples.


[1] Vila Tamega boasts a large recently built temple (only 50 years old!) that has enough Divines (and funding) to accomplish additional tasks such as education, running and orphanage and small hospital. Other temples are well staffed and run


[2] Tamega sports an Abbey of the Mother well noted for its healers and scholars. Its current Arch Divine is the Provincar of Augustia's sister who after being widowed early chose to become a Divine instead of re-marrying.


[3] Augustia's Chapter House for the Order of the Brother means Tamega's security is second to none with three hundred well trained horse present at all times. That they are firmly under Royse Darius's control and not yours shouldn't prove an issue.




Allies: (Stack)


[0] Caroline dy Targus: Luc's eleven year old sister who is not only smarter than him, has also displayed that she is capable of using Earth magics on top of the ones he's mastered. Caroline is to be schooled in the Bastard's main temple to further her education in magic under the supervised eyes of the Temple Sorcerers. Her guardianship rests mainly in the hands of Divine Fernando dy Orozco, but Luc holds a veto on any marriage before her twenthith birthday.


[1] Divine Fernando dy Orozco: Current head of the Temple Sorcerers and Luc's former instructor Divine Fernando is a jolly plumb middle aged man whose eyes held a very keen wit and impressive willpower. An experienced Temple Sorcerer Divine Fernando is well versed in both the arcane and political who is more than willing to continue mentoring Luc.


[2] Provincar dy Tomar: For the last three campaign seasons Luc has served the Provincar faithfully and for the last year has been one of his full time aides. While sad to see Luc go the Provincar remebers Luc's service fondly and is more than pleased to gain a contact in the north.




[3] Royse Darius: The young Royse has always had an eye for talent and he's decided to take a chance on Luc. With the Royse's clear favor Luc is destined for great things, a potential Luc had best live up too.


Retainers:

[0] Ser Meen Diaz, (5 SP/Turn)
Body 2, Mind 3, Soul 0, Charm 2
Horsemanship 2, Leadership 2, Swordsmanship 2, Tactics 3, Strategy 2
Ser Diaz is a veteran knight who served your family for well over nearly two decades. While age is starting to take its toll having a veteran captain of your guard is a boon. Ser Diaz has recently taken a wife Violante Diaz, a young woman of country nobility whose pleasant features are matched with a practical education in running a manor house.


Martio
Body 3, Mind 2, Soul 1, Charm 1
Archery 3, Leadership 1, Staves 2, Tactics 2, Woodscraft 3
Martio is a cunning scout from a long line of skirmishers in your families service, his volunteering may have had something to do with a feud between hamlets.


[1] Two additional retainers of with 7 points of attributes and 11 points of Skills X Can be purchased multiple times




Military Forces:


[1] 30 Archers: Skill 2, Discipline 1, Equipment 1


[1] 30 Spearmen: Skill 2, Discpline 1, Equipment 1


[2] 30 Calvary: Skill 2, Discpline 2, Equipment 2


[2] 30 Skirmishers: Skill 3, Discpline 2, Equipment 1


[3] 30 Men at Arms: Skill 3, Discipline 3, Equipment 2
 
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[X] Plan Inverted_Helix

[X] Mundane [2]
The skill bonuses are mostly what I'm after here. Since those represent some major time investments since they stack on our current diplomacy and intrigue. I could see dropping this down for some of the other bonuses higher, maybe for military or allies.

[X] Mystical Background [3]
This gives us bonus traits and training aid, it's really strong. It also means can more safely skimp on the library.

[X] Order of the Daughter [0]
This one has severe costs associated with it so seems far less useful and a good place to save points.

[X] Mine [2]
This gives us some good starting income. 3 might be better but I figure that would also mean that the central royalty would keep a much closer handle on us leaving us less room to do things.

[X] Library [0]
This seems a good place to save points as well since acquiring books should be one of the easier ones to fix, except for the mystic books at 3 points and that loss is mitigated by mystic background.

[X] Temples [1]
This gives us enough of the benefits. The larger and more developed the temple the more people will look to it instead of us, so I feel it's a compromise. Plus the idea of having 300 paladins in our territory we don't control would be a rather frightening one so would need to take order of the daughter 2+ or allies 3 to mitigate that if we went for Temples 3.

[X] Allies [0]
This may seem odd, but going through the list none of them really seem worth the point investment. They'd be allies perhaps, but it seems more like we'd be their petitioner and they the patron. I'm also unsure that the lower ranks would provide much help, and we'd need Temple 3 to get the best result out of Allies 3 and I'm unwilling to spend that many points on it.

[X] Retainers [1]
This is so exploitable it's hilarious and I expect to be rejected and I was tempted to pour more points into this:

Marisa Meneses
Body 0, Mind 5, Soul 0, Charm 2
Administration 5, Engineering 4, Bookkeeping 2
The sort of brilliant intellect that comes along once in a generation this girl was a precocious commoner born to a family in your serving staff which your father had taught in the arts of a seneschal when he came across her spectacular talent. You found it a rather enjoyable challenge to distract her from her studies as a boy especially with her occasional smile at your antics, and it became rather more charged over time.

Elena Moran
Body 4, Mind 1, Soul 1, Charm 1
Archery 5, Horsemanship 3, Woodscraft 2, Tactics 1
A daughter of one of your family's men that died facing the dragon. She's an unholy terror with a bow and to say she can pick the wings off a fly at a hundred yards is little exaggeration. She's also quite capable of firing while on a moving horse to prevent any foe from closing the range. Blunt and at times simple, but any scenario that lets her solve it with an arrow is already decided before it starts. Her father did not allow her to go to face the dragon, expecting the terrible costs of such an encounter.

Getting a super administrator to shore up our running the place was a thing I wanted to do from the start, and I figured since I get 2 for the point I should go for a military unit to shore up the lack of military and our mediocre stats. I originally thought to go for a Swordsman 5 instead of Archery to tank for our mage character, but figured we have a little swordsmanship ourselves and combined with healing magic from Water could probably be a really good tank. I also originally spread out skills more on Marissa across Merchant and even a point in Seduction to represent the relation there, but the square cost to raise skills outside of character creation strongly encourages taking a few skills to high levels in character creation and then picking up the ones you only want a point or two of by training afterwards.

[X] Military Forces [0]
This one is a major risk. However in the other Feudal quest they were able to raise military forces right away, so this seems a reasonable place to save points. Plus the country doesn't seem currently at war so we should have time and I really wanted the points elsewhere, and this plan has a combat hero unit.
 
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[X] Allies [0]
This may seem odd, but going through the list none of them really seem worth the point investment. They'd be allies perhaps, but it seems more like we'd be their petitioner and they the patron. I'm also unsure that the lower ranks would provide much help, and we'd need Temple 3 to get the best result out of Allies 3 and I'm unwilling to spend that many points on it.

The term I'd use to describe the relationships is Mentor. More importantly Luc has been cast adrift somewhat, he doesn't have a powerful or influential family to call upon anymore or even major friends at court with Allies 0.

[X] Retainers [1]
This is so exploitable it's hilarious and I expect to be rejected and I was tempted to pour more points into this:

Marisa Meneses
Body 0, Mind 5, Soul 0, Charm 2
Administration 5, Bookkeeping 2, Engineering 2, Merchant 2
The sort of brilliant intellect that comes along once in a generation this girl was a precocious commoner born to a family in your serving staff which your father had taught in the arts of a seneschal when he came across her spectacular talent. You found it a rather enjoyable challenge to distract her from her studies as a boy especially with her occasional smile at your antics, and it became rather more charged over time.

Sera Elena Moran
Body 4, Mind 1, Soul 1, Charm 1
Archery 54, Horsemanship 3, Spear 1, Tactics 1, Woodscraft 2,
A daughter of one of your family's men that died facing the dragon. She's an unholy terror with a bow and to say she can pick the wings off a fly at a hundred yards is little exaggeration. She's also quite capable of firing while on a moving horse to prevent any foe from closing the range. Blunt and at times simple, but any scenario that lets her solve it with an arrow is already decided before it starts. Her father did not allow her to go to face the dragon, expecting the terrible costs of such an encounter.


I've tweaked Marisa however her background will be changed to:

The sort of brilliant intellect that comes along once in a generation this girl was a precocious youngster born to a Captain of the family's forces whose education Luc's grandfather had funded when he came across her spectacular talent. Extremely close to Luc's father, a half brother was a Divine of the Bastard before a Roknari raid killed him while pox took half sisters young, Sera Moran is your childhood tutor and auntie. Never that friendly with your eldest brother Jose Sera Meneses decided to join you and watch over the son of her dear Fera in her twilight years.

Elena's been tweaked a little:

For her bravery in joining the fray against the dragon Elena was knighted and granted the rank of Sera in her own right, Elena bears several major scars from the battle but has used them to great success in sporting with impressionable young ladies. Sera Moran got nudged into your service by Jose both to ease his headaches and give Luc a highly skilled horse archer.

[X] Military Forces [0]
This one is a major risk. However in the other Feudal quest they were able to raise military forces right away, so this seems a reasonable place to save points. Plus the country doesn't seem currently at war so we should have time and I really wanted the points elsewhere, and this plan has a combat hero unit.

Military forces really are a question of time & money. Raising units of Spearmen and Archers isn't that difficult, acquiring a troop of Men at Arms from the ground up is a big investment of time.
 
The term I'd use to describe the relationships is Mentor. More importantly Luc has been cast adrift somewhat, he doesn't have a powerful or influential family to call upon anymore or even major friends at court with Allies 0.
You seem to be implying that the ranks would give more lesser allies as well in addition to the ones listed?

I've tweaked Marisa however her background will be changed to:

The sort of brilliant intellect that comes along once in a generation this girl was a precocious youngster born to a Captain of the family's forces whose education Luc's grandfather had funded when he came across her spectacular talent. Extremely close to Luc's father, a half brother was a Divine of the Bastard before a Roknari raid killed him while pox took half sisters young, Sera Moran is your childhood tutor and auntie. Never that friendly with your eldest brother Jose Sera Meneses decided to join you and watch over the son of her dear Fera in her twilight years.
Bah, you made her an older woman; I was going the childhood friend route, since with her as a commoner it would be fine for her to be a mistress. Also made her skills a bit weaker, but I didn't expect that to go through anyways really. Though I'm uncertain whether losing engineering skill or administration would make a bigger difference. You also switched to Sera when you gave that name to the other retainer?

Elena's been tweaked a little:

For her bravery in joining the fray against the dragon Elena was knighted and granted the rank of Sera in her own right, Elena bears several major scars from the battle but has used them to great success in sporting with impressionable young ladies. Sera Moran got nudged into your service by Jose both to ease his headaches and give Luc a highly skilled horse archer.
This one seems much truer to the original, a bit less archery for a bit of spear work in case they actually close the range. I had her not go on the hunt against the dragon because I thought that was more of a "Dragon died, but so did everyone else except the Dragonslayer" event.

Military forces really are a question of time & money. Raising units of Spearmen and Archers isn't that difficult, acquiring a troop of Men at Arms from the ground up is a big investment of time.
Yeah I don't think it reasonable to spend 3 points on Men at Arms anyways since probably not as immediately useful, so ability to pay for some spearmen or archers quickly is enough. The extra money from the mine and mundane options should help with that.
 
on phone @ work. To clarify

theOrder of the Son at temple 3 wouldnt be 300 paladins.

It would 180 Men at arms, 90 Calvary amd 30 knights. All of whom take orders from the Royse. Think more Standing Arm who provide a vreat deal of passive benefits that only get lost if you plot treason.

On Ser/Sera I'm trying to convey flavour of Sir/Lady to indicate status as Gentry aka knights and small nobility.

For Ms Archer she's actually knighted. For Ms Marisa shes gentry (only a merchants daughter would even have the chamce to learn to read), tbus the polite title of Sera.

Dragon was less TPK and more after the initial surprise strike hit the toughest nodes of resistance hardest. Aka it went after the mages and hero units first.

Luc's gained Tamega purely on the merits of his mothers contribution to the battle.

As for Allies figured a national level religous establishment, one of the top ranked nobles, the new king represented powerful allies to start off with.

Why your little sister is listed as an ally. She's literally the only sorcerer on Iberia to have at least three different Magics.
 
...what? This is back?

Mundane (stacks) [2] – the skills are the important parts here.
[0] A delicate beauty Louise had many suitors, however none had the charm or status of your father. (Fluent in Darthaca)
[1] Daughter of a rich merchant who had married into an impoverished noble family, Loise had a lavish dowry (+1000 SP)
[2] Daughter of the Darthacan ambassador Louise was well trained in the arts of diplomacy and intrigue (Diplomacy, Intrigue and Cyphers @ 1 or +1)

Mystical Background (stacks) [2] - took traits instead of military, as we cannot acquire them later.
[0] An ancestor of yours wasn't human, faint though it may be traces of their blood still runs in yours.
[1] You're not the only sorcerer your families produced, among your inheritance is a series of books and journals penned by them (training aids to spells)
[2] While not strong you've picked up two mystical traits from your mystical ancestors

Order of the Daughter [1] Might take 0 as well, but goodwill never hurts.
[0] You swore yourself to the Order of the Daughter, a pledge that comes with minimal benefits or costs.
[1] A lay dedicate you've pledged (One Action) a year or 100sp, to help ensure the safety of Brajar. This has earned you a (small) seat at the table and the goodwill of the Temples near you.

Mine: Tamega has an old Roman mine that is still being worked [1] – iron is always useful
[1] Iron Mine: Advances in mining have revitalized the old mine as new richer veins of iron are being worked. The vast majority of it is currently being traded away as ore currently, instead of being worked locally.

Library: At both Tamega Castle and brought along with you (stacks) [2]
[0] Only a few simple books of meditations on the divine, poetry, and oddly enough a treastie on the ancient fighting men of the forests north-east of Darthica.
[1] A more well rounded collection of books (15); including valueable tomes on herbcraft, on the principals of bronze making and several volumes of poetry and plays
[2] A very large library of 45 books, this impressive collection contains a great deal of knowledge

Temples: (stacks) [1]
[1] Vila Tamega boasts a large recently built temple (only 50 years old!) that has enough Divines (and funding) to accomplish additional tasks such as education, running and orphanage and small hospital. Other temples are well staffed and run

Allies: (Stack) [0]
[0] Caroline dy Targus: Luc's eleven year old sister who is not only smarter than him, has also displayed that she is capable of using Earth magics on top of the ones he's mastered. Caroline is to be schooled in the Bastard's main temple to further her education in magic under the supervised eyes of the Temple Sorcerers. Her guardianship rests mainly in the hands of Divine Fernando dy Orozco, but Luc holds a veto on any marriage before her twenthith birthday.

Retainers [0]
[0] Sira Meen Diaz, (5 SP/Turn)
Body 2, Mind 3, Soul 0, Charm 2
Horsemanship 2, Leadership 2, Swordsmanship 2, Tactics 3, Strategy 2
Sira Diaz is a veteran knight who served your family for well over nearly two decades. While age is starting to take its toll having a veteran captain of your guard is a boon. Sira Diaz has recently taken a wife Violante Diaz, a young woman of country nobility whose pleasent features are matched with a practical education in running a manor house.
Martio
Body 3, Mind 2, Soul 1, Charm 1
Archery 3, Leadership 1, Staves 2, Tactics 2, Woodscraft 3
Martio is a cunning scout from a long line of skirimshers in your families service, his volunteering may have had something to do with a feud between hamlets.

Military Forces: [0]
 

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