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Scheming Princess Quest

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You are the princess of a magical kingdom. Your family has ruled for eighty years, a minor...
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Guile

Clothes That Kill Virgins
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You are the princess of a magical kingdom. Your family has ruled for eighty years, a minor dynasty that has weathered the storms of plague and war. Your current situation is almost minor compared to that, though you still think it's pretty important. Following the early death of your parents, your twin brother is first in line to become king upon his eighteenth birthday. And you suspect he will find you … inconvenient at that time.

You see, you know what he is.

But until that time, your uncle rules as regent. You are only ten years old, and your eighteenth birthday seems far away. Far away, and yet, all too soon to change the course of a kingdom. Until that day you have full access to the palace and considerable status with which to enact your plans, though you are almost always watched.There are some that see your brother as unsuitable for the throne, and whisper that perhaps primogeniture should be waived just this once… but quietly, quietly.

You must oust your brother from his destined throne and take it for yourself through popular acclaim, or reveal him to be utterly unsuitable to be king (preferrably with your own puppet candidate ready to make a bid for the throne), or even find a way to kill him before his coronation and attempt to ride the wave of outrage to the top. But such thoughts are treason, and the punishment for them is death.


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  • Mysterious Princess Zinger X, age 10
    Noble of Caelis Valera, the City of Magic

    Your parents met with a Tragic Accident. The Regent's feelings toward you are Negative, and his outlook is Liberal and Overbearing.

    Your brother's secret is due to his Playboy nature. He suspects your plotting in kind, and if he gets the opportunity you will have a 'Terrible Accident'. He is a Heart-stoppingly Handsome Blood Knight with Prodigious Magical Potential. His Magnetic Personality and Regal Bearing can Galvanize his lessers to action.

  • Beauty of the Ages [20 + 10] – Even at a young age, your beauty is heart-stopping. Your every movement is one of impossible grace that haunts the dreams of all who look upon you. Your suitors are without number. Your betrothal is a prize beyond price, for which men would gladly kill or die. They would battle demons and topple tyrants in your name. To gaze upon you is to know love.
    Charming [20] – You can bring a smile to almost any face. You are never without friends.
    Mature [20] – Serene and unshakeable, you inspire confidence in your abilities. People will come to rely on you.
    Inspiring [20] – You are a born leader and a stunning orator. Something about you inspires men and women to follow you.

    Battle-Lust – You feel alive with a blade in your hand, and seeing someone fall before your skill and power gives you an intense thrill.
    Arcane Ancestry – You come from a long line of talented mages, and their skills have bred true. Magic that others struggle and strive for comes naturally to you. What others might call impossible is merely extremely difficult for you.

  • Auspicious Birth [0] – You and your brother were born under auspicious stars. People believe you are both destined for greatness. Your abilities will be better acknowledged, but your brother's claim will also be considered more legitimate.
    Female Diety [10] – Your religion's god is personified as a woman. This will naturally make a female monarch easier to accept, and ensures your talents are not overlooked or belittled due to your gender.
    Royal Retainers [10] – Caelis Valera has a tradition of gathering the most capable administrators and mages close to the throne. Though their loyalty is to the reigning monarch first and other members of the royal family second, these retainers are a bulwark against foreign aggression and native uprisings. This also raises the number and quality of potential tutors and contacts available to you.
    Lesser Title [20] – The noble inheritance laws of your kingdom are complex, and your family's standing in them is equally difficult for any but a specialist to understand after many generations of marrying back into your own nobility. One of their effects is that even at your young age, you have already inherited a small barony, and hold it in your own right. Its resources are modest, but you are the sole ruler of its lands by law, answering only to the crown.

  • The many skills that led you to gaining the lofty post of hereditary noble at your young age.

    Necromancy (Modest) – You can sense souls and (mostly) converse with them, but tearing souls out of people and molding them to your whims is even harder than it sounds. Rather, you are capable of somewhat... gently adjusting souls, primarily for the purposes of slipping through wards. Sophia claims it feels awful, the big baby.
    Clairvoyance (Amateurish) – You require tools to perform your Clairvoyance magic. Rolling the bones, reading the tarot, things like that. Your magic works much better with a 'sympathetic item' that your target has touched or – ideally – cared for before.
    Combat (Poor) – You're entirely capable of dueling other children to the death, if necessary.
    Athletics (Awful) – You're fit enough to jog around the castle. This is more impressive than it sounds, the castle grounds are very large!
    Engineering (Awful) – Your scores in mathematics are excellent, but you're not entirely sure how to translate that into actually building things.
    Logistics (Awful) – Your studies haven't yet left the realm of the theoretical. In theory, you could absolutely train, equip and move an army!

  • Weapon: Enchanted Fruit Knife (Ever-Keen)
    Perfume: Rose Water
    Dress: Elegant Dress
    Underthings: Comfortable

  • Granny Wither – Ex-head mage among the Royal Retainers, specializing in Clairvoyance and Alchemy. Bitter and spiteful. Appears to be getting gradually younger. Likes you quite a lot, possibly even for more reasons than social climbing!
    [Master Clairvoyant and Alchemist]
    Gregory Blackstone – Avid collector of mysterious, possibly evil artifacts. He likes you because you are not a dolt and 'taught the Princess magic' will sound good when he brings it up during his next appearance at court.
    [Master Necromancer, head of House Blackstone]

    Jill Chaser – The daughter of the head groundskeeper. You have entered into a friendship pact of secrecy and danger with her, together with Sophia Hill. Difficult to read.
    [Knowledge of grounds and falcons, some nature magic]
    Bolf Baxter – Makes scrumptious pastries. Just delightful. Do be careful not to become rotund, no one likes a fat princess.
    [Cook and baker extraordinaire]
    Roddey Forester – Stable boy at the castle. Writes home to his sister religiously. Has a certain quaint country charm (muscles).
    [Knowledge of beasts]

  • Alice – A maid you've had since you were young. Appears just when you want her and disappears when you don't, just as a good servant should. Is taking the death of your father the king very hard.

  • Sophia Hill – A girl who has decided she is your rival in magic. She's the last of some old bloodline (maybe), and seems to be besotted with your brother. As far as rivals go, she's not very threatening.
    [Necromancy and Clairvoyance magic]
 
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Is he female? If it's something that we know IC and is relevant to what we would do to stop him from becoming King, I'd like to know what it is.
It's coming along. Post 2 3 will let you choose from a list of Dark Secrets.

He is, unfortunately not female. You can make him gay, though.
 
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Prologue 1
Now, before we begin this fairytale of intrigue and (possibly) murder, a few points of note. The next few updates will include a number of choices to be made. Until the prologue is over, you will have 100 'fate points' which you can use to strengthen our princess's abilities, talents, or resources. These will decrease when you pick options that are favorable to you, and you can also add more fate points by taking disadvantageous options as well. There will always be enough options labeled [0] cost (which neither increase nor decrease your store of fate points) to get along with, if you run out of fate points early. Fate points left over after the prologue may be used to influence later events, and some may be gained during play for that purpose.

The first choice, naturally, is to choose the kingdom which you might someday rule, if you are quick and clever and at least a little lucky.

The Kingdom
The Highlands [0] – A relatively prosperous nation with a strong warrior tradition and a professional army, though its navy is very small. Also very traditional in other ways. Convincing the highlanders to break with tradition and appoint you over your brother will be an uphill battle.
(Necromancy and Demonic magic are banned and Illusion magic is disliked in the Highlands, while Nature magic costs are at half price)
Callanrod [10] – The center of religion for the region. Defended by a grand army of paladins and battle-monks, while inquisitors and missionaries undertake missions on local soil and in foreign lands. Faith is of great importance in this land, and the priesthood would prefer a pious queen over a degenerate king. The church does have significant influence over the monarchy, which is a curse more often than a blessing – but one you may be able to work with.
(Nature, Illusion, Necromancy and Demonic magic are banned in Callanrod, while Holy magic costs are at half price)
Caelis Valera [20] – A remote city of magic, built of magical ice during the last age. Though the talents of magicians today are somewhat less than it was then, Caelis Valera remains a great center of learning and magic. Valerans value arcane skill and showing great talent might garner the support of the powerful mage houses. The nation relies on spellcraft and its small army of mage-knights backed up by war golems for safety. All non-demonic magics are accepted and valued here, even for women.
(Demonic magic is banned in Caelis Valera, while all other schools are at half price)
Baruna [20] – The jewel of civilization. Baruna is a rich coastal nation at the heart of the world's trade network. That gold flows into the coffers of the king. The nation is protected by hired mercenaries, both the king's and retainers hired by the noble houses, and its navy is the greatest in the world. Everything has a price here, and making the right deals could see you on the throne. Just remember that the Barunese always extract what they are owed…
(Nature and Clairvoyance magic are disliked in Baruna, while Alchemy and Enchanting costs are at half price)

A few Advantages that can be chosen now are listed below. This category covers a broad range of advantageous circumstances and useful items you may have acquired. These include choices you spend fate points on now, and items you may acquire later for free. Of these, Companions are probably the most useful and can only be acquired through quest lines:

Auspicious Birth [0] – You and your brother were born under auspicious stars. People believe you are both destined for greatness. Your abilities will be better acknowledged, but your brother's claim will also be considered more legitimate.
Mandate of Heaven [0] – Your culture believes that successfully deposing a monarch grants the right to rule. You have only to slay or depose your brother, and you will be hailed as queen! You will not be the only claimant hoping to use this belief, however…
Female Diety [10] – Your religion's god is personified as a woman. This will naturally make a female monarch easier to accept, and ensures your talents are not overlooked or belittled due to your gender.
Jewelry [10] – All princesses are expected to possess jewelry, but your dowry is exceptional. Bequeathed from your parents and other deceased relatives, you have so many baubles that no one would notice a few pieces going missing. Gold and jewels make a fine payment for services without having to explain yourself to the palace treasurer or your uncle.
Royal Retainers [10 or 20] – Your kingdom has a tradition of gathering the most capable administrators and specialists close to the throne. Though their loyalty is to the reigning monarch first and other members of the royal family second, these retainers are a bulwark against foreign aggression and native uprisings. This also raises the number and quality of potential tutors and contacts available to you.
The type of retainers available depend on the level of Advantage and specific kingdom chosen.
Lesser Title [20] – The noble inheritance laws of your kingdom are complex, and your family's standing in them is equally difficult for any but a specialist to understand after many generations of marrying back into your own nobility. One of their effects is that even at your young age, you have already inherited a small barony, and hold it in your own right. Its resources are modest, but you are the sole ruler of its lands by law, answering only to the crown.
Heirloom Treasures [20] – Though your line is relatively young, your parents possessed a wide variety of potent magical items acquired through conquest, diplomacy and inheritance. The purpose and power of some of these artifacts even they did not fully understand. Each has its own strengths and legend, well-known enough to be recognized with some research. They are to be used only by the royal family or designated champions, and represent an exceptional amount of social capital and practical power. Actually gaining control of this windfall will be difficult.

Your parents were well liked in the kingdom they ruled, and their deaths were a tragedy. As for the specifics...

Parents' Death
Assassination [0] – Unfortunately, no king can be beloved by everyone. They fell to an assassin's arrow one year ago now, leaving the kingdom in the hands of your capable but unimaginative uncle. This tragedy has resulted in an upswelling of support among the lower classes, but it was never proven who had hired the man that slew them, and the murderer was never brought to justice…
Terrible Accident [0] – Foul play was initially suspected, but your mother's carriage crash did seem to simply be the result of a panicked horse and a road system that was perhaps not as well-funded as it should be. Your father wasted away over the next few years, and in the end grief and illness took him.
War Leader's Death [10] – Your parents fell in battle against the barbarian hordes of the northern steppes making their once-in-a-generation push south. Though the pass into the northern lands was held, it was at great cost to the kingdom and yourself personally. Your uncle, the Regent, blames himself.
The Witch's Curse [20] – Your parents are not dead, but are instead trapped in magical stasis. The greatest mages that could be found were unable to break the curse, and the Regent eventually ordered their petrified forms moved to a room where they would not frighten the ambassadors and worry the courtiers. 'Hasn't been done' doesn't mean 'cannot be done', though… (Adds a new potential winning condition)

Regent's Disposition – Your uncle is a wise and honourable man. He is not always the most canny ruler, being raised to lead armies rather than balance law and trade. Still, he has ruled the kingdom well enough since the untimely death of the king even if he has no taste for it.

On the matter of his brother's children, however, the answer is not so clean cut. Who has his favor?

You [10] – You and your uncle are very close. He will rule in your favor as often as the law allows, although you and he may not always agree upon just what is in your favor.
Both [0] – Lacking his own children, the Regent has all but adopted you both as his own. He will independently move to crush any threat to either of you.
Neither [-10] – The Regent sees his lost brother each time he looks upon either of you, and cannot bear it. You are both inferior copies of something precious and lost to him, and suffer for it.
The Prince [-20] – Your uncle has often wished for a son of his own to carry on his legacy. He sees the best in your brother, and pays no mind to the flaws.

As Regent, your uncle is responsible for seeing to the proper raising of the royal heirs. Of course, what is proper according to one might not be so beneficial in another's eyes; what sort of education does your uncle favor?

Traditionalist [0] – With a traditionalist Regent in charge, you will largely be restricted to ladylike training (courtly behavior, music, dance, and theology, among others), though there will be some regional differences. A princess of Caelis Valera will still be allowed – indeed, recommended – to pursue magic training. Likewise a Highlands princess is expected to know enough of battle to defend her home and children, a Callanrod princess to study Holy magic, and a Baruna princess to navigate the labyrinthine processes of the law.
Liberal [10] – A more liberal Regent will allow you to undertake any training, even those not generally open to a woman. These range from the war-like to the magical to the merely unusual.

The ruler of a realm has many demands upon their time, and one such as your uncle who was not expecting to take the position even more so. Yet the education of the kingdom's royal family is a critical affair of state; how much involvement does your uncle have in it?

Overbearing [0] – Your uncle cares, and attempts to ensure your success in life. He does this by ensuring that you are taught all the things a princess should know. The Regent will attempt to dictate your studies as much as he is able, though his agenda will change depending on previous choices.
Hands-off [10] – Your uncle's training was martial rather than political. His focus is pointed outwards, his gaze set upon foreign powers that might seek to take your kingdom from you in this time of upheaval. Affairs of state have suffered somewhat, but at least your study time is largely your own.


So, vote away! Character creation will continue.
[ ] Kingdom?
[ ] Advantages?
[ ] Parent's Death?
[ ] Regent's Disposition?
 
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The Kingdom
[X] Caelis Valera [20]


Advantages I'm assuming we can pick more then 1, otherwise giving us 100 doesn't make much sense.
[X] Auspicious Birth [0]
[X] Mandate of Heaven [0]
[X] Lesser Title [20]
[X] Royal Retainers [20]


Parents' Death
[X] Terrible Accident [0]


Regent's Disposition
[X] The Prince [-20]
[X] Traditionalist [0]
[X] Overbearing [0]


Leaving us with 60 for future choices by which I'm assuming there are.
 
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Leaving us with 60 for future choices by which I'm assuming there are.
Yep. Two more major character creation updates.

And you may take as many Advantages as you can fit into your character sheet, as long as you have the points for them.
 
The Kingdom
[x] Baruna [20]


Advantages
[x] Auspicious Birth [0]
[x] Mandate of Heaven [0]
[x] Jewelry [10]
[x] Heirloom Treasures [20]


Parents' Death
[x] Assassination [0]


Regent's Disposition
[x] You [10]
[x] Liberal [10]
[x] Hands-off [10]


Plan edited; see here for current version.

Okay, guys, we've got this. We start in moneyland, and give ourselves money and loot, plus we make everyone think we're important and that it's okay to seize control in case something goes wrong and we get fingered as the one behind our brother's death. We make our uncle like us better than our brother and think that we can learn whatever we want, then we bribe our way into getting our hands on all the sweet artifacts; our uncle likes us so he lets us get away with it. We hand them out to loyal people and/or use them personally to off our brother, and pin it on the Mysterious Person who murdered our parents, swearing revenge to an adoring public who love us forever.

This coup practically writes itself. Can't fail.
 
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Jeeze, 10 already? Its about time we got out there and got our first pokemon. Damn does time fly

EDIT: I vote we pick gastly as our starter
 
Say Guile, how awesome of a doting uncle can we have in the end, if we pick the 'right' choices?
 
I suppose I should put my reasoning down as well.

Magic Kingdom because magic, it also means our Uncle will expect us to study magic which can cover both battle and subterfuge. That is also why I picked minor title and retainers. Running an Estate is going to have to be part of our education, and quality of instructors are just as important as what we learn. Running a Barony is remarkably similar to running a Kingdom as well and the skills learned can translate well. I picked Traditionalist and Overbearing for that reason, they are both basically a non-issue because I want to learn both state-craft and magic to be our focus when learning things.

I picked the Uncle favoring our Brother because we still had two choice to go and using up 3/5s at the very first vote seems a bad idea.
 
Say Guile, how awesome of a doting uncle can we have in the end, if we pick the 'right' choices?
Completely depends on how the different votes interact.

He's the guy who personally led your kingdom's armies up until last year, so if you pick the right (wrong?) choices he'll do his best to turn you into a girl general in his own image. Other options include him pretty much clearing out and letting you two kids have it out for the throne, personally hounding your enemies like a blood-stained god of death and driving them before you like leaves before a storm, or being the Iroh to your Azula ("A doll? Seriously?").
 
[X] Plan Dreadis
[X] Caelis Valera [20]
Advantages
[X] Auspicious Birth [0]
[X] Female Deity [10]
[X] Lesser Title [20]
[X] Royal Retainers [10]
Parents' Death
[X] Terrible Accident [0]
Regent's Disposition
[X] Neither [-10]
[X] Liberal [10]
[X] Overbearing [0]

40 left
 
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The Highlands [0]
Auspicious Birth [0]
Assassination [0]
Both [0]
Traditionalist [0]
Overbearing [0]

SL1 run you casuls
 
[X] Dreadis

Not exactly my ideal, but choosing a traditionalist overbearing uncle who favors our brother is the least manageable choice I can think of. It's basically begging for a bad end out of the gates. I'd rather neither there since that's ultimately as workable as both in a different sense (adding another enemy to both of the PCs), but can work with a hands-off approach and an antagonistic uncle.

On top of that, I prefer the magical kingdom.

Combining magic kingdom+Hands off+Liberal+retainers (20) gives us by far the widest possible range of the best training as far as I can tell. Lesser title gives us excused to be elsewhere and a solid base if we need to do anything.
 
The Kingdom
[x] Baruna [20]
Advantages
[x] Auspicious Birth [0]
[x] Mandate of Heaven [0]
[x] Jewelry [10]
[x] Heirloom Treasures [20]
Parents' Death
[x] Assassination [0]
Regent's Disposition
[x] You [10]
[x] Traditionalist [0]
[x] Hands-off [10]
 
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Upon reflection, my plan is spending points on something it doesn't need. In Baruna the best magic is having money, and we can pay people to stab other people for us (or run our armies, etc. etc.) so a liberal education is an investment of points that we don't need. As long as we get hands-off we should be able to educate ourselves properly into a decent politico and schemer, and that's what we really need to win this. This brings the cost of my plan down to a not-terribly-modest 70 points; we'll still be tight on them later but it shouldn't matter too much as long as we have the assets in place to win, which we should after these purchases alone.

I don't think the value of having a regent who favors us over our brother is being fully appreciated here. The regent actively rules things, and if he favors us then with a little bit of work we might be able to get him to agree that we should inherit- at that point, we've practically won already! Taking the -20 for him favoring the prince makes the person in charge into our enemy and will make for a long, uphill slog toward having a powerbase that wants us to take the throne.

Retainers would be nice, but it packs the court with highly competent people who might catch on to our plans- and if they're loyal to the crown, they might be loyal to our brother before us. It's an element of risk that we don't need, even if it would improve our education a bit. A minor barony is a useful asset but almost everything that it gives us is something that we can get by having our uncle favor us and/or finagling a noble ally or two onto our side, so I don't know that it's really worth the points in light of the other options. Nothing that easily replaces a giant pile of ready cash or potential access to priceless magical doohickeys is likely to pop up during the course of play.

The Kingdom
[x] Baruna [20]

Advantages
[x] Auspicious Birth [0]
[x] Mandate of Heaven [0]
[x] Jewelry [10]
[x] Heirloom Treasures [20]

Parents' Death
[x] Assassination [0]

Regent's Disposition
[x] You [10]
[x] Traditionalist [0]
[x] Hands-off [10]

Your plan is reasonable but I fear that the combination of the regent strongly favoring our brother, then completely controlling and limiting our education may result in our being sidelined hard. What if he catches on that we're a threat and only lets us study, I don't know, healing magic or something else that's not terribly useful in launching coups, or just goes all-out and sticks us with needlepoint and dancing forever? If he doesn't favor us then we badly need him to be hands-off so that we have freedom to build ourself into someone capable without his interference.

I don't know what favors prince+liberal+overbearing will do to our education and I don't want to find out. He could decide that we need to learn sailing and naval tactics on a three-year trip to Cathay to bring down some pirates or something. Admittedly that would be awesome, but I don't see it helping us build a power base.

Also, I see no reason to expect that Female Deity is a good buy for the points outside of Callanrod. If we're going there, definitely take it; otherwise let's save the points or get something more useful.
 
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Female Diety is basically 'My gender does not define my right to rule.' Which without it might be an issue.

Overbearing and Liberal means he'll probably have us train us in war and managing an army as he knows it best and doesn't see gender as a thing to guide him. That combined with picking Prince as favorite might make him want to make the princess our brother's mighty general with the prince as King. Like he was to his brother, the King.

Which opens up the Military Coup path. I do dislike spending 60 points right off the bat, but its an interesting goal to strive for.

Changing my vote to
[X] Plan Dreadis
 
The Kingdom
[X] Baruna
[20]
Advantages
[X] Auspicious Birth [0]
[X] Jewelry [10]
[X] Royal Retainers [10]
Parents' Death
[X]Terrible Accident [0]
Regent's Disposition
[X] Both [0]
[X] Liberal [10]
[X] Hands-off [10]


This gives us 40 points to use on the future updates.
 
[X] Callanrod [10]
Advantages
[X] Auspicious Birth [0]
[X] Female Deity [10]
[X] Lesser Title [20]
[X] Royal Retainers [20]
Parents' Death
[X] Terrible Accident [0]
Regent's Disposition
[X] The Prince [-20]
[X] Liberal [10]
[X] Overbearing [0]

50 left


Female Diety is basically 'My gender does not define my right to rule.' Which without it might be an issue.

Overbearing and Liberal means he'll probably have us train us in war and managing an army as he knows it best and doesn't see gender as a thing to guide him. That combined with picking Prince as favorite might make him want to make the princess our brother's mighty general with the prince as King. Like he was to his brother, the King.

Which opens up the Military Coup path. I do dislike spending 60 points right off the bat, but its an interesting goal to strive for.
Ultimately there is little point in spending 20 points on Caelis Valera just because of "MAGIC!!", when your hope is a military coup.
Learning magic is something you can basically do anywhere, the key difference is the culture we'd be living in and that is one where even the one groomed to be a ruler is trained to be as impressive a mage as possible, especially if he's the faoured one, because that's what you need to do to rule there, while we are more trained towards being the beatstick all those snooty non-combat but research focused mages will look a bit down upon.

If we take the religious state with paladin orders and battle-monks dedicated towards a female deity as military, both us and our brother under Auspicious Birth and an uncle that is liberal and overbearing, but favouring our brother?
He'll push us towards his own role as a mighty general that's supposed to help the monarchy keep the religious military orders under control or at least some similar role that has us handling that side of things so they interfere less with our brother doing the actual ruling.

And once we establish ourselves firmly with those religious military orders and our brother's dark secret comes to light in a land of religion?
Well, both of us being under an Auspicious Birth and the deity everyone is dedicated towards being female leads to some very advantageous conclusions.
 
[X] Plan Inverted_Helix
Kingdom
[X] Caelis Valera [20]
Advantages
[X] Auspicious Birth [0]
[X] Lesser Title [20]
Parents' Death
[X] Assassination [0]
Regent's Disposition
[X] You [10]
[X] Traditionalist [0]
[X] Overbearing [0]

50 points remaining.

The way I see it with Lesser Title and Valera the traditionalist and overbearing regent traits aren't a big deal. As we'll need to learn the things needed for ruling and magic anyways because those are the things to do in that condition. The combination means I save on having to pay for liberal or hands off. The regent favoring us is a big deal because he can make things a lot harder for our brother or for us, better it be him.

I don't want mandate of heaven because that makes it easier for someone to depose us after we take control. I don't feel a need for female deity because if our magic is strong enough that's enough in Valera.

Royal retainers just aren't that useful since they will be working for our brother. He's the one in line for the throne which is what they are loyal to.
 
The Kingdom
Callanrod [10] – The center of religion for the region. Defended by a grand army of paladins and battle-monks, while inquisitors and missionaries undertake missions on local soil and in foreign lands. Faith is of great importance in this land, and the priesthood would prefer a pious queen over a degenerate king. The church does have significant influence over the monarchy, which is a curse more often than a blessing – but one you may be able to work with.
(Nature, Illusion, Necromancy and Demonic magic are banned in Callanrod, while Holy magic costs are at half price)

Advantages
Female Diety [10] – Your religion's god is personified as a woman. This will naturally make a female monarch easier to accept, and ensures your talents are not overlooked or belittled due to your gender.
Royal Retainers [20] – Your kingdom has a tradition of gathering the most capable administrators and specialists close to the throne. Though their loyalty is to the reigning monarch first and other members of the royal family second, these retainers are a bulwark against foreign aggression and native uprisings. This also raises the number and quality of potential tutors and contacts available to you.
The type of retainers available depend on the level of Advantage and specific kingdom chosen.

Parents' Death
Terrible Accident [0] – Foul play was initially suspected, but your mother's carriage crash did seem to simply be the result of a panicked horse and a road system that was perhaps not as well-funded as it should be. Your father wasted away over the next few years, and in the end grief and illness took him.

Regent's Disposition
Both [0] – Lacking his own children, the Regent has all but adopted you both as his own. He will independently move to crush any threat to either of you.
Liberal [10] – A more liberal Regent will allow you to undertake any training, even those not generally open to a woman. These range from the war-like to the magical to the merely unusual.
Overbearing [0] – Your uncle cares, and attempts to ensure your success in life. He does this by ensuring that you are taught all the things a princess should know. The Regent will attempt to dictate your studies as much as he is able, though his agenda will change depending on previous choices.

50 points remaining.
 
I'm going to give it a day, but it's looking like Baruna and Caelis Valera are the front-runners, with a few Callanrod votes for spice.

I will say that Darklight's vote will likely lead to a very traditional Barunese princess, learned in all the traditional pursuits: courtly behavior, music, dance, history, economics, law, intrigue... The endgame will probably involve either hiring a small army of mercenaries equipped with mystical doo-dads or sitting on a pile of money while lesser nobles admire your enormous assets.

Dreadis's vote will result in more of a mage-knight build, while your brother stays at home learning pure magic. Also viable, but remember that it's not enough to succeed - you also need your brother to fail. The Valeran army is strong, but relatively small, while the archmages of Caelis Valera are mighty in their own right; don't expect to be able to come marching back like Julius Caesar into Rome unless you can co-opt the whole thing out from under your uncle's nose.

Female Diety is never not useful, but it's effectiveness is reduced somewhat in Baruna and Caelis Valera. It helps promote gender equality regardless, but the New Church's hold is lesser in those lands, and courting the Church isn't really an effective win condition. ... Unless you can somehow spark off a crusade, I guess. And having foreign priests pour into the kingdom has it's own issues.
 
[X]Baruna [20]

[X]Auspicious Birth [0]
[X]Mandate of Heaven [0]


[X]Female Diety [10]
[X] Jewelry [10]
[X]Lesser Title [20]

[X]Assassination [0]

[X]Neither [-10]

[X]Traditionalist [0]

[X] Overbearing [0]

Total: 50.
 
[X] Caelis Valera [20]

[X] Lesser Title [20]

[X] Assassination [0]

[X] Neither [-10]

[X] Traditionalist [0]

[X] Hands-off [10]

This leaves 60 points for character creation.

Let's make the place a den of thieves and assassins! (I'm going to be so amused if either of the Princess or Prince survives till they're 18...)
 

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