Industrialization Quest

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The world has remained much the same for the last thousand years or more. Men are born, grow up, live, and die. Kingdoms rise and fall. Cities change hands, and the pyres of the dead stain the sky black. Any real progress is hard-fought and slow, a grinding effort against the world's eternal war against itself. You're going to change all that, hopefully. Because you have something very special...

It doesn't look like much. It showed you the future, you think. You saw glimpses of buildings reaching so high in the sky it seemed absurd. Carriages that sped down roads as if propelled by magic. Strange arrangements of wire and glass that burned brighter than a thousand candles!

You're going to make that miracle world a reality even if you die trying.
First glimpse

Rockeye

Plausible Engineer
Location
Midwestern U.S.
The world has remained much the same for the last thousand years or more. Men are born, grow up, live, and die. Kingdoms rise and fall. Armies are gathered and obliterated against each other. Cities grow prosperous, and are sacked by jealous rivals or angry gods. Nobles launch petty campaigns of insult and intrigue on each other in the eternal dance of lineages and inheritance.

Conquerors lead crusades to half a dozen holy lands, in Firyn, in Gastonia, to the islands of Ionia, and in those crucibles a few lucky souls emerge as glorious heroes, forgetting the rivers of blood that carried them there. Cities change hands, and the pyres of the dead stain the sky black. Small villages in the middle of nowhere are claimed by new lieges in treaties half a dozen times in a century, and the only thing that changes is who they tithe their harvests to. Monsters prey on man and beast alike, until they're killed by a great hero, the end of their reign of terror immortalized in tavern songs - but another monster takes their place sooner or later.

Any real progress is hard-fought and slow, a grinding effort against the world's eternal war against itself. Pigs and potatoes spread across the world. Priestly orders dedicated to healing the sick spread their teachings, and make a small dent against the looming and inevitable specter of plague.

You're going to change all that, hopefully. Because, you see, you have something very special...

It doesn't look like much. It's a small gem that shines with a brilliant blue light at a thought, showing instructions and images of a future that might come to pass - but only to you. To everyone else, it's just a glass bauble.

It showed you the future, you think. For a moment, an entire world of detail was made bare to you, books and books worth of a strange language that you somehow understood. Either that or you've gone utterly mad. You grew dangerously sick, feverish. You were insensate and bedridden for a week or more - you're not entirely sure how long.

You saw glimpses of a forest of vast workshops, bigger than a cathedral, where metal and wood were arranged by dozens of workers. Temples to industry and craft. Buildings reaching so high in the sky it seemed absurd. Carriages that sped down roads as if propelled by magic. Strange arrangements of wire and glass that burned brighter than a thousand candles! And around all these miraculous objects, people. People acting the same as they always do: Complaining about their neighbors, making bawdy jokes, gossiping and griping and telling stories, inured to the miracles that surrounded them and they used without thought.

They were mostly happy. Not universally - you saw mothers weeping for their babies in those visions. Lovers having arguments, swindlers plying their tricks, addicts of strange drugs killing each other with weapons that slay with a flash of light and a boom of thunder. You saw an awful nightmare of mud and blood, mangled bodies strewn across ruined fields, the cathedral-workshops spitting out instruments that sang the music of death.

The good outweighed the bad in the visions, though. You can't remember specific details for most of what it showed you, but you saw so much - everyone was so rich. It was a surprise and a tragedy if children died of sickness, instead of a sad fact of life! There were huge structures holding unthinkable amounts of books, those rare and expensive tomes of learning! Even lowly day-workers and beggars wore warm coats and occasionally had a meal of meat!

You have never wanted anything as badly before. It will be supremely difficult, no doubt. Forces you don't understand will oppose you. Setbacks you never could have anticipated will beset you. You will have to deal with the skepticism of the people if you want your changes to spread. It can't only be you - you'll have to teach people to make these miracles happen by themselves.

But you're going to make that miracle world a reality even if you die trying.



(Author's note: Check out the Informational threadmarks, the ones that aren't mechanics or stats I tried to write in an entertaining-yet-informative way.)



What did your Codex Crystal show you in that first, magical moment? Even now, it turns to similar topics more easily under your will. Perhaps it's trying to help you, frustrating as it is - you can see how these relatively simple methods and machines will be easier to create in reality than the stranger things you can barely understand.

[] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.

[] A massive kiln glowing with heat. Workers pour ore in and a huge bounty of molten metal spills back out. Iron is shaped into hundreds of ordinary tools that people use to do their usual work with much more ease. There's so much precious metal that it's even used to nail wooden boards together!
Codex will start with ironworks technology.

[] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hangs off a strange machine.
Codex will start with agriculture ideas and technology.

[] A metal cylinder with strange protrusions and bars. It hisses in a slow beat, moving back and forth to pump water up a hill, power a great bellows, or even move wagons without horses. The Codex flickers agitatedly along the many steps in its construction, as if warning you that it will be a difficult project.
Codex will start with a steam power technology and will prefer unlocks that lead towards building and using it, but this is a big project.
 
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Quest mechanics
Quest mechanics:

This will be a CK2-Style quest with a main character who has stats and traits, actions sorted into categories you pick one or more from, and a d100 with modifiers rolled for most events and actions, where meeting a threshold means success.

The goal of the quest is to use your Codex Crystal and the visions of technology it gives you to start the industrial revolution in a fantasy world.



Dice mechanics:

I'll roll a d100 for everything except specialized, specific rolls. Any applicable bonuses plus one of your stats get added to most rolls unless they are luck/fate rolls.

Actions have either a Difficulty, Progress, or Neither. Actions with Progress get the d100 roll added to their Progress when they are taken and complete when the progress bar fills. Actions with Difficulty succeed if the result plus bonuses is greater than the difficulty. Rolling 50 over the difficulty after bonuses is a Great Success, with improved results. Rolling 100 or more over the difficulty is a Critical Success, with dramatic results depending on how good the crit is. Rolling less than 10 over the target is a Bare Success, which usually causes a complication.

Natural 100s explode (roll again and add the second roll to the first), and any bonuses apply again to exploded dice. Natural 100s are Natural Criticals and do even better things for you than regular critical successes.

Natural 1's will suck hard, even if you have enough bonuses to technically succeed at the action anyway there will be some significant penalty..



Money:

Your Profit is an abstracted general accounting of your resources and money. It represents the overall wealth and resources you personally control. You want this number to go up over time.

Profit can be Invested while an action is going on, which means it is unavailable and locked up in something but you are likely to get it back when the action completes barring critical failures or hostile action. Things like trade missions, opening a new business, or giving loans to people will involve Investing Profit.

Profit can be Burned as well. Burned Profit is gone, spent, poof. Bribes, funding research, and building new machinery or structures are the kind of thing that Burns Profit. It's often worth it, but it does mean you won't be getting those resources back... At least not directly.

Every three turns there is a quarterly review. Many projects will generate profit once every three turns. For example, a small weaving workshop might generate 2+1d4 Profit per quarter, and a bank with a lot of assets to loan out might generate 3d6 - 6 Profit per quarter (small chance to lose money).



New Tech:

The Codex Crystal reveals new technologies slowly as you become ready for them naturally, or can be prompted for new ideas with an action. Generally to put something new into use you will have to unlock it in the codex (time or actions), study it and build an outline (actions and not money), experiment build prototypes and develop the tech (actions and money), and then actually put it into use (actions and money).

There will also be an element of knowledge-building and institution-building, though I am undecided what it will look like. One steam engine is not worth all that much in the long term. An engineering school that makes steam engines? Does quite a lot more for long-term progress!



Enemies:

Your biggest long-term challenges and enemies have yet to reveal themselves... For now, your greatest enemy is the natural reluctance of people to change and the general poverty of the place you find yourself in.

More details will be edited in as I solidify them.
 
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[X] A massive kiln glowing with heat. Workers pour ore in and a huge bounty of molten metal spills back out. Iron is shaped into hundreds of ordinary tools that people use to do their usual work with much more ease. There's so much precious metal that it's even used to nail wooden boards together!
Codex will start with ironworks technology.
 
[X] A massive kiln glowing with heat. Workers pour ore in and a huge bounty of molten metal spills back out. Iron is shaped into hundreds of ordinary tools that people use to do their usual work with much more ease. There's so much precious metal that it's even used to nail wooden boards together!
Codex will start with ironworks technology.
 
[X] A metal cylinder with strange protrusions and bars. It hisses in a slow beat, moving back and forth to pump water up a hill, power a great bellows, or even move wagons without horses. The Codex flickers agitatedly along the many steps in its construction, as if warning you that it will be a difficult project.
Codex will start with a steam power technology and will prefer unlocks that lead towards building and using it, but this is a big project.
 
[x] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.

advancing too far technologically can cause problems, its much better to improve it organically.
 
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[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.
Codex will start with agriculture ideas and technology.
 
[X] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.
 
[x] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.

we need money in any case!
 
[x] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.
 
[X] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.

Trade and Finances are the bedrock upon which everything else can be built.
 
[X] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.
 
[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.
Codex will start with agriculture ideas and technology.

Most of the elements in this are probably already in use to some extent, and are tricky to detect as a huge change immediately, lending a chance for the idea to spread without major reactions from active enemies, and directly and obviously raises the goodwill of those that adopt or benefit from it. Finally, it offers surplus, which leads to massive population booms, which means manpower for industrial factories or defense against reactionaries.

It's boon is it's weakness. It's a move that trickles in over a decade or two, compared to the more immediate impact of ironworks, or the subtle, consistent effect of finances.
 
This reminds me of a quest I saw on QQ a while back. Here's hoping medieval stasis isn't a supernatural force trying to stop us. @Rockeye, could we know a bit more about the state of the world? Are we basically in medieval Europe? Maybe China? Does gunpowder exist? What are some common technologies and institutions in existence?

[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.
Codex will start with agriculture ideas and technology.

Causing a massive population boom would help us go a long way towards producing societal change. We need a large workforce and I agree with Powerofmind it's subtle enough that we're unlikely to gain enemies immediately. Plus a lot of land reform involved consolidating common land for large estates, so the nobility would support us in those endeavours. We publish a few treatises/essays on it, showcase improvements we can make, and then everyone will be copying us. The downside of course is the eventual displacement of peasant tenants to cities in search of work but that wouldn't happen for a few decades down the line and nobles wouldn't care. And history has shown it's unfortunately pretty easy to brutalize peasants and workers without triggering a revolution.

Ironworks is tempting because the ability to make higher quality iron tools and weapons for cheap would make us rich very quickly. The technology could also be stolen, which would help us, since everyone would be using our new ironworking techniques in order to be economically competitive. That might however attraction from various guilds. They liked to flex their influence whenever they could, however minor it may be.
 
It's indeed inspired by that quest from QQ. Stasis, in that exact form, is not present in this world but I want to be a little mysterious about the nature of your opposition.

I'll try to write up a nice info post tomorrow, but the world is basically in the late iron age or early medeival period. Horses and knights and candles are things. Lanterns and compasses and banks are not.

@Fission Battery
 
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[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.
Codex will start with agriculture ideas and technology.
 
[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.
Codex will start with agriculture ideas and technology.
 
[X] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.
 
[x] Numbers and words arranged in great tables. Addition and subtraction, goods moving in and out as the numbers shift and slide. Money changing hands and somehow returning larger. Great ships loading exactly the right amount of goods and supplies for their journeys.
Codex will start with trade and finance ideas.
 
[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hangs off a strange machine.
Codex will start with agriculture ideas and technology.

The other three have been done half to death, imo. I think an agriculture focus would be fun, and would give a chance to spotlight some aspects of the workings of civilization that are often underappreciated.
 
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[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.
Codex will start with agriculture ideas and technology.
 
[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.

We just need to find a level 99 Adventurer girlfriend and then we'll be all set and ready.
 
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[X] Neatly-ordered fields divided along clean lines. Massive farms providing truly huge harvests. Slightly-different crops and livestock that seem more bountiful and healthy than before. Wooden contraptions process plants with surprising efficiency, and a bolt of cloth hanging off a strange machine.
Codex will start with agriculture ideas and technology.
 
[x] A metal cylinder with strange protrusions and bars. It hisses in a slow beat, moving back and forth to pump water up a hill, power a great bellows, or even move wagons without horses. The Codex flickers agitatedly along the many steps in its construction, as if warning you that it will be a difficult project.
 
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