Succubusekai: The Demoness Just Wanted To Stay With Her Friends! [Original-Ish] [Quest]

Arc 1, Chapter 1.1.15: One End Up, One Next Start
Let's open with an example of a roll.

The night continues. Six more tries, in total.

You're getting the hang of the twisters. Team two's getting onto point. Then, you reach the next mechanic.

Dice Pool: 2 Proficiency, 3 Ability, 2 Boost 1 Challenge, 4 Difficulty, 2 Setback



End Result: 2 Failure, 1 Advantage
… Aaaand that's the night, as the next few tank swaps keep getting flubbed and everything falls apart. StarMember took the 'WTF Of The Night' when a mistargeted Dive accidentally launched him into an antistack.

Which at least means Reach99 isn't to blame for anything. No jokes about tits draining brains or anything. (... Are you dumber now than before, honestly? How would you know? That's a whole philosophical exercise to itself.)
Your performance is quietly appreciated, and as the group returns to the guild house, it's time to break for the night.

… Which still leaves, like, five hours until Eira and Helen have gotten enough sleep. Which you start by just doing some random dungeons with people, until everyone's petering out for the night and only a couple people are on.

[X] (Online Shopping?) Offer Helen the chance to research and pick a couple items.
[X] (Online Shopping 2) Introduce Eira to online shopping and let her pick a couple things.


… At which point you start thinking about your teammates. They've got opportunities whose implications… Well, Helen's openly admitted to thinking about it, but Eira probably not nearly so much.

For Helen, a starship captain who probably had access to matter replicator technology, the potential is something she's likely considered, but not had opportune to take action on much yet. Giving her the chance to order a few things - on your dime, which limits you to your Earth paycheck unless you're willing to eat credit card debt (probably a bad idea) - might help kickstart some of what she's hoping to pursue with technological innovations to improve the situation of this world. All in keeping with Solaria's vision of civilization as a force for Good.

Eira, on the other hand? Arnstey Keep's not the busiest market she's been to - there's much larger cities out there here - but it's still enough to wrap your head around. The scale of even just one of the 'marketplace' sites is likely beyond her imagination. Trying to get her to really understand what happens when you have hundreds of millions of people working various stripes of factory across an entire planet similar in size to Aridia is going to break her brain harder and in a less entertaining way than sexy hypnosis time.

But, if she actually gets to thinking about it, and starts to explore its potential… Well, she's pretty damn clever, which is great to have in an ally. The uses for some of what she could get are not to be underestimated.

Still, it's good to do some research and thinking about this. Be ready to answer many questions - fortunately, you've read a LOT over the years, so you at least know where to start on a lot of things.

You can broach the subject in the morning, alongside breakfast. Of course, this could… Take a while, with Eira. But it's still, hopefully, enough to get you started. And if things can help you with tracking down and besting the cultists, so much the better. Keeping an eye on that objective is still important.

Especially after the absolute scare of a fight you had yesterday. Thankfully, people seem to be handling that okay, but…

You shudder thinking about it, even hours later. Was it your calls, or just bad luck, that almost got all three of you killed by a camp of bandits?

Will you be able to handle the next threat? And the next? The next?

Are you actually up to this task? Or are you just a fool who wasted her wishes and is doomed to fall? What even happens if someone like you dies? The Goddess didn't answer that.

… And so the spiral begins. Just because you can recognize it, doesn't make it easy to interrupt. Breathing exercises don't help. Walking around the apartment doesn't help. Going outside might draw unwanted attention, that's out.

It continues. Fucking teleportation magic. Why did it fail you so badly back there? Can you count on that? It seems less reliable than things like your charm magic. Why?

It continues. You're useless. You're a threat to Helen's ability to progress. You're trying to play heroine, why, you know what you're good at now, why not embrace it?

It continues. You should just get out of the way, let yourself be greedy and enjoy your fresh lease on life. You won't be able to help with the quest, so -

"Stop thinking about this and play some puzzles or something."

(Wisdom Save versus your own suggestion: 9-1 = 8. Failure, obviously.)

You should play some puzzles or something. What were you thinking about? It doesn't matter. Back to the computer you go.

A bit after you start playing some Sudoku puzzles, you can't help but giggle at what you did a little - literally magicking your own brain out of a depressive spiral. Is that a common Succubus trick, or a fresh discovery?

… Is dealing with depressive spirals normal for lust demons? You rather doubt anyone's bothered doing sociological research on that. Still, it's a good trick to keep handy for your own purposes. Though one you need to watch out for how you use it, obviously.

But it's a good trick for low-risk depression breaking through the power of exploiting the inherent magic of your dark sexuality! So that's cool. And it means you can put more into relaxing. Into making sure your rest is rest, so you're better able to focus on your responsibilities.

---

Morning comes, and you hear Helen moving first.

You lean out from your door, glancing around. Yeah, seems like Eira's still asleep.

"Hey, Helen. Idea. Over here?"

Your associate blinks, and nods, walking on over. "Yeah?"

You present your computer, pre-opened to an online shopping page.

"You first. Given my current financial situation…"

Quick calculations. Eliminate rent from your bills. That's a big win. Paychecks are biweekly, and…

"... Seven hundred fifty US dollars for each of us to spend, give or take. Next payday's officially in nine days, but the funds may arrive as little as seven. That's without cutting into my savings, which, let's keep those off-limits for now."

Helen blinks. "... Well, I can't say I haven't been thinking about this, but… Why now?"

You sigh. "... Because who knows if we're going to have the next chance, honestly. I'm not even sure what to buy myself. Do I focus on the Keep's situation, try to work with you on the idea of technological uplift, or just focus on my own enjoyment in hopes of building my own morale to hopefully improve my fighting? Or something else entirely?"

Helen pauses, and… "You had a panic attack last night, huh?"

"Thankfully not during the raid," you say. "Managed to cut it off, but."

"... Mmm. You're doing a good job practically considering the question, at least, but-"

And then there's a blanket tossed over your shoulders. It doesn't literally pin you to your chair, but it makes moving a bit awkward.

The Paladin shrugs a bit. "I'm no ship's psychologist. But I know a fair bit, and the thing I most know, is that I can't fight those intellectual battles for you. A lot of that's up to you. But if we're going to do this…"

She steps outside for a second. You hear the door to the apartment close.

And then she's back. "... We're going to need a bit. For one, I don't really have a handle on what, to me, is historic prices. I still need to decide on which of my goals to focus on, too.
You blink. "Especially when I've presented you with a few alternatives, huh?"

"Three sensible baselines, yes. And if we take 'how to add more money to our stocks' out of the question for the moment - saving the Keep is enough to worry about for now - then those are kinda the broad options."

***

[ ] (Helen's Shopping Focus) Items to make the quest for Arnstey Keep easier. Adventuring supply alternatives, basically. Anything from weaponry, to tools, to medkits, to many ideas the QM isn't thinking of.
[ ] (Helen's Shopping Focus) First steps towards bringing technology levels up in the area. Picking a specific technology to focus on is a challenge, and what options can be assisted with magic quite another - if only the submissive floof were a wizard - but starting to improve one area could improve lives greatly, which could put a strong downward pressure on the influence of villainy around these parts.
[ ] (Helen's Shopping Focus) Improvements to your own morale. Solaria is not precisely hot on asceticism for asceticism's sake, and the only reason you've operated so close to it as late is because you had to carry everything since you didn't have the funds for a bag of holding. Now, you have a freaking apartment - okay, room of holding, and accepting the chance to get some nice things isn't out of moral range, particularly when they're basically a freeform gift from an ally and when some of the possible choices of 'nice thing' might double as improvements to your fighting chances.

You'll notice that the vote is dedicated to broad categories. This is because there's a second portion to this - an advisory line of thinking. Whatever category you vote for, give me ideas for things that could fill the categories. These categories are super broad, so helping me narrow the ideas down is a Good Choice.

Eira's shopping focus will come as part of the next post; Senaz's will either come with that post, or be the post after that, depending on how much gets written based on this one.

The United Kingdom brought me more than a few ideas that I may incorporate into this. (One that Americans may not be used to, is how tight historic streets could be.)
 
[X](Helen's Shopping Focus) Items to make the quest for Arnstey Keep easier. Adventuring supply alternatives, basically. Anything from weaponry, to tools, to medkits, to many ideas the QM isn't thinking of.
-[X]Focus on modern camping gear and overland supplies; canteens, trail rations, firestarters, modern flashlights (rechargable/hand-powered), rain ponchos, etc. In addition, some survival staples, like duct tape and lightwieght trail gear, perhaps a folding shovel. A full medical kit with anesthetics and disinfectants could be useful. If we can get them, flashbangs and grenades would be very useful for clearing large groups of enemies.
-[X]If we have extra cash, get some quality of life things. Silk underthings, clothes which could be fitted and enchanted in the other world, comission team colors. Also, a camera which works in the other world; you could probably make bank or have a killer blog showing off fantasy photos.
 
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Getting your hands on flashbangs or grenades could be a bit tricky by mail-order without some criminal contacts...

(Remember, Senaz doesn't realize NoNam might be a source of such yet!)
 
Let's see, I'm now interested in thinking about what would actually work as technological uplift.

It'd probably need to be tools, or books. Ones for things that are non-electrical (sorting out wizard->electricity is likely to be annoying). But hmm... just introducing some industrial revolution level water- and steam-powered equipment could be big. Probably steam-powered, it's easy to leverage all kinds of exotic fuels into steam power, whether it's captive fire elementals or wizards or what.

Of course, the hard part is then convincing people to use it. Instruction books would be big, blueprints... actually would need to introduce the concept of blueprints first... You'd need stuff intended for teaching. School textbooks, probably (annoyingly expensive, those).

There is the double-edged sword of chemistry. Giving an alchemist's guild a few modern chemistry textbooks could accomplish a fair bit, but would also be teaching them how to make dynamite. Possibly enhanced dynamite.
 
Aside from generally useful things like duct tape, multi tools, pepper spay/stun guns, and water filters, there are a lot of explosives and chemical weapons you can make in your basement. Aside from the obvious pipe bombs, Tear gas seems especially useful as a non-lethal weapon. I think you need glycerin and sodium bisulfate, and a bunch of glass and rubber equipment.
 
A lot of those are things you can make in your basement if, and only if, you have the relevant expertise or don't mind the risk of blowing shit up or causing giant clouds of fumes because of a screwup you didn't know you made. Just having a slim handbook of instructions will not, typically, suffice.

So where would we make them? Our apartment in all its weird quasi-extradimensional glory? A camp in the woods? Somewhere in the very crowded and actually small citadel we've been adventuring out of?
 
A lot of those are things you can make in your basement if, and only if, you have the relevant expertise or don't mind the risk of blowing shit up or causing giant clouds of fumes because of a screwup you didn't know you made. Just having a slim handbook of instructions will not, typically, suffice.

So where would we make them? Our apartment in all its weird quasi-extradimensional glory? A camp in the woods? Somewhere in the very crowded and actually small citadel we've been adventuring out of?
I don't know why you're being so hostile, I'm just floating ideas. In the case of tear gas, safety equipment like gas masks, boric acid, and alcohol, and are obviously also a must. As for location, you probably shouldn't make tear gas inside, if you are going to. We would need to look for a spot outdoors near a source of running water we can use in emergencies.
 
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I don't know why you're being so hostile, I'm just floating ideas. In the case of tear gas, safety equipment like gas masks, boric acid, and alcohol, and are obviously also a must. As for location, you probably shouldn't make tear gas inside, if you are going to. We would need to look for a spot outdoors near a source of running water we can use in emergencies.
I'm sorry; that came across as too cranky.

The underlying problem, though, is real- setting up a chemical lab, even for open-flame-and-bucket stuff that doesn't require a lot of equipment or precisely controlled conditions, is not a trivial issue. And the PCs may or may not have the relevant expertise to know what is or isn't safe, unless I misremember.

My gut instinct is that it might go badly or run into a lot of complications, that's all.
 
Let's see, I'm now interested in thinking about what would actually work as technological uplift.

It'd probably need to be tools, or books. Ones for things that are non-electrical (sorting out wizard->electricity is likely to be annoying). But hmm... just introducing some industrial revolution level water- and steam-powered equipment could be big. Probably steam-powered, it's easy to leverage all kinds of exotic fuels into steam power, whether it's captive fire elementals or wizards or what.

Of course, the hard part is then convincing people to use it. Instruction books would be big, blueprints... actually would need to introduce the concept of blueprints first... You'd need stuff intended for teaching. School textbooks, probably (annoyingly expensive, those).

There is the double-edged sword of chemistry. Giving an alchemist's guild a few modern chemistry textbooks could accomplish a fair bit, but would also be teaching them how to make dynamite. Possibly enhanced dynamite.

A few thoughts here (including for the follow-on replies), from an out-of-story Neko perspective:
- Electricity can generally be considered a knowable quantity among the subset of Wizards who have learned spells like lightning bolt or chain lightning, but not particularly well-researched as yet - the idea of using it to power devices is probably not yet considered, considering we're not even to higher levels of clockwork technology-wise.
- Steam generation is a particularly cromulent option, though it'll take some experimentation.
- Solaria would probably not be a fan of captivity-based power source solutions of sentient/intelligent beings; things like nonliving elemental sources are fine.
- Blueprint is a specific form of technical and engineering diagram from the 19th century, allowing for easy precision copying. The broad concept of technical and engineering diagrams is much, much older... And there exists a spell in the third edition Spell Compendium, Amanuensis, for copying text precisely. (This one explicitly excludes illustrations; however, I'm going to say that if you had a Wizard or other research-minded arcanist who knew the spell, they could upgrade it to copy non-magical illustrations.)
- A modern chemistry textbook would be an immense boon to those with the right mindset to put it to use, such as alchemists. On Aridia, while Alchemy is often explored by wizards in some regions, it is not exclusive to spellcasters, though casters would have the advantage of being able to use magical effects for catalyzing specific reactions. The problem would be finding an Alchemist who can be trusted.
- Senaz and Helen are not crazy enough to consider doing chemistry in an as far as you know irreplaceable apartment, and Helen would probably not consider ANYPLACE in the Keep safe for most such experiments. There's plenty of open spaces around the Arnstey Borderlands, if you could secure an appropriate location.
 
Hmm, though, if we want to set off industrialization, we'd need to somehow confront the real stumbling block; we need to reduce the number of people needed for agriculture. Industrialization was ultimately set off just as much by improved farming equipment freeing up thousands of former farmers to become factory workers as it was by the invention of the factory.

So, modernized farming techniques. Buy a big sack of seed corn (HUGE nutrition/acre advantage). Though, modern corn cultivars are practically dependent on fertilizer, pesticide, and crop rotation to grow and not deplete the soil... so also soybeans. And maybe talk to some druids. And those alchemists about chemical pesticides.

Initial forays into steam power should be directed towards transportation and farming. Steam tractors revolutionized agriculture by being able to do the work of several teams of oxen. Steam power is good because it is both reasonably powerful and doesn't care how you make steam as long as the steam gets made. But you do need craftsmen with high enough precision to make watertight works. Though, if you introduced some dwarves to the designs for a Watt steam engine, they'd probably do a lot of the rest for you (hard part is then convincing them to share it outside their fortress).

That actually brings up that information sharing is another thing that would need to be worked on. Problem with a lot of societies at this level is that useful knowledge is commonly held as valuable secrets to be hoarded and kept from leaving your guild. But to get the innovation engine going, you need to convince people to share. Science thrives on cross-pollination. Not entirely sure how to solve this issue...
 
Given that none of the protagonists are agronomists, any attempt to be helpful that way needs to involve crops that are easy to work with. Because we'll be handing them off to people who have no lived experience with them and won't know what they need to do to cultivate them, if there are any specific picky requirements, which there often are.
 
Agriculture... that's gonna be a lot more complex than just introducing new crops; there is a lot of variables that'll be going into that; Weather, soil quality and type climate... just to name a few.

And lets not forget the elephant in the room; The labour pool to make the industrial revolution happen were freed up to become factory workers as a result of land enclosure and privatisation. And this may just be a hunch but I suspect we're not gonna want to go through with that
 
Potatoes then maybe? They're hardy, easy to grow, and high in calories.
Though you need to make sure not to be too dependent on them, they're missing some important nutrients.
 
Farm enhancements are a high-potential option for life improvement; you'd definitely need to be careful with this one for a variety of concerns, including evolutions in crop rotation. Finding druids could be a good boon.

If I recall correctly, potatoes with butter is an adequate source, though by themselves still imperfect. Crop rotations that play right to the new seeds will be critical.

I'm trying to figure out what kinds of modern farm equipment could be reasonably mail-ordered - though most of it, probably not at a $750 budget to start. (Better knives for treating cow hooves? Are modern knives better for that?)

In the context of Arnstey Keep specifically, especially if you manage to piss off the cult enough that they attempt a seige, techniques from the 'victory gardens' of World War II or even basic hydroponics could go a long way.
 
If I recall correctly, potatoes with butter is an adequate source, though by themselves still imperfect. Crop rotations that play right to the new seeds will be critical.
Quite. It should be noted that if you take typical medieval farmers and somehow induce them to start growing the new crops,* they will go right on raising greens and foraging in the adjacent wood and so on.

People generally don't live on monocrop diets and get malnutrition unless circumstances or poverty force them to.
________________________

*(easier said than done because they know damn well that if the crop fails, even through no fault of their own, there's a high chance Grandma starves that winter)

I'm trying to figure out what kinds of modern farm equipment could be reasonably mail-ordered - though most of it, probably not at a $750 budget to start. (Better knives for treating cow hooves? Are modern knives better for that?)
I'm sure there are lots of things a farmer could use, and something made of modern tool steel will almost invariably be better than something... not. However, at that point you're buying tools for individual farmers to use and they don't have a lot of potential to be taken and turned into something widespread by people adopting them on the other side of the isekai.

"Give a man to fish, teach a man to fish" territory.
 
Mostly, we'd probably want to get some agronomy books and convince someplace to try a crop rotation.
Bringing in modern seed cultivars could work, since plants then produce more seeds (though you'd need to stay away from the ones that are engineered so heavily their seeds need special care to grow).
But yeah, the hard part of a lot of this is convincing people to actually try that. Now, Senaz has some... abilities... that might help along those lines, and once you have a successful test case others will gradually be more willing to try it. But large scale change still will be hard since it would mean getting the information out of the local region and into the larger world.

Uplift is not an easy task. But that doesn't mean we couldn't start at it.
 
Industrialization was ultimately set off just as much by improved farming equipment freeing up thousands of former farmers to become factory workers as it was by the invention of the factory.

I think the haber-bosch nitrogen fixing process that enabled industrial production of ammonia, and hence fertilizer, is the other side of this, the first being mechanized equipment.

So chemistry might be in the future. This is also a precursor to the development of high explosives, since those tend to be too many nitrogen and hydrogen crammed into the same molecule, for those keeping an eye on not giving away weapons that make bloodbaths. Fertilizer and diesel fuel was the Oklahoma city bombing, for a famous example.

But personally? I think nitrogen fertilizer enabling 2x or 3x (guess) wheat and corn and barley would probably far outweigh the risk.

If I recall correctly, potatoes with butter is an adequate source, though by themselves still imperfect. Crop rotations that play right to the new seeds will be critical.

Potatoes alone would be HUGE. A plentiful starch that can be left in the ground so soldiers can't just steal it would do wonders for farmer welfare. Plus, they are their own seeds. Just get a few 10lb bags, tell farmers to leave them in the sun until they turn greenish and start to sprout, then cut them into chunks and plant the chunks. Agricultural revolution on the cheap.

That said,


[X] (Helen's Shopping Focus) Items to make the quest for Arnstey Keep easier. Adventuring supply alternatives, basically. Anything from weaponry, to tools, to medkits, to many ideas the QM isn't thinking of.
 
Just get a few 10lb bags, tell farmers to leave them in the sun until they turn greenish and start to sprout, then cut them into chunks and plant the chunks.
This isn't sufficient training on potato cultivation.

The potato plant (Solanum tuberosum), like many other species in family Solanaceae (the nightshades), has many parts that are not just inedible, but poisonous, due to various toxic alkaloids – and with careless harvesting or storage practices, that can even include the otherwise wholesome tubers.
 
Mostly, we'd probably want to get some agronomy books and convince someplace to try a crop rotation.
It's quite possible that they already rotate crops in a way that works well, especially if they have crops that aren't native to Earth. D&D sourcebooks usually aren't all that detailed about what kind of grains and legumes the peasants are growing.

Uplift is not an easy task. But that doesn't mean we couldn't start at it.
Yeah, but it does suggest that if you're in a hurry and not planning to drop everything else you're doing and spend the next decade working solely on the project...

...You might want to start with things that are easier to explain and get other people to start duplicating on their own. Things that make other people want to do something that will have widespread benefits, want to teach each other how to do it without further input from you, as opposed to something where you'll have to wrangle them into agreeing to do if you actively pay them to.
 
[X](Helen's Shopping Focus) Items to make the quest for Arnstey Keep easier. Adventuring supply alternatives, basically. Anything from weaponry, to tools, to medkits, to many ideas the QM isn't thinking of.
 
[X] (Helen's Shopping Focus) Items to make the quest for Arnstey Keep easier. Adventuring supply alternatives, basically. Anything from weaponry, to tools, to medkits, to many ideas the QM isn't thinking of.
 
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