What would readers prefer?

  • Pure narrative quest: no dice will be used, the author will have free reign to decide what happens.

    Votes: 25 59.5%
  • New dice system: the author will design a new, better dice system to add some randomness and risk.

    Votes: 17 40.5%

  • Total voters
    42
  • Poll closed .
Nice update!

[X] Plan Relieve the Pressure

Opening an aggressive southern front is just a really good idea. We're probably better in combat than we are in social situations with nobles, so I like that choice better than going to the barons--but strategically, neutralizing/recruiting two entire economic areas would also be more valuable than simply being more strength for the Northern lines right now.
 
[x] Plan Relieve the Pressure

Two fronts, no waiting. Even if the Empire is militarily stronger than both groups combined, fighting (and coordinating logistics) in multiple places at once will sap them badly. Push them hard enough and they may even have to abandon their totally-not-a-siege-I-swear of the Marble Hall.
 
"Life's hard up here, thought you would have known that, since you claimed you lived on a mountain too."
Rude. Like, first off, Ryza didn't actually say anything about the prosperity or poverty of Whitewing territory, she just doesn't like excessive violence.

Second, there were three people living on her entire mountain; her parents were hunting game for their family, not trying to herd goats and sheep to feed multiple villages. Those herdsmen understand how the Empire's agrarian peasantry lives than Ryza understands either of their lives, because she grew up under a fundamentally different subsistence system. Third, it's a subsistence system that Ryza barely participated in, because she is a child.

And finally, it's kind of a dick move to imply that Ryza was lying about her past, especially since she's had to deal with people trying to dismiss such "claims" as justification for treating her as a bloodthirsty monster. I mean, it would be rude to say "you claimed you lived on a mountain" to anyone who said that without evidence that they were lying about that, but it's a lot worse with context.

If you ever try to do something like this in the future, you need to do a better job of understanding the background before you say anything that gets both sides fighting, which would cause an attempted mediation to spiral out of control.
On one hand, Ryza is right that understanding the background is important. But at the same time...if she thinks that Mary and the bandit fighting is worse than Mary beating up on the defenseless bandit, that the situation would have been "under control" without her in any sense except "Mary could control how much pain the bandit was in (it's a lot)," she's wrong.

This might be a hot take, but I don't think Ryza made the situation worse. Which says more about the situation than her handling of it—Ryza was broadly ineffective at everything she tried to do—but I wish she wouldn't beat herself up over it.
And between the bandit getting stabbed a few times to murder him and getting bled slowly to make him suffer...it's not what Ryza was trying, but I don't think letting Mary torture the bandit would be better for him, you know?

The man blinks as he seems to notice you. "Ah, Mistress Ryza," he says, before blanching.
It's okay; Ryza won't judge you for not noticing her. She's used to it, being short and all.

With that, Angela turns Peri around and, with a whistle, leads her friends out of the gate. You frown as you realize she's going much slower than when she'd lifted off with you.
...Huh.

True, landing in your dragon-form did end up scaring a few people in the village you landed near to meet up with the first of the riders, but you're pretty sure you were able to calm them all down in the end.
Some day, Ryza's going to look back on that period of time where people freaked out about her showing up and laugh. Just like the way everyone assumed she and Apollo were dating because they read books together.
A minute later, you drop into a dive, swooping down to land with a thud a few meters in front of the column. "Hi Art-" you start.

"AAAHHHH!"

You blink as you watch the horses back up, nickering and neighing and rearing even as their riders try to calm them. There's even one person who falls off her horse, scrambling away from you.
That person will probably never forgive you, though.
Looking past Alejandro as he responds, you frown as you see the woman who fell off is still on the ground, staring at you and clutching her axe as if you're some sort of monster.

Oh crap, she's a party member. Um, don't worry Ryza, I was just joking!

By the sound of it, a lot! Apparently, after leaving Agrithe and the Southern Kingdoms, Artemis had been ambushed by another group of Talons. This time, however, she had been able to defeat them, along with some help from Elena. The former Talon had also been able to tell Artemis about the Talons' evil plan: to make a Northern noble whose child had been kidnapped just like Sypha do something stupid. Unfortunately, since you hadn't been up north to save his children, he had been forced to march his troops towards the Empire in a way that would give the Regent an excuse to be able to invade the Kingdoms as well as the Divine Realm. Thankfully, Artemis had been able to stop that army, though the nobleman himself had been able to gather the last few of his men and make another push. Artemis had rushed to stop them as well, but unfortunately the rest of the Talon chapter had moved to stop her.
To summarize: The Northerners were marching into the Empire to give them an excuse to declare war. The Southerners intervened to stop them, so Empire forces intervened to stop them from stopping them, effectively fighting on behalf of the Northerners, letting them march into the Empire unimpeded so the Imperial Regent could declare war.

A political snafu that justifies a level where you fight a different mix of units, while still focused on the one Evil Empire as antagonists? It's almost like this quest takes inspiration from Fire Emblem or something...


[X] Plan To The Barons
[X] Plan Getting some Banes so things are narratively interesting
Of course the two plans I'm interested in are the ones with the least support.
[X]Plan Social Artillery
 
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[X]Plan Social Artillery
-[X] Social Options: (Choose 2)
--[X] Phoebe
--[X] Write-in (subject to veto): Siri
-[X] Learning Options (Choose 2)
--[X] Continue learning Yellow magic
---[X] Specialist Spell (Bolting)
--[X] Begin learning Red magic (Fire)
-[X] The path before you seems an… odd, one. Apparently, during the buildup, Archduke Letoro was in secret contact with Baron Rickman and Baron Warwick-Lightbringer. In the last days before the invasion of the Southlands, the Archduke has apparently made a breakthrough: the two Barons are willing to either stand aside without a fight or, possibly, even join forces with the Southern Kingdoms. However, to finalize the deal, face-to-face meetings are required. Artemis will take a small, stealthy force to slip first to Warwick, who's on the border, and from there to Rickman. Despite the fact that the Archduke and Kopoi insist that these meetings are legitimate, you're not going to let her go alone! (High Social, Low Combat)
-[X] Boons:
--[X] The Revisionists find fertile ground for your story.
--[X] The war in the North gets off to a good start.
--[X] A boon unique to your path forward appears.
-[X] Banes:
--[X] Someone causes problems at your back at a bad time.
--[X] A bane unique to your path forward appears.

A bit late to the plan table but I'll put this one out there. Personally I just like the intrigue factor of going to the barons. I also feel like most of us are on the same page for magic. As for social, went for some friends we haven't really hanged out with instead of our usual crew to expand our circle. And because I am fully sunk cost fallacy on getting a Siri support at this point lol. For Boons the first two feels by far the most significant and then I added on the unique boon because mystery box. For banes, these felt like the two least harmful and have the benefit of adding to the intrigue pile and more mystery box. I wanted to fit in the friend crossing lnies boon but I didn't know what bane to counter it with. My next favored option was shadow moves beyond our sight but I think there's still lnigering trauma in the thread over what that bane has done in the past LOL.

But I'll throw a vote to:

[X] Plan To The Barons

as well because it hits most of the same notes as mine.
 
Things going poorly for Ryza on the social was very unfortunate, but interesting to read. Good job on making that ride back seem as awkward as possible. Mary really stuck to her guns on that one. It was nice to see Angela again too.

As for the plans, well. We've been giving three options and I don't dislike any of them. I don't mind which we pick. Being more aggressive is always a good thing. But doing our best to make more inroads with the sympathetic side of the Empire could have some great payoff both for the war and for manakete. I have no hard opinion on reinforcing the North other than meeting more people always being nice.

Since we're going to war I want to learn either bolting or silence, or both. If I think about social so long as we get an Elena social I'm fine with anyone else.

And I'm of the opinion that if we want good things to happen, we have to accept that sometimes it will come with some bad. So I'll take a bane or two.

[x] Plan Relieve the Pressure
[X] Plan Getting some Banes so things are narratively interesting
 
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…is it weird that I kinda want to keep the route split going?

Like, Ryza's trip to the Marble Hall was a very social-heavy chapter, whereas Artemis's trip to the frontlines looked like it was all combat. I'm of a mind to say that things need equalizing; let Ryza have her turn at the northern front, and let Artemis do some social-fu of her own at the Barons' place. Then we can pull a Sacred Stones mid-battle army merge.
 
I am disappointed the Getting Stuck In is in the lead, it doesn't take any Banes for that sweet sweet story complications and character growth.
 
Relieve the Pressure is almost the same but gets greedy with banes.

You may or may not like that. But I'll admit to being very paranoid after how bad the one Bane we did take was.
 
I am disappointed the Getting Stuck In is in the lead, it doesn't take any Banes for that sweet sweet story complications and character growth.
Picking up a bane means that we get more control over the narrative, and the narrative has more stuff going on, and we get a free boon to go along with the bane. Win-win-win!

I guess the third 'win' is probably the biggest, but the other two are nothing to sneeze at.
 
Relieve the Pressure is almost the same but gets greedy with banes.

You may or may not like that. But I'll admit to being very paranoid after how bad the one Bane we did take was.
*points out how I've said that all the banes and boons I took except for a few were up for negotiation*

Yeah, I chose those very intentionally to give Writer-San room to cackle with glee and play. Regardless, I'm honestly happy with whatever wins. Sure, I'd prefer if my vote wins, but this quest has been a blast regardless of the paths taken, so I'm just here for the Manakete stuff that we'll get regardless.
 
If I had to guess it would be something like Barons + Old Loyalties Can Never Be Overcome leading to a case where it's an almost doomed proposition from the start, or at least way harder than it would seem to be as one or both of the collaborators has a change of heart and betrays us.

Something that has been bouncing in my mind is the "a friend crosses over" and "old loyalties can't be overcome" boon/bane. One of those is probably Lacroix but it shouldn't be the case that they both are (what if we chose both simultaneously, after all?) in which case I feel like the number of possibilities shouldn't be that high since it implies Imperial-aligned characters and I don't feel like we know that many. One of the Barons, obviously, but I can't think of too many others.

Though I tend to occupy myself by trying to guess what the boon/banes could be even though in most cases we'll never know. Knife at our back/Someone makes trouble sounds most like Cicenco but for similar reasons I feel like there has to be at least one other option to fit the other side of the coin. Think he's most likely to be the trouble option because he feels less "knife in the dark" and more "knife in broad daylight" lol.

I guess the scariest option for old loyalties bane is Stormspeaker since he is nominally the Empire's High Mage.
 
Honestly, I kind of hate how devastating "The Shadow Moves" turned out to be, because it means even tactical Bane picking feels like a non-starter.
 
Since my current vote is unlikely to win, changing to
[X] Plan Relieve the Pressure

It might not be optimal, but it sounds a lot more fun.
 
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