Industrialization Quest

[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Disgraced Noble
 
[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Disgraced Noble
 
[X] Unfortunate Genius
[X] Firyn. A land of monsters and crazy ideas, whose people are incredibly reckless and thus always willing to try something new. The insanity might cause trouble for your investments. At least they stay well away from the world stage, more concerned by fighting their own land than outside threats - not counting the Sudarians who never seem to make much of a dent in their crusades.
 
[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Unfortunate Genius
 
[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Disgraced Noble

Oh yeah Veschwar has what we want- high pop and good internal security will be great for our agricultural improvements as that will free up more men for other tasks. The military prioritized, if we can show we can reduce the amount of manpower needed for farming and thus free up manpower for the military I am sure we can get backing from other power players in the government. And a stable united government can promote the ideas.

An army marches on its stomach too. We simply need to demonstrate that with our techniques we can produce more food without needing more land. That should easily win over support. We should try to develop jarring and canning technology as soon as possible. That'd make military rations last longer.
 
On the Nature of Gods
A text recovered from the sealed archives of the Summa Lux, a temple dedicated to Khysia, God of Light, in Lumeria.
Presumably seized as heretical in times past and then forgotten. Author unknown, but the original language - an older version of Secca - indicates that it was probably written by an Ionian.


I am more sure than ever now: The Gods are inhuman.

Of course they're not humans. Their very flesh is so suffused with magic that it's not entirely real. They can perform free-form magic and impose their will upon the world however they like, unlike that strict and regimented kind that wizards learn to wield. Their minds do not work the same way, perhaps as a result of seeing or feeling different things than we "mortals"... And they can cross the barrier between Heaven and Earth.

(A note for readers: It is not always agreed whether "Heaven" is one world like our own, or many disconnected realms. Some say that Heaven and the Celestial Garden and the Rivers of the Dead and various other places the gods speak of are all different places - I can offer no insight to this, but will use "Heaven" to refer to all places outside of Earth.)

So what is a God, exactly? I will use a definition that brushes aside all quibbles of kami versus deus versus djinn, which excludes clerics, paladins, demigods, and monsters. Let more academic tomes on theology quibble and debate the barriers between kinds - I am making general observations about the family. For my purposes, a God is a person who comes from Heaven, who wields magic in ways human wizards never could, who is unaging by nature, and who makes it their business to interfere in the affairs of humans if they encounter any.

What drives them on a fundamental level? We mortals are sometimes said to be driven by greed or fear or lust, and sometimes by love and compassion, or hope. There are stories of goodness and evil from every human culture in the world, and in my years of travel I have found that men and women all ultimately feel the same drives, whatever their beliefs and ways of living are.

Gods do not follow the same drives as humans. There are gods of compassion, yes. Gods who embody bloodlust and revenge, or any other human emotion, and gods who have little to do with the people of Earth at all. There is a clear pattern to my mind - not an ironclad rule without exceptions, but a general trend sussed out from a thousand fragments of stories. Weaker or lesser gods almost always seem obsessed with a tiny domain, with no care for anything that does not relate to what they want, even as instruments of long-term gain or cooperation. Only once they have decades or centuries of experience or vast power gathered - however gods gather these things - do they become more sophisticated.

I once observed the development of a kami of a young spring for two years. I was lucky enough to witness her descend from Heaven one spring morning and immediately fixate on a beautiful mountain spring. Her form was that of clear, flowing water that shifted from one moment to the next and glowed with a faint blue light. For the first several months, she did nothing else besides rest in her own waters, wander around the edges and imitate the shapes of any animals or people who approached.

When anyone tried to talk to her, she would imitate the noises as one might imitate an animal's, but clearly did not understand that they had meaning. She showed little curiosity about anything beyond her source-waters, and besides clearing leaves and other debris out of the water and blessing several trees in the area did nothing of interest.

That changed when a wandering Saur took up residence in the spring. Its foul presence drove away the animals and was slowly poisoning the water. The kami was frantic, trying to drive it off with spashes, light, and steam, but she was too weak. I ran to the nearby village and paid a party of local toughs to return with me and kill it - kill it they did, slaying the Saur but taking several nasty injuries in the process. The kami's expression was unreadable. She healed them... And then tried to get them to stay, and grew alarmed and upset when they wanted to leave. They eventually managed to escape, thankfully.

After that point she paid a lot of attention to me when I visited. I taught her to speak - her attention was still hyper-focused on her source spring, and she only wanted to learn about monsters that might threaten it and how to get more men with swords to come after the monsters, or how to kill them herself. I had to leave for other lands soon by that point, but I introduced the kami to a friend I had made, and from her reports the God slowly began to understand humans - though things like children, modesty, and needing to eat were unfamiliar, the ideas of nations, wars, and barter were comprehensible as soon as she had words for them.

A more full recollection of this kami is included later in these pages. I hope the observations will be useful to theologians.

The workings of older and more powerful gods achieve far greater sophistication. Take for an example the God with the most human support anywhere in the world, the one widely regarded as the single most powerful entity on Earth: Khysia, the Eternal Light. While Khysia's tales exalt her compassion, honor, and love in modern times, upholding her as a guardian of order in a chaotic world and a wise caretaker for those who follow her, the early myths of Khysia reveal a far more spotted history. Early stories include actions like burning cities that had surrendered to her armies, ending a plague by killing everyone who was currently infected by it, and asking parents to sacrifice their children to prove their devotion to her faith was sufficiently great.

Even now, everything I have been able to research in the stolid land of Lumeria indicates that Khysia herself does not comfort petitioners or give sermons. I cannot help but wonder, given my experiences with other gods, whether this is because she would be bad at it. Perhaps it's no wonder that all the truly "successful" gods have large and devoted priesthoods and ecclesiastical traditions. Humans understand humans, and by working together with a god can wield the god's powers to exercise great influence on the mortals of this Earth. Thus I envision priests and clerics not as servants, but as partners of a sort - the same way a knight is almost seen as a partner of his noble patron, and with gold and guidance can achieve goals that his lord cannot.

Other examples include-



Most of the rest of the pages are badly damaged. A note in Lumerian is scrawled at the bottom of the last one.



Volan,
We found this on a foreigner arrested for unauthorized possession of alcohol. I've only translated a bit of it, but it's obviously the ravings of a madman. He questions the nature of gods and compares the Good Light to heathens who worship mud, sex, and murder. Ludicrous! Khysia's nature is inherently superior to heathen spirits, and her love is perfect and eternal. Her honor and guidance is the only thing that protects us from the monsters we could be. Perhaps he wanted to mislead the people for his own gain? Regardless, he has been dealt with. This rag may be of interest to the Lightbearers, so they can better learn what misleading lies are being told in our lands. Archive it for now and hand it over at the next annual visit.
Aeternum Lux.
 
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[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Disgraced Noble

Fantasy Prussia get!
Seriously though, stable and secure government is paramount to kickstarting literally anything; can't revolutionize industry if your factory burns down. High population is also essential to industrialization. Military prioritized may seem limiting, but with the right words and enough pull one could justify almost any uplifting development.
Oh, and disgraced noble helps us interface with the big cheese, something pretty important when upending the status quo. Sure we're disgraced, but we're still One of Them(tm) and know decorum.
 
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[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Disgraced Noble
 
[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Disgraced Noble
 
Inserted tally

Veschwar/Disgraced Noble is well in the lead. I'll call the vote at 11 my time (2 1/2 hours).
Adhoc vote count started by Rockeye on Jan 4, 2020 at 9:32 PM, finished with 46 posts and 38 votes.
 
[X] Firyn. A land of monsters and crazy ideas, whose people are incredibly reckless and thus always willing to try something new. The insanity might cause trouble for your investments. At least they stay well away from the world stage, more concerned by fighting their own land than outside threats - not counting the Sudarians who never seem to make much of a dent in their crusades.
[X] Unfortunate Genius

Edit: C'mmon guys! Let's be the Greatest Genius of the land of Mad Scientists!
 
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And that's a wrap.

[X] Veschwar. A kingdom that has been constantly under attack for centuries and clawed its way to relevance through war. The people here are bitter, tough, and always looking for a military advantage. While most of the world is very wary of them, this kingdom is ripe for industry and innovation.
Advantages: High population, Military prioritized, good internal security (death to bandits), stable government.
Disadvantages: Military prioritized, Landlocked, Trade embargoes, Great Powers are worried about this place.
Extra initial unlock: Improved Horse Collar
Extra initial research prospects: Cast Iron Plow, Vodka Distillery

[X] Disgraced Noble

Character creation part 2 to follow, and after that we'll get to strategic turn 1.
 
Disgrace and banishment (character creation part 2)
You are Master Harold Bismarck of house Bismarck, a respectable but not particularly grand noble house in the nation of Veschwar, and you are lying down in a scratchy bed, shirtless, feeling like someone threw a rock at your head.

You were deathly ill after you first held the Codex Crystal. Almost two weeks, you were told later. For half a month, you were insensate. The world was nothing but horrible headaches crowded away by the images the Codex was showing you, washed-out images of a roof, blurred faces hovering over you. You were feverish. Babbling. In intense pain.

And now, you're alone except a man in armor who you don't recognize is in your room. Even steady Sir Cable, your personal knight assigned to you as bodyguard by your father, is gone.

"Good afternoon, Mister Bismarck."

Mister? Your eyes narrow. Does he know what he just-

You watch the neutral expression on his face quirk into an ever-so-slight smirk. A shift in his eyes. Yes. He does know you are a noble. Except, apparently, you're not anymore. You were 'Master Bismarck' last month, and you would be 'Lord Bismarck' if something had happened to your father. 'Mister' is a commoner man's title.

Your horror must show as you realize that you are being stripped of your nobility for your misdeeds, because the man nods slightly.

"I see you realize your situation, Mister Bismarck. Good. My Lord Governor was hoping you would just die and be out of our hair, but apparently we're not so lucky."

You swallow involuntarily. "The Lord Governor Burke?"

"That's the one, Lord Governor of the province of Neumsfar. Your Lord Governor. Now, what you did is not quite enough to merit an execution. And you're still a literate and numerate man, something that is in somewhat short supply in the more remote parts of our great kingdom. So, no hangman's noose for you. Lucky break, yeah?"

"W-Who might I have the pleasure of speaking with, sir?"

"Me? Captain Varn. 4th Cavalry, Eastern Army. Just call me 'Captain' and we'll get along just. Fine."

On the last two words he leans forward, something hard and resentful in his eyes.

"Let me be frank with you, Mister Bismarck. You fucked up very badly. My superiors want you to disappear and never cross their paths again. So you are being carted off to the middle of nowhere to serve as an administrator for a sleepy hamlet in a sleepy boring corner of Veschwar. There's no inns or court musicians and I'd wager the best wine you can get is whatever you let ferment in a pool behind your new 'manor'. Your new duty has only token pay, the locals will probably resent you, there is no room for advancement. You cannot refuse this honor. Your family has been politely asked not to assist you too much, and I doubt they would want to anyway. Are we clear?"

...This is what you get for being sick for two weeks right as the whole mess came to a head. You weren't able to schmooze and control the damage- And it still would have been a disaster even if you had been awake to control how it landed. There was probably a whole bunch of favor trading that you will never learn the details of, as your father lost position and prestige in front of the Lord Governor's court to try and run interference for you as best he could.

At least they're not executing you. And there's a silver lining to that awful towering stormcloud of obscurity: You are being disappeared, whisked away to somewhere you can't do much harm, which means that hopefully you can start on the project the Codex Crystal showed you without anyone paying particularly close attention. And maybe, if you are very successful in this quiet corner of misty hinterlands, you can someday redeem yourself.

But you still want to cradle your head in your arms as you process his speech and wake up enough to remember just what exactly you did.

[ ] You displayed a consistent pattern of poor military leadership, and then shamefully got a lot of men killed in an incredibly reckless move while attempting to redeem yourself, disobeying orders in the process. Weak martial.
[ ] You somehow failed to notice an extremely bold fraud and embezzling scheme right under your nose, and when inquisitors showed up things fell out in such a way that the blame for the entire thing fell on you. Weak stewardship.
[ ] You got drunk with a very charming woman and let her into a record-hall when she expressed disbelief that anyone could stand to write an entire book. She knocked you out, stole some records, and burned the rest. Weak intrigue.

Oh, gods, what does your father think? How could you have been so stupid?

You aren't given a chance to pack; They've done it for you. You are handed a scroll that details exactly how much grain and potatoes the village you're being sent to is required to produce for the King's Granaries, and what price the Lord Governor has set for them. There's also a few notes on the village itself. Name: Nesiwald. Established 833 A.P. - It's 1138 now, so just over 300 years ago - population of one hundred ninety three families. One small church, to Shallya, the healer. The village headman is one Ludwig Nesiwald, almost certainly the direct descendant of whoever the place is named for and almost certainly never having been further than the next village over in his life, unless he was in the army.

That's how the villages in the hinterlands of Veschwar are - they pull food from the ground and occasionally send young men off to fight and die and don't do much else. The long journey gives you plenty of time to take stock of yourself, at least, and begin to plan to make the most of the place you now find yourself.

And plenty of time to stew in depression as well. Silver linings are nice and all, but you've lost most of what you had going for you after two weeks of feverish suffering, and it's going to be that much more difficult to bring the potential future you saw into reality! You think you're allowed to mope a bit, all things considered.

What have you got going for you despite this most ignoble disgrace? Pick two.

[ ] Familial loyalty. Despite your terrible mistake, family is still family, and once things calm down some you can perhaps reconnect.
[ ] Loyal Knight. Sir Cable, your childhood bodyguard and a capable if aging knight, showed up at some point and declared his support for you.
[ ] Blunted Disaster. The thing that led to your disgrace wasn't quite that bad. You might even get your noble title back someday.
[ ] Strong Constitution. You are less likely to get sick, recover better from injuries, and will age a bit more gracefully.
[ ] Curious Locals. The villagers of Nesiwald are surprisingly welcoming of 'new ideas from the big city'.
[ ] Bedrock of industry. The village of Nesiwald has a blacksmith and a small, low-quality iron mine. Lots of projects are easier.
[ ] Nest egg. You somehow managed to squirrel away a bit of gold from that disaster. Start with 15 Profit to spend on your projects instead of 5.

You can buy additional one additional advantage from the above for each of the following misfortunes you take. Obvious conflicts are obvious.

[ ] Familial hate. Your family doesn't just want nothing to do with you. They actively hate you for what you've done to their position, and want to get revenge on you.
[ ] Death and Taxes. The Lord Governor has levied additional fines on you. You must burn 10 Profit at the end of your first, 15 at your second, and 20 after your third year in this post or suffer the consequences.
[ ] Weak Constitution. Be wary of plagues and injuries, for you have always fallen ill a little easier than those around you!
[ ] Local Resentment. The villagers of Nesiwald are a bit resentful at the 'cityfolk' coming in and telling them what to do.

Pick a strong stat (do not pick the same one as your weak stat). You are already strong in Diplomacy.

[ ] Martial
[ ] Stewardship
[ ] Learning
[ ] Intrigue
[ ] Piety

And finally, which personality trait most defines you (besides your utter determination and hope to bring an industrial future to the world)?

[ ] Kind
[ ] Ruthless
[ ] Commanding
[ ] Humble
[ ] Diligent
[ ] Brooding
[ ] Aloof

Plan Vote, Please!
 
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[X] Plan Local Support
-[X] You displayed a consistent pattern of poor military leadership, and then shamefully got a lot of men killed in an incredibly reckless move while attempting to redeem yourself, disobeying orders in the process. Weak martial.
-[X] Loyal Knight. Sir Cable, your childhood bodyguard and a capable if aging knight, showed up at some point and declared his support for you.
-[X] Bedrock of industry. The village of Nesiwald has a blacksmith and a small, low-quality iron mine. Lots of projects are easier.
-[X] Curious Locals. The villagers of Nesiwald are surprisingly welcoming of 'new ideas from the big city'.
-[X] Familial hate. Your family doesn't just want nothing to do with you. They actively hate you for what you've done to their position, and want to get revenge on you.
-[X] Learning
-[X] Diligent
 
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[X] Plan Fought With Numbers
-[X] You displayed a consistent pattern of poor military leadership, and then shamefully got a lot of men killed in an incredibly reckless move while attempting to redeem yourself, disobeying orders in the process. Weak martial.
-[X] Familial loyalty. Despite your terrible mistake, family is still family, and once things calm down some you can perhaps reconnect.
-[X] Curious Locals. The villagers of Nesiwald are surprisingly welcoming of 'new ideas from the big city'.
-[X] Bedrock of industry. The village of Nesiwald has a blacksmith and a small, low-quality iron mine. Lots of projects are easier.
-[X] Death and Taxes. The Lord Governor has levied additional fines on you. You must burn 10 Profit at the end of your first, 15 at your second, and 20 after your third year in this post or suffer the consequences.
-[X] Stewardship
-[X] Diligent

Death and Taxes will hurt, but a Diligent Steward and the locals being accomodating should go a long way to mitigating it, and it'd wear off after three hits.
Weak Martial because I mostly intend to offload the fighting to family/allies.
Weak Intrigue is too dangerous, none of our innovations are particularly hard to steal and take credit for.
 
[X] Plan Fought With Numbers

We can do with weak martial, but like @veekie said, weak intrigue is too dangerous; I smell something really fishy here.
 
Keep in mind that Veschwar is a very martial culture, and having such a military record and weak martial will color everyone's first impression of you. All the Disgrace options suck. That's the point of disgrace.
 
Keep in mind that Veschwar is a very martial culture, and having such a military record and weak martial will color everyone's first impression of you. All the Disgrace options suck. That's the point of disgrace.
Yeah, true, but think about it this way; with Veschwar having a high martial culture, we can use this to our advantage, make our martial strong again.
 
Yeah, I can add some personal action chains to try and improve your unsoldierliness. It'll be hard, though.
 
[X] Plan Time for Industry
- [X] You displayed a consistent pattern of poor military leadership, and then shamefully got a lot of men killed in an incredibly reckless move while attempting to redeem yourself, disobeying orders in the process. Weak martial.
-[X] Blunted Disaster. The thing that led to your disgrace wasn't quite that bad. You might even get your noble title back someday.
-[X] Bedrock of industry. The village of Nesiwald has a blacksmith and a small, low-quality iron mine. Lots of projects are easier.
-[X] Curious Locals. The villagers of Nesiwald are surprisingly welcoming of 'new ideas from the big city'.
-[X] Death and Taxes. The Lord Governor has levied additional fines on you. You must burn 10 Profit at the end of your first, 15 at your second, and 20 after your third year in this post or suffer the consequences.
-[X] Stewardship
-[X] Diligent

I would prefer blunted disaster to the family boon since the disaster will hurt all future negotiations so I want it minimized as much as possible
 
Keep in mind that Veschwar is a very martial culture, and having such a military record and weak martial will color everyone's first impression of you. All the Disgrace options suck. That's the point of disgrace.
I figured, thats why I added the strong family ties, at least SOMEBODY in the family is likely to be good at Martial that they can carry us for the Srs Bzns.

It'd suck, but its a kind of suck I think we can cope with in the early(where we're already in disgrace anyway and relying on the locals to humor us) and late phases(where we had time to fix a flaw into a deficiency and success answers itself).

The mid-game will probably suck when we try to go from One Forgotten Corner to a bigger stage though.
 
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