Let's Play: Cataphrak's Dragoon Saga
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LORDS OF INFINITY
By Paul "Cataphrak" Wang (2023)

Take your place at the head of a noble house in a kingdom on the verge of ruin. Seek your fortune as a politician, industrialist, rabble-rouser, or conspirator to bring wealth and power to your family—or to save the realm from itself. The choice is yours in the long-awaited sequel to 2016's Guns of Infinity.

Lords of Infinity is an immense 1.6-million-word interactive novel by Paul Wang, author of Sabres of Infinity, Guns of Infinity, Mecha Ace, and The Hero of Kendrickstone. It's entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

Will you use corruption and intrigue to secure your position amongst the aristocracy, or use the power in your hands to protect those weaker than you? Will you stand for the old ways? Or blaze a trail to an uncertain future. Will you take advantage of an age of disorder to enrich yourself? Or risk everything to create a better world? Will history remember you as a paragon? A hero? An opportunist? Or a traitor?

Will you find yourself crushed by the intrigues of the bold, the idealistic, and the desperate? Or will you take your place among them as one of the Lords of Infinity?
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Personal Attributes (as of Lords E.08)
ATTRIBUTES
Being a description of a LORD of the CORTES of the UNIFIED KINGDOM OF TIERRA, his STRENGTHS, and his ABILITIES.

As of the Winter of the 618th year of the Old Imperial Era.

Sir Alaric d'al Castleton, Earl of Castermaine, Baron Reddingfield
General of Brigade, Queen's Own Dragoon Guards
Age: 34

Current Funds: 2,286 Crown
Debts: 16,000 Crown

Biannual Income (Personal): 270 Crown
Biannual Estate Revenues: 699 Crown

Biannual Estate Expenses: 450 Crown
Biannual Interest Payments: 160 Crown
Biannual Townhouse Rent: 135 Crown
Biannual Townhouse Staff Wages: 60 Crown

Total Net Income (Next Six Months): 164 Crown

Soldiering: 32%
Charisma: 35%
Intellect: 69% (Nice!)

Reputation: 59%
Health: 40%

Idealism: 74% / Cynicism: 26%
Ruthlessness: 51% / Mercy: 49%

You are a Knight of the Red, having the right to wear bane-hardened armour and wield a bane-runed sword.

You can speak, read, and write the Antari language.

You are considered a leading voice of the Royalist Faction.

Your steadfast Royalist convictions have made you an enemy of the Wulframite Faction.

You are much admired at Grenadier Square.

Your words carry no small amount of weight with the members of the Shipowners Club.

HONOURS
Being a list of DECORATIONS awarded by the government of HIS TIERRAN MAJESTY.





 
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The Barony of Reddingfield (as of Lords E.08)
A LEDGER
Regarding the CURRENT STATE of all HOLDINGS and PROPERTIES.

Overview

Reddingfield, a barony within the Duchy of Wulfram, possessed of 233 rent-paying households.

Respectability: 56%
Prosperity: 45%
Contentment: 53%

Manor

…Being a country house of middling size in good condition, but of a very rustic appearance, encompassed by a formidable stone fence of some thickness. Outbuildings include stables, a coach house, and a guard house, recently made sound by a programme of extensive repair.

The interior consists of eighteen rooms, including six bedrooms, a kitchen, a library, a dovecote, and a gun room.

Estate and Grounds

…Being a barony of middling size, composed of a manor house, market village, and surrounding fields and hinterlands. It is located a week's ride north of the city of Tannersburg, a journey rendered easier by the fine state of local roads.

The village of Reddingfield is a small hamlet possessed of a traveller's inn, a public house, a somewhat worn shrine to the major Saints, and an open market square. The surrounding cottages are few in number but of excellent condition, having recently been repaired and refurbished. A number of fields lie adjacent to the village, but much arable land is wasted for want of proper clearance.

Revenue and Expenditures

Biannual Estate Revenues
Rents
: 699 Crown

Biannual Expenditures
Estate Wages
: 175 Crown
Food and Necessities: 75 Crown
Luxuries and Allowances: 150 Crown
Groundskeeping and Maintenance: 50 Crown
Other Expenses: 0 Crown

Total Balance: 249 Crown
 
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The Regiment (as of Lords E.08)
THE REGIMENT
Being a brief DESCRIPTION of the general QUALITIES and CONDITION of the ROYAL DRAGOON REGIMENT.

Colonel-in-Chief: Her Tierran Majesty, Isobel d'al Rendower
Colonel Commanding: His Lordship, the Earl of Castermaine
Quartermaster: Major Sir Caius d'al Cazarosta

First Squadron
Officer Commanding:
Captain James d'al Sandoral

Discipline: 30%
Morale: 26%
Loyalty: 24%
Strength: 69%

Second Squadron
Officer Commanding:
Lieutenant-colonel the Baron Reddingfield

Discipline: 43%
Morale: 49%
Loyalty: 49%
Strength: 44%

Third Squadron
Officer Commanding:
Captain Arcturus d'al Hawkins

Discipline: 62%
Morale: 57%
Loyalty: 15%
Strength: 36%
 
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On the Topic of Baneblood
Humanity in the Infinite Sea is best seen as a pyramid. At the bottom sit 99.5% of the human race: those lacking the ability to sense the Bane within all living and formerly living things. This inability marks them as "baneless." The remaining 0.5% who do possess banesense are known as "banebloods." Of these, perhaps one in one hundred are able to manipulate the Bane and bend it to their own will. They have the capability of influencing the objects and living things in which the Bane resides with the aid of material components like baneseals. These gifted few are known as banecasters. While banecasters may be born from the union of any two banebloods, the child of a baneblooded parent and a baneless parent will not possess the banesense, nor will any of their descendants. These offspring are referred to as "deathborn."

In the Northern Kingdoms (including Tierra and Antar), one of the most important social distinctions is that of baneblood: only banebloods may inherit noble titles, rule as monarchs, or become knights of any of the religious orders. This means that in the Northern Kingdoms, the term "baneblood" is almost synonymous with "hereditary nobility." While there are banebloods without titles, they are still part of the aristocracy, a social class that no baneless person may enter. In the interests of protecting both their noble blood and their pool of banebloods, every single one of the Northern Kingdoms maintains laws that prevent banebloods from marrying or having intimate relations with anyone else, save other banebloods. Harsh punishments, up to and including summary execution, are used to enforce these laws.
 
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Religion in the Northern Kingdoms
The Northern Kingdoms are relatively unified under the worship of the "Pantheons of the Saintly Martyrs." Saintly Martyrs (or "Saints," as they are more commonly referred to) are baneblooded exemplars who died in a way which allowed them entry into one of the three Pantheons. Saints of the Red die in battle, leading their soldiers to victory or staving off a hopeless situation. Saints of the Blue die protecting the weak and innocent against injustice or tyranny. Saints of the Green sacrifice their lives for the pursuit of knowledge, exploring the unknown or long-lost.

The process of canonizing a Saint is very simple. Any baneblooded individual can make a shrine to a martyr: a flame which must burn continually for an entire year, in the presence of one of the chapterhouses of an established order. As long as the fire does not go out and is not put out by some proactive critic for that year, the deceased in question is considered Sainted, and dispensation is made to create an order of knighthood for them.

Knightly orders are powerful organizations. Only baneblooded can apply to become knights. Baneless and deathborn can only join on the explicit invitation of the Grand Master of the Order. These knights seek martyrdom in the manner of their saint's pantheon. Knights of the Red are, for example, determined to die in battle and often lead armies from the front. Below them are their baneless compatriots, Seekers, who serve as clerical workers and priests as well as squires and retainers. It is believed that there is no distinction made between Seekers and Knights after death, so long as they gain martyrdom. Baneless and baneblooded alike, their patron saint awaits them in a shining palace, ready to induct them into his or her celestial retinue.

Knights of the Red are often the most politically powerful of the orders. Focused on martial prowess, they naturally carry a great deal of influence both in inter-ordinal politics and within their host states. They are commonly referred to as the "Orders-Militant." The representatives of these orders meet semi-regularly in the Principality of Mersdon to discuss politics and dictate policy. In addition, the "Convocation of the Orders-Militant" (as this meeting is called) has the ability to declare Holy War: They may proclaim a state Pariah-Among-Nations, which gives the targeted state a choice: they may either immediately put their entire ruling house to the sword, or face invasion by the assembled Knights of the Red, a prospect which would inevitably lead to destruction.

The League of Antar possesses a similar, but different religious system. About three hundred years ago, certain theologians speculated about a "Mother of Ascension," a supreme being who alone adjudicated the saintly status of a martyr. One of the earliest adherents to this belief was Prince Eugen of Antagia, the founder of the League of Antar. As a result, the "Ascensionist Heresy" became the state religion of Antar, and its Church Hussars fight not for individual Saints, but for the Mother, depicted as an impossibly beautiful winged woman in her thirties clad in a suit of silver armour.
 
On Banecasting
The practice of using the Bane to manipulate the physical world to the will of a particular mind, or "banecasting," is an exceptionally versatile and powerful ability when used properly, prized throughout the human realms of the Infinite Sea. Banecasters have been able to heal otherwise fatal wounds, turn the tide of battles, and create armour and weapons of impossible durability and strength. However, this immense power is limited by four main constraints: natural ability, resources, casting medium, and the laws of physics.

The first, and often considered most important constraint is that of the natural ability of the human component. Banecasters are only born from the exalted ranks of the banebloods, and even a child of the blood has only a one in one hundred chance of being gifted with the mental traits that allow him or her to bend the Bane to his or her will. In addition, all banecasters might be trained, but their ability to implement their training varies from individual to individual. Human banecasters are divided into ten calibres: banecasters of the first calibre have very little ability, while banecasters of the tenth calibre are capable of such awe-inspiring feats as pulling entire bulldings down with their power, or summoning gouts of blue or green banefire hot enough to incinerate human bodies instantly.

The second constraint is that of the material components needed for any sort of banecast: baneseals. These are discs of wax, approximately ten centimetres in width and five centimetres thick, attached to a strip of parchment paper upon which banerunes are written in fresh blood (be it human or otherwise). These seals serve as the anchor points which focus the caster's mental powers and allow them to be amplified and channelled properly into the casting medium. Baneseals must be arranged in the proper pattern to achieve the desired effect of the cast. While simple procedures like the creation of heat or the minor acceleration of entropy might be achieved with a few dozen baneseals, more complex casts, including the much-studied and extremely difficult process of healing injuries and wounds, can take hundreds of seals and multilayered patterns that might take hours to prepare. In addition, banecasting is a physically and mentally exhausting activity, partially due to the fact that the process of casting also syphons off a small amount of the caster's own Bane. Those casters who use their powers regularly often live considerably shorter lives, withering away by the age of sixty-five from a combination of mental and physical fatigue.

The third constraint stems from the nature of the Bane itself, as it is an entity which only exists within objects which are or were recently alive. As a result, banecasting can only directly affect those sorts of materials. This is why baneseals must be marked with fresh blood, why armour and weapons must have runes etched into them and anointed with oils to be bane-hardened or otherwise enchanted, and why weapons such as the longbow have long been made obsolete as weapons of war.

The last constraint should be self explanatory: even banecasters must respect the laws of inertia, thermodynamics and conservation of matter. For example, their ability to "create" heat is merely the temporary conversion of bane into heat. If there is no source of Bane nearby to be used, there is no way to cast.
 
Major Projects
[X] I wish to transform this fief with a truly massive project.

It's one thing to commit a few hundred crown and a season's labour to the improvement of a road or the expansion of your house. What you have in mind is something altogether more ambitious: a great undertaking that may well transform the shape of your entire fief and the lives of those who live within it for generations, if not centuries.

Such a project would be far from easy, of course. The material costs alone would be substantial, perhaps even overwhelming. The work of planning, organising, and finally realising such a feat would no doubt prove massively time-consuming, as well. And that's to say nothing about how such an effort might build unrest amongst your tenants, who have more reason to resent the disruption to their lives that such a project might entail than to celebrate the potential for positive change that may not even manifest itself for years to come.

But you're committed to the idea. The costs may be great; but the potential benefits to the prosperity of your fief, the prominence of your family, and your personal fortune cannot be denied.

The only question that remains is which project, precisely, you mean to pursue. After some thought, you manage to narrow your options down to four.

The most straightforward means of increasing the prominence of your fief would be to turn it into a local centre of commerce, and you suspect you already know how that might be achieved. The route of a major canal passes not two days' ride from your barony. If you were able to secure the funds and resources needed to extend that canal to your own lands, then you would not only allow your tenants to sell their produce further afield with much greater ease but make your own barony the primary transshipment centre for the entire region, with the inhabitants of neighbouring villages being required to come to your fief and use your canal docks if they mean to compete with your tenants.

Alternatively, instead of making your village a centre of transport, you could just as likely render it a centre of production. A manufactory, appropriately equipped to turn locally produced raw materials into finished goods, could be precisely what your fief needs to elevate it to prominence. In addition, with so many Tierrans out of work, the prospect of employment in such an establishment would surely bring you a fresh influx of tenants—and a commensurate increase in income.

Of course, the problem with either of those two courses of action is that the costs of such an undertaking would be enormous and that any benefit one might receive from them would surely be gradual in coming. It may take years before a canal or a factory might turn a profit, decades before they're able to make good on the vast fortune you would inevitably have to expend in their establishment.

You could certainly think of easier ways to make a profit quickly and for less investment in time and money: your fief has a considerable amount of common land, broad expanses which aren't really being put to any organised, productive use. With permission from the Cortes, you could enclose it and use it to graze sheep or cattle, deriving substantial income from the proceeds. Of course, your tenants have long considered their access to common land as something of a right. They're unlikely to respond well to any news that you intend to enclose it.

Finally, there's the possibility of using the unique regional characteristics of your fief to some use. For example, the vast, old-growth forests which bound your fief have always proven a reliable source of high-quality building timber and firewood. Yet the harvest of such material has never been properly organised. By establishing a proper timber yard among modern lines and securing warrants to provide material to builders, commercial shipwrights—perhaps even the Royal Tierran Navy's own yards—you could find yourself bringing no small amount of industry, renown, and profit to your fief.

Ideally, had you the ability and the resources, you wouldn't have to choose at all, completing one project after the other. Alas, that is quite obviously not an option. Even one such undertaking will greatly tax the resources of your fief in its establishment and upkeep. It would be folly to embark upon a second.

Thus, you'll only be able to choose to embark upon one major project. It would be best to do so carefully…

-​

[X] I think a canal would be the best option.

It would be easy to consider the extension of a canal not unduly different from the extension of a road, but after some thought, it becomes evident that such an assumption would be far from the truth.

While a road would only require a shallow bed to be dug and surfaced, a canal would have to be excavated to a substantial depth, to the point where many tonnes of earth would have to be moved simply to advance the whole of the route a dozen paces. That would only be the first of your concerns. Then there's the matter of lining the sides of the channel to prevent erosion, the installation of locks and weirs to control the water level, and the negotiation of the route with your neighbours—who may not necessarily approve of the idea of you digging a canal through their lands to benefit your own.

Even getting the necessary materials together would be a massive undertaking in itself: thousands of tonnes of timber and stone; implements of excavations large and small; hundreds of surveyors, diggers, and engineers. Actually finishing the project would require at least three or four years' worth of labour and thousands—perhaps tens of thousands—of crown.

But surely, such an effort would be worth it. Right?

-​

[X] I ought to consider building a manufactory more closely.

Regardless of the particulars, building a manufactory hall and its outbuildings would surely be a considerable endeavour. Its size alone would almost certainly make it the most expensive and expansive construction project your fief has ever seen. Once complete, you suspect that it would dwarf even your own manor.

Yet the hall itself promises to be neither the most costly nor the most important part of the whole undertaking, for a factory without the actual mechanisms of production would be little more than an empty shell. It is the machinery that will be at the heart of the project, and it will be that machinery that will almost certainly take up the lion's share of the cost: once ordered, it shall have to be painstakingly assembled in some faraway workshop, only to be shipped in pieces to the building site. Only once it is once again assembled and workers are trained in its use can even the first manufactured product be turned out.

The whole process could take three or four years to complete. Its cost would almost certainly stretch into the tens of thousands of crown. Yet a successful manufactory will not only bring you immense profit but provide your fief's tenants with a reliable source of work and income—and elevate its stature greatly.

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[X] I would like to consider enclosing my fief's common lands more closely.

In truth, enclosing your fief's common lands would almost certainly be the potential major project requiring the least expenditure of time and resources. The work of enclosing the commons itself could only be a matter of surveying and fence-building—the work of a season or two, at most. The acquisition of the needed stock to populate your new enclosures would only take another season. Likewise, it would only take a year or two and maybe two thousand crown worth of investment for the whole enterprise to begin turning a reliable profit. Indeed, in terms of cost and benefit, enclosure has much to recommend it.

Where the problem lies is in the fact that enclosing your fief's common lands will inevitably cause great damage to your relationship with your tenants. Though they do not put the land to any real organised use, it still possesses some utility as a source of edible herbs and other plants, a playground for children, and grazing land for the small number of animals that the tenants themselves possess. Every tenant has a different, minor use for the commons, but what they all agree upon is the fact that they have an ancient right to do so. Deny them that privilege, and you'll surely arouse some substantial discontent.

Of course, that may not necessarily be so great a deterrent. The mood of the mob is fickle and ever-changeable. Perhaps the proceeds from enclosure will be well worth the condemnation of your inferiors—and if things get too bad, you could always find some other way to secure their goodwill.

Right?

-​

[X] I daresay a timber yard might be an excellent idea.

Wulfram has long been well-known for both the size and density of its forests. Indeed, your fief plays host to several expanses of dense old growth, which might well yield some rather fine timber.

Even so, two particular obstacles have prevented your predecessors from taking advantage of such a resource.

The first is purely practical: though you know that you have a great deal of timber in your fief, and you know that a great deal of it may be quite good, you have no idea which trees, in particular, would be best harvested, and you lack the infrastructure to select, fell, and trim the trees in question, even if you were able to identify them. Remedying that problem is sure to take a great deal of work, for not only would you need those well-versed in the assessment of such things to look over your forests, but you'd also need to invest in machinery and labour to turn those forests into timber which might be transported and sold.

Indeed, the assembly of such knowledge and the establishment of such facilities may require two or three years of work, as well as several thousand crown of expenditure.

And that only leads you to your second problem: namely, that of selling your timber, for only by doing so at a sufficiently high price might you be able to recoup your initial expenditures. While individual building sites and individuals might need a few beans here and there, the real money is in securing a contract to provide timber to a shipbuilder. If you can do that, then perhaps the whole project will be able to turn a profit.

If you cannot…
 
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