0. Quest Mechanics and Details
0
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                         NOTICES
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Cacophonous Interlude is NOT active
  (the QMPC does NOT hear what you write right now)
Next story update : Sometime in July would be nice
Next vote closing : TBD
Progress toward next update : 3,146 words
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Anything I post that's not in text blocks or in spoilers
may be understood to be said by the QMPC, with the
exception of the Collaboration Post
  (see Collaboration Post for details on itself)
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Players do not need to use code blocks or spoilers
outside of cacophonous interludes

If you use code blocks, please limit yourself to 32 lines
and your lines to 57 characters, so that people on mobile
can read them without scrolling within the code block
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This is not meant to be Plagiarism Quest.

You're not discouraged from using outside reference
material or quoting other sources.  When you do, please
cite your sources in spoilers or a code box.
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 I have added some players who contributed a fair amount
the last two times as thread collaborators who can update
   the collaboration post. If you'd like to update the
collaboration post too, contact me by PM and we'll talk
                        about it.




Check the Collaboration Post and read the latest story post in the Threadmarks to get a rough idea of where things are at.

If you're not already involved in the game, portions of either of these may be difficult to follow. But you can skip to the line that says "B R E A K" in the latest threadmarked story post and skim from there to get an idea of what's going on.

If there's no corresponding Closing The Vote post in the Informational threadmarks for the latest story post in (normal?) Threadmarks, then the game is in a cacophonous interlude and the QMPC will hear what you post, unless you do so with spoilers or code boxes. The NOTICES portion at the top of this post should also tell you if the game is in a cacophonous interlude.

So you can engage with other players, make suggestions, ask questions, and propose plans and you can compose a message to the QMPC all whether or not the game is in a cacophonous interlude. And once it is, you can vote and/or send a message to the QMPC by creating a post in the thread.

If you want to vote, simply do so as you would in other quests on this board. You may look at other players' votes to see how yours should be formatted. And you may check the tally to see that yours are counted as you intend them.

If you want to send a message to the QMPC, though, keep in mind that they are a creature of their time. They may not understand what you mean if you don't take the time to make it clear. This game rewards and demands work from its players. When a player wants to introduce a concept or tool or technology to the QMPC, that player will probably need to expend effort to explain it carefully, and take into consideration the limits of the QMPC's understanding of the world.

I think this is similar enough to Graeber's 'interpretive labor' that we can use the term colloquially to describe what is being asked of players. Put yourself in the mind of the QMPC and ask yourself how such a person can be made to understand what you want to tell them.

The QMPC has different values than we do. They have different assumptions about the world and objects and forces within it. Their goals may not align directly with number-go-up or color-get-big gaming agendas. But they want something, and will listen most attentively to players that tell them how to get more of or closer to what they want.
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                    Collaboration Post!
  1. The Quest Master posts story updates that have 3 parts.
    • Quest Master Player Character responses to player posts made during the last cacophonous interlude
    • An update by the QMPC following a break of varying length but usually some number of years, covering what the character believes is worth mentioning
    • Requests by the QMPC for direction on a number of issues, which the players will provide in the form of votes
  2. Following each story update, players posts are audible to the QMPC until voting is closed.
    This is the cacophonous interlude.
    • Players may convey any information they can represent in text.
    • No images, sounds, or hyperlinks will get through (this is my limitation, not a limitation of the game, so please do not try to transcend it with clever protocol tricks).
    • Players may use spoilers or code blocks to communicate with each other without doing so in ways the QMPC can hear.
  3. When votes are tallied, the QM collects player posts so that it may be known what the QMPC heard.
    • Votes are tallied in the conventional fashion. So only votes in the most recent post by each player are counted. [X] marks what the player is voting. And only identical write-ins accumulate.
    • Some votes are querying the players for their preference, in which case the only suboptimal answer is that which does not accurately reflect the preference of the players who nonetheless chose it (I don't think these kinds of misunderstandings can be helped).
    • Other votes are intended as puzzles where there is a choice the QM believes would best meet what they believe to be the goals of the players.
      • However, in these sorts of votes the QM has in mind a choice that would provide the players with what the QM thinks they most want, but which is not listed in the available votes.
      • In this way, clever write-ins are encouraged.
  4. QM reads player posts, researches their suggestions, checks notes for precedent, determines what the QMPC thinks they already know on the topic, what they're right or wrong about, how likely they are to engage with the topic, how likely the QMPC's followers are to follow-through in the matter, and finally what the result is going to be later on.
  5. QM composes QMPC's responses to player posts made during the cacophonous interlude and updates their notes.
  6. When narrative benefits from uncertainty and chance, QM devises tests for QMPC or other characters and makes those tests using die rolls on a post made just for that purpose.
    • Skill or attribute tests will be made with a largely undocumented homebrew modification of the Burning Wheel system, mangled to suit the format of this game. (The Burning Wheelis a good system and I encourage you to check it out.)
      • Tests may be a contest between two characters or against a static target with tiered results.
      • The rules being used and followed will be described in each post in which tests are made by die rolls.
      • Normal mortals count 7s and better as successes.
      • Heroic characters and characters who are otherwise innately magical count 6s and better as successes.
      • Demigod characters and characters who otherwise possess some spark of divinity count 5s and better as successes.
      • New gods and characters who have otherwise stolen the power of Old Gods count 4s and better as successes.
      • Old Gods count 3s and better as successes.
      • Sorcery and other magic skills lower the threshold of success by 1 to a minimum of 3 only when they are the skill being tested, not when they provide a bonus to other skills. Players may note that Old Gods' threshold of success does not improve when they use magic.
      • Bonus dice provided by Kahl's Warhorses and any incendiary devices more complicated than a burning arrow reroll 9s & 10s and keeps successes. These same bonus dice cancels successes on 1s & 2s, rerolls those, and additional 1s & 2s cancel additional successes. More 1s, 2, 9, or 10s mean more rerolling and more successes or cancelations, but only in the manner of the original die. That is, a 1 or 2 that comes up when a 9 on a bonus die is rerolled don't cancel successes or lead to further rerolling.
    • Research project results are determined by percentile dice with results falling into 5 tiers.
      • Uh oh: something has gone horribly wrong
      • Nuh uh: failure, but the boring kind
      • Huh: partial success
      • Uh huh: full success
      • Whoa: superior special case success
    • When players expect a test to be coming up -- for example if they vote for an invasion or to send a diplomat to manipulate a foreign leader -- they can improve the odds of the test turning out the way they want by providing the QMPC with advice specific to that matter. If the advice is not mistaken or outright bad, there will be at least a chance it will help. That is, decent advice adds dice.
  7. QM composes the QMPC's post-break update, player vote questions, and player vote options.
  8. GOTO 1
The QMPC is intended to be the only character the players will interact with in this game. (It's kind of possible that the players could maneuver the QMPC to surrender control of the Astute Cacophony to another character, but unlikely.)

The QMPC is a small, evil woman who knows magic and has not died, despite looking like she probably should have at some point. She goes by the name Bianca the Undying. Her early life took place in the Paleolithic, in which she has said that she traveled around quite a bit and came to understand the malleable nature of populations of people and animals and even the land itself. At some point she was trapped underground, to her displeasure. She remained trapped for a very long time.

When Bianca got out, she found her way to a community of eight tribes living pastoral and agrarian lifestyles in the local Copper Age. She made these people hers and they relied on her for magically enriching their fields so that they did not need to slash, burn, and move around a bit, unlike their neighbors. Bianca and her followers formalized their relationships into the Eight Ways Pact. Later, another tribe joined Bianca's followers bringing small horses and the Bronze Age and their pact was updated with a ninth directive.

Bianca has an agenda that requires her to have more power than she does right now. She believes that achieving divinity will get her that power.
 
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Crossbows and steel swords were used during recent battle, Demon.

Also, I now remember another detail: gears.

And the spinning wheel, though inferior simpler version.
 
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Crossbows and steel swords were used during recent battle, Demon.
Hmm
For strictly offensive dice, there are many warriors with well-crafted bronze weapons and some few with the new steel short swords(1).
Crossbows make new, unblooded, and underdeveloped warriors more effective (1)
I would have appreciated not needing to dig through a bunch of spoilers of OOC dicerolling for that. When making the summary, I didn't. In the actual update Bianca just said she would have some of the apprentices make crossbows, with no mention of how that went. Similarly, she was told about steel, but no mention is made of if steelmaking was actually successful.

The only implied mention was one of the Free People heroes have an iron knife with a sharp edge.
 
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Well strictly, iron is the atom. You can't have crappy iron only crappy steel. I do think we might want to focus less on tech and more on organizational advice.
 
Well strictly, iron is the atom. You can't have crappy iron only crappy steel.
It's possible to have bad quality smelted iron in that the smelting didn't get rid of impurities from the ore which weakens the iron metal, not accounting for the specific mixes which improves iron to steel. At the 9n's current level of smelting I'd expect their iron to be pretty bad.

I do think we might want to focus less on tech and more on organizational advice.
I agree that this is probably a good idea, since the tech edge of some of our key weapons tech, particularly steel, will probably leak out in like a generation, since our information control isn't that great. All it takes is one of our higher singers to go traitor, which has already happened before.
 
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There are several things that can be done encourage new players, with the most obvious, effective and hardest being more frequent updates.

I'd prefer if this didn't happen, myself. The kind of long, high-quality posts that this quest most benefits from take time to make. There's about a half-dozen topics I could have written about recently but simply didn't get around to because of that. More frequent updates would mean that even more time passes between managing to make these posts.

foot-powered spinning wheels


Seriously, that thing's just ingenious. Though I'm honestly not sure if spinning wheels can handle reciprocal motion.
 
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I'd prefer if this didn't happen, myself. The kind of long, high-quality posts that this quest most benefits from take time to make. There's about a half-dozen topics I could have written about recently but simply didn't get around to because of that. More frequent updates would mean that even more time passes between managing to make these posts.
I was responding to a request to optimize player quantity, not post length. 🤷‍♂️ :p

Personally I've maybe spent 2 days max on most of my posts for this quest, and most of that is just finding reputable sources that have the information I need in a way I can easily understand, and thus explain.

Limiting the amount of topics you can make per update, if only through limited timeframe available, is actually a good thing, since it prevents Loserthree from getting overloaded needing to respond to a dozen topics that you had months to leisurely research and compile into a behemoth 100k word post or something, so I don't really see how this is a con.

There is no compelling reason you need to tell Bianca everything all at once, and you can continue researching and tell her about new topics in later updates. This works out better for everyone.

Regarding the quality of updates on a faster update cycle, that is indeed why I said it's a difficult solution. Writing a lot and fast and good is very hard, and that's part of why it's hard to run a popular quest with a lot of players. Of course there's a lot of advice that helps getting more popular quests that isn't really applicable here, and has been discussed to death in other threads, which I didn't mention. For the sake of completeness:

- Run several other popular quests ensuring brand recognition and thus ensuring your new quests will also be popular
- Write popular fiction and then plunge into quest market (while I remember enjoying Loserthree's original fiction, it was oddly focused on an original math system. :p )
- Run quest in a popular fictional setting (Original quests have it hard :( )
- Play to your audience's tastes (While SV has diverged from this significantly both due to the forum break, and new member influx and over time, the base still mostly likes space and spaceships. And Worm. :p )
- Run quest on an active forum (SV is pretty much as active as you can get in terms of quests, so I don't see how Loserthree could really have improved there)
- Have amazing art skills (Elsewhere a sure road to success, but more hit and miss on SV from what I've seen. Either art quests here go big or they just kind of putter along. Personally I like all of them, because I'm a sucker for pretty pictures)
- Be around for years and years and years so you're a fixture of the community and everyone knows you.
- Achieve meme status (I want to kill the Lampreys)
 
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I would vastly prefer limit of words/characters/ideas per person instead of more strict cut-off line. I like when many people with opposing views are heard and argue.
 
I think the quest has been really fun so far. I do think a discord server might be in order for now, at least to organize discussion? Google docs for planned developments, or maybe even sharing server notes?
 
13.d. Some Responses to Players
13d
Nine Nations Starting Tech:

General:
- Metalworking (Silver, Gold, Copper, Bronze, don't know how to create bronze)
- Chariots
- Axes, spears, knives, bows, slings
- Pottery (Brickmaking, Pots, etc.)
- Basic Agriculture
- Beer-Brewing & Bread
- Leatherworking
- Irrigation and dams
- Salt Evaporation Ponds
- Non-sail boats
- Musical instruments: Flutes, Drums, Lyres
- Needles
- Misc

Domesticated Animals:
- fowl
- cattle
- pigs
- goats
- sheep
- horses (big enough for youths to ride)
- dogs

Crops:
- Wheat
- Barley
- Lentils
- "Beans"
- flax & "fibrous plants for cloth and rope"
- "herbs for flavor and medicine and dyes"'
- Onions
- Misc fruits, nuts and berries

Recent 9N advancements:

General:

- Germ Theory (There are tiny things living everywhere!)
-- Hi-jean (people wash semi-regularly)
--- Soap!
- Selective breeding
- Charcoal
- Terra preta
- Cement
-- Concrete
- Roadmaking
- Crop Rotation (needs improvement iirc)
- Sodalime Glass (capable of forming into vessels)
- Glazing (ash & salt)
- Pit Latrines (UNSAFE PRACTICES)
- Distilling (Bianca calls it redewing)
- Saddles + Stirrups + Recurved Composite Bow (Wen Mongol horde)
- Crossbows
- Arches
-- Domes
- Timekeeping and Calendars (We now have a concept of the solar year, yeah!)
- Monjolo (Water hammers used for grinding grain and breaking rocks)
- Prototype waterwheel powered devices (deemed not worth the effort and demolished)
- Wheelbarrows (of the superior central wheel design and the inferior front wheel design.)
- Icehouses (inhabited by spirits.)
- Hemming (You won't believe this one crazy trick this housewife discovered to prevent fraying!)
- Sail boats (still pretty crude iirc)

Metallurgy:
- Bronze (We haven't found any tin in our lands, importing tin)
- Iron (I don't know the details but I believe it's currently shitty and we lack good iron ores)
-- Steel?

Literacy:

- Writing (Primarily on clay tablets, Phonetic)
-- Word spacings, punctuation
- Arabic Numerals
-- Math
- Table-Rulers (Dedicated clerical administrator types)
- Parchment (no paper atm!)
- Soot Ink
- Reed Pens

Animals:

- Beekeeping (pretty good)
- Loner cats (European cats are the worst cats. Every village has a single cat to hunt vermin like rats.)
- Donkeys (mule breeding has been suggested, outcome unknown.)

Crops:

- Catnip equivalent
- Clover
- Hemp (not currently used for anything iirc)
- Identification of iron ores
- Better iron smelting
- The uses of Hemp
- How to make paper
- How to make bridges
Thank you for putting that together. I don't want to share my own versions of lists like that because the things I know about what is or could be going on behind the scenes bias the list.

The quest is fun! While I think the other players are a bit too passive and tech-focused, that's more a concern of long-term strategy than the base game.

There are several things that can be done encourage new players, with the most obvious, effective and hardest being more frequent updates.
Yeah, agreed. But that's not likely to happen. Right now I have a full time job. I'm an obligate extrovert whose health suffers when I don't meet my socialization needs, which are pretty voluminous. So since my current job has me working from home, I keep up an active social life with six or seven different and mostly unconnected social groups that I need to see in meatspace.

And, yeah, these updates do take a lot of work. I hope the work I put into them shows and that they're enjoyed. But I am doing this at least a little bit for myself and to better understand the limitations of low tech settings by encouraging others to break those limitations.

Another is trying to soften up the thread culture, since we tend to get a bit aggressive when enthusiastic new players post stuff we don't agree with.

For example people seem to have to some degree or another driven out one guy who was explaining the entire table of elements from the thread through their commentary of it "really not being necessary right now".
Yeah. Good point.
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 I want to see whatever people want to share with a story
             villain or ancient world ruler.

  If the things being shared aren't useful to the quest
   NPC, let me tell players that through the quest NPC.
 And if that means that every few updates some new blood
     takes the same faltering stab at describing the
          confounded bessemer process, so be it.

Unless you believe another player is misleading the quest
NPC, let each have their say.  I don't mean to discourage
disagreement.  You're all fallible and to the degree I am
  not it is only because I have authorial fiat.  What I
          mean to discourage is discouragement.
There are several ways to change this, which does to some degree also require understanding why there tends to be such aggression.

The aforementioned more frequent updates would help, since that even if there is some unoptimal noise getting through, this makes up a smaller part of the overall gameflow, and thus lowers the incentive to dislike it. Better self-policing on the part of the players and policing on the part of the gm is also an option, but harder, especially with timezones. An option that I'd like is being more harsh with the cutoff of what Bianca hears, so that we don't resort to gamey ooc measures to criticize our fellow player's posts and instead vote with our votes!
It had been my intention that only the most boosted voices would be responded to. But there aren't enough of you. And since I'm only getting one of these done every month, I'd rather respond to as many as possible. And right now it remains the case that I can respond to everyone.
I've tried to be more moderate in my commentary on other posts, and keep criticism IC and thus interesting and engaging, and otherwise mostly poinging out stuff specifically pointed out in the mechanics of the quest that may have been missed. I don't think I've always succeeded in that, but I'm trying!

Changing the title is a bit of a gamble, since it may confuse people, but also intrigue new people to check it out. (I didn't realize what this strange new thread in my alert feeds was for a solid minute this morning for example)

Other than all that, just the usual, add more tags, and accumulate posts and views and likes until you get at the top of some of the rankings of threads. :p (wow that's a lot of new emojis. Ugh, change)
What tags do you think are appropriate but not already in use?
I have enough time to read the updates, but participating in the discussion or especially researching stuff would take up too much of my time!
Thanks! I also appreciate you letting me know that you're reading. If more readers would hit the reactions and/or just post to let me know what they enjoy about the quest, it would be encouraging. It always helps to read nice things, even if that's just, "I make time to read this."
I think the quest has been really fun so far. I do think a discord server might be in order for now, at least to organize discussion? Google docs for planned developments, or maybe even sharing server notes?
I can't take on the overhead to moderate a discussion space and, yeah, the fact that during a certain period all posts are in-character unless effort is taken to make them out of character is one of the intentional things about the quest. So I don't want to make out-of-character discussion easier. I don't know what you mean by, "sharing server notes."
 
More tags? Hmmm. Something like "uplift" and "technology" maybe.

----
This is Black Cat, again with more advice. Welcome Leader Bianca, Great Undying One, Glorious Leader or, as I said a very long time ago, Your Divine Majesty.

Mushroom farming. Mushrooms are not plants, plants need sunlight to grow, while mushrooms could be grown even on rotting trees in dark caves, or under living trees where it's too dark for crops. Some mushrooms are poisonous, but many are perfectly edible. So how to farm mushrooms? Mushrooms reproduce in a weird way, there are no seeds, but... There are much more mushrooms in places where the waste good for growing mushrooms is watered with the water in which mushrooms were washed. Such water contains germ-sized mushroom spores, mushrooms weird method of reproduction. So you can try sprinkling the waste with such a water, leachate from ripe edible mushrooms. Preferably kinds of waste without too many germs harmful to humans: so rotting leaves or wood, NOT human waste. Maybe wooden logs, to not compete with the black soil compost. This is simplification, but may be enough to start farming some mushrooms. Instead of water, try also scrapping a mushroom cap's tissue. You sadly cannot feed too many people that way, but it's a nice addition to variety of the human diet without competing with more productive crops. I would like to hear back about effect of these efforts, or any unfortunate issues.

Treadle-powered machines and spinning wheels. Treadle is a lever worked by the foot. A treadle is operated by pressing down on its pedal with one or both feet, causing a rocking motion. This movement rocks a large shaft driving a wheel. The spinner sits and pumps a foot treadle that turns the drive wheel via a shaft and a connecting rod. Basic rules of converting one type of motion to another and connecting rod are somewhat similar to the waterwheel saw really but much smaller and simpler, so more doable. So maybe provide this description to few craftsmen that remember our poor attempt at waterwheel and see whether they could be able to design and create a proper treadle-powered spinning wheel. It's certainly possible.

en.m.wikipedia.org

Treadle - Wikipedia


Some time ago you asked, I think, why some people are born lame. Well, maybe sometimes there are magical reasons and curses, but I know only non-magical reasons: mistakes in instructions for life (how cells should build the body) sometimes happen randomly, like badly-copied tablet. Other possible causes are bad diet of the pregnant mother, or drinking strong alcohol while pregnant. Or simply difficult delivery that damages the child. Most often mother is not guilty of anything, though drinking alkohol is exception. Usually there is no cure, though there are exceptions, types of damage are very diverse, like causes.

There are mechanical ways to fly, to answer another of your old questions, but these ways are complicated. And you had issues even with waterwheels. Not that this is your fault: it's hard to explain very complicated matters with only words, and it's partially our fault. We shall try to improve your machinery slowly and then maybe, after a long time, we would be able to explain mechanical flying machines big enough to be used by you and your soldiers. It's more complicated than wings or feathers, sadly.

Identification parchments: your singers and the most important table-rulers may be provided with a special piece of parchment with their name, approximate year of birth, fingerprint and words that would say that they serve you. During travels they could use this parchment to show that they indeed are your people, not foreign spies that try to pretend or frauds. Even if they are killed, nobody would be able to use a piece of parchment with obviously different age and fingerprint. I wonder... Nobody ever tried to falsely pretend to be your singer? That would be a dangerous and grave crime, worse than murder in my opinion. Sooner or later, with rising number of people, somebody would be stupid enough to try. You can be sure of this. I know, parchment is difficult to make, but one small piece for a singer's lifetime sounds doable enough.

Also. You can make your singers or servants easily visible and recognizable by making a law that would say that singers and only singers should always wear hats with black feathers. Black feathers are really only an example, this can be anything unusual that would mark your servants instantly. Anything that you like! The number of feathers, or of something, could even show how important they are. The same way can be used to mark warleaders, especially useful during battles. Different ways could mark guards etc, etc.

In regards to guards, what they should do if and when guarding, open during the day, entrance in one of the walls around your great home? It's simple and obvious, check whether people who leave are honest, and not thieves. See with what exactly these people leave, ask why, remember details in the case of troubles, remember with what people can leave and preferably stop thieves. Also, check whether people who want to enter have good intentions, always ask about details. It's harder work than it sounds, even if very boring when nothing happens.
 
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I can't take on the overhead to moderate a discussion space and, yeah, the fact that during a certain period all posts are in-character unless effort is taken to make them out of character is one of the intentional things about the quest. So I don't want to make out-of-character discussion easier. I don't know what you mean by, "sharing server notes."

I'm not so sure I mean you moderating, past what a normal discord server would need, though that is what mods are for. The whole notes was something like meeting minutes being published. I'm not sure what form that would take, so generally disregard that.

I'm generally in favor of us finding ways to develop food production, and maybe hemp/paper making. We should probably refine what methods we have. Some ideas I've just thought of
- process of sprouting seeds (refridgeration/soaking)
- again food garden systems, or some other system of multi-cropping via bush, ground cover, and the like
- if we can get sheets of glass produced, for whatever reason I thought we could prototype a greenhouse. this could be used to combat winters
OH Right I had another, but it's non-agricultural
- stakes driven into the ground with familial markings carved into it. Spaced apart every so often, either with ground cleared around or some other marking to space them out. At least for the reason to suggest "this is the land where X family lives". While I don't think we should advance towards private land, it might be useful
 
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There is no need to speak ooc when we are outside of the voting period. No new words should be heard by Bianca anyway.

I appreciate your suggestions ("Like"), and you should feel free to explain these ideas to Bianca of course :) but my view is slightly different.

I'm pretty sure that there are good reasons as to why sheets of glass were atrociously expensive for many centuries. So I wonder: why Voices want to even think about greenhouses when we couldn't afford glass windows in our unique bathhouse, and people want to murder for a glass bead?

I honestly want to understand logic in this line of thought, because to me (explain if I'm wrong, please!) this sounds like a modern lack of perspective. Like thinking that people have their own private rooms in houses, or that houses are warm during winters, or that people own new clothes more often than once per ten years, or that shoes are common, or that you can somehow work during the night, or other such a semi-modern ideas.

I hope that everybody can understand that without great advances in practically industrial glass-making this sounds to Bianca like "let's build houses from gold and silver". In my humble opinion, show me where I'm wrong if I'm wrong.

It also seems to me that to feed a proper population explosion we need intensive agricultural revolution, not gardens. That is, it looks to me that we need horses with iron horseshoes, iron/bronze mouldboard plows, more black soil (this is gesture to sustainable development as well as great and surprisingly durable fertilizer), windbreaks (erosion prevention), crop rotation...

Also, seed drills. Precision manufacturing. Machine tools. That would feed into agricultural machinery, agricultural productivity into surplus labor and possibility of industrial machinery, and voila.

I agree with the clear marking of the land rights. Small private garden plots exist, as far as I remember, and there were conflicts in regards to commons of one village/tribe vs commons of another one, even inside of the Nine where such disagreements theoretically shouldn't ever happen. While you are expected to share with your neighbours when you look more prosperous (until you and neighbours look equal), institution of property or land right is not completely unknown in itself (probably 95% of lands is communally owned; but some gardens around houses are private, if I understand things right. And communally owned land is owned by villages/tribes, not the "Nine Nations" as a whole).
 
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What tags do you think are appropriate but not already in use?
Looking at the trending tag cloud, "unreliable narrator" jumps out at me as a good one. Other popular tags that are appropriate:

- Original
- probably one of the hubris tags
- granary management (iirc a joke tag from one of Cetashwayo quests. But the tag is appropriate from what I remember of the memeing)
 
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Just had a thought. If you harnessed some donkeys to march in a circle turning a grinding wheel their entire life, would you get a spirit of spinning to power the mechanisms of industry?
 
I'm not sure that power is our main problem, though? More like lack of mechanisms that we could power and lack of any precision in manufacturing mechanisms?
 
13.e Tests for The Fall of Wrul
13e
I want to determine if Servant the First Table-Ruler of the Nine Nations will survive his journey to Wrul.

Servant isn't much traveled. (He was moved around prior to his arrival at Bianca's palace, but that's not the same and was actually a hardship. He doesn't know how to march or anything like that.)

This is going to be a test of stamina which is likely to be failed, followed by a test of health. Servant is getting on in years and outside of the 'everybody harvests' rule he doesn't participate in anything more physically laborious than staying on his feet all day (3). He's a very important person to the 9N, so some accommodations will be made for him, but not much (1).

The trip to Wrul is going to be taken hard and fast, because Kahl needs to get back with whatever she can as soon as she can. Captured chariots and carts allow her to bring more goods and people with her, but she's heroically leading an army on an improbably fast march, not easing her way back. So the target is 3 just to get through the journey without taking a moderate (2 die) wound. The target is increased by 1 because Servant doesn't know how to ride and the 9N chariots and carts both aren't forgiving of errors of posture and rhythm.

Servant will be rolling 3 + 1 = 4d10 and must roll 4 successes to avoid being wounded. He's a normal human, so he only counts 7s and better.
Code:
Servant is significantly weakened by the rigors of travel
 and injured as well, losing 2 dice from any tests until
he recovers.  More seriously, his health may fail him and
   he may die, even with the best treatment available.
I want to determine if Servant is able to recover from the effect this difficult journey has had on his aged body.

This is going to be a test of Servant's health, a stat which is fortunately not subject to wound penalties. Unfortunately, Servant is getting on in years, not any kind of athlete, and never fully recovered from the time he spent as a slave, so his health is not great (2). Fortunately, Servant is surrounded by learned and skilled people and therefore is getting the best possible medical attention for his injury; and while it's not great by modern standards, it's pretty helpful in this situation (3).

More bad news, though, the target for recovering from a 2 die wound is 3.

So Servant will be rolling 2 + 3 = 5d10 against a target of 3. He's still a normal human being, and so he still only counts 7s and better.
Code:
            Servant died on the way to Wrul.
I want to determine what, if anything, Kahl is able to take from the city of Wrul.

This will be a test of her leadership, which is remarkable (6). Kahl is at the head of a formidable army of mercenaries and the best of the best that the 9N have to offer (2). Though Servant is no longer supporting the 9N logistically, Kahl's forces are still assisted by the notable logistical skills of those he trained (1). Kahl has the heroic son of the former king as her bond captive, held by an oath before the gods and spirits (2). With Kahl are some people who have some idea how to build siege engines (1).

So Kahl has 6 + 2 + 1 + 2 + 1 = 12d10. She is heroic, so she counts 6s and better.

Kahl's target is tiered to reflect the different possible outcomes.

3 or fewer successes = Kahl gets nothing but a bad time and the city holds; the mercs leave
4, or 5 successes = Kahl gets the sweetest loot she's ever heard of; the mercs leave
6, 7, 8 or 9 successes = Kahl gets sweet loot, a solid understanding of sieges, and the mercs stay
10 or more successes = Kahl gets a city to rule​
Code:
Kahl sacks Wrul as her troops get out of control and go a
  little nuts, taking what they want to laying waste to
 everything else.  There isn't a city left afterward, as
 the nascent and victorious siege engineers make sport of
  knocking down every significant structure of stone or
  brick over the course of the days and weeks they make
                        camp there.

 Afterward, the mercenaries go their way and Kahl and the
 elites of the 9N go their own, each hauling more riches
        than they could ever have otherwise known.
I want to determine if the Road to Wrul is completed before the road-building process falls all to fuck apart.

This is a test of intimidation on the part of the collective of warriors, table-rulers, and others who are in charge of the death march/ambulatory labor camp that is the road-building project. The people of the 9N grow up in impoverished and brutal barbarity limited only by rules that still benefit the powerful: learning how to push people around is part of growing up for anyone who makes it to adulthood with any kind of authority so they kind of excell at intimidation, by and large (5). Between the decades-old discipline of bureaucracy and the abacus, the N9 have uncharacteristically good logistics, which helps keep the workers fed (1). Before the road crews got too far, the impromptu 9N army went and stole all available food from everyone they could get to, which was a lot of livestock and unripe produce that they're making the best of (1). The 9N have a lot of experience with laying the particular kind of surprisingly-not-terrible road that they're trying to build here (2). A modest understanding of hygiene and sanitation will help keep the camp healthier than it would otherwise be while people are kind of being worked to death (1). The heroic war witch will be fulfilling the conditions of his parole with work toward keeping the camp healthy and defended against malignant spirits (1).

So the road crews have 5 + 1 + 1 + 2 + 1 + 1 = 11d10. They aren't heroic or magic so they only count 7s and better.

Like Kahl's attempt at Wrul, their target is tiered to reflect the different possible outcomes.

4 or fewer successes = chaos reigns and a haunting of moderate potency forms along the failed and abviviated road
5 or 6 successes = road is laid most of the way to Wrul with only mild hauntings at points along the way
7, or 8 successes = road complete, spirits appeased or otherwise dispatched
9 or more successes = road complete, spirits a non-problem, heroic civil engineer is found among the 9N​
Code:
  The road laying project doesn't get too far before an
  uprising of workers occurs in the camps.  The response
  from the 9N is swift and well beyond the scope of what
          you might call 'appropriately scaled.'

     The resulting massacre leads to a noteworthy and
  troublesome population of vengeful ghosts that starts
  just a little ways along the trails that lead from the
 lands of the 9N to the ruins of Wrul and spreads mostly
 southward as the wandering spirits try to find their way
                          home.

   This mess isn't as unmanageable as the Great Haunted
 Forest and can be cleaned up if effort is devoted to it.
    It also doesn't self-perpetuate, so it thins as it
                         expands.
Code:
        Tests for this installment are complete.
LoserThree threw 4 10-faced dice. Reason: Servant’s Journey Total: 12
1 1 6 6 4 4 1 1
LoserThree threw 5 10-faced dice. Reason: Servant’s Ordeal Total: 27
9 9 4 4 1 1 6 6 7 7
LoserThree threw 12 10-faced dice. Reason: Kahl Takes Wrul? Total: 52
6 6 5 5 7 7 7 7 5 5 1 1 9 9 2 2 3 3 2 2 4 4 1 1
LoserThree threw 11 10-faced dice. Reason: Road of Lamentations Total: 57
7 7 7 7 10 10 3 3 2 2 4 4 9 9 5 5 3 3 4 4 3 3
 
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So, if I am reading the dice correctly, our table ruler a dead man.

Edit: too early.

Edit2: Blah, why did her troops had to sack the city? Oh well.

Edit3: But it appeared we failed at roadbuilding. :(

Need to improve our techniques.
 
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Blah, why did her troops had to sack the city? Oh well.
Kahl's mercenaries wanted spoils more than anything else. So they weren't in line with her goal of taking the city and when the walls fell things spiraled beyond her control. If she'd had six successes -- which she had a 50/50 chance at -- she would have gone on to attack Liavint. And there her forces would be satisfied with their loot and fully on-board with the idea of taking the city. Further conquests would have led to further attempts at conquest until the dice turned on her.

But the rolls just weren't especially favorable, today.

(Though she'd have had one more die to roll if Servant hadn't died on the road.)
Edit3: But it appeared we failed at roadbuilding. :(

Need to improve our techniques.
Yeah. Project management is non-trivial. And if you don't know what you're doing, shit can get hairy fast.
Because the Nine have no discipline.
To be fair, this one is more on Kahl's hirelings. There isn't really a tradition of following the orders of the person paying you. And while Kahl had paid them in precious, precious glass, they were there for riches and then a whole pile of riches opened up in front of them.
More than this, we caused yet another haunting.
Yes, you did.

But don't let that make y'all shy about ambitious write-ins. The dice just didn't turn up favorably this time. And you had a shot at a heroic civil engineer, which you wouldn't have had with any of the vanilla vote options.
 
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We failed at all the things I was hoping to succeed in.
It may still be worthwhile to focus some resources upon the city of Wrul.
  • The peoples who previously lived there (and yet live) could be subjugated.
  • There was a reason Wrul grew in the place it did, it is likely a good location for a city.
  • Though the building have been knocked down, stone has already been quarried & field cleared.
Even without complex machines, a spirit of spinning may be useful to power a cart.
Perhaps we should instigate Bianca to spread her knowledge of spirits and magic that improve farm yields.
After the recent battle, we could turn the slain into bone meal to fertilize our crops.
 
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