What Can SV Teach an Sorcerer in the Mesolithic?

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Test your understanding of technological uplift and your ability to communicate what you know in this quest where you play the role of a voice within the Astute Cacophony.

Code:
When text appears in a code block, it's out of character.
And spoilers
And vote options, of course. Other than that -- and this -- what I post is what Bianca says.

And while voting is open Bianca hears at least 2,000 words that you write. So come on in and show off what you know about science, industry, and organization!
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0. Status, Basics, Summaries, & Tech List
0
Code:
                         NOTICES
Code:
Cacophonous Interlude is NOT active
  (Bianca does NOT hear what you write right now)
Code:
Next story update : soon, I hope
Next vote closing : TBD
Progress toward next update : 2,724 words
We're on step 5: reading & composition of in-line replies
Total words in 'what Bianca's been told' notes : 3,119
Code:
Anything I post that's not in vote options, quote boxes,
code blocks or in spoilers may be understood to be said
by Bianca.
Code:
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
Code:
You can quote other sources, but I don't want this to 
turn into 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.

Please do not use Large Language Model assistants like
ChatGPT or similar to compose your effortposts. I mean
for this game to be about communication, not prompt
engineering.

Thank you.



Check the summaries in this status 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 and you want to get right into it without digging through the back catalog, consider doing this:
  1. Read the summaries in this Status Post.
  2. Pull up the latest Threadmark.
  3. Skip to the line that says "B R E A K."
  4. Skim from there to get an idea of what's going on.

If there's no Closing The Vote post in the Informationals corresponding to the latest Threadmarks, then the game is in a Cacophonous Interlude and Bianca will hear what you post, unless you post inside 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.

If the game is not in a Cacophonous Interlude, you can still post. It's just that Bianca can't hear you. You might still want to post so you can coordinate with other players, make suggestions, ask questions, and propose plans. You can compose a message to Bianca all whether or not the game is in a Cacophonous Interlude. And once the game returns to a Cacophonous Interlude, you can vote and/or send a message to Bianca 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. I should find the 'how to vote' general post and link it here, I guess.

If you want to send a message to Bianca, keep in mind that she is a creature of another time. She 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 Bianca, that player will probably need to expend effort to explain it carefully, and take into consideration the limits of her understanding of the world. You might even need to consider her biases and values.

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 Bianca and ask yourself how such a person can be made to understand what you want to tell her.

Bianca has different values than we do. She has different assumptions about the world and objects and forces within it. Her goals may not align directly with number-go-up or color-get-big gaming agendas. But she wants power and will listen most attentively to players that tell her how to get more of or closer to what she wants.

Keep in mind that you players are not trusted advisors. You're the Astute Cacophony: voices that Bianca mostly can't tell apart from each other.

If the total amount of player-generated content gets to be more than I can handle either because there are so many players or because player posts get so long, I will set a cap. At this time, I intend that the cap will be some total number of characters, with each player who speaks to Bianca having access to an equal share. Unused share gets divided up among the rest of the players until it runs out. If each player's share seems too small, I will also set a limit on the number of players Bianca will hear in a Cacophonous Interlude. And priority will be assigned based on post order.

I guess ideally the story doesn't attract so many people who want to guide the uplift that I have to set these limits.

I do not at this time plan to set a limit on voting players. I don't see how that could get out of hand on a niche quest like this.
  1. I post and Threadmark a story update that has 3 parts:
    • Bianca's responses to player posts made during the last Cacophonous Interlude, followed by 'B R E A K'
    • An update by Bianca following a hiatus of varying length but usually some number of years, covering what she believes is worth mentioning
    • Requests by Bianca 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 Bianca 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 me and with each other without doing so in ways Bianca can hear.
  3. When votes are tallied, I collect player posts in an Informational so that it may be known what Bianca 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 for. And only effectively identical write-ins accumulate votes.
    • You can vote your own write-in any time you want anyway, of course.
  4. I collect player posts and post them in the vote results for reference. This is the point where what is said in the Cacophonous Interlude is locked in.
  5. I read player posts, take notes, determine what Bianca already thinks she knows, and compose Bianca's in-line replies to those posts that invite replies.
  6. I research player advice, claims, and suggestions, check my notes for precedent, determine what Bianca's right or wrong about, how likely she is to engage with the topic, how likely Blanca's followers are to follow through in the matter, and finally what the result is going to be, later in the narrative.
  7. When the narrative benefits from uncertainty and chance, I devise tests for Bianca or other characters and make 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 that's mostly the Burning Wheel system, notably including War and Factions from the Burning Wheel Anthology -- which I really, really would have benefitted from the last time around -- on d10s with different 'shade' ranges (see below), no Artha, no Beliefs or Instincts, no Stock-exclusive skills, probably no Emotional Attributes, and clocks from Blades in the Dark because setting automation is fantastic. (The Burning Wheel is a good system and I encourage you to check it out.)
      • I will post the dice, threshold of success, and results of each test before rolling it.
      • Tests may:
        • Be made by rolling one of an entity's attributes against a static target, or may
        • Be made by two entities each rolling one of their attributes where the one with the greater result wins to some degree, and may
        • Have absolute results, or may
        • Have tiered results, and may
        • Result in pyrrhic victories or welcome defeats.
      • The rules being used and followed will be described in each Informational in which tests are made.
      • Normal mortals count 7s and better toward success.
      • Heroic characters and characters who are otherwise innately magical count 6s and better toward success, so long as what they're doing aligns with their heroism or their magical theme.
      • Demigod characters and characters who otherwise possess some spark of divinity count 5s and better toward success, so long as what they're doing aligns with their divine heritage.
      • Gods and count 4s and better toward success, as do their avatars, so long as what the avatar is doing aligns with the god's domains.
      • Gods count 3s and better toward success when what they're going aligns with their domains.
      • 1s and 2s never count toward success.
      • Sorcery, other magic skills, and some magical tools lower the threshold of success by a non-cumulative 1 to a minimum of 3 only when they are or are essential to the skill being tested, not when they help with other skills. Players may note that a god's threshold of success when they are acting within their domain does not improve when they use magic or magical tools.
      • Helping dice provided by magic, magical items, tame (not domesticated) warbeasts larger than hounds, or any incendiary devices more complicated than a burning arrow roll an additional die after each 9 or 10 and keep counting successes. Further 9s & 10s lead to further rolls. Unless the magic, magical item, or incendiary device is the product of an especially refined industry or practice (no exceptions for non-domesticated big warbeasts -- if the animal is dangerous to the enemy it is dangerous to everyone), these same helping dice cancel successes on 1s & 2s and roll another die for each 1 or 2. Additional 1s & 2s cancel additional successes. More 1s, 2s, 9s, or 10s mean more rerolling and more successes or cancelations, but only in the manner of the original die. That is, when a 9 or 10 on a helping die from war elephants provides an additional die and that die rolls a 1 or 2, that doesn't cancel successes or lead to further additional dice.
    • When players expect a test -- for example if they vote for an invasion or to send a diplomat to manipulate a foreign leader -- they might be able to add helping dice to the test by providing Bianca 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. Often, decent advice adds dice. Sometimes good advice may outright guarantee success, preventing the test entirely.
    • I'm going to have to choose some kind of accumulation-of-progress-toward-a-goal mechanic that fits the faction clocks from Burning Wheel but I'm not sure about how that's going to work right now. Maybe Conflicts from Mouseguard or Torchbearer?
    • Similarly, since this is an uplift quest and players will often provide incomplete but potentially sufficient information, some kind of test will be needed to see if Bianca and/or her minions are able to fill in the gaps and implement the desired technology. This is probably just going to be some skill test with a high obstacle and not-a-complete-failure thresholds that make the next test easier and whoops-all-on-fire-now thresholds that make the next test harder.
  8. I compose Bianca's post-hiatus update, new questions for vote, and new vote options.
  9. GOTO 1
Bianca will be the only character the players will directly interact with in this game.

Bianca is a human-shaped interface in the material world for a powerful soul entity. She's smaller than most of the human and human-like people she's met. And her phenotypic expression is unique from all surviving human-like populations. She looks really old and she'll tell you that she wears it well.

Bianca has magical abilities related to her original function as a vault guardian for her missing maker. She has other magical abilities related to the hundreds of years she spent traveling the world after she gave up waiting on her maker. As a being of divine heritage, Bianca counts 6s and better as successes on all tests. The nature of her divine heritage means she counts 5s and better as successes if what she's doing is related to getting into god crypts or similar, keeping others from getting into the same, or awakening great soul-things that have been cut off from the material world since the last time magic wasn't forbidden by reality. Other applications exist and haven't appeared in the game.

Bianca needs to return to the vault that her maker entrusted to her every few years for magical maintenance on her material form. She's pretty sure that if her material form is destroyed without injuring her soul and the stuff in that vault is intact she can rebuild her material 'body.'

Bianca has claimed to perform Soul Magic, Wayfinding Magic, and Healing Magic. She can also enchant objects under unspecified circumstances.

Despite sacrificing autonomy to connect with the Astute Cacophony, Bianca values her independence.

1. Era Choice
Bianca woke up from a long time when magic didn't work. Afterward, she spent about 900 years in the place where she woke, which the god who made her told her to guard before everyone who couldn't survive without magic went into some kind of hibernation. Then Bianca traveled the world for around another 900 years. She found people who didn't have magic. She didn't find any gods.

Bianca understands that the players can't tell her about the setting's magical systems. She wants power and wants the players to tell her how to get power in the material world.

There's stuff in Bianca's Vault that does things she understands, and more that she doesn't.

Bianca asks the players when the game should start.
2. Three Quests at the Dawn of the World
The players choose the Stone Age, but just barely.

Bianca starts with two magic items: the Red Knife, a very nice Acheulean hand axe enchanted to keep its edge and not break; and the Coat of Two Suns, a shimmery cloak made from the hide of an unspecified magical creature ("swift running beasts that shimmer like water") enchanted to smell good and be soft.

The players give Bianca a lot of advice. More than one suggest iron, which Bianca says she'll try to get.

Bianca spends around 400 years getting pottery working, finding iron ore, figuring out iron smelting and fining, making soap, figuring out clay pot distillation of alcohol, obtaining potassium nitrite, and figuring out steel bluing.

There's a community of fishers in a bay near where she's digging up ore. She pulls them into her shenanigans. The place they live is called Black Hook Bay.

Bianca enchants the best blued steel 'knife' she made like her Red Knife. It's called the Black Knife now.

The combination of the pescatarian lure of (mostly) relatively easy meat and the steel tools Bianca has given them and has taught them to make keeps the Black Hook Bay people around longer than the land will endure with grace. They've grown in number and overstayed their time such that they've cleared out medicinal and essential nutrition plants from the area. Also, they lost knowledge of a lot of them.

(Un?)fortunately, their neighbors are within reach for young people with iron weapons and bright ideas. So raids are solving some problems and creating others.

Bianca has asked the players which of three tasks she should undertake: very cursed dungeon crawl, suborn a murderous cult trying to summon the kind of god murderous cults summon, or befriend some monsters who aren't finding a place for themselves in a world after they went through some big changes.
3. Launching the River Warrior's Legend
Players chose to split Bianca's attention between a main focus on befriending the winged lions with a little side-trip to fuck up something powerful's blood-soaked wake-up call. Bianca does not win the trust of the lions and they leave. Bianca reached out again around 220 years after her last contact.

Armed with an indicator species and the function of the liver, Bianca decides that The Problem with Black Hook Bay is something in the water downstream from her smelting sites. She tells the people to move and not use the water in certain places and matters improve.

Bianca invents an alphabet, writes down iron-making instructions, and teaches BHB folk to read. They're a bit excited about being able to write their own names on stuff, but don't use literacy enough to keep it long term

Bianca loses interest in glassmaking after a series of frustrating explosions but the BHB folk are in love with the stuff and are going to try to figure it out for themselves.

Those rare magic livers the BHB folk end up with make them resistant to poisons and are there because Bianca was healing that population for generations.

People the BHB have been stealing from get fed up and follow a Special Kid on a Unicorn to attack the BHB. They get trounced and the BHB gets the Horn of Sheshlan, which has healing powers. They also get a head start on regaining their lost area lore, but kind of fuck that up instead of making progress when they get the chance.

Bianca goes looking for a place to invent farming and picks some nice floodplains with just one problem: a magical river dolphin that fucks up whatever Bianca doesn't ward the fuck out of every time the river floods. She's picked out a grain to focus on and can grow more than she can harvest alone. But she can't get enough to keep people fed year round. She does bring seed back to BHB at unspecified intervals to get more iron for tools.

Bianca kind of raised a Heroic River Warrior and needs to give the woman something to focus on.

Bianca asks the players about handling that very cursed dungeon crawl from last time, the possible murder god's wake-up call that's kind of trying to stop being on hold, that fucking dolphin, and a cache of bog iron up-country that she's been thinking about.

This list is of things that Bianca has described to exist in the setting independently (or -- later in play -- at least seemingly independently) of actions she has taken based on player advice.
  • Language
  • 'Wolves' (dogs)
  • 'Hide' clothing
  • 'Webs of vegetation' clothing
  • Sharp sticks
  • 'Broken rocks' (knapped stone tools and weapons)
  • 'How to live in the places they go' (local plant, animal, mineral, weather, and geographic lore)
  • 'Brimstone' (elemental sulfur at volcanic sites)
  • Murder
  • 'Dragon Glyphs' (actual ideograms (as opposed to logograms) that are used by or the product of magic)
  • 'Counting by dozens, grosses, great gosses, and so on' (base-12 eunmeration)
    • 'Dragon counting' (base-8)
  • 'Bulbs that grow leaves like a hawk's tail' which nearly all people plant wherever they go
  • Spreading the seeds of every plant they use as they travel
  • 'Don't handle shit, don't eat rotten things, & keep the midden away from living spaces ' (very basic hygiene)
  • Rope
  • Gold, silver, iron, and copper (all very rare)
  • Needles
  • Thread
  • 'Boats' (logs that dream of being as cool as caballito de totora but have a long way to go before they get there)
  • 'Webs' (nets, this time)
  • Resource raiding
  • Poisoning
  • 'Sunstead' (understanding of the seasons sufficient to identify a solstice)
  • Bows and arrows
  • Soft metal seen once that might have been lead
  • "Where beasts' seeds fell outside the womb" (ectopic pregnancies in animals)
  • Bees and honey
  • Toys that spin in the wind
  • 'Stones to weigh down webs' (weighted nets)
  • Buckskin tanning
  • Unicorns, horses, and zebras
    • Unicorns are larger than horses, not as robustly build, and have a magic horn
    • Zebras have family dynamics
    • Stallions do not lead horse herds, they herd from the back
  • Hills and walls of ice in high places and far north and south (Glaciers and polar caps)
  • "The world is round like a perfect river stone"
  • "There is something in the work that brains do with substance that touches the Soul Lands"
  • Bone setters (she says people just figure that shit out all the time)
  • Basket fishing and fish weirs
  • Baskets in general
  • Non-domesticated grains, beans, and nuts
  • River dolphins
This list is of things that have been described to Bianca. To let me know about something I missed, PM me a link and a searchable keyword from the passage.
Bianca reports failure
Bianca reports success - Skill exponent opened (if any)
  • Writing
    • Paper
    • Soot ink
    • Printing press
    • Cypher Wheel
  • Farming
    • Irrigation
    • Evolution
    • Selective breeding
    • Food preservation
  • Disease
    • Sickmakers (pathogens)
      • Wound care - Field Dressing
    • Undersuckling (nutritional deficiency)
    • Slow poisons
    • 'Free problems' 'wardful flesh problems' (immune problems)
    • Cankers (cancer)
    • 'Origin problems' (genetic problems)
  • Lye-making - no Skill opened
  • Soap-making - no Skill opened
  • 'The stain' (alcohol) making - Distiller
  • Clay pots and other shapes - Potter
    • Waterproofing clay with ash - no Skill opened
  • Bricks & mortar - Mason
  • 'Rock-cooking tower' (smelter) - Tree Cutter & Miner (kind of incidentally)
  • 'Air-cooking tower' (blast furnace) - no Skill opened
  • 'Bubbling cooking tower' (finery) - no Skill opened
  • Metal
    • Copper
      • Malachite
      • Chalcocite
    • Tin
      • Cassiterite
      • Bronze
    • Zinc
      • Smithsonite and hemimorphite
      • Brass
    • Iron - Blacksmith
      • Magnetite
      • Hematite
      • 'Firm iron' (steel) - no Skill opened
  • 'Blue-making' (steel bluing corrosion protection) - no Skill opened
  • 'Fat on iron' (steel oiling corrosion protection) - no Skill opened
  • 'Blow-bags (bellows) - no Skill opened
  • 'Charred coals' (charcoal) - no Skill opened
  • 'Biters' (tongs) - no Skill opened
  • 'Burning' (annealing)
  • 'Pot-ash-niter crystals' (potassium nitrate) - Munitions
  • 'Outclappers' (explosives)
  • The value of falsifiable claims (Scientific method)
  • 'Improved midden' (covered latrine) - no Skill opened
  • Long bows - Bowyer
  • Fletched arrows - Fletcher
  • 'Trunk and take' (block and tackle and related compound bow)
  • 'returning doves (homing pigeons)
  • Nose and mouth masks when in the presence of sick people
  • Storm signs
    • Birds fly low
    • Smoke stays low
    • People ache more
    • Pests bites more
    • Smells are stronger
    • Clouds that are tall, fast, or change direction
    • Certain people's headaches
  • Volcanos should show up in lines (plate tectonics)
  • Lighting lure - no Skill opened
  • Bog iron - no Skill opened
  • Boats
    • Dugout boats - Boatwright
    • Second boat fastened to first by stout branches (outrigger) - Carpentry
    • Pitch - Pitch Collector
    • Oars - Wood Carving
    • Sail
    • Seabirds fly away from land in the morning and toward it at night
    • Shallow water reflects more light to the underside of clouds
  • Buildings
    • Cob
    • Start walls below the ground (foundations)
    • Fire in home with smoke pipe (fireplace and chimney)
    • Arches - Architect
    • Concrete
  • 'Breaking rock with outclapping stuff' (blast mining with explosives)
  • Tools
    • 'Shover' (shovel)
    • 'Point' (pick)
    • 'Striker' (hoe)
    • 'Cutter' (chisel)
    • Breaking up rocks with fire
    • Hafting by shrinkage and spike and even glue
  • Agriculture
    • Plow
    • 'Dirt making' (compost) - Farming
      • Basket with layers of green & brown, little water, ready 6 months later
    • Use the seeds of the plants that work best
    • Remove undesired plants
    • Mushroom farming - Farmer
  • Grow branches as forms for clay pipes
  • Hills and ravines against flood rivers (levees and canals)
  • 'Fighters that only fight' (Standing army)
    • People should have a plan and a leader they'll listen to if they want to win combat
    • And they should play at fighting to get better at fighting
    • Murder axes should the lighter so they're faster
  • Glassmaking
  • Glue - Mending
  • Liquor social
  • Hypothermia recovery
  • Math
    • Vertical addition
    • Vertical subtraction
    • Partial product multiplication
    • Long division
  • Body weight poison determinism
  • Saltpans - no Skill opened
  • Phonetic alphabet - Read and Write
 
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1. Introduction and Era Choice

LoserThree

Finds writing poorly easy
Location
Greater Seattle Area
Pronouns
he/him
1
Code:
Vocabulary
One Dozen = 12
One Gross = 12 dozen = 144
One Great Gross = 12 gross = 1,728

I cannot find my maker.

Do you know what that means? What even are you? Do you have makers? Were you drawn from the Choir like me, made for a purpose? Or were you made when the Cacophony came into being? Are you bound to it?

Do you know where my maker is?

I knew I would slumber for ages. I knew I would wait in the timelessness of the Soul Lands until the Winter of Magic passed and my soul could once again reach the world of substance. And when I awoke in substance alone, I was afraid.

My maker was not waiting for me. She was not there to instruct me on how I should serve, what I should do. So I waited, afraid.

I wondered what should happen to me. And I thought I might find the answer in the Library. But the Library is not there. I cannot find the Library or the Well or the Loom or the Choir. I cannot reach the infrastructure of the Soul Lands. This should be impossible. The Soul Lands are timeless, they were untouchable to substance in the Winter of Magic.

I waited longer, and I worried.

And then I did what I was instructed that I should not do. I left the Vault I was made to watch over. I abandoned my duty to look for my maker in the world.

I did not find my maker. And I found a world much changed.

Firstly, the Wonders of Artifice are absent from the sky. The Citadel, the Eye, the Moon Crown, and the Countless Jewels are nowhere to be seen. I looked closely where they should be, and there are not even ruins.

But there are ruins in the world.

I have found only ruins in the world. The Roads, the Towers, the Fountains, the Orchards, they are all gone. But there are shattered thrones to gods I know and others I do not. There are piles of stones that I think were once markers gods placed on the land so that all would know it was theirs. And under the ever-changing face of the Moon there is something wrong. Something reaches into the outermost coats of the Moon's face and can sometimes be seen to glint when the Sun strikes it just so.

The world is disordered. Beasts go where they will. People are here and there with no god over them, no divine direction. There are wolves among the people.

The people are tall and run well. But they have no lances of light, no shadows to cloak them. Instead they carry sharp sticks, they hurl broken rocks, and they wear hides here and webs of vegetation there and both in other places. They do not speak properly. They cannot account for themselves.

I think I waited six gross winters of substance before I left the Vault. I know I have seen another six gross winters while searching the world for my maker. And as I searched I decided that will be sufficient. I said to the sky that if I cannot find my maker in a great gross of winters of substance, then I have been left to my own devices, and I will use what I have to my own ends. I, Bianca, will make my own way.

So I have returned to the Vault where I awoke so long ago, where I slept for so very much longer before that, and where my maker put me to watch over her devices. I came here to make her devices my own. And now I will bind you voices to my service. Your wisdom in matters of substance will benefit me. Your wild ramblings will trouble my soul and no other.

I seal this pact with the sacrifice of my power.

Voices of the Astute Cacophony! My aim is to be mighty! My aim is that none should think themselves above me! How long should I spend working in isolation, here in what is now my Vault? For how long shall I refine my soul, build the soul tools of magic, claim my maker's possessions here, and grow in power?

[ ] Go build material power in the world immediately. Bianca will practice soulcraft and grow in magical power, but also secure mortal servants, gather resources, and perhaps plunder the resting places of dragons and gods still sleeping or forever smothered in Winter.

Code:
Mid-Spring - magic grows rapidly in the world

Bianca will be powerful like an immortal sorcerer/ruler,
maybe a little less powerful than Saruman.

The setting will have the least competition for power and
only as much politics as Bianca and the players choose to
engage with.

There are few other beings around who think with their
souls. No true dragons have awoken yet, though they will.

The world is still in the Stone Age. There is no
irrigation. Few domestication events are meaningfully
complete.

Disturbing the places dragons and gods prepared for their
own rest or the rest of their servants will be very
profitable and very dangerous. But there are more to be
found starting now than there will be in any later start.

[ ] Prepare for as long as preparations can be made in secret. Bianca will practice soulcraft, win possession of her maker's treasures, and build her magical strength and capacity until she is irrevocably discovered by an outsider.

Code:
Early Summer - magical growth much reduced

Bianca will be powerful like a great spirit or minor god,
maybe somewhat less powerful than Morgoth.

The setting will include established gods and true
dragons. And there will be three or four mortal empires
in the world comparable to China, Rome, or Inca. Players 
will only be able to avoid politics with enough violence,
foresight, and luck.

The world will be in the equivalent of the Late Classical
Period. Cereal grains will be grown for bread, porridge,
and beer. Many root vegetables will be so easily grown
that common people eat them, but most fruit and 
vegetables will be grown only as luxuries and for trade.
Livestock provide eggs, meat, milk, fiber, traction, and
pest control. Ironwork will be ubiquitous and valuable.

No one will be expecting Bianca or prepared for her.

[ ] Prepare for as long as it is safe to do so. Bianca will perfect her soulcraft, subsume all functions of the Vault and its contents into her person, break through the apotheotic barrier, and grow in power until actions of outside forces oblige her to emerge into the greater world.

Code:
Mid-Summer - peak magical power worldwide

Bianca will be powerful like a D&D god.

The setting will include plentiful and immediate
competition. Politics will be pervasive and inescapable.
Kingdoms and guilds and every kind of organization will
have opinions on anything Bianca does. There will not be
an open niche for Bianca to step into. To get geographic,
social, political, or economic territory she will have to
take it from someone else.

The world will be equivalent to the Islamic Golden Age or
typical High Fantasy. People speak and write in common
tongues across wide territories. An educated and studious
class will overlap broadly with warriors and rulers.

Some very powerful entities will have known of Bianca
while she was hidden. And some divinatory practices will
predict her emergence. And, of course, the party that
forces Biana into the open will have been aware of her.
 
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[X] Prepare for as long as preparations can be made in secret.

Power is useful, but expedience is more pleasant.

Also find potato, it's a starchy root vegetable usually brown but can be red or yellowish. We can use it to make potent alcohol and we can make burning seas with it while getting drunk! Also can be used as staple food. Taming it is the next best thing to actual magic!
 
[X] Prepare for as long as preparations can be made in secret.

I think that turtling can be interesting, but think that being an unknown minor power sounds like fun.
 
[X] Go build material power in the world immediately. Bianca will practice soulcraft and grow in magical power, but also secure mortal servants, gather resources, and perhaps plunder the resting places of dragons and gods still sleeping or forever smothered in Winter.

Bianca, you should rest. For now, grant us your power and let us change the world in your stead.
 
[X] Go build material power in the world immediately.

I'm most partial to the earliest option, but weakly.

Spring maximises the time to find valuable resources. And is more in our comfort zone for providing advice.
At Early Summer we are still likely to be useful, but the extra preparation may be subverted by letting other entities exploit valuable resources before we get the chance. Also feels like a rerun.

High Summer is a hard no for me. We would be least useful there, though there might be neat battles, our advice would not be as useful I think and we would have lots more politics. Also, betting there are more neat monsters to fight earlier on than later.



Hail to the summer, hail to the summer
the season that drive the cold winter away
Hail to the summer, hail to the summer
light your hearts fire. Let today be Beltain

High on Mount Caburn we look down on ancient lands
the mist rolls away catch the sun on the sea
spin a ring of enchantments to bring on the May morning
set free your power, come weave the dawn



My Immediate advice to Bianca regardless of chosen option is to not settle immediately. The world is vast and the sky is tall and before they die most can't see it all. You never know. The weird colored rock you walked past a decade ago could turn out to be the key reagent you need to defeat an enemy. Search for resources that you can come back to later once you have the power to secure them. Gain contacts among many peoples to ease relations between them and whichever people you eventually choose as your own. Do your best to memorize flora and fauna of many diverse regions. The shape of the land and the ways of its people.
 
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[X] Prepare for as long as preparations can be made in secret.

"Bianca! You may call me Fox. I am one of many voices here, and am profoundly curious about the world around you. I wish to have some level of agency over the world. Alas, I am limited to talking to you, and responding to the other voices that no doubt are clamoring to speak. So! I will endeavor to provide you good advice, useful advice, advice that can be used to project your will on the world. And I will not lie; I have my own perspective and morals and was raised in a culture with it's own assumptions and beliefs, and will attempt, like many others, to influence you according to my preconceptions and ideology. However, I do so openly, and not by subterfuge, and have no wish to upset or lie or misdirect you. In general, my viewpoint could be considered to be said to be 'pragmatic', and focused on the belief that large numbers of well-trained, confident, and well-equipped people, cooperating towards a harmonious purpose, can have outsized impact on the world around them. I have access to quite a thorough supply of lore to help me with this task, and hope to build a respectful working relationship with you. That said, my knowledge and lore and skill is of limited use without context. What can you tell me, and the rest of us, about the circumstances you find yourself in, as well as the assets you have to leverage your will on the world, so we may advise you on how to best direct your efforts in the present?"
 
1.a. 'How We Got Here' in a Doyalist sense
1a
You may already be aware or may see from my signature that I've done this twice before.

What makes this time different is that before I did it then and now I'm doing it now.

Also, I have more tools to keep track of things, a better idea of what I'm getting into, and something more like peace in my home.

The last two times I let the players choose between a lich, a vampire, and a magic ring as the QMPC. Both times they chose the lich. So we're just going to go with a kind of lich like character.

In recognition for their efforts, I allowed the player who had most encouraged me to run these quests ever since the first to suggest some options for the QMPC's name. He said, "Obviously our new protag needs to be named Bianca... It's tradition at this point."

And so it is.
 
[X] Go build material power in the world immediately.

Go out and establish yourself early enough, and by the time the next option rolls around you'll be ahead of where you would be anyway.

Also, being around since the dawn of recorded history will lend you legitimacy none can match.
 
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It has occured to me that the earliest option would likely give us the option of controlling a nomadic people, which might make it much easier to travel the world finding neat plants and domesticable animals and useful minerals.

Heck, we could leave behind a train of families growing villages to form a trading network and come back to later.
 
[x] Go build material power in the world immediately.

Ah shit, here we go again.

Right, basic economic principal. Returns on growth can be reinvested to fuel more growth if a valid method of reinvestment is available.

Let's say you have a lake, and that lake is fed by a river. Let us also assume you have a spell that allows you to sacrifice the water that is in the lake to change the world around the lake. The first thing you should do is sacrifice as much lake water as you can to increase the number of or improve the flow rate of the rivers. The more water enters the lake, the more you can spend over time. And the more you can spend over time, the faster you can improve the rivers flowing into the lake.

The same principal applies in any aspect of industry. If you have gold from making and selling a product, you can invest that in improving the amount of cheese you can make at once, or increasing the number of caravans you have transporting it. You can have laborers and peasantry focused on improving the quality and health of their village by creating aqueducts or subsidizing medical practices. Even knowledge isn't exempt, as investing in ways of learning and storing knowledge will, in turn, increase the total amount of knowledge available to you.

The more resources you invest in your resource generation now, the more resources you'll be able to invest in other things later.

Although, to be fair to others, there's a LOT of work you can skip over by just...preparing in secret and letting other people do the hard part of convincing people to make proper societies.
 
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Why come back? Ciber when we could never leave? Also those nomads don't even have rideable mounts yet, why bother?
 
Why come back? Ciber when we could never leave? Also those nomads don't even have rideable mounts yet, why bother?
There is lots of loot and dragon dens and plants and minerals to loot. We can't do that if we are all stationary.
Gotta bring our loot team with us. If we early start they won't have logistics ... at all ... so gotta live off the land. And we might as well aim to cross cross the continent to get good coverage.
We might come across really valuable dungeons on our travels that are too high level for us and we want to come back to later.
 
But is living among stone age idiots worth it? They need to have some culture to be worth conquering, otherwise why bother?
 
The fun part is we get to make the culture. And it's very much an age of heroes kind of deal. There will be great monsters to slay. Powerfull demigods to fight where our influence can directly impact the Bianca's ability to win via, for example, proper metal weapons. Or clever anachronistic gunpowder usage.

Just imagine. Steppe horse nomads drinking mares blood on the run and hurling pottery grenades bareback on bearback (since we are early enough to tell them to spend ten generations domesticating bears or whatever)

This does bring up the question of what exactly the physical capabilities of this Bianca are. Is she undying or is she fully invincible? Is she peak human strength or is she so strong that the largest rock she can lift would drive her into the ground. Is she abnormally tall or short compared to the people she encounters? Does she look like a skeleton? A corpse? A golem?
 
[X] Prepare for as long as preparations can be made in secret.

eh, why not? might as well wait for the long game
 
A tough choice between being one of the first, or one of the unexpected. Both are powerful options.
[X] Go build material power in the world immediately.
 
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[X] Go build material power in the world immediately.

Well this is going to be an interesting experience, and I do admit that the prospect of having a nomadic for at least some time would be interesting. A short amount of time gives you the ability to manipulate the environment to something more favorable to you, which is a positive. Though it does mean that the people would lack the sophistication that would make doing projects easier, but such is the cost of being the first being of that caliber to be active.

To answer some questions you have asked earlier.

I personally have no idea what not finding one's maker means, but I am certain it is an ill omen. I think there are experiences similar to that, but I feel it would be like comparing the feeling of touching freshly roasted meat to grabbing molten lava.

For what we are, we are voices in a Cacophony. Bound to you and willing to aid you in your goals.

I would say that we have makers in a sense.

Existence is similar in that we are drawn for a purpose, but not the same.

I would say that the voices are bound to the Cacophony in a sense.

As for where your maker is, I personally have no idea and am reasonably certain that my peers are similarly at a loss.

Related to the previous statement, Welcome to Adult Bianca. Where one is free to pursue whatever they wish, where one's successes and failures are more dependent on one's own doing, and where there may no longer be any figure to look to for guidance and protection.
 
1aa
But is living among stone age idiots worth it? They need to have some culture to be worth conquering, otherwise why bother?
I'll have to ask your pardon for my pedantry, but the humans of the Mesolithic are not idiots. There is no march of progress advancing human cognition following emergence of that population of last common ancestors to all surviving branches of humanity.

Humans of the Stone Age were better at living their lives than anyone living today would be. They had art we'll never know because so little of it was committed to media suited to survive in the archeological record. They sang and danced and told stories that may have been so much more varied than what we've had throughout recorded history just because they were about it for so much longer than recorded history. We may consider how much different, for example, the Sumerian language is from any other language recorded in any form anywhere, and then consider how much variety of expression there must have been in the tens of thousands of years of human existence before that.

Today we have great tools in mathematics and analytic language and in our artifice and in our highly, highly selected breeds of symbiotic plants and animals. And of course we have access to absurd amounts of energy in the form of hydrocarbon caches. But the people of the past weren't dumber than we are. They only lived differently.

Vote how you like, of course. But don't think you can escape idiocy by choosing a more educated population. Players who've been there for my previous quests may be able to assure you that idiots will abound at every point in the timeline.
I'm a big fan of the potato. I think it's the second greatest OTL domestication event.
 
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I'll have to ask your pardon for my pedantry, but the humans of the Mesolithic are not idiots. There is no march of progress advancing human cognition following emergence of that population of last common ancestors to all surviving branches of humanity.

Humans of the Stone Age were better at living their lives than anyone living today would be. They had art we'll never know because so little of it was committed to media suited to survive in the archeological record. They sang and danced and told stories that may have been so much more varied than what we've had throughout recorded history just because they were about it for so much longer than recorded history. We may consider how much different, for example, the Sumerian language is from any other language recorded in any form anywhere, and then consider how much variety of expression there must have been in the tens of thousands of years of human existence before that.

Today we have great tools in mathematics and analytic language and in our artifice and in our highly, highly selected breeds of symbiotic plants and animals. And of course we have access to absurd amounts of energy in the form of hydrocarbon caches. But the people of the past weren't dumber than we are. They only lived differently.

Vote how you like, of course. But don't think you can escape idiocy by choosing a more educated population. Players who've been there for my previous quests may be able to assure you that idiots will abound at every point in the timeline.
I'm a big fan of the potato. I think it's the second greatest OTL domestication event.
Mesolithic humans may not be dumb but they lack knowledge of a lot of concepts we take for granted, making it extremely difficult to actually take them seriously or for them to fully understand what we might be referring to in a setting where we do not need to worry about personal survival. For example if we found someone today not understanding the basics of how to use electronics and the fact electricity exists we would call them idiots. I might be unfair to them and there are idiots everywhere but that doesn't really change my stance on the fact that Stone Age humans that have just started domesticating stuff and agriculture are not really worth bothering with due to the headaches one has to go to rule over them at anything but the clan/tribal level.
 
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