Choice of Rebels: Stormwright (XoR2 WIP)

Why Irduin?

My disordered thoughts on the second half of book 2

It has been often pondered on this thread and the community broadly, why Irduin? Why spend half of a game in a small village of purportedly little relevance to the overarching plot? Now, let’s put aside concerns regarding development time and how long XoR2 has taken and focus on a narrative discussion on the point Irduin levies. First and foremost, it does not represent a return to feudalism or a broader past. Maybe for Shayard its some “return to basics”, but not for the reader or the continent Shayard inhabits broadly. It does not operate similarly to the old European regimes, in fact, discounting theurgy, the Hegemony in certain areas is arguably closer to feudalism than Irduin. Naturally, Havie here can discredit me if I’m wrong, and we haven’t fully seen the full extent of the system, but Irduin to me feels closer to, and I apologize for the world salad, a Durkheimian-style pseudo-corporatist feudalist system. Meaning, there are defined, generally hereditary classes in society, and these classes vary in duties, standing and accommodations, yet they all come together in a stratified, paternalistic, unified whole. There are a few elements of class collaboration, but that is not fully the case, the nobles are very clearly and vocally in charge. The noble takes care of the helot, as we clearly see in the story, yet the helot remains helot, from cradle to grave, in a system moulded together by tradition, a commitment to social peace, and the “balancing” of the needs of all. The aristos even stick their neck out for their lessers with all the evasion and helot hiding they do. It’s difficult to talk of states or corporatism when neither exist in Shayard, but I believe it worth it to differentiate from traditional feudalism or what we would see, even without Karagon intervention, in the Rim or other areas.
This is the author showing you how a gentle, compassionate, Cierran rule by the nobles without foreign interference would look like. Naturally, it is a thousand times better than what is imposed elsewhere across the continent, though the question would be, could Irduin survive if its primary point of comparison was not the Hegemony? Why is aristocratic paternalism compassionate, if not because its counterpart is bloodletter genocide? I assume the masses of the continent will feel much of the same, especially considering excesses from aristos do exist within this seemingly impervious system. However, it is a viable alternative that preserves pre-existing power structures and minimizes anarchy and chaos. Havie here is offering a tangible, rational alternative to an untenable establishment that does not require mass classicide or a collapse of the administrative institutions. It also offers a counterweight. Not all aristos are genocidal maniacs, not all helots wish to revolt. For people that are not firmly grounded in material beliefs that give systems and material conditions primacy over individuals, this will likely be a big effect in their opinion and choices down the line. I’m sure the author could explain it better, for me, it is an interesting introspection for both the main character and the setting. It also gives the player some down to ground alone time with just one or two known characters before the final chapter and then book three really plunge us into the rebellion.

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I always assumed that whatever is currently powering the Xaos storms at Vigil was previously tapped to do things such as making the adamantine towers, before that source went out of control. After all, both of them require an immense supply of aether for their creation, so it seems like the most logical explanation.

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That conclusion sounds very satisfying, consider me appeased.
If I could make another suggestion, One of the reasons the pacing feels off is because of Cerlota’s statement about bringing down grand Shayard’s city ward. I think if that’s not happening in this book having her keep it close to her chest and be more vague about it would avoid the tension spike and keep people from getting extremely high expectations about where the current book is going.

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Delaying that reveal to the end of Irduin might be a good call yeah, could even add to the vampire fight if she’s still holding an obvious secret. Force her to spill and have it land as more of a bombshell.

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@Havenstone do you ever plan to make the grid map that you teased Erreza with public? It’s my understand that you’ve completed the whole thing for the Hegemony, but I understand wanting to keep it close to chest.

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I wonder how much the Leaguer faction as a whole would be on making a deal with the Seracca. especially if you figure out the deal(?) (We don’t know how much the whole faction knows about it) the Lacconiers has with the Hallasurqs. I doubt Teren would since they probably think Harrowing is a too useful tool to potentially give up and if push come to shove would just make a new class of helots from how Have has describe him

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For Irduin, it is hard to judge how satisfying or not an ending it’ll be because it hasn’t been written. The impression I have is that Irduin is history in the making: history will remember Irduin’s name because of what happens here, and if it doesn’t it’s because we made choices to prevent the impending tragedy (between Auche and Earith’s elopement, Heud’s gunpowder plot, the darkness Tamran felt, Brasque’s Harrowing, and Baldy discovering the de Irde’s secrets, the natural course of things in Irduin seemingly bends towards nobody ending up happy). It’s just none of this has happened yet.

It’s like how reuniting with Alless (peak) can be done in a wholesome, calm way where we stroll to an inn, chat, and then each go our own way on the road. Or it can be a dramatic sequence filled with bravado, self-sacrifice, and the unique reading experience of being smuggled down a river in a barrel of fermented fish sauce.

Avoidable, self-inflicted problems still make for fun reading, and I think that makes the anti-order Irduin routes feel more complete: the “enemy” is right there, and we make gradual progress towards defeating them, and it can feel like we’re laying a foundation for our own rebellion. There are no idle hands there, at least.


I felt that the emotional cores of Irduin were Brasque, Tamran, Auche, and Ulmey: stories featuring them tended to be more engaging to me. Others are elevated by how they relate to these characters; but there is one conspicuous exception for me (not Eyon, even though he’s just a side character for Bernete’s story, and Bernete’s story already feels like an incredibly funny side quest; but that’s just his role).

Korren feels bland. He comes across as not very proactive, and mainly a tool to serve Irduin’s order. Which is probably the point: he’s special because of his forbearance. But he’s at his most interesting in those flashes where he becomes more like an Alastor, which is almost always because of Cynneve (the one attachment he seems to have outside of Irduin’s ideology): attacking Baldy, holding back his urge to hurt [innocent, relatively] Narran and Snip, almost punching us after the comedically timed

“I see Ecclesiast Ulmey’s taught them to write,”

It’s because he holds power but holds back that those moments are memorable. But he holds back so much that he doesn’t feel active or threatening, even when directly investigating us.

There’s a line we can say to him under questioning if we’re on the Ulmey+Korren route, which is

"I hope we’ve made some friends in our time here, yes. In all honesty, Captain, I’d hoped you would deem yourself one of them."

I think “hoped” is the key word there. I don’t know if we’re ever friends with Korren. Or what he thinks of us, really, besides being a diegetic ird_sus meter. And maybe I’m uncharitable to him, but it seems like without someone else pushing him to action, he’d just walk the man he’d call father-in-law (given the choice) to his death. Because that’s what the order of Irduin demands of him.

It’d be neat to hear Korren’s perspective on walking helots to their Harrowing. He’s been in Irduin for… 8 years or so? That’d still be around 20 helots he’s seen grapple with their imminent death. We hear about one (Cynneve’s mother) secondhand, but was every Irduine helot like her? No matter how much dignity they left with, Korren (and Ulmey) would be the only one who knows what they were like in the end. Were they scared? Resigned to their fate? Did anyone regret not fighting harder to live?

And what’s it like for him, being with helots, playing games with them – when it’s been his job to escort their parents, aunts, nuncles, into a woodchipper?

Speaking of which, it is convenient narratively that we came too late for the last Harrowing in Irduin and things are likely to explode (literally) by the time the next one comes around. Changes our impression of the town.

A player spending time with the helots could have reason to look into who was last Harrowed: to make sure they’re taken care of (see Olynna’s charity from the prologue), or to see if they’re a weak point that can turn into rebellion. Of course, knowing Irduin, this is likely to be a dead end, but it would be revealing.


Yare Chastin, meanwhile, is the most underrated side character. Also the singularly best-positioned character to be a spy, though she probably isn’t (too young, no reason to believe there are Hegemonic spies in Irduin anyway). She makes Heud’s quest personal and tragic: Heud risking his life again and again to destroy the place that Yare wanted to make their home, if it wasn’t for the literal scars of injustice keeping Heud out, because Heud sees through the sham of it all. Even if it’s a comfortable sham. And Heud knows that Yare would oppose him. And I think Yare is sharp enough to catch on to what Heud’s thinking. It’s great; without her, Heud’s story would be too straightforward. She also adds a layer of intrigue to the Auche and Earith plot. What a coincidence that Auchearith and the Gunpowder Plot are two of Irduin’s highlights.


Speaking of Auchearith, there’s a routing error in Murian’s plot. Only one I found though, which is impressive given how much text there is.

If you go along with Murian’s plan, Narran and Snip won’t approach you to destroy Baldy’s papers (line ~1976 of irduin2, murscandal < 4). But they can later be mad that you refused to help them (~line 10650 of irduin2).

Another mechanical suggestion: since Irduin being split in two means global variables for a lot of its mysteries, those can be included in the stat screen as a kind of clue notebook that the reader can reference. Could be good for people who read across multiple sittings, or who like collecting in games.


Don’t worry, you’re not alone in this. I also had this misconception, all the way up until March of this last year, during my conversation with @apple about floating mountains. It might come from this old comment:


Something that comes to mind is that every chapter of the first game ended with a Father check-in: in his case, it was usually variations of “You will kill us all”, “You are a horrible leader”, and “I wish you weren’t my child” (and then he was dead, leaving a conspicuous absence at the very end of the game).

Our Gamgee could play a similar but less abusive role. I think every chapter has space in its ending to include a brief conversation about what the future holds.

  • On the road to Sojourn: as is, the chapter break is a bit abrupt anyway since it wasn’t designed as one.
  • Before crossing the Ward: there’s already some of this passing unspoken between us and our Gamgee: What if our time here changed us without our knowing? What if we can’t pass back? It represents a much broader question: how have we changed, and how has the world changed in our absence, because of our actions? What we can’t return home [to the rebellion]?
  • During the week that Theurge Seichaeris is here, with all the accompanying tension. That passes by very quickly in the current text anyway.

Players without Gamgees can be alone in their own thoughts, as desired. Maybe a hallucination or two if there’s enough trauma.

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Re: Gamgees, Cerlota could variably slot into all of those commentary points, assuming the first convo fits in after you’ve recovered under the Omphalos and are back on your feet. I think it’d help to characterize her and the gamgee more, letting her actually share what she thinks of you and your rebellion in its specific terms, as well as playing off of each gamgee and letting them react to her. Doing it while the Theurge is in town might be problematic though, since everyone is paranoid of being overheard. Perhaps as he leaves?

Reflecting this in text might be good tbh. Some mentions that a harrowing just happened, a bit of gloom among the helots in the earliest moments, just to remind the player that you’re very much still in the Hegemony.

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I wanted to ask: is there a way to look at Stormwright’s code as is it? I was trying to do using this guide, but it didn’t seem to work

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https://cogdemos.ink/play/havenstone-/choice-of-rebels-stormwright/mygame/scenes/startup.txt

Replace the last part with the name of the scene in the list at the top that you want to look at

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Not to be a sap during important discussion of Irduin’s ideologial grounds and their wider viability on a continent-size level but I was so shocked by how endeared I was to Tamran on this first readthrough, possibly as much as Horion and Simon/Suzanne, who were my favorite characters in Uprising.

With the small amount of time she and my MC spent interacting I fully buy the idea that he could develop feelings for her despite a wide ideological gap between them and his full devotion to his work in fighting the Hegemony.

After the descriptions of her singing, her strangely accurate intuition about people, gentle arguments with my Ruthless MC about the necessity of the sword in change and governance, months of work side by side where he sees her kindness and tangible personal rebellion closehand, culminating in a heartbreakingly honest scene where my guy’s grief over a home he never had and the loss of his monster of a father spills out and she’s there to catch him.
I hadn’t at any point considered that my MC might harbor feelings for her but after a choice option in that scene basically says “Maybe he’s in love with her?” My reaction was “Yeah he probably is.”
Probably my favorite individual moment this update besides the confrontation with the helot-catcher.

Of course my main “canon” playthrough is I suspect ill-suited to extract the juice from this update. It doesnt help that I also seem to be fumbling.
Low-anarchy Homelander Nobility means I’m devoting my time to integrating and retaining stability rather than clandestine operations and formenting.

I had to do the arrival in Irduin chapter twice because the first time the demo thought it ended prematurely.
I tried out paths first with Aguise and the Yeomanry, then with Auche and the Chesnery.

Aguise seems to be, stat-wise, a stabilizing/de-stabilizing tool, which I can already manage trust and stability by basically smiling sweetly and telling people to trust the process.
I’d initially hoped I might be able to influence her directly to rebellious sympathies or a beneficial friendship with her being heir but I can see why that wouldn’t be an option with how unbalanced it could turn out in comparison to other options.

I’m not sure if I can have greater impacts on Irduin’s Yeomanry in the following chapter but my COM 3 INT 1 blade instructor basically couldn’t influence anything in the first, with him being not invited to the moot.

I went the Auche path on the rerun after reading here about his potential recruitment and gained his trust enough for him to ask me to deliver a message for him to Earith but the option to send them the way of the Commotion didn’t ever come up and I never got another Auche event. A cursory look over the code didn’t tell me where I went wrong and I’d appreciate a guide for dummies in that regard if anyone feels inclined. :smiley:

Obviously I can’t levy much meaningful insight on one run with one personality but I’ve been thinking about many moments all day long and that has to count for something!

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The scene where Theurge MC refuses to keep giving their blood to Cerlota in Irduin happened although my MC had not brought Cerlota to Irduin

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Did you read his letter before delivering it/were you his confidant? You need one of those to get the option, if you just deliver it sight unseen you won’t have the chance to intervene.

The order you pick who to focus on matters. Whoever you choose second gets much less content. For example if you had chosen Yeomanry first than Nobles, you’d have been invited to the Moot but wouldn’t have gotten any of the detailed stuff with the kids.

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I’d read his letter, told her it’s contents and handed it to her with advice to burn it. Don’t know how to become his confidant so maybe that was the hitch.

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My MC and I were surprised by how much the social classes hate each other. I and my helot MC had thought that we would be able to unite most classes into a centralized ultra-nationalistic kenosistic state, but that is clearly either impossible or very impractical. My MC is pro-helot and pro-noble, but I and my MC now don’t think that both merchants AND yeomen can be convinced to join my coalition. The merchants would improve ties to Halassur, help centralize the state, and be a good source of money, but the nobility would help do the last 2 things anyway (although not as well). The yeomen are very nationalistic (half the Laconnier nobles would switch sides in a heartbeat), numerous (extremely valuable when the helotry will revolt against my MC), and regionalistic (bad).

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Right, I’d agree that 3COM builds (also my favorite in Book 1!) don’t really get much use in Irduin so far. It saves you a small amount of suspicion here and there, but CHA is much more useful in terms of breaking down the order.

If you don’t care about doing that, then I guess 3COM is fine, but it does sort of leave the angry High Anarchy Helot builds a bit out in the lurch.

I would say this probably needs some balancing, because Charisma is by a mile the strongest (and easiest to use) stat in Book 1, and if it’s also the strongest stat in Book 2, that relegates the other builds to just achievement-seeking.

Maybe 3COM can help you in escaping angry Alastors/Theurges after you’ve gotten a high Suspicion stat?

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Or in beating Seichareis. :slight_smile: We’ll see…

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Wow, well, that certainly changes things!

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When replaying the first game I noticed that in week six of the winter, when the two helot mothers give birth, the number of children in your band doesn’t increase, even though it should go up by three.
I also took a glance at the code, I think that killing all of the theurges that are sent with the archons army should be tracked, killing 8-10 theurges seems like a much more insane accomplishment than breaking the army itself and it’d be nice if g2 reflected that in some way.

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How formidable an opponent is he? Do we have any reason to think he’d be tougher than Chirex or any of the theurges faced at High Crag? Makes me wish Theurge-Bane was tracked properly so that we could get called out as a mage killer, odds feel decent that Sechareis knew at least one of the folk that went out that way, there aren’t that many theurges.

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In the scene where Captain Korren talks about MC “bearding the alastors in their own streets”, he should describe it differently if MC attacked them theurgically, especially if nobody knows that MC is a theurge (which is possible for MCs that learn theurgy in Stormwright instead of Uprising). A verified theurgic (or rather, goetic) attack in broad daylight in one of Shayard’s biggest cities should have been much more terrifying than it seems to have been, in either scenario.

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