I thought an expedition into the sewers would serve the purpose of mapping it out and identifying the ideal routes, along with setting up supply depots for future expeditions. If that is the case, I will replace it with the Tower of Pain.
Sorry for the confusion, I should have specified it more. An expedition is more like 50 people making camp in one location for potentially years, they are unable to explore on their own a new location.

Your scouts are 6 people sneaking through the city mapping out and creating the ideal routes and supply depots. They ensure that the literally mutant and machine infested city won't take notice of the expedition moving through.

As a spoiler, the order of scouting is: Outskirts - Wall/Sewers - First Ring (one location leading to) -Second Ring (one location leading to) - Third Ring

You are unable to send an expedition to a location if you do not know where the locals and safe paths are.
 
[Canon] - Technology On Calynth, And In Slatnan Specifically
The state of technology on Calynth is one that seems confusing at first glance and is a point of strife amongst scholars, for many ideas and concepts have survived the collapse of civilization. Still, the foundation those ideas have been created upon has been forgotten. Such as gravity or the fact that air is a mixture of many different gases, but not how such a thing is possible. Many know the answer, but not the question to that answer. This guide is intended to illuminate the reader on what to expect in terms of technology and shine a light on what has been forgotten or rediscovered in the nation Slatnan.

Stages of technology
In general, there are four recognized stages of technology in Slatnan. These are;
Mundane; techniques that are in use by everyone and can be applied without problems on every social level.
Rare; technologies that can only be implemented by the rich or influential. They are rarely understood and can often not be replaced by components of similar quality. Electricity and Bikes are examples of this category.
Lost Tech; are technologies that only function by constant maintenance and can not be replicated. Knights and the assemblies they are created in are examples of this.
Unique; these technologies are so beyond understanding that many churches have proclaimed them to be divine artifacts. Further complicating the study of them is the fact that many can only be used once to devastating or miraculous effects, such as the vaporization of entire regiments or the healing of even the most heinous wounds.

Agriculture:
This area of life has undoubtedly been hit the hardest if the size of the ancient city is any indication. While plows and crude automatic seeders are standard throughout the world, more advanced technologies and structures such as greenhouses are rare and often only employed by nobles and the rich. Most foods are harvested by scythe and hand, rather than machines. While a bad year is not the end for the people nearby, multiple years can spell the doom for a region if others do not support it.

Transport:
The most common transportation is the old fashioned method of walking yourself. Carts and wagons are in use, but the relatively high cost of keeping animals makes them rather minor in comparison. The most advanced way of transport are bikes, two-wheeled carriages running on a black substance known as oil. They are only used by higher-ranking nobility or the military in situations where speed is of the essence.

Weapons:
Most people use or are familiar with one of four weapons; spear, ax, sling, bow. Swords and mechanical crossbows are only used by the rich, special troops, or nobility. Primitive guns are known, but an automatic crossbow is much cheaper to make, maintain, and have superior range, hit-chance, and kill-potential than firearms. On the heavier side of weapons are the knights. 4-meter high mechas that are piloted by a member of the nobility that has sworn off their name in exchange for the honor to pilot one of these. They are equipped with up-scaled electrified swords or spears, sometimes with giant crossbows that shoot bolts as long as people. While they can be created, maintenance is often such an issue that they are only used to repel dangerous or massive amounts of foes, should they not be called to battle.

Manufacture:
Most manufacture is done by hand on primitive machines that have interchangeable parts in shifts to maximize productivity and exceed the production-rates. Primitive steam-engines are currently in testing.

Communication:
Most communication over long distances is done by letters and couriers. More advanced methods are known, but the cost to maintain them is so high that they are not feasible.

Medicine:
This section is probably the one that has seen the least degradation over the years. Many people know the conventional theories such as germs and basic hygiene, and primitive microscopes have ensured that the battle against diseases is still ongoing. Even if antibiotics have been reduced to third-grade-options, due to the infrastructure to create them in any sufficient quantities not being there, and the fact that many diseases are resistant against this medicine.
 
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I thought an expedition into the sewers would serve the purpose of mapping it out and identifying the ideal routes, along with setting up supply depots for future expeditions. If that is the case, I will replace it with the Tower of Pain.
Please note: the Tower of Pain is not reachabel in the moment. This action should be replaced with a scouting action.
 
I thought assigning a Faithful allowed us to open up another action or give a bonus to an ongoing one?

Assigning a Faithful gives you a static bonus for the roll they are assigned to, they do not give an extra action. Extra actions are unlocked by building the specific building in the "Base" section. The first one gives you 1 extra Personal action and an option (that can be taken multiple times) to spend it on one action in any category.
 
Inserted tally
Adhoc vote count started by HeroCooky on Apr 10, 2020 at 11:01 AM, finished with 12 posts and 2 votes.

  • [X] Plan: Boring But Practical
    -[X] Basic Etiquette - Locked 2/3 Turns
    --[X] +1FF
    -[X] Have You Heard? - Locked 1/2 Turns
    -[X] Create A Scholar-Corps - Locked 1/2 Turns
    -[X] Scout The Western Outskirts
    -[X] Desalination Plans (Locked) - Locked 1/2 Turns
    -[X] Guiding Hand
 
[X] Basic Etiquette
Needed: 30 Rolled:46+11 = 57
Complete

[X] Have You Heard?
Needed: 10 Rolled: 36+10 = 46
Complete

[X] Create A Scholar-Corps
Complete

[X] Scout The Western Outskirts
Needed: 25 Rolled: 28
Revealed Sites: WO-01 - WO-06
WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 5 Turns. No danger.
WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
As the rains fail to fall, the sands shift ever closer, intent on reclaiming what has been taken from them.
[X] Desalination Plans
Complete

[X] Guiding Hand
Complete +1FF

Drought now fully in effect. 4 Pilgrims have no access to water. Income reduced by 50% for them.

100+ Pilgrims, a milestone has been reached. Piety reduction now -3.

Piety: 1d6-3 = 1-3 = 0
Faithful: Needed: 71 Rolled: 65

Updates will be online on the 12.04.20 at 17:00 CET.
 
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Rumour Mill Turn 7
House Ulatarn refusing to open cisterns?
The drought this year has many people worried, all too well remembering the drought 18 Years back. Still, thanks to the generosity of the nobles, we once more can breathe relieved. If House Ulatarn would not have made the shocking decision to keep the cisterns closed, citing "that there is no need for giving out water rations." Some servants say that the reasoning behind that is, that they are more concerned with keeping rare flowers alive than their subjects.

Walker Rotgut finally killed!
The terrifying Walker Rotgut, named after its horrifying habit of draping its midsection with the intestines of the people it has killed, has been finally taken down by Knight-Captain Alasta and the order of The Blue Lance. The people cheered as they returned triumphant from their hunt and can once more sleep safe, knowing that the empire cares about their wellbeing.

A Pilgrim meeting with House Mirn?
The Pilgrims who have settled a day north of Mirn have, once more, caused a stir in the upper echelons of society. The Followers of Light have, as they usually do, not reacted well to any perceived rival, threatening them with violence as some villagers who live close to them have reported. But the real news is the fact that the leader of them has had an audience with Lord Malarn. No one knows what has been discussed, but the speculations are that House Mirn wants to use the idealistic views of them to on-up his rivals and increase his standing with the common man. Time should tell what his intentions are.
 
Turn 7: Year 1; Month 6; Too Many Choices
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 107
-Faithful: 2/3
-Followers: 104(29 unoccupied)

Materials: 18.98(+2.04 per turn)

Goodwill: 9

Piety: 50% (No effects)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination facility (Basic) 100 Pilgrims receive water in case of a drought.


After the meeting with Lord Malarn, the news that you would receive military support for digs had spread like wildfire through the camp. This was compounded by the fact that the scouts that were surveying the Western Outskirts came back with six locations that had seemingly escaped everyone's notice and had even on a cursory glance many treasures that just waited to be uncovered by those willing to do so. The archeology-corps is already planning routes and calculating how many supplies they need, as well as how long they can afford to stay. The scholar-corps is similarly excited about the prospect of getting so many new things to study, and have already planned out a section in the Tree of Knowledge to serve as a laboratory with room to expand when it becomes necessary. The fact that they do so shows you that they believe that the Pilgrims will have not only a future but a great one to boot.

Further stoking the great mood is the fact that you finally finished training the missionaries to an acceptable level of competence, as is shown by the fact that many have already made connections with the outlying villages and a few in Mirn. This has already led to many ideas being discussed about the next step the Pilgrims should take in that direction. Establishing soup-kitchens, further training in speaking and rhetoric, and even building inns for travelers to increase the income of the Pilgrims and expand your own reach, are all ideas that are being discussed all day long.

What is not so great is the fact that the drought has finally hit in full effect. While the desalination basins (you really should get a name for those) produce enough water to supply almost every Pilgrim, you worry about the fact that this is no longer the case as you have reached a milestone that you did not believe you would. 100 Pilgrims, a high number to be sure, but one many already speak of as being only the first step to new heights. Nonetheless, there is one Pilgrim who had caught your attention during the celebration.

One Maxcim Kavlin, an artist and a mute. He had apparently, from what you could glean from his gestures and drawings, not had an easy life. His parents were bandits, and as such, he was always viewed with suspicion and distrusted. After being chased out of a village he was selling his art in, for suspected heresy, he had to leave everything he owned behind, and if it were not for a Pilgrim sharing his meal with him, he would have starved to death. Maxcim was intrigued by the tale of the Pilgrims, what they want to accomplish, and went to see what this was all about. When he arrived at your camp, he spent some time just watching, talking, and sometimes helping people who struggled with their work. The time between that was spent reading the Good Book, and discussing the meaning of your words inside it.

When you talked with him, he pointed out multiple sections that could be improved and some that were his favorites since they resonated with his own believes and credo. Over the last two months, he slowly became a feature in the daily work, and your talks with him proved to be both relaxing and intellectually stimulating. Then, he came to you requesting to be a full Pilgrim. For him, the willingness of the Pilgrims to help others for no payment and their wish to help others through their work was inspiring and something he wants to both do himself and build upon it.

The fact that he has practically taken over the base-management and has already filled half a book with sketches for rooms, decor, and layout of future expansions is something that is probably entirely coincidental. Not like the fact that he could carve an entire mountain to his design had influenced his decision. Still, the "Forest" theme he had chosen does look nice.

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 50%
Reward: 1d12-4 Recruits)

[ ] A Pamphlet For You
Write some simple pamphlets to introduce the Pilgrims to the wider consciousness and (hopefully) get people interested in you. This would also help in introducing yourself to a group.
(Chance: 80%
Cost: 1.5 Materials
Reward: 1d6 Recruits, +15 to Personal Introduction, permanent boon)

[ ] Establish A Soup-Kitchen
The easiest way to get people to trust you is by providing them with food for free. This will be not only an easy way to improve the standing of the Pilgrims but also ensure that you have a base to start more complicated operations, like orphanages, healing-houses, and schools.
(Chance: 95%
Cost: 4 Materials Upkeep: 1 Material
Reward: 1d3 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Build An Inn (Choose A Name)
Let's face it; the Pilgrims will, over time, only increase their operations. Unfortunately, helping people costs money, money that you do not have right now. Building an inn would provide you with income and enable you to conduct smoke and mirror operations with an increased chance of success, as well as increase the range, and therefore the efficiency, of your missionaries.
(Takes 2 Turns
Cost: 15 Materials
Reward: 1d4+1 Materials per turn, increased chance for intrigue actions, increased size of recruitment dice, unlocks further actions)

[ ] Distribute Water
While you produce only enough water for 100 people per day, it could nonetheless save some of the old or young from death. Giving the water away would certainly be the right thing to do, even if it would hurt your finances until the drought recedes.
(In effect until the drought stops.
Cost: Desalination (Basic) no longer supports the Pilgrims
Reward: 0.2 Goodwill per turn until the drought stops, can be taken as a free action in future droughts)

[ ] Write In

Diplomacy:
The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation.

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 30% for Nobility and Churches, 50% for Military
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Create A Diplomat-Corp - (Basic)
Speaking is hard. Doing so with people that seem to see you as nothing more than a temporary nuisance barely? That requires either immense strength of will, massive charisma, or proper training. Unfortunately, you will have to do with haphazard training.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 75%
Reward: Basic Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 35%
Reward: Better information and possible counters against the plans of one faction.)

[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 50%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

[ ] Write In

Learning:
Knowledge is Power.

[ ] Study The Locals
Understanding how the local culture works is a powerful tool. You will be able to tailor your messages better and understand the local needs to a higher degree.
(Chance: 90% Successes needed: 1
Reward: Reduced penalty for recruitment actions, unlocks additional faith actions.)

[ ] Study The Land Locked By Drought
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)

[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Write In

Archeology:
The secrets of the past will illuminate the future, may we learn from their mistakes.

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 5 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 65%
Takes 2 Turns
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Sewers
They are, thankfully, dry. But while scouting them will not reveal many sites for digs, it will prove invaluable for getting in and out of the city quickly, and more importantly, safely.
(Chance: 85%
Takes 2 Turns
Reward: Sites in The Sewers are located and mapped. -1 Turn for all Scouting Actions.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Write In

Base:
The home of the Pilgrims, a bastion of all that they stand for and a symbol of hope for the desperate.

[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Takes 2 Turns
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 3.5 Materials Upkeep: 0.2 Materials
Takes 2 Turns
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)

[ ] Administration Center - Basic
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 2.5 Materials Upkeep: 1 Material
Takes 2 Turns
Reward: +1 Personal Action, Unlocks Too Much To Do)

[ ] Expand The Desalination Basins
Water is something that no one can live without. Ensuring that the Pilgrims have an ample supply of it is not only wise, the expansion would also yield enough salt to provide for the needs of the Pilgrims and enable you to sell the surplus.
(Cost: 7.5 Materials
Takes 2 Turns
Reward: 250 Pilgrims can be supplied with water, 1d4 Materials through salt sales per turn, unlocks further buildings)

[ ] Write In

Personal:
Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (1 Action)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 50% for Locals, 30% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)

[ ] Write In

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

Voting will be closed on the 15.04.20 at 17:00 CET.
The decision for Goodwill use is on the 16.04.20 at 17:00 CET
Updates will be online on the 18.04.20 at 17:00 CET.
 
[X] Plan: We need more Actions
-[X] Establish A Soup-Kitchen
-[X] Create A Diplomat-Corp - (Basic)
--[X] +1FF
-[X] Study The Locals
-[X] Scout The Sewers
-[X] Administration Center - Basic
-[X] Cool Tempers
--[X] +1FF
 
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[X] Plan: We need more Actions

Probably should go for the expanded desalination basins next turn, so that we can begin the Distribute water action
 
[X] Plan: Water is very important
-[X] Establish A Soup-Kitchen
-[X] Create A Diplomat-Corp - (Basic)
--[X] +1FF
-[X] Study The Locals
-[X] Scout The Sewers
-[X] Expand The Desalination Basins
-[X] Cool Tempers
--[X] +1FF

We're in a major drought, I think expanding our desalination plants is very important, plus we can sell or donate the excess.
 
[X] Plan: Water is very important
-[X] Establish A Soup-Kitchen
-[X] Create A Diplomat-Corp - (Basic)
--[X] +1FF
-[X] Study The Locals
-[X] Scout The Sewers
-[X] Expand The Desalination Basins
-[X] Cool Tempers
--[X] +1FF

It is a very good way to start a reputation for our group
 
[X] Plan: We need more actions

I say that we should try establishing an Infiltrator-Corps next turn, alongside either expanding the etiquette of our worshippers or building an Inn. As for expanding the base, I say we wait until the buildings currently available to us have be 'maxed', as in, advanced as far as can be done. And in terms of Learning, we should obviously take the 'Study The Minerals' action if the 'Study The Land' Action is still locked. If the latter is unlocked next turn, then we should take that instead.
 
Inserted tally
Adhoc vote count started by HeroCooky on Apr 15, 2020 at 11:00 AM, finished with 8 posts and 7 votes.

  • [X] Plan: We need more Actions
    -[X] Establish A Soup-Kitchen
    -[X] Create A Diplomat-Corp - (Basic)
    --[X] +1FF
    -[X] Study The Locals
    -[X] Scout The Sewers
    -[X] Administration Center - Basic
    -[X] Cool Tempers
    [X] Plan: Water is very important
    -[X] Establish A Soup-Kitchen
    -[X] Create A Diplomat-Corp - (Basic)
    --[X] +1FF
    -[X] Study The Locals
    -[X] Scout The Sewers
    -[X] Expand The Desalination Basins
    -[X] Cool Tempers
 
[X] Plan: We need more Actions

[X] Establish A Soup-Kitchen
Needed: 5 Rolled: 33
1d3 = 1
Complete

[X] Create A Diplomat-Corp - (Basic)
-[X] +1FF
Completes the next turn.

[X] Study The Locals
Needed: 10 Rolled: 84
Complete

[X] Scout The Sewers
Completes the next turn.

[X] Administration Center - Basic
Completes the next turn.

[X] Cool Tempers
-[X] +1FF
Needed: 60 Rolled: 100 + 1 = 101
Critical hit + Overflow: Result x2.5
+12,5% Piety
Rain, blessed rain, finally returns to the dying earth. Yet,some wonder if this is only the silence before the storm.
Piety: 1d6-3 = 3-3 = 0
Faithful: Needed: 63 Rolled: 76
Result: +1FF

Updates will be online on the 17.04.20 at 17:00 CET.
 
Rumour Mill Turn 8
Free Food!
The Pilgrims have espoused the cause of being kind for the sake of being kind. Now, they have followed their words with actions and have started a soup kitchen in the city Mirn. Already over 200 People are eating in it every day, and more are gathering in queues to receive free meals. Some assholes have tried to take advantage of this, but they have been shown that while the Pilgrims are idealists, they are not afraid to deal with those who take undue advantage of this.

House Ulatarn Finally Opens The Cisterns.
House Ulatarn has opened the cisterns to help the people in this drought as they should have from the beginning. Why they have refused to do so is still a hotly debated topic, with those who know the real reason being drowned out by those who talk only to talk. At least we now have water.

Fulkan Iron-Works Under Investigation.
The Fulkan Iron-Works had recently finished their expansion and made it known that they are searching for more workers. But only a single week later, they were forced to close their gates to allow an investigation by the Adventurer Guild. No reason has been given yet, but tales of mutants have reached the public. Whether they have only broken into the building or have been used as slave-labor has not yet been confirmed, should they be the reason for the investigation.
 
[Canon] - An Excerpt Of The Book: Biologicum Mutationes, By Alser Jaleke
It is an unfortunate truth that our world is cursed with the presence of the Mutants. They are a vile mockery of humanity and all that we stand for. Elongated limbs beyond reason, multiple limbs in sets or horrific places, such as eyes on arms or legs and feet on the back, poison, venom, and a multitude of other horrible and disgusting combinations too vile to describe are all too common. Unfortunately, I am a scholar and do not have the excuse of the common folk to not do so under my upbringing and level of education. As such, I have to endeavor to endure this crime against nature that the Mutants are and describe the multitude of mutations that they have shown to exhibit.

But, I fancy myself a scholar that does nothing in half-measures, and as such, I will dedicate the first half of this book to the Mutated. Now, there are undoubtedly some less educated individuals reading this that have no idea what I am talking about and ask themself: "Mutated? I thought they are Mutants?" To those I have to say: There is a difference. For you see, the Mutants that I talked about in the introduction are the end of the scale of mutations that exist in our world. The Mutated, on the other hand, are those unfortunate enough to fall in the middle between those standard deviations from the human baseline, such as dwarfism and albinism, and the other end of the vile Mutants.

These Mutated are cursed by the many mutations that change their appearance but are not in the grasp of the insanity that the Mutants are known for. Indeed, most are by all accounts only humans that have a bizarre appearance, would it not be for the fact that they share most of those markers with their lesser and much more violent brethren; the Mutants. There are many ways that a Mutated differs in appearance from the standard human form. The most common are described below and are further detailed and specified in the following pages marked at the identifier to ensure that you, dear reader, can peruse them with greater efficiency.

Skin, pg. 13-27
There are many variants in the Mutated when one looks at the way that their skin differs. From fur or scales that only grow in patches or cover their entire body, the ability to mimic their environment by changing the color of their skin, to those that have unusual skin-colors, such as a deep red and green.

Bone-protrusions, pg. 27-36
Those protrusions are most commonly positioned along the arms, legs, or chest, forming a crude type of armor, jut out of forearms forming "blades," or create "crowns" or antlers on the heads of the Mutated.

Tails, pg. 37-52
This is a hotly debated topic among those who study human biology, for there is evidence that humans once had tails, and as such, those who have them should not be classified as Mutated, merely "devolved." In the nature of scientific objectivity, I have chosen to include them in this book to explain further why tails with pink fur or blue scales are not something that our ancestors once had, dammit, and should be classified as a Mutation!

Eyes, pg. 53-55
Unusual colors such as red or purple, cross-slitted, square, or "+" pupils, or those whose rainbow-skin has melted into the leather-skin of their eyes.

Teeth and tongue, pg. 56-76
While the variations in this category are not as diverse as in others, the displayed stability and uniformity are highly impressive. The most common forms are fangs, sharp canines instead of incisors, and forked tongues as some examples.

Hands, arms, legs, and feet, pg. 77-92
Multiple phalanges are the most common, but digitigrade legs with accompaniment bone-protrusions and claws are the most well known in this category.

Hair, pg. 93-95
Unusual colors such as green and blue, or thick spines instead of hairs are included here.

Internal Bonesstructure and Organs, pg. 96-214
The real meat of the Mutated can be found here, for many live their lives, not knowing that they are Mutated at all. There are many unique and varied variations, such as multiple livers, lungs, hearths, or other organs for numerous purposes. Many a Mutated also sports unique bone structures aiding, or supporting other mutations, or reinforcing the already existing structure.

Reproduction, pg. 215-239
One of the mysteries of the Mutated is the fact that there is no unifying way to identify how they are created or born. There can be generations of normal healthy humans before a Mutated is born, or two Mutated can give birth to a healthy human. This section mostly contains speculations and can, as such, be skipped by those seeking only hard facts.
 
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