Inserted tally
Adhoc vote count started by HeroCooky on Jun 8, 2020 at 11:06 AM, finished with 35 posts and 11 votes.

  • -[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
    -[X] Decline Unionists Deal (Will upset the Unionists)
    -[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
    -[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
    [X] Accept every deal.
    -[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
    -[X] Decline Unionists Deal (Will upset the Unionists)
    -[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
    -[X] Decline Bae Deal (No change)
 
I need 3 1d100 for your Actions with a DC of:
50
30, rolled with a +19
65

The first failure is re-rolled
All others have a DC of 50 for Goodwill roll.

Further Rolls:

Hidden:

1d100
1d20

Artifacts:
2d2+1 Mundane+
2d3+1 Rare +
2d2 = X, roll xd100 for grade. Please mark the individual numbers

Piety:
1d6-2

Faithful:
(1d100) DC of 90

Income:
3d4+1

The first rolls that are complete are taken as official.
I will roll on the 10.06.20 at 17:00 CET if there are no other rolls present.
 
[X] Plan: Investigations&rebuilding

-[X] Death Does Not Want You Today
Needed: 50 Rolled: 11, re-rolled to an 84
Success

-[X] What happened?
--[X] +4FF
Needed: 30 Rolled: 90 + 4 + 15 = 109
Artificial Crit.
Success

-[X] So That None May Suffer - (5 Materials)
Success

-[X] Food, Gotta Have It - (Biology/Agriculture)
Needed: 65 Rolled: 80
+1 Success

-[X] Send Out The Scavengers (SE-01)
Success

-[X] Storerooms - Expanded
Built

-[X] Merchants
--[X] A Small Loan
+10.00 Materials

--[X] Selling Artifacts
---[X] Ancient Picture, Ancient Sculpture, Neon-Green Rock,
+0.62 Materials

-[X] The Adventurer Guild - (1 Free Action)
--[X] Investigate (What happened?)
Success

-[X] Personal Introduction (The Union of Herbalists)
See the interlude: Of Herbs And Healers

-[X] Too Much To Do - (Repair Your Living Quarters)
Repaired


1d100= 35, nothin happens. For now.
1d20= 5 ???


Artifacts:
2d2+1 Mundane+ = 5
2d3+1 Rare + = 4
2d2 = 2 (68,65)

Piety:
1d6 - 2 = 4 - 2 = 2% Piety reduction

Faithful:
Needed: 90 Rolled: 85

Income:
3d4+1 = 9

The update will be online on the 10.06.20 at 17:00 CET
 
Rumour Mill Turn 16
A Season Of Mercy
While the effects of the poisonous machine from the Forest starts to take hold amongst the outlying villages and even cases in some towns have been reported, the Pilgrims have started to roll out in force. Many tell stories about seeing them multiple times a day, covered from head to toe in garb meant to protect from disease. Every time someone shows symptoms, they mix an antidote and distribute it freely, for no cost. They claim that the Union of Herbalists has provided them with the supplies to make this happen, though why would those greedy bastards do something like that? More importantly, what have they promised the Pilgrims to go along with them?

Additional Knight-Chapters Join The Cull
As the purge of the Forest continues, more and more soldiers are drafted into the grinder. Many that have come back have told stories about massive hordes that swallow unfortunate regiments, while unattentive patrols are never heard from again. The only mark of their existence is the memories of their friend and the records of the quarter-masters. But amidst these bloody tales is a ray of hope! For the Chapter of The Uncrowned Star and the Chapter of Eternal Vigilance have joined the hunt! They have reportedly been heard saying that they will; "show those youngsters how it's done!" We can only wish these brave heroes good luck and cheer them on, knowing that the Empire protects its people with zeal.

Empress Liana Has Died, Long Live Emperor Elianus
It seems that even the greatest of man can fall to the depredations of sickness and the march of time. Empress Liana of Slatnan has died at the venerable age of 94, after conquering the Green Dunes, keeping steady as her siblings died, shielding the people from the madness of her brother and expanding both our borders and the prosperity of the realm manifold. Her accolades were many, her titles numerous. None feel the loss as significant as perhaps her grandson Emperor Elianus, for not only had he to see his father be executed as a traitor but also the only beacon of stability in His life wither away after years of battling an incurable illness. Though he is only 20 years old, he has already sworn an oath to see the great work of His Grandmother, may she rest eternal, expanded upon. Already calls for volunteers have gone out, and both militias and adventures sharpen their skills for the conflict to come. Though what barbaric lands will be brought the light of civilization is not known at this point.
 
-[X] Death Does Not Want You Today
Needed: 50 Rolled: 11, re-rolled to an 84
Success
A 50:50 chance and we flub the roll, ugh. At least the re-roll saved us.

-[X] What happened?
--[X] +4FF
Needed: 30 Rolled: 90 + 4 + 15 = 109
Artificial Crit.
Success
A Crit, ha. Those adventurers were worth it. Now the only question is if there's going to be a special action for dealing with the Mutated Cult or if we should just infiltrate them.

-[X] Food, Gotta Have It - (Biology/Agriculture)
Needed: 65 Rolled: 80
+1 Success
One more turn and we can really start the farms. Hopefully, we get a few cash crops otherwise, we need to build more soup kitchens and then burn the Goodwill for Material.

1d100= 35, nothin happens. For now.
1d20= 5 ???
The Plague Engine crises are still ongoing, so this might be the Military roll? Could also be the Plague Engine rolling for reaching the Pit.
Oh, or maybe it's the Unionists?

A Season Of Mercy
While the effects of the poisonous machine from the Forest starts to take hold amongst the outlying villages and even cases in some towns have been reported, the Pilgrims have started to roll out in force. Many tell stories about seeing them multiple times a day, covered from head to toe in garb meant to protect from disease. Every time someone shows symptoms, they mix an antidote and distribute it freely, for no cost. They claim that the Union of Herbalists has provided them with the supplies to make this happen, though why would those greedy bastards do something like that? More importantly, what have they promised the Pilgrims to go along with them?
That explains why the Herbalists want good PR. If people already think of them as "greedy bastards" then it would have gotten pretty horrible if it gets known that there were ways to treat people but they didn't. As in lynchings horrible.

Additional Knight-Chapters Join The Cull
As the purge of the Forest continues, more and more soldiers are drafted into the grinder. Many that have come back have told stories about massive hordes that swallow unfortunate regiments, while unattentive patrols are never heard from again. The only mark of their existence is the memories of their friend and the records of the quarter-masters. But amidst these bloody tales is a ray of hope! For the Chapter of The Uncrowned Star and the Chapter of Eternal Vigilance have joined the hunt! They have reportedly been heard saying that they will; "show those youngsters how it's done!" We can only wish these brave heroes good luck and cheer them on, knowing that the Empire protects its people with zeal.
Huh, two more knight orders. Let's hope they accomplish something.
Given how the Engine is building up, I'm surprised they didn't go for some pre-Fall superweapon yet.

Empress Liana Has Died, Long Live Emperor Elianus
It seems that even the greatest of man can fall to the depredations of sickness and the march of time. Empress Liana of Slatnan has died at the venerable age of 94, after conquering the Green Dunes, keeping steady as her siblings died, shielding the people from the madness of her brother and expanding both our borders and the prosperity of the realm manifold. Her accolades were many, her titles numerous. None feel the loss as significant as perhaps her grandson Emperor Elianus, for not only had he to see his father be executed as a traitor but also the only beacon of stability in His life wither away after years of battling an incurable illness. Though he is only 20 years old, he has already sworn an oath to see the great work of His Grandmother, may she rest eternal, expanded upon. Already calls for volunteers have gone out, and both militias and adventures sharpen their skills for the conflict to come. Though what barbaric lands will be brought the light of civilization is not known at this point.
Given how the late Empress got the chair; there's going to be soooo much backstabbing. The assumption that there is going to be a conquest is also interesting.
With what we know about the last war, this could be some serious overextension. If he plans a conquest and not some internal purges.
 
Many would question the use of knowing how the world rotates, how hot iron needs to be to bring out even the last amount of impurity, and that a banana is a berry. Those are not the people that have access to the knowledge that tells them the why and what of the world. They are the ones that never have to contend with the fact that humanity is nothing more than a shadow of its former glory, more forgotten than has ever been learned. But those that do, they make sure that such knowledge is preserved so that the worthy may inherit a bounty generations in the making, and that they will add unto it.

For the Pilgrims, Experts are those that have studied their respective fields to the extent that is available to be bought by coin and connections. They represent an enormous bounty of knowledge that you can access without recruiting one straight from the source. Given that those same experts are also highly sought after by those that have more means to them, you are unlikely to gain one, unless they are interested in the first place.

One thing must remain in your mind; however, many will not teach all that they know unless they view you as allies.

Types of Experts you know of;

General Doctors: +6 against diseases and to Medical/Biological research
General Engineers: +6 to salvaging operations and to Mechanical/Electronic research
General Scientists: +12 to all research
Commanders: +5 to the initiative, +1 damage, +5 to morale

Many more advanced Experts are not in your means to acquire, much less provide with proper equipment or salaries. General Experts are needed for training into more complicated studies, both because it is cheaper to pay only for those specific lessons, but also because it will take much less time to train someone that already has an idea of what they are doing.


Edit: See Glossary.
 
Last edited:
Turn 16: Year 3; Month 9; The Curse Of Knowledge
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 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
-h.) caring for any children that are born as a result of their actions

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.) doctoral 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 expulsion 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
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) 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.)

Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls)

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Ressource Statistics
Members: 200
-Faithful: 4/7
-Followers: 193(18 unoccupied)

Materials: 10.51(min. +3.46, max. +12.46 per turn, 12.50 Materials owed to: The Merchant Guild in 4(four) turns)

Income = 7.86-16.86Materials:
3.86 Followers
1.00-4.00 Desalination Basins
3.00-9.00 Inn (Eye of the Beholder)

Upkeep = 4.40Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
0.90 = Administration Center - Basic - (-0.10 Due to Buying Goods In Bulk)
1.40 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded
0.30 = Storerooms Expanded

Goodwill: 10.59(+1.31 per turn)

Piety: 51.5% (+/- 0 to personal rolls)(+4% per turn)
Relationsships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral (0)
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral (0)
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral (0)
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral (0)
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral (0)
Plans: Ignore you

The Followers of Light
Opinion: Neutral (0)
Plans: Ensure that you do not poach followers from them

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer you on

The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral (0)
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/57% Control/Mali to Costs for Actions)
-Base (0/35% Control)
-Healers (1/8% Control/Enables Doctoral Training)

Stupendously Scholastic Scholars of Science
Opinion: Neutral (0)
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral (0)
Plans: Wait and See

Cults:
Opinion: Unfriendly (-1)
Plans: Antagonized
Uncovered:
-The Emberguard (-2/400-500 members/EXTREMELY ILLEGAL/???: 5/20)
-Unknown Numbers

The Mutated:
Opinion: Neutral (0)
Plans: Confused but optimistic

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Thouroughly Burned Pile Of Electronics - 3.84 Materials - + 5 to Electronics
Metallic Bowstrings - 2.87 - + 5 to Weapons (Tagged for House Mirn)
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Inscribed Pencil - 1.45 - +5 to Linguistic (Tagged for House Mirn)
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Parfume - 1.11 - +5 to Chemicals
Shattered Robotic Arm - 4.91 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Small Tube Filled With Electronics - 2.35 - +5 to Electronics (Tagged for House Mirn)
Serrated Ax - 1.72 - +5 to Weapons
Bad Comic - 2.72 - +5 to Linguistics (Tagged for House Mirn)
Reinforced Shield - 2.23 - +5 to Armor
Rusted Surgical Instruments - 1.91 - +5 to Medicine (Tagged for House Mirn)
Mechanical Pencil - 1.95 - +5 Mechanics
Clockwork Pieces - 2.08 - +5 Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 Armor
Broken Exotic Helmet - 2.93 - +5 Armor (Tagged for House Mirn)
Translated Transcripts - 2.50 - +5 Linguistics
Rare
Rusted Motherboard - 5.29 - +20 to Electronics - Bound to Secret Of The Circuit Pt.1
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Armor Blueprint - 5.91 - +20 to Armor (Tagged for House Mirn)
Chemical Formula - 6.00 - +20 to Chemicals(Tagged for House Mirn)
Burned Theory On Cloning - 5.35 - +20 to Advanced Medicine
Untranslated Book - 5.25 - +20 to Linguistics
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Officer's Leg-Guard - 5.59 - +20 to Armor (Tagged for House Mirn)
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilipidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in combat
Spears: 1 Damage per size (6 total)
Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per unit per size.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per unit per size.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per unit per size.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per unit per size.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Farmland
2x Fertile Farmland
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 Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do.

Hygenic Living - Expanded

- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless.

Living Quarters - Expanded
- Up to 300 Pilgrims can live in your base before a mali starts to apply.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for 6 months under siege conditions
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to gain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
Upkeep: Free (Because it's you.)
Traits:
Poisoned By A Plague-Engine - Medicated
There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Though many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions as a result of this.
Effect: Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls

Every journey begins with a step. Every deed starts with a decision. Every action has a reaction.

That was how it has been; that is how it will ever be. The Pilgrims offer a hand of mercy, hoping to help those under them so that they may walk equals. Some direct their hate and fury to those that do not deserve it, too cowardly to take action against their true jailers. A spark is lit, a home burns, a specter of ages past raises its head once more.

"Needle," as she is known amongst her new family, was well used to the world of cloak and shadows. Her parents murdered in front of her eyes; she swore revenge against those that had taken from her the only people she thought she would ever love and trust. Years were spent thieving, simply to survive, as the orphanages refused to take in a Mutated. Years in which she saw the worst man had to offer. Killers, rapers, zealots, and madmen that delight in the taking of lives. Years taught her how to move unseen, when someone was following you, and how to deny one's nature to gain just one more day in hell. She had the harshest teacher in the world; reality. The lessons that were taught were not repeated without cost, only those that adapted thrived, those that took too much perished. Lessons that served her well, for in the end? She stood in an abandoned warehouse, covered in the blood and gore, basking in the empty glory that was revenge.

The child filled with anger, hate, and crippling sorrow died that day. Only a young woman with a dark past and no future remained, devoid of emotions. There was nothing more that held her in the world of the living, no more lives to take, and no more drive to push her onward just one more step. She was doomed to be only one more amongst the forgotten, the failed, and ignored. No-one would take the time to mend the ash that the fire of hatred left. Except an old friend from her childhood did.

He was more than she deserved, more than she could ever give up and more than she dreamed of. He helped her to stay alive when she fell ill, shared his meager food with her and cheered her up when her anger threatened to overpower her once more. They shared a bed, first for warmth and necessity, but as time went on, that changed.

Years passed as a broken soul was mended, a heart of stone broke to reveal the layer of budding love, and a mutual vow was taken. Where before there was nothing more than a drive to kill, there was now a dream of a better future. One that would see her raise a family of her own, one that brought peace and comfort into those cold and dark nights when she was haunted by specters of her past. But hope is a dangerous thing, too little and there is no reason to live, too much and a blazing storm engulfs all thoughts, seeking to see the visions of safety and happiness through. She desperately needed more, not for just herself, but for those she hoped to set into the world and the one she loved more than life itself.

And as she guarded all that she held dear, murmurs rippled through her home, of a new cult that preached the glory that was life. Of the majesty of man. Of the wonders that one could create, should one be allowed to take the chance that fate offered. How there is no shame in being alive, only the majesty that is inherited by all.

A dangerous thought, to believe that one may rejoice at the simple fact of one's own existence. To feel no shame for deeds committed to living one more day in squalor, only for not grasping that tiny ray of hope when offered. A promise she caught with both hands, like a drowning sailor, grasps a cast out rope, uncaring for whether the rope belongs to slavers or saints. She was aware that she had been lucky that she had found saints. The Pilgrims were like something out of a dream for her. Working not for selfish gains, but to remake the glory of old, a time where children walked unmarried by disease and tragedy. To cast away the shackles of hatred and bigotry, so that all may walk as equals.

To leave a better world than the one they were born in.

But fate is cruel in its own way, for while she saw something that could change the world forever, others may see a fruit ripe for picking. Where she saw mercy, others saw idiocy. And someday someone would be foolish enough to attack those that took the downtrodden, the weak and ill, the broken and shattered dreamers and the hopeful. Eventually, one will take anger at those that build upon the ashes, those that dare to work for something better and try to cast it down.

Something that she would not allow. A view that the man that had enabled all this agreed with. And for all that she wished that it was not the case, the moment she had prepared those few volunteers that could be trusted, they were called to protect their home for the first time, though time would tell that it would not be the last.

And for the first time in many years, Needles hunted. Though she was not alone, girded in the best that could be given, warded by those that depended on her success. Steeled by the sight of parents rushing their children out of a blazing inferno as those brave few dared the flames, just to rescue one more soul, one more piece of life, forgotten in the terror that was planted at the Tree.

The trail was never icy, but never truly hot, for just as they hunted, their prey knew it was stalked. From village to camp to waste and ruin to the town once more, they raced, seeking that which dared to strike at friends and family. Traces were read, people questioned, and minds set alight with each new find until, at last, they found the den that harbored their quarry. A hidden compound that they could only access once they knew the routes and timetables of those that entered and exited its deeps. While some waited and watched, others stalked those that were known to participate. The scale of the organization was unnerving, for how could something like this be so unknown to the guards, or the Internal Security?

Once the time was found, instruments were prepared, clothes tightened, and nerves steeled. The lock proved no resistance to nimble hands, no sentinel could catch their silhouettes, and no sheet of paper was left unread. Ledgers were copied in shorthand known only to these illusive shadows while copied ciphers were taken as a gift for further study: no room unsearched, no stockpile unmarried by their presence. Until at last, they found something even they did not hope to catch. The Inner Sanctum was unguarded and empty, save for one guard. It was simple to arrange for booze to be liberally applied to an unconscious woman, even simpler to slip into the halls those people viewed as hallowed. What they saw shocked them.

A grey banner that held a kite-shield, and in its midst, dying embers surrounded by ash. One of the symbols of the Disciples of the Evertorch.

SHIT.

***​

More death, more destruction, and more people forced to leave their old homes. Report after report showed you the tragedies and horror of the Plague-Engine, condensed into the cold calculus of numbers. How many died because you were not fast enough. How many lived because you could outrun time. All calculated and put into exact numbers to compare like they were nothing more than items on a list. Not people, not lives, but something cold. Sterile. Clean. Removed.

You hated it, knowing that you could have saved so many more, if only you had bowed to the demands of the Unionists. If only you had managed to find the fields earlier, plant the plants that you needed now. If only, if only. Even knowing that you could save more people by doing what you were doing in the long run, there is no consolation for those that loose their beloved ones. Hindsight is a bitch.

But what was done is done. You cannot change the past, but you can change the future. Ensuring that enough supplies and enough volunteers are patrolling as far and wide as you can manage. Stockpiling enough materials that will be used for relief efforts. Doing something productive, so that the doubt has no chance to set in. Reading reports of miraculous new artifacts being found almost every other week. Having papers with recommendations for the fields that would soon be used to feed the masses.

It is in these moods that you notice someone is sitting in front of you. Needle to be exact. You never heard the door opening. Before you can open your mouth to ask her to report, she simply hands you a ledger.

A very thick ledger.

Curious, you open it and begin reading the summary in front. It takes you two minutes to read about the help the adventures you hired were in shadowing suspects. Another minute to be impressed by the sheer amount of information that Needle apparently managed to uncover. Four seconds to read the phrase; "Offshoot of the Disciples of the Evertorch." Two minutes until you manage to speak.

"SHIT."

***

Eternal Fires, Undying Embers

The Disciples of the Evertorch are the worst of the worst that fanatical zealotry can produce. An entire nation and religion gripped in fear of the Heretic, the Unclean, and the Machine. Those that deny their Gods are burned with cleansing fires to the roaring approval of indoctrinated fanatics. Those that turn their backs on their nation can only hope that they manage to kill themselves, should they be captured, for nothing can trump the horrors that are put upon them. But worst of all are those that have Mutations. They are seen as spiritually corrupt, and a force of corruption themselves. The only ones that are not being put to work as slaves, to die in mines and on the fields alone and forgotten, are those that show sufficient zeal in their scriptures.

Ironic, that the most significant source of followers outside of those that are born in their nation, are those that they revile the most. Horrific is the thought about what to do about this, on the other hand. Should you go public, most likely, the majority of this cult will go undercover, while the rest of the Mutated will have to deal with damnation by association. Should you go to the military, there will undoubtedly be a massive bloodbath as most of them are slaughtered in short order, with no regard for civilian casualties due to the ongoing crisis. Going to the nobles could go either way or another direction entirely.

The only thing that worries you more is the fact that the Emberguard has something planned. Something big.

[ ] (What will you do now that you have this information?)

***

Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 537
Civilian Casualties: 1.056 (635 saved)
Damage Inflicted: Major

***​

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. (1 Action Locked)

[ ] 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: 80%
Reward: 1d20-3 Recruits)

[ ] The Pilgrims Need You!
With the help of the inn, your missionaries can walk much further and stay out for much longer. This directly translates to more people hearing the message of the Pilgrims, though you may want to focus on one group of people in the future to maximize the effect this will have.
(Turns: 2
Chance: 65%
Reward: 4d20-4 Recruits)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities that are being provided. It would also ensure that the patrons are of the civilized sort.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d3-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] To Bid Welcome
The Herbalists are similar to the Pilgrims to an eerily degree. They believe that helping should be a priority for those that can render aid, and to only take as much as you need from those that offer rewards to keep helping others. Maybe you should sound their members out for more, personal, integrations?
(Chance: 45%
Reward: The Herbalists become interested in co-operating closer with the Pilgrims.)

[X] Death Does Not Want You Today
Now that you have found out what poison is afflicting the people and how to neutralize the worst of it, you should see to it that there is an ample supply of the reagents ready for creation/consumption. The only difficulty will be in getting those in sufficient quantities and to the people that need them.
(Cost: 5 Materials
Chance: 50% per turn
Turns: Until the Plague-Engine is dead
Reward: +27% Casualties reduction per turn (reduced by 8% per turn after this one due to insufficient supplies), saved lives, +0.4 Goodwill
Warning! Every turn this action is not taken, the Pilgrims lose 1d12 Followers and 1d4 Piety)

[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)

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. (Choose 1 Action)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda-campaign to change the view of the Mutated, bringing the people together and start on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as you will likely be able to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite
Reward: +15 to all rolls involving said faction.)

[ ] 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: 50% for Nobility and Churches
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults, The Mutated, The Adventure Guild or The Merchant Guild)
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)

[ ] Train The Infiltrator-Corp - (Expanded)
What is done is done, now you can only ensure that they do the best job that they can do.
(Turns: 2
Chance: 65%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 4 Materials
Turns: 3
Chance: 55%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine, what is mine is none of your concern.
(Chance: 60%
Reward: Depending on the faction)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 7 Materials
Chance: 30%
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] Change The Deal, Stay By The Letter
Well, the Union of Herbalists did say that you should tell people they were sponsoring you. No-one mentioned telling anyone who shouldered the most significant burden of the deal.
(Chance: 80%, 20% to not anger Unionists and Base
Reward: Increased control for the Herbalists, a chance to anger both Union and Base, increased opinion for the Herbalists.)

[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)

Martial: To live, you need power. To have power, you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)

[X] So That None May Suffer - (5 Materials)
The battle is joined, the military is clashing with the Engine, and the poison has reached its maximum range, though it is likely spreading further than you fear. Many already suffer due to it, more will die in time. Help those too close to the Forest to leave and heal all that you can.
(Takes 1 Unit
Turns: Until the Plague-Engine is dead.
Reduction in Civilian Casualties: 35% per turn.
Reward: Reduced Civilian Casualties, +1.2 Goodwill per turn, +4% Piety per turn)

[ ] Scout Out.
While you know that mutants exist in one location, you do not know what forces they represent and how many there are. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Mutants are revealed at the chosen location.)

[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 5 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

[ ] Watch Thy Neighbor, Carefully
It has happened. Someone has taken offense at the presence of the Pilgrims and has decided to burn your home down. Make sure they won't have the chance to claim lives next time they try.
(Cost: 9 Materials, 1 Goodwill
Reward:
Watchtower: When the Tree Of Knowledge is attacked, your units receive enough warning to equip themselves and create counter-ambushes
Security Station: Creates a DC for successful infiltration against the Pilgrims)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but rather to simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Untrained (1/6)

[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)

Learning: Knowledge is Power. (1 Action Locked)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)

[ ] Tailor Your Messages - (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[X] Food, Gotta Have It - (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 1
Reward: Unlocks Farms and crop options)

[ ] Study The Minerals - (Geology/Mineralogy)
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)

[ ] Secret Of The Circuit Pt.1 - (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Cost: Rusted Motherboard
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 40% Successes needed: 1
Reward: Translated Artifact)

[ ] Firebombs - (Weapons/Chemicals)
Someone has burned down the living quarters with flasks filled with burning chemicals. While some may find it distasteful to use them, having a way to lob liquid flame is a potent argument. Luckily, you already have (broken) examples and will soon have a target that has volunteered for testing the prototypes.
(Cost: 1 Material
Chance: 80% Successes needed: 1
Reward: Firebombs as a weapon and for sabotage)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] 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: 1 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-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 1 Turns. No danger.
-SO-01: Est. artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-SO-03: Est. artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. artifact-grade: General Mundane, Dice:2d2 per turn, Max. Yield: 5 Turns. No danger.
-SO-05: Est. artifact-grade: General Rare+, Dice:2d3+1 per turn, Max. Yield: 1 Turns. Mutants nearby.

[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Ends in 1 turns
[X] Prepare an Expedition (SO-05)(2 turns)(House Mirn: Yes) - Ends in 1 turns

[ ] 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 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: 90%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 3% 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: 80%
Reward: Sites in The Wall 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 Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action)

[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should look towards expanding what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Grand
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 twelve months.
(Cost: 8.0 Materials Upkeep: 0.6 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
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: 5 Materials Upkeep: 1.5 Material
Turns: 2
Reward: +1 Action to the specified section)

[ ] Laboratories - Basic
Researching is not something that is done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, unlocks Learning Action, unlocks Base Action)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)

[ ] A Farm For Starters (Tiny) - (Choose Farmland)
You have soil, seeds, and the will to put the latter in the former. How hard could it be?
(Cost: 15 Materials
Turns: 3
Reward: -0.2 Materials Upkeep for soup-kitchens (globally), Upkeep for storerooms reduced by -0.1 Materials, doubled when choosing Extremely Fertile Farmland)

[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)

Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)

[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan

(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)

(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)

[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)

(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge

(Cost: 6 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful, 4 Material per turn, for 8 turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

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. (Choose 2 Actions)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] 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)

[ ] Personal 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: 75% for Locals, 55% for Elites (cannot choose The Common People, The Mutated, The Merchant Guild or Cults), rolled with a +15
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)

[ ] Cool Tempers - (Material Cost)
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%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] 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)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Write In


If you spot any mistakes or have questions, tell me so that I can provide a better experience for all.

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

Please vote for the write-in and the plan separately.

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.

A moratorium will be until 12.06.20 at 17:00 CET.
Voting will be closed on the 14.06.20 at 17:00 CET.
I will roll on the 16.06.20 at 17:00 CET if no has yet rolled.
Updates will be online 2 days after rolls.
 
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Crap, I think we should take this to the Noble's attention. Specifically Malarn and anyone who doesn't want a bloodbath in the street's because we do not have the numbers to combat them.
 
Let's see, first the stuff in the tabs.

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/57% Control/Mali to Costs for Actions)
-Base (0/35% Control)
-Healers (1/8% Control/Enables Doctoral Training)
The Unionists are the biggest faction of the Herbalists, not really surprising. I am surprised that we are only at -1 with them after taking, or not taking, both actions they disliked.
We will have to do quite a bit of work to shift things more into favor with the Healers.

Cults:
Opinion: Unfriendly (-1)
Plans: Antagonized
Uncovered:
-The Emberguard (-2/400-500 members/EXTREMELY ILLEGAL/???: 5/20)
-Unknown Numbers
And the Cult that attacked us. I guess the 1d20 was for their next scheme then? We either need to infiltrate them or build a Security Station.

And now the update itself:
Every journey begins with a step. Every deed starts with a decision. Every action has a reaction.
Surprisingly philosophical.

While some waited and watched, others stalked those that were known to participate. The scale of the organization was unnerving, for how could something like this be so unknown to the guards, or the Internal Security?
Corruption? Or apathy, I guess.

A grey banner that held a kite-shield, and in its midst, dying embers surrounded by ash. One of the symbols of the Disciples of the Evertorch.

SHIT.
...
I have no idea what this means!:)

Curious, you open it and begin reading the summary in front. It takes you two minutes to read about the help the adventures you hired were in shadowing suspects. Another minute to be impressed by the sheer amount of information that Needle apparently managed to uncover. Four seconds to read the phrase; "Offshoot of the Disciples of the Evertorch." Two minutes until you manage to speak.

"SHIT."
It's bad, I guess?

The Disciples of the Evertorch are the worst of the worst that fanatical zealotry can produce. An entire nation and religion gripped in fear of the Heretic, the Unclean, and the Machine. Those that deny their Gods are burned with cleansing fires to the roaring approval of indoctrinated fanatics. Those that turn their backs on their nation can only hope that they manage to kill themselves, should they be captured, for nothing can trump the horrors that are put upon them. But worst of all are those that have Mutations. They are seen as spiritually corrupt, and a force of corruption themselves. The only ones that are not being put to work as slaves, to die in mines and on the fields alone and forgotten, are those that show sufficient zeal in their scriptures.
Yes, it's bad.

Not sure what to do about it. If we could reach someone from Internal Security directly, they might be interested in infiltrating the Cult and learning about other cells. Or we could talk with the Mutated, either so they evacuate before the Military shows up or to lynch the Evertorch dudes themself.
We could also talk with Lord Malarn from House Mirn, he has an interest in machines and this Cult hates them. Taking them out also could be something of a political coup for him.

Either way, we have to do something before they finish their action.

Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 537
Civilian Casualties: 1.056 (635 saved)
Damage Inflicted: Major
That's much more damage, compared to the last turn. It seems RNG finally takes pity on them. Or maybe it's just the extra knights.:V

So, a quick question.
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)
[X] Death Does Not Want You Today
Now that you have found out what poison is afflicting the people and how to neutralize the worst of it, you should see to it that there is an ample supply of the reagents ready for creation/consumption. The only difficulty will be in getting those in sufficient quantities and to the people that need them.
(Cost: 5 Materials
Chance: 50% per turn
Turns: Until the Plague-Engine is dead
Reward: +27% Casualties reduction per turn (reduced by 8% per turn after this one due to insufficient supplies), saved lives, +0.4 Goodwill
Warning! Every turn this action is not taken, the Pilgrims lose 1d12 Followers and 1d4 Piety)
Shouldn't our one Faith action be locked?

Learning: Knowledge is Power. (Choose 1 Action)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)
[X] Food, Gotta Have It - (Biology/Agriculture)
Now that you have access to unclaimed land, you should see to it that the best crops are chosen and planted for the local climate and soil.
(Chance: 65% Successes needed: 1
Reward: Unlocks Farms and crop options)
Learning too.

Anyway, plans. We have 10 Materials, so I think about two possible plans.

[] Plan: Security
-[] Death Does Not Want You Today
--[] +4FF
-[] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[] So That None May Suffer - (5 Materials)
-[] Food, Gotta Have It - (Biology/Agriculture)
-[] Send Out The Scavengers (SE-01)
-[] Personal Introduction (Stupendously Scholastic Scholars of Science)
-[] Too Much To Do - (Watch Thy Neighbor, Carefully)

This would spend 9 of our 10 Materials on getting us security, in the form of a watchtower and a security station. Not sure if we need that right now but it won't hurt.
I also take the schooling action so we get that +15 on interactions with the Herbalists. Given that we have to shift the faction membership a lot, it could be a huge help. Finally, I contact another local group, so we're only missing the Criminals.

Another option could be:

[] Plan: Salt and Minerals
-[] Death Does Not Want You Today
--[] +4FF
-[] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[] So That None May Suffer - (5 Materials)
-[] Food, Gotta Have It - (Biology/Agriculture)
-[] Send Out The Scavengers (SE-01)
-[] Salt Refinement
-[] Personal Introduction (Stupendously Scholastic Scholars of Science)
-[] Too Much To Do - (Study The Minerals)

Pretty similar to Plan: Security but we instead expand our Desalination Basins to get more Materials and do the Minerals action to see if we can find something. Or maybe another Personal Introduction to contact the local criminals and finish that?

We also have the option of using Biological/Medicinal Artifacts to influence the Herbalists. But should we do that right now? We are already at -1 with the Unionists.
 
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Ok, before posting any plan,
Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (1 Action Locked)
Is that action still locked?

Anyway, I have been thinking about my plan and I'm going to shift some things around.

[] Plan: Salt and Minerals
-[] Death Does Not Want You Today
--[] +4FF
-[] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[] So That None May Suffer - (5 Materials)
-[] Food, Gotta Have It - (Biology/Agriculture)
-[] Send Out The Scavengers (SE-01)
-[] Administration Center - Expanded (Tree of Knowledge)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts(Thouroughly Burned Pile Of Electronics)
-[] The Adventurer Guild - (1 Free Action)
--[] Take 'Em Out - (Evertorch/Emberguard)
-[] Personal Introduction (Stupendously Scholastic Scholars of Science)
-[] Personal Introduction (Criminal Organisations)

-[] (What will you do now that you have this information?)- Tell the Mutated

Most things stay the same but I took the Administration Center because most actions in that category take 3 turns or more. Being able to lock one action in and use another for more short-term stuff could be useful. This also leaves us with 5 Materials for the next turn.
The Personal Introduction should finish our round of the local factions.

I'm still not sure who to contact about the Evertorch stuff though. I'm undecided between talking with Lord Malarn from House Mirn or with the local Mutated directly.

Edit: Added something about selling one Artefact, so we can hire Adventurers to be murderhobos fight the Evertorch/Emberguard. I also decided on telling the Mutated about the evil Cult.
Going to switch my vote to Plan: Salt and Minerals if there aren't any new votes by the time I go to bed though.

Edit2: Well no new votes and it's getting pretty late, so...
[X] Plan: Salt and Minerals
 
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Im not sure we can rely on the criminal's for anything if were using them to combat against the evertorch, they'd either want to GTFO as soon as they hear it from us or want to get paid by us an insane amount of money.
I'd also like to talk to Lord Malarn about this and introduce ourselves to the local nobility see who's more sympathetic to the Mutant's and talk to them rather than go to the Science Scholars
 
[X] Plan: Thinking Long-Term
-[X] (What will you do now that you have this information?) Inform Lord Malarn about the presence of the Emberguard, and offer provide all the intel we have collected on them. But make it clear that if he attempts to use this as an excuse to purge the Mutated our agreement is over.
-[X] Death Does Not Want You Today
--[X] +4FF
-[X] Infiltrate - (Emberguard)
-[X] So That None May Suffer - (5 Materials)
-[X] Food, Gotta Have It - (Biology/Agriculture)
-[X] Send Out The Scavengers (SE-01)
-[X] Administration Center - Expanded (Learning)
-[X] Too Much To Do - (Learning)
--[X] Translations For Beginners - (Linguistics) - (Untranslated Book On Chemicals)
---[X] Translated Transcripts, Assorted Books In Multiple Languages, Untranslated Book
-[X] Personal Introduction (Stupendously Scholastic Scholars of Science)
 
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[X] Plan: Salt and Minerals
-[X] Death Does Not Want You Today
--[X] +4FF
-[X] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[X] So That None May Suffer - (5 Materials)
-[X] Food, Gotta Have It - (Biology/Agriculture)
-[X] Send Out The Scavengers (SE-01)
-[X] Administration Center - Expanded (Tree of Knowledge)
-[X] Personal Introduction (Stupendously Scholastic Scholars of Science)
-[X] Personal Introduction (Criminal Organisations)

-[X] (What will you do now that you have this information?)- Tell Lord Malarn

Thinking on this we might be able to sabotage the ever torch's plan's with the criminal's, Though we REALLY need too tell somebody about them and not sit on it twiddling our thumbs hoping it goes away and Lord Malarn is our best bet at the moment.
 
Im not sure we can rely on the criminal's for anything if were using them to combat against the evertorch, they'd either want to GTFO as soon as they hear it from us or want to get paid by us an insane amount of money.
I intend to talk with the Mutated, the people that would get killed by the Military if they find out about the Evertorch, not the Criminals.
On one hand, they should be very motivated to destroy the Evertorch if only out of self-interest. On the other hand, there was mention of some Mutated getting recruited by the Evertorch...

-[X] Change The Deal, Stay By The Letter
Why this action? Sure it would help the Healers but we would need to roll 80+ to not anger the Unionists and the Base.

-[X] Administration Center - Expanded (Tree of Knowledge)
-[X] Too Much To Do - (Learning)
--[X] Translations For Beginners - (Linguistics) - (Untranslated Book On Chemicals)
---[X] Translated Transcripts, Assorted Books In Multiple Languages, Untranslated Book
Also, if you want Learning actions I would suggest changing Expanded (Tree of Knowledge) to Expanded (Learning). Most Learning actions don't cost Material so we could run several at once.
I mainly took Expanded (Tree of Knowledge) because I want to take Study The Minerals next turn. Any options unlocked by that would probably be in the Tree category, that plus the farms...
 
@HeroCooky I might as well ask.
We have spent the last few turns interacting with the Mutated, so do we have any idea how they would react if they learn about the Evertorch?
From what we know they treat the Mutated like slaves but they are also the "most significant source of followers outside of those that are born in their nation".
 
@HeroCooky I might as well ask.
We have spent the last few turns interacting with the Mutated, so do we have any idea how they would react if they learn about the Evertorch?
From what we know they treat the Mutated like slaves but they are also the "most significant source of followers outside of those that are born in their nation".
About two-thirds of the local leaders would be immensely scared about the implications. The last third would demand that they storm their known compounds and kill everyone in it. They would most likely find a compromise that would result in some very burned buildings and about one-third of the cult scattered but makes it very unlikely that general opinion would sink. You could help out by providing a good argument/strategy to eliminate the Emberguard.

Of course, there is the possibility that some of the leaders have already been recruited/planted.
 
About two-thirds of the local leaders would be immensely scared about the implications. The last third would demand that they storm their known compounds and kill everyone in it. They would most likely find a compromise that would result in some very burned buildings and about one-third of the cult scattered but makes it very unlikely that general opinion would sink. You could help out by providing a good argument/strategy to eliminate the Emberguard.

Of course, there is the possibility that some of the leaders have already been recruited/planted.
That does sound pretty good. We probably could make that more effective by hiring some Adventurers and this might boost our rep with the Mutated, making any further recruitment of them by the Evertorch more difficult.
I don't think there is any way to completely destroy the Emberguard so something that hobbles their future recruitment sounds nice. Firebombs or some contact with the local Criminals might help too.

Edit: I'm not sure if tagging works if I edit my post but to avoid double posting:

@HeroCooky Would The Adventurer Guild - Take 'Em Out help if we talk with the Mutated about the Evertorch/Emberguard? Also how about Firebombs if we want to help the Mutated burn down some compounds?

I'm mainly curious if we can get more advantages. Honestly, if there aren't more votes soon I'm probably switching to [] Plan: Salt and Minerals.
 
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@karmaoa Yes, using the Adventurer Guild is viable, though supplying the Mutated with Firebombs would involve a DC 60 check to make sure that people don't realize that you just gave out weapons for mob-justice.
 
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