[X] Plan Labs
-[X][Lost] Donate 10 mats a turn for a year to the Lost and keep watch over them. Disavow them if they commit violent acts.
-[X][Faith] Build Upon A 'Consensual' - (Mirn) - (1/3 Turns Complete)
-[X][Faith] Ready Immediate Aid For The Missing Miners
-[X][Faith] Establish A Small Hospice - (Strul)
-- 6 FF
-[X][Diplomacy] New Settlement, Who Dis? - (4/6 Turns Complete)
-[X][Martial] Build An Armory - (Grand)
-[X][Learning] Learning To Take Census Pt.1 - (All Psychology) - (5/14 Successes)
--[X] PD, DoD, 6 FF
-[X][Learning] Sugar, Spice, And Everything Nice - (Biology/Chemicals) - (3/4 Successes)
-[X][Learning] A Shielded Approach - Reinforced Shield, Rusted "RIOT" Shield
-[X][Archeology] Prepare an Expedition - (GY-03) - (2 Turns)
-[X][Tree] Berth - Tiny - (2/3 Turns Complete)
-[X][Tree] Laboratories - Grand (sandcrete)
-[X][Holding] Expand The Living Spaces
--[X] Hire Contractors - x2
-[X][Martyris] Too Much To Do - (Assemble The Theorists! - (Common Metallurgy)
--[X] 4 FF
-[X][Martyris] Too Much To Do - Recover Personal Cutters - Intact - (The Unbroken, The Wall)
--[X] Establish A Trade Route From The Tree to Strul - (7d18)
-[X][Aria] To Convince A Core - (Aria)
-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Central Region Security)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (-3 Materials)
---[X] The criminals that are sniffing around the Consensuals.
-[X] Stupendously Scholastic Scholars of Science - (1 Action Locked)
--[X] Suffer Their Arrogance - (3/4 Turns Complete)
-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (2/6 Turns Complete)
-[X] The Bureau For Imperial Civilian Logistics - (1 Action)
--[X] Grease The Wheels - (Learning To Take Census Pt.1)
 
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[X][The Lost] (It's clear we do not yet have the knowledge needed to help the Lost. For now, discreetly provide them with material aid (10 Materials per Turn for a year) and continue to monitor them to make sure they don't start a war or similar. In the meantime, have Nexa head up an intense research effort into Illnesses of the Mind.)

[X][The Mother] Offer the services of the Daughter of Dawn to the Military if it looks like they're going to hunt that Behemoth.

[X] Plan The Human Mind is a Mess
 
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[X][The Lost] (It's clear we do not yet have the knowledge needed to help the Lost. For now, discreetly provide them with material aid and continue to monitor them to make sure they don't start a war or similar. In the meantime, have Nexa head up an intense research effort into Illnesses of the Mind.)
For the material aid, please write in how much you are giving. (0.02 materials are equivalent to 360 work hours/15 days in three months.)
 
[X][The Lost] (It's clear we do not yet have the knowledge needed to help the Lost. For now, discreetly provide them with material aid (10 Materials per Turn for a year) and continue to monitor them to make sure they don't start a war or similar. In the meantime, have Nexa head up an intense research effort into Illnesses of the Mind.)

[X][The Mother] Offer the services of the Daughter of Dawn to the Military if it looks like they're going to hunt that Behemoth.

[X] Plan The Human Mind is a Mess
-[X][Faith] Build Upon A 'Consensual' - (Mirn) - (1/3 Turns Complete)
-[X][Faith] Establish A Small Hospice - (Tessen) - (0/1 Turns Complete) - (3 Materials)
-[X][Faith - One Turn] Ready Immediate Aid For The Missing Miners - (0/1 Turns Complete) - (-1.40 Materials)
-[X][Diplomacy] New Settlement, Who Dis? - (4/6 Turns Complete)
-[X][Martial] Build An Armory - (Grand) - (0/4 Turns Complete) - (-24 Materials)
-[X][Learning] Learning To Take Census Pt.1 - (All Psychology) - (5/14 Successes)
--[X] Scientific Theory +15, +6 FF,
--[X] -
-[X][Learning] Illness Of The Mind - (Psychology)- (2/15 Successes)- (Uses: Somnia In Sempiternum +20 to Advanced Psychology)
--[X] [PD], [DoD], [Grease The Wheels], Scientific Theory +15, +4 FF,
--[X] -
-[X][Learning] Sugar, Spice, And Everything Nice - (Biology/Chemicals) - (3/4 Successes)
--[X] 2 [DO] +24, Scientific Theory +15,
--[X] -
-[X][Archeology] Send Out The Scavengers (SO-01)) - (0/1 Turns Complete)
-[X][Tree of Knowledge] Berth - Tiny - (2/3 Turns Complete)
-[X][Tree of Knowledge] NR.9 LIVES! - (0/5 Turns Complete) - (-40 Materials) - (-1 Engineer) - [Sandcrete](-12.5 Materials)
-[X][Holdings] Expand The Living Spaces - (0/3 Turns Complete) - (-7 Materials)
--[X] Hire Contractors - (Taken: 2) - (-7 Materials)
-[X][Aria action] Too Much To Do - (Low-End Introduction - (Meira's Hidden)) - (0/1 Successes)
-[X][Martyris action] Too Much To Do - (Detective Courses For Beginners - (An Unburnable One +50 to ???)) - (0/2 Successes)
-[X][Martyris action] Too Much To Do - (Assemble The Theorists! - (Common Theory: Psychology)) - (0/3 Successes)
--[X] Scientific Theory +15, Adjudicator +50, +6 FF,
--[X] Electric Collars/Shackles/Implants +50 to Advanced Psychology/Electronics/Pioneer Medicine/Biology

-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Central Region Security)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (-3 Materials)
---[X] The criminals that are sniffing around the Consensuals.
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (3/4 Turns Complete) - (-6 Materials)
-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (2/6 Turns Complete) - (-15 Materials)
-[X] The Bureau For Imperial Civilian Logistics - (1 Action)
--[X] Grease The Wheels - (Illness Of The Mind) - (-15 Materials) - (-15 Goodwill)

Costs: 3 Materials+ 1.40 Materials+ 24 Materials+ 40 Materials+ 7 Materials+ 12.5 Materials+ 7 Materials+ 7 Materials+ 3 Materials+ 6 Materials+ 15 Materials+ 15 Materials= 140.9 Materials
Remaining budget: 167.95 Materials - 140.9 Materials= 27.05 Materials

Pretty much the same plan as before the vote opened, I'm thinking about changing the use of Sandcrete though. Getting more Contractors would be cheaper and we could use it on something else.

@HeroCooky Could we use Sandcrete on "New Settlement, Who Dis?"? It's a Diplomacy Action but they do build a new settlement, soooo...

Edit: Moved the [Sandcrete] from "Expand The Living Spaces" to "NR.9 LIVES!". Using Contractors to speed up the living space construction is cheaper and the sooner we finish the engineering workshop, the more Materials we get.
 
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Could we use Sandcrete on "New Settlement, Who Dis?"? It's a Diplomacy Action but they do build a new settlement, soooo...
Not for the Tribes. They have staked their honor on the project, and will not accept any outside aide beyond what they have already accepted.

Edit: @Profectus, your plan lacks two - for the Stupendous Scholars and the Forge-Clan action, which breaks the vote up.
 
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Not for the Tribes. They have staked their honor on the project, and will not accept any outside aide beyond what they have already accepted.
Hmm, then maybe on "NR.9 LIVES!"? That sounds like it needs more electrical components than buildings though. Maybe the 'Consensual' expansion qualifies?

Oh, and is @Profectus use of the translation action on the Unknown Publication correct? I thought translation can only be used on Artefacts with the Untranslated tag.
 
Hmm, then maybe on "NR.9 LIVES!"? That sounds like it needs more electrical components than buildings though. Maybe the 'Consensual' expansion qualifies?

Oh, and is @Profectus use of the translation action on the Unknown Publication correct? I thought translation can only be used on Artefacts with the Untranslated tag.
The first two can be done.

And you are right for the last one. @Profectus, you need to either change the action for the Unkown Publication for detective courses, or another action. You can read that paper just fine, but have no idea what it is talking about due to the dense technical jargon.

Edit: I'l answer any other questions tomorrow, as I need to sleep for my shift. Goodnight, everyone!
 
[X][The Lost] (It's clear we do not yet have the knowledge needed to help the Lost. For now, discreetly provide them with material aid (10 Materials per Turn for a year) and continue to monitor them to make sure they don't start a war or similar. In the meantime, have Nexa head up an intense research effort into Illnesses of the Mind.)

[X] Plan The Human Mind is a Mess
-[X][Faith] Build Upon A 'Consensual' - (Mirn) - (1/3 Turns Complete)
-[X][Faith] Establish A Small Hospice - (Tessen) - (0/1 Turns Complete) - (3 Materials)
-[X][Faith - One Turn] Ready Immediate Aid For The Missing Miners - (0/1 Turns Complete) - (-1.40 Materials)
-[X][Diplomacy] New Settlement, Who Dis? - (4/6 Turns Complete)
-[X][Martial] Build An Armory - (Grand) - (0/4 Turns Complete) - (-24 Materials)
-[X][Learning] Learning To Take Census Pt.1 - (All Psychology) - (5/14 Successes)
--[X] Scientific Theory +15, +6 FF,
--[X] -
-[X][Learning] Illness Of The Mind - (Psychology)- (2/15 Successes)- (Uses: Somnia In Sempiternum +20 to Advanced Psychology)
--[X] [PD], [DoD], [Grease The Wheels], Scientific Theory +15, +4 FF,
--[X] -
-[X][Learning] Sugar, Spice, And Everything Nice - (Biology/Chemicals) - (3/4 Successes)
--[X] 2 [DO] +24, Scientific Theory +15,
--[X] -
-[X][Archeology] Send Out The Scavengers (SO-01)) - (0/1 Turns Complete)
-[X][Tree of Knowledge] Berth - Tiny - (2/3 Turns Complete)
-[X][Tree of Knowledge] NR.9 LIVES! - (0/5 Turns Complete) - (-40 Materials) - (-1 Engineer) - [Sandcrete](-12.5 Materials)
-[X][Holdings] Expand The Living Spaces - (0/3 Turns Complete) - (-7 Materials)
--[X] Hire Contractors - (Taken: 2) - (-7 Materials)
-[X][Aria action] Too Much To Do - (Low-End Introduction - (Meira's Hidden)) - (0/1 Successes)
-[X][Martyris action] Too Much To Do - (Detective Courses For Beginners - (An Unburnable One +50 to ???)) - (0/2 Successes)
-[X][Martyris action] Too Much To Do - (Assemble The Theorists! - (Common Theory: Psychology)) - (0/3 Successes)
--[X] Scientific Theory +15, Adjudicator +50, +6 FF,
--[X] Electric Collars/Shackles/Implants +50 to Advanced Psychology/Electronics/Pioneer Medicine/Biology

-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Central Region Security)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (-3 Materials)
---[X] The criminals that are sniffing around the Consensuals.
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (3/4 Turns Complete) - (-6 Materials)
-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (2/6 Turns Complete) - (-15 Materials)
-[X] The Bureau For Imperial Civilian Logistics - (1 Action)
--[X] Grease The Wheels - (Illness Of The Mind) - (-15 Materials) - (-15 Goodwill)

Costs: 3 Materials+ 1.40 Materials+ 24 Materials+ 40 Materials+ 7 Materials+ 12.5 Materials+ 7 Materials+ 7 Materials+ 3 Materials+ 6 Materials+ 15 Materials+ 15 Materials= 140.9 Materials
Remaining budget: 167.95 Materials - 140.9 Materials= 27.05 Materials
 
Adhoc vote count started by HeroCooky on Jul 14, 2021 at 11:00 AM, finished with 16 posts and 8 votes.

  • [X] Plan Labs
    -[X][Lost] Donate 10 mats a turn for a year to the Lost and keep watch over them. Disavow them if they commit violent acts.
    -[X][Faith] Build Upon A 'Consensual' - (Mirn) - (1/3 Turns Complete)
    -[X][Faith] Ready Immediate Aid For The Missing Miners
    -[X][Faith] Establish A Small Hospice - (Strul)
    -[X][Diplomacy] New Settlement, Who Dis? - (4/6 Turns Complete)
    -[X][Martial] Build An Armory - (Grand)
    -[X][Learning] Learning To Take Census Pt.1 - (All Psychology) - (5/14 Successes)
    --[X] PD, DoD, 6 FF
    -[X][Learning] Sugar, Spice, And Everything Nice - (Biology/Chemicals) - (3/4 Successes)
    -[X][Learning] A Shielded Approach - Reinforced Shield, Rusted "RIOT" Shield
    -[X][Archeology] Prepare an Expedition - (GY-03) - (2 Turns)
    -[X][Tree] Berth - Tiny - (2/3 Turns Complete)
    -[X][Tree] Laboratories - Grand (sandcrete)
    -[X][Holding] Expand The Living Spaces
    --[X] Hire Contractors - x2
    -[X][Martyris] Too Much To Do - (Assemble The Theorists! - (Common Metallurgy)
    --[X] 4 FF
    -[X][Martyris] Too Much To Do - Recover Personal Cutters - Intact - (The Unbroken, The Wall)
    --[X] Establish A Trade Route From The Tree to Strul - (7d18)
    -[X][Aria] To Convince A Core - (Aria)
    -[X] Merchants - (All Are Free Actions)
    --[X] Backroom Deals - (Central Region Security)
    -[X] The Adventurer Guild - (1 Action)
    --[X] Investigate - (-3 Materials)
    ---[X] The criminals that are sniffing around the Consensuals.
    -[X] Stupendously Scholastic Scholars of Science - (1 Action Locked)
    --[X] Suffer Their Arrogance - (3/4 Turns Complete)
    -[X] Forge Clan Vanar-Feer - (1 Action Locked)
    --[X] Engineers Galore - (Engineer) - (2/6 Turns Complete)
    -[X] The Bureau For Imperial Civilian Logistics - (1 Action)
    --[X] Grease The Wheels - (Learning To Take Census Pt.1)
    [X][The Lost] (It's clear we do not yet have the knowledge needed to help the Lost. For now, discreetly provide them with material aid (10 Materials per Turn for a year) and continue to monitor them to make sure they don't start a war or similar. In the meantime, have Nexa head up an intense research effort into Illnesses of the Mind.)
    [X] Plan The Human Mind is a Mess
    -[X][Faith] Build Upon A 'Consensual' - (Mirn) - (1/3 Turns Complete)
    -[X][Faith] Establish A Small Hospice - (Tessen) - (0/1 Turns Complete) - (3 Materials)
    -[X][Faith - One Turn] Ready Immediate Aid For The Missing Miners - (0/1 Turns Complete) - (-1.40 Materials)
    -[X][Diplomacy] New Settlement, Who Dis? - (4/6 Turns Complete)
    -[X][Martial] Build An Armory - (Grand) - (0/4 Turns Complete) - (-24 Materials)
    -[X][Learning] Learning To Take Census Pt.1 - (All Psychology) - (5/14 Successes)
    --[X] Scientific Theory +15, +6 FF,
    --[X] -
    -[X][Learning] Illness Of The Mind - (Psychology)- (2/15 Successes)- (Uses: Somnia In Sempiternum +20 to Advanced Psychology)
    --[X] [PD], [DoD], [Grease The Wheels], Scientific Theory +15, +4 FF,
    -[X][Learning] Sugar, Spice, And Everything Nice - (Biology/Chemicals) - (3/4 Successes)
    --[X] 2 [DO] +24, Scientific Theory +15,
    -[X][Archeology] Send Out The Scavengers (SO-01)) - (0/1 Turns Complete)
    -[X][Tree] Berth - Tiny - (2/3 Turns Complete)
    --[X] Grease The Wheels - (Illness Of The Mind) - (-15 Materials) - (-15 Goodwill)
    [X][The Mother] Offer the services of the Daughter of Dawn to the Military if it looks like they're going to hunt that Behemoth.
I need 8 1d100 for your Actions with a DC of:
40, if successful, roll 1d5-1 Goodwill
39/68/97 rolled with +26
49/68/87 rolled with +44
01/01/11 rolled with +30
70/100/130 rolled with +74
44 rolled with +50
25-45 rolled with +5
00

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

Further Rolls:

Threat:

1d2

BICL:
1d6

Black Box:
2d100

Artifacts:
2d2 General Common+

Piety:
1d6-3

Faithful:
1d100

Income:
28d4+4d12+4d8+1d6+9d19

The first rolls are taken as official.
I will roll on the 15.07.21 at 17:00 CET if there are no other rolls present.
 
rolling for actions

Edit: sorry, it seems the dice hate me today.
Amilia threw 8 100-faced dice. Reason: actions Total: 240
7 7 26 26 12 12 45 45 42 42 12 12 74 74 22 22
 
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Oof that bad like really bad
I think we still passed all but the first roll, when you take bonuses into account, and we still have our reroll.
EyeOfSauron threw 1 2-faced dice. Reason: Threat Total: 2
2 2
EyeOfSauron threw 1 6-faced dice. Reason: BICL Total: 3
3 3
EyeOfSauron threw 2 100-faced dice. Reason: Black Box Total: 162
74 74 88 88
EyeOfSauron threw 2 2-faced dice. Reason: Artifacts Total: 3
1 1 2 2
EyeOfSauron threw 1 6-faced dice. Reason: Piety (-3) Total: 1
1 1
EyeOfSauron threw 12 4-faced dice. Reason: Income Part 1 Total: 29
2 2 1 1 3 3 1 1 3 3 4 4 3 3 1 1 3 3 2 2 4 4 2 2
EyeOfSauron threw 12 4-faced dice. Reason: Income Part 2 Total: 36
2 2 3 3 3 3 4 4 1 1 4 4 4 4 4 4 4 4 2 2 4 4 1 1
EyeOfSauron threw 4 4-faced dice. Reason: Income Part 3 Total: 12
3 3 4 4 1 1 4 4
EyeOfSauron threw 4 12-faced dice. Reason: Income Part 4 Total: 28
11 11 3 3 3 3 11 11
EyeOfSauron threw 4 8-faced dice. Reason: Income Part 5 Total: 23
6 6 2 2 8 8 7 7
EyeOfSauron threw 1 6-faced dice. Reason: Income Part 6 Total: 1
1 1
EyeOfSauron threw 9 19-faced dice. Reason: Income Part 7 Total: 71
18 18 5 5 6 6 9 9 7 7 3 3 14 14 1 1 8 8
 
[X] Plan Labs
-[X][Lost] Donate 10 mats a turn for a year to the Lost and keep watch over them. Disavow them if they commit violent acts. - (-10 Materials)
Success!

-[X][Faith] Build Upon A 'Consensual' - (Mirn) - (2/3 Turns Complete)
+1 Turn of Progress.

-[X][Faith] Ready Immediate Aid For The Missing Miners - (1.40 Materials)
Success!

-[X][Faith] Establish A Small Hospice - (Strul) - (-3 Materials)
-- 6 FF
Needed: 40 Rolled: 7 + 6 = 13, Failure! Re-Roll: 26 + 6 = 32, Failure!
Exchange 4 Goodwill to turn this Action into a Bare Success?
[X] Yes
[ ] No

Goodwill: 1 - 1 = 0

-[X][Diplomacy] New Settlement, Who Dis? - (5/6 Turns Complete)
+1 Turn of Progress.

-[X][Martial] Build An Armory - (Grand) - (1/4 Turns Complete) - (-24 Materials)
+1 Turn of Progress.

-[X][Learning] Learning To Take Census Pt.1 - (All Psychology) - (10/14 Successes)
--[X] PD, DoD, 6 FF
Needed: 39/68/97 Rolled: 12+ 26 = 38 Failure!
+2 Automatic Successes
+3 BICL Successes

-[X][Learning] Sugar, Spice, And Everything Nice - (Biology/Chemicals) - (6/4 Successes)
Needed: 49/68/87 Rolled: 45 + 44 = 99
+3 Successes
Success!

-[X][Learning] A Shielded Approach - (Armor) - (3/1 Successes)
--[X] Reinforced Shield +5, Rusted "RIOT" Shield +5
Needed: 01/01/11 Rolled: 42 + 30 = 72
+3 Successes
Success!
Gained: Shield: "Orcist" (+2 Armor per 6/6 Unit/0.3 Armor per Unit Size.)

-[X][Archeology] Prepare an Expedition - (GY-03) - (2 Turns) - (1/2 Turns Complete)
+1 Turn of Progress.

-[X][Tree] Berth - Tiny - (3/3 Turns Complete)
+1 Turn of Progress.
Success!

-[X][Tree] Laboratories - Grand (sandcrete) - (2/5 Turns Complete) - (72.50 Materials)
+2 Turns of Progress.

-[X][Holding] Expand The Living Spaces - (3/3 Turns Complete) - (-21 Materials)
--[X] Hire Contractors - x2
+3 Turn of Progress.
Success!

-[X][Martyris] Too Much To Do - (Assemble The Theorists! - (Common Metallurgy) - (1/3 Successes)
--[X] 4 FF
Needed: 70/100/130 Rolled: 12 + 74 = 86
+1 Success

-[X][Martyris] Too Much To Do - Recover Personal Cutters - Intact - (The Unbroken, The Wall) - (-17.13 Materials)
--[X] Establish A Trade Route From The Tree to Strul - (7d18)
Needed: 44 Rolled: 74 + 50 = 124
Success!

-[X][Aria] To Convince A Core - (Aria)
Needed: 25-45 Rolled: 22 + 5 = 27
Success!
^Ä^ can now assist research!
He has a 5% chance to damage himself while doing so permanently.

-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Central Region Security)
Success!

-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (-3 Materials)
---[X] The criminals that are sniffing around the Consensuals.
Success!
See Spy-Network for further details.

-[X] Stupendously Scholastic Scholars of Science - (1 Action Locked) - (-6 Materials)
--[X] Suffer Their Arrogance - (4/4 Turns Complete)
+1 Turn of Progress.
Success!
+1 Scientist

-[X] Forge Clan Vanar-Feer - (1 Action Locked) - (-15 Materials)
--[X] Engineers Galore - (Engineer) - (3/6 Turns Complete)
+1 Turn of Progress.

-[X] The Bureau For Imperial Civilian Logistics - (1 Action) - (-15 Materials, -15 Goodwill)
--[X] Grease The Wheels - (Learning To Take Census Pt.1)
Success!
Progress: 3

Further Rolls:

Threat:

1d2 = 2 = Mechanical

Black Box:
Reinforced Shield, Needed: 95, Rolled: 74
Rusted "RIOT" Shield, Needed: 95, Rolled: 88

Artifacts:
2d2 General Common+ = 3

Piety:
1d6-3 = 1 - 3 = 0% Piety reduction

Faithful:
Needed: None, Rolled: Irrelevant
Success!
+1 Faithful

Income:
28d4+4d12+4d8+1d6+9d19+112.70 = 200 + 112.70 = 312.70 Materials!

Upkeep:

172.63 Materials

Spent:

188.03 Materials

Change:

-47.96 Materials

Goodwill vote ends at 20:00 CET.
The update will be online on the 20.07.21 at 17:00 CET.

Also, Turn 47 will drop the day when I go on Hiatus. So keep that in mind!
 
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Rumor Mill Turn 48
Rumors:

New Houses Built In Record Time In Norqod - The Tessen Speaker
After Norqod had been opened for settlement, the village has been practically flooded with applications, causing even the most composed bureaucrat to focus on their job. As a result, the available number of spots within the town has been expanded two-fold within the last season, though it has done the exact opposite thing that House Dall had likely done it for: lessen the pressure. Over half of the newly built houses and rooms have been moved into, as both Mutated and their families seek to migrate to a friendly place and one offering rare luxuries. While none will find moving water out of place in many homes, the access to clean drinking water within their home is a welcome surprise for many, as are the electrical lights and other amenities like the heavily subsidized healthcare and nutritional supplements for those needing them. In addition, with the increase in trade due to the new Airship flying between the Tree of Knowledge and Strul, work is plentiful and highly paid, as caravans and their guards need many things.
(Read more on pages 4-9.)

Titanic Earthquake In Tessen Ringing Bells - The Truthful Observers.
A massive earthquake has hit our Region, shaking many from sleep and more than one worker in the Tessen High-Market from their feet. Towers in Mirn are being inspected for any cracks as dozens of teams begin the search for anything amiss in the lower portions of other cities. Over two hundred have been killed in collapses, while tens of thousands have been injured, most of them Mutated, with entire sections of the Mutated Districts all over the Region lying in rubble or on fire. After the near-collapse of some of their Districts, many experts have started to rally political support to create building codes and, critically, subsidies to the Mutated, as the fires and damage done by the earthquake have been classified as "extreme" in many towns. However, opposition groups have instead called for an increased exclusion of Mutated from towns and cities, citing the same reports...
(Read more on pages 2-9.)

Wetware Knights, Genocide, Fighting For Survival, And Losing Hope! - Rags, Rumors, And Rants
Shocking news begins to filter out of the enclaves of the Forge-Clans amidst the unease sparked by the recent earthquake, as someone has managed to access the Forge-Web. The details are still sparse right now, but words like Wetware Knight, Biological Symbionts, Genocide, and Eversun are flung around like mad. We can only speculate what exactly has happened, yet the picture is not a pretty one! That the despicable Eversun engages in active genocide is well known, though few accounts have managed to make it to the Empire without being heavily altered by distance and time. And now we are being contacted by one of Eversun's victims, fighting back by using long-forgotten artifacts coupled with the desperate hope that someone may help them in any way whatsoever. The Emperor has yet to comment on these rumors, but our reporters and investigators have been assured that one is being prepared.
(Read more on page 15.)

***

Spy-Network:

The Military are incredibly concerned about the earthquake. They are helping in the clean-up.

The Criminal Organizations have taken notice of the Consensuals. Specifically, the one you are expanding, as it represents a threat to their sex-workers loyalty. Some gangs are starting to gear up for a few "visits" to a few fled workers. Expect sporadic attacks on the Mirn Consensual.

The Lost are building a refuge in Tessen. In addition, they are assisting the clean-up after the earthquake.

The Common People are very, very concerned about the earthquake.

The Mutated are either bunkering down due to the earthquake, cleaning up the rubble of their destroyed existences, or complaining about "noises".
 
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[x]yes
of course we want the action to succede and 4 goodwill isn't too much to pay

also seeing the earthquake we should absolutly start to help reconstruct with our sandcrete it could probably be easier
 
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