Turn 7: Year 1; Month 6; Too Many Choices
HeroCooky
Unverified Monstergirl
- The Pilgrims
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- Structure
-
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies
2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.
3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote
4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity
5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist
6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders
7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader
8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason
9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin
10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
- Tenets
-
Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)
First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
- Member/Ressource Statistics
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Members: 107
-Faithful: 2/3
-Followers: 104(29 unoccupied)
Materials: 18.98(+2.04 per turn)
Goodwill: 9
Piety: 50% (No effects)
- Relationsships
-
- Elites
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The Empress
Opinion: Neutral
Plans: Unaware of your existence
Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence
House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence
House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology
Military
Opinion: Neutral
Plans: Ensure you are compliant with the law
Church of Eden
Opinion: Neutral
Plans: Ignore you
The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
- Locals
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The Common People:
Opinion: Friendly
Plans: Passively Benefit
The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers
The Union of Herbalists:
Opinion: Neutral
Plans: Con you
Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you
The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties
Criminal Organisations:
Opinion: Neutral
Plans: Wait and See
Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
- Artefacts
- Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
- Unique/Notable Assets
- N/A
- Tree Of Knowledge
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Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up
Desalination facility (Basic) 100 Pilgrims receive water in case of a drought.
After the meeting with Lord Malarn, the news that you would receive military support for digs had spread like wildfire through the camp. This was compounded by the fact that the scouts that were surveying the Western Outskirts came back with six locations that had seemingly escaped everyone's notice and had even on a cursory glance many treasures that just waited to be uncovered by those willing to do so. The archeology-corps is already planning routes and calculating how many supplies they need, as well as how long they can afford to stay. The scholar-corps is similarly excited about the prospect of getting so many new things to study, and have already planned out a section in the Tree of Knowledge to serve as a laboratory with room to expand when it becomes necessary. The fact that they do so shows you that they believe that the Pilgrims will have not only a future but a great one to boot.
Further stoking the great mood is the fact that you finally finished training the missionaries to an acceptable level of competence, as is shown by the fact that many have already made connections with the outlying villages and a few in Mirn. This has already led to many ideas being discussed about the next step the Pilgrims should take in that direction. Establishing soup-kitchens, further training in speaking and rhetoric, and even building inns for travelers to increase the income of the Pilgrims and expand your own reach, are all ideas that are being discussed all day long.
What is not so great is the fact that the drought has finally hit in full effect. While the desalination basins (you really should get a name for those) produce enough water to supply almost every Pilgrim, you worry about the fact that this is no longer the case as you have reached a milestone that you did not believe you would. 100 Pilgrims, a high number to be sure, but one many already speak of as being only the first step to new heights. Nonetheless, there is one Pilgrim who had caught your attention during the celebration.
One Maxcim Kavlin, an artist and a mute. He had apparently, from what you could glean from his gestures and drawings, not had an easy life. His parents were bandits, and as such, he was always viewed with suspicion and distrusted. After being chased out of a village he was selling his art in, for suspected heresy, he had to leave everything he owned behind, and if it were not for a Pilgrim sharing his meal with him, he would have starved to death. Maxcim was intrigued by the tale of the Pilgrims, what they want to accomplish, and went to see what this was all about. When he arrived at your camp, he spent some time just watching, talking, and sometimes helping people who struggled with their work. The time between that was spent reading the Good Book, and discussing the meaning of your words inside it.
When you talked with him, he pointed out multiple sections that could be improved and some that were his favorites since they resonated with his own believes and credo. Over the last two months, he slowly became a feature in the daily work, and your talks with him proved to be both relaxing and intellectually stimulating. Then, he came to you requesting to be a full Pilgrim. For him, the willingness of the Pilgrims to help others for no payment and their wish to help others through their work was inspiring and something he wants to both do himself and build upon it.
The fact that he has practically taken over the base-management and has already filled half a book with sketches for rooms, decor, and layout of future expansions is something that is probably entirely coincidental. Not like the fact that he could carve an entire mountain to his design had influenced his decision. Still, the "Forest" theme he had chosen does look nice.
Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)
[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)
[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 50%
Reward: 1d12-4 Recruits)
[ ] A Pamphlet For You
Write some simple pamphlets to introduce the Pilgrims to the wider consciousness and (hopefully) get people interested in you. This would also help in introducing yourself to a group.
(Chance: 80%
Cost: 1.5 Materials
Reward: 1d6 Recruits, +15 to Personal Introduction, permanent boon)
[ ] Establish A Soup-Kitchen
The easiest way to get people to trust you is by providing them with food for free. This will be not only an easy way to improve the standing of the Pilgrims but also ensure that you have a base to start more complicated operations, like orphanages, healing-houses, and schools.
(Chance: 95%
Cost: 4 Materials Upkeep: 1 Material
Reward: 1d3 Recruits, +0.01 Goodwill per turn, unlocks further actions)
[ ] Build An Inn (Choose A Name)
Let's face it; the Pilgrims will, over time, only increase their operations. Unfortunately, helping people costs money, money that you do not have right now. Building an inn would provide you with income and enable you to conduct smoke and mirror operations with an increased chance of success, as well as increase the range, and therefore the efficiency, of your missionaries.
(Takes 2 Turns
Cost: 15 Materials
Reward: 1d4+1 Materials per turn, increased chance for intrigue actions, increased size of recruitment dice, unlocks further actions)
[ ] Distribute Water
While you produce only enough water for 100 people per day, it could nonetheless save some of the old or young from death. Giving the water away would certainly be the right thing to do, even if it would hurt your finances until the drought recedes.
(In effect until the drought stops.
Cost: Desalination (Basic) no longer supports the Pilgrims
Reward: 0.2 Goodwill per turn until the drought stops, can be taken as a free action in future droughts)
[ ] Write In
Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation.
[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 30% for Nobility and Churches, 50% for Military
Reward: Official point of contact with a faction and unlocks future actions)
[ ] Create A Diplomat-Corp - (Basic)
Speaking is hard. Doing so with people that seem to see you as nothing more than a temporary nuisance barely? That requires either immense strength of will, massive charisma, or proper training. Unfortunately, you will have to do with haphazard training.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 75%
Reward: Basic Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)
[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 35%
Reward: Better information and possible counters against the plans of one faction.)
[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 50%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)
[ ] Write In
Learning: Knowledge is Power.
[ ] Study The Locals
Understanding how the local culture works is a powerful tool. You will be able to tailor your messages better and understand the local needs to a higher degree.
(Chance: 90% Successes needed: 1
Reward: Reduced penalty for recruitment actions, unlocks additional faith actions.)
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)
[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)
[ ] Write In
Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes.
[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 5 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 65%
Takes 2 Turns
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Scout The Sewers
They are, thankfully, dry. But while scouting them will not reveal many sites for digs, it will prove invaluable for getting in and out of the city quickly, and more importantly, safely.
(Chance: 85%
Takes 2 Turns
Reward: Sites in The Sewers are located and mapped. -1 Turn for all Scouting Actions.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)
[ ] Write In
Base: The home of the Pilgrims, a bastion of all that they stand for and a symbol of hope for the desperate.
[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)
[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Takes 2 Turns
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)
[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 3.5 Materials Upkeep: 0.2 Materials
Takes 2 Turns
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)
[ ] Administration Center - Basic
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 2.5 Materials Upkeep: 1 Material
Takes 2 Turns
Reward: +1 Personal Action, Unlocks Too Much To Do)
[ ] Expand The Desalination Basins
Water is something that no one can live without. Ensuring that the Pilgrims have an ample supply of it is not only wise, the expansion would also yield enough salt to provide for the needs of the Pilgrims and enable you to sell the surplus.
(Cost: 7.5 Materials
Takes 2 Turns
Reward: 250 Pilgrims can be supplied with water, 1d4 Materials through salt sales per turn, unlocks further buildings)
[ ] Write In
Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (1 Action)
[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)
[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 50% for Locals, 30% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)
[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)
[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)
[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)
[ ] Write In
Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.
Voting will be closed on the 15.04.20 at 17:00 CET.
The decision for Goodwill use is on the 16.04.20 at 17:00 CET
Updates will be online on the 18.04.20 at 17:00 CET.