That's a huge update.:o

OK, first the spoiler.
House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Further your usefulness
We raised House Mirn's opinion of us from 0 to 1. Not too surprising.

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Con you
Factions:
-Unionists (-1/56% Control/Mali to Costs for Actions)
-Base (0/35% Control)
-Healers (1/9% Control/Enables Doctoral Training)
No opinion change here, but the Unionists lost 1% and the Healers gained 1%.

Cults:
Opinion: Unfriendly (-1)
Plans: Antagonized
Uncovered:
-The Emberguard (-2/400-500 members/EXTREMELY ILLEGAL/???: 5/20)
-Further Unknowns
I think nothing changed here. Maybe Lord Malarn didn't do anything yet?

Erotica - 0.82
Inscribed Rock - 0.09
... We got things to sell? That must be some high-quality erotica.:confused:
It's nearly as much Material as we would get from expanding our salt production!

??? - Knight of the Pilgrims - Cored
And the Knight we found. I'm not sure how long it's going to take until we actually can do anything with it.

A Victims Ire: Holy Rose - Criminal Organizations
This world is not a kind one. It will chew you up and spit you out the moment you let your guard down. You did so, and almost paid the price for that. Your experiences now mark you, as does the anger you feel towards those that wronged you. Dealing with both "Holy" Rose and various Criminal organizations in a beneficial manner will require much more effort, but harming them will be much easier.
(-20 to aiding Criminal Organizations and Holy Rose, +10 to harmful actions against them. Reduced to -10/+5 respectively once Holy Rose dies.)
Huh, that would be the nat 1's. Well, we know how any interactions with them are going to go.

And now the update:
"I gave them just some guards dressed as mercenaries, and I get back more artifacts than I could have gotten by buying. Ridiculous.
Huh, so that were guards. They are more trustworthy while dealing with Artefacts than mercenaries, I guess.

"A bunch of naive do-gooders find more artifacts than a directed effort by me, as well as uncover a hidden cult that would rather let this city drown in blood than give up before one of the Internals even has gotten a whiff of them. And the Evertorchers have been here for YEARS!", at this, he stands up, grabs his table, and flips it over. With a scream of rage, he grabs his chair and throws it out of the window.
Luck protects fools, small children, and ships named Enterprise. *shrug*

Not even bothering to wait for the guard to reply, he simply walks out of the room, his mind filled with ways to cull the cult before they can finish whatever they were planning. But he forces himself to think about something else, namely the Pilgrims. They were kind enough to tell him now, instead of enacting their revenge, but they could not be counted on to do so in the future. As such, he had to make sure that they saw him as trustworthy. While making them an official religion would bring some backlash against him from those already existing; he deemed the loss in reputation worth keeping them bound to him.

You never know when you required a friendly face after all.
That's preeeetty cynical. We do have stuff in the city too, after all, so it's not like we want it burned to the ground.

here was also a note embedded into the report, stating that a Pilgrim had made some friends with the scouts of the military, and found out that they are mounting for a massive operation in a few days to finally bring down the Engine since an earlier attack had left it without the ability to produce its miasma. It is virtually guaranteed that the Engine will be destroyed, and the cases of poisoning are going to start dropping sharply in the next three months before growing minuscule as nature sorts itself out.
That is good to hear. If they succeed we could get several Actions back and this should also cut down on how much we need to pay the Herbalists. Of course, given their past dice rolls, there is always the chance that they flub it...

Aside from these ongoing efforts, the teams send out to patrol for victims of the Plague-Engines are reporting the same old stories that they have been these last few months. Some accept the help gladly, while others scorn the Pilgrims and tell them to leave. This is usually reversed when they ask for help while their family or friend coughs out blood or writhes in agony. Most people on the outskirts are very paranoid about change and strangers, but you are glad that they do not put their pride and fear before their life or that of others.
I'm actually surprised the DC for Death Does Not Want You Today stayed 50, after the last two turns. I would expect it to get easier with people getting used to Pilgrims helping them.

The obvious choice in crops is, of course, Sandwheat. Easy to plant, harvest, and care for. Just chuck it on the ground, and you are pretty much done for the next two-and-a-half months. After that, there is a period of quiet panic trying to harvest everything before the next period of mind-numbing boredom sets in. The amount of food that would be collected would even net you a tidy profit, after supplying a soup-kitchen with the harvest—a safe, comfortable choice for guaranteed benefit.
It's a bit of a waste though. After all, Sandwheat can grow everywhere.

The second choice is Bloodbark. The blood in its name comes from the uses of its bark. After soaking the bark in water for a day, it dissolves in long hair-thin strands, that are used mostly in stitches and woven into bandages, since it supports the clotting of the patient's blood. It would be a massive boon for your hospice and any units that you will field. It also yields a steady profit, being able to reduce the Upkeep for your hospice year-round.
Pretty useful. It helps with our hospice, any military units, and could boost the Healers' opinion of us if we can supply them too. But we don't need our best field for that.

Then there is Helo-Fruit. The yellow fruit shaped like dice is most famous for the fact that it is delightfully sour. Unfortunately, most of the seeds used in planting are sterile and cannot produce any seeds on their own, as those bushes that can procreate are notoriously hard to cultivate and keep alive. As such, any planting would need to be paid beforehand and can carry the risk of only getting you a zero-sum harvest. Somewhat risky, though they are the least time-consuming cash-crop that you have access to.
... It's literally a dice fruit. Quick cash though.

Black Root is a short stubby bush, which grows the black roots that give it its name. They are nutritious and taste good if you know how to cook them properly. They take longer than Helo-Fruit to mature and regrow, though they do not have the disadvantage of needing to be replanted after every harvest. The only real downside is that the upfront cost is high and may require multiple harvests to pay off. Useful for long-term planning.
This does sound like a good investment.

Asil Nuts are another matter entirely, as they are the cash-crop on the market. Growing in nine months to the size of a two-story house, the Asil plant provides not only a mass amount of material for paper, papyrus, and scrolls but also hand-sized nuts, coated in a shell of both hardened wood as well as tiny amounts of iron. Whether you melt the nuts down after removing the insides, sell the shells for processing or turn them into art, every part of the plant is capable of being used and has made many a farmer wealthy with a good harvest. It has also made many a farmer miserable because these plants are known to reproduce by explosive means occasionally. The resulting damage in both flesh and material is both costly and extremely uncomfortable to explain. Who wants to be known as the person that got injured or killed by a plant having an orgasm? Aside from that, efforts to reduce such instances have led to most Asil being rendered sterile, though some fertile ones manage to slip into every harvest now and then. Same deal as with the Helo-Fruit, though much riskier.
I'm somewhat worried that this is the plant to make money, oversupply could destroy the market, but with it being that dangerous to grow it's more reasonable. We would need to do some research to get protective gear and there is the risk of the plant ruining the ground...

At the end of the report, the author mentioned that some tests had been made regarding the Ashleaf-Tree. It seems that it needs a specific type of soil and multiple other factors that, frankly, go over your head, to thrive. Factors that are present in the valley with extremely fertile soil. Projections and a bit of math have hinted at the fact that the Ashleaf would need about 30-years to mature but would provide the much-liked leafs the entire time in ever-growing numbers. Planting them would mean that you could not use the valley without resetting any progress, but the idea of having a monopoly on Ashleaf-Tea is exciting. A very profitable idea too.
I think this is our best option. It takes a long time but Ashleaf-Tea is listed as a unique/notable asset. It's probably the most profitable option.

"Holy Rose" is a Mutated that has the much-coveted "Eterna" mutation. While you thought that that mutation was a myth like Kraken, until you saw one's corpse a few years back in the Capital, that is, it drastically slows the process of aging.
Huh, sounds like a useful mutation, probably something of a long term goal for genetic manipulation. That means she's going to be a long-term problem though.

Marthen Marthensons is another matter entirely. He has, by all accounts, the personality of wet paper. Anything not directly related to his "most important scientific endeavors" are of no consequence to him, and this is not a stance that is wildly different for many of his fellow "scientists." Though it is mentioned that he dramatically dislikes "Hobby-Scholars," You merely hope that he will see the merit in cooperation and see how much you could help Humanity, or failing that, how it would get him more grants for his research.
That doesn't sound good.

WARNING: PG-18, Drugs, Sexual Harassment, Violence. Feel free to skip.
Well, that's a thing. I didn't expect being poisoned by a Plague Engine would ever be useful.

You were still angry when you arrived at the Headquarters of the Stupendously Scholastic Scholars of Science, though that quickly morphed into awe at the marvels that were being displayed. Automatic doors opened before you, even if they took half a minute to do so, to allow you into the building. Electrical lights shone down onto you from the ceiling, cleverly put into colored glass-orbs, bathing the entire reception into a myriad of colors, from red to blue to green. The point of pride is a giant clock on the wall, with the slogan; "Verified by the Ministry of Time" written over the lower half. The real shock came as a machine; not a human greeted you.

It looked like someone had given one of those movable lambs that are sometimes found the ability to move on its own will and to speak. In a mechanical voice, the robot greeted you;
That is impressive if they have that stuff all through their building, instead of all of it being showpieces.

The automatic doors seem to have problems, electrical light is simple enough to be made at home (there are a few youtube videos about that), and how impressiveness the clock is depends on if its digital or mechanical.

As for the Greeter...
Hello Sir slash Madam. I am Greeter. Your arrival has been logged, and a notice sent towards my superior. Do you have an appointment?

Shocked at this massive display of technological might and the coherence of this machine-mind, you simply stared at "Greeter," slack-jawed as "he"(?) followed your head, staying on center as you moved slightly about. "Uh, yes. My name is Martyris, from the Pilgrims. I am here to discuss future relations and cooperation on matters of technological research with Marthen Marthensons. I have a scheduled appointment for 12."

There was a low hum, and Greeter turned his head 90 degrees to the right and then to the left. A soft ding echoed around the hall.

Your appointment is correct. Sir Marthensons has been notified of your presence. Please wait until he or an appointed employee begins the tour.
This sounds like a motion sensor with some pre-programmed responses to certain keywords. Or someone playing puppeteer with the robot.

Unfortunately, despite your best attempts, Greeter seems wholly uninterested in any conversation, leaving you to just stand in the hall alone.
Yeah, limited interaction makes it look more impressive. So at best a few pre-programmed responses, at worst its a literal puppet.

This state of affairs continues for another hour, in which he starts to lecture you about the importance of a broad knowledge-base, and you start to continuously blank your mind more and more to escape, which luckily helps to repress the morning you had. Comments about the incredibly poor state of the public schools and the lack of interest of the "rabble" to learn are standard, as is the condescending nature of his comments about "those damned scav-rats stealing all those artifacts for profit."
Ugh, elitism.

It is late into the afternoon that you manage to stumble out of the building, your mind so utterly spent that you can barely remember how many times you signed and read that damn paper. How many pages do you need to agree to an exchange of books? 47.
And excessive bureaucracy.

Shit got heavy, maybe something nice now?: 100 ... okay, I can work with that.
Huh, lucky.

The reason for her good mood is the simple fact that, as of today, she was a free woman. No more debts to the Followers of Light that raised her, no more pretending to be a devout follower out of fear of being forced to pay everything back in one go, no more worry about having enough money to pay not only the interest but also the actual debt.
... The other religions sound only slightly better than the Evertorch.

But any of those troubles pale before the treasure in Selenes hands—a piece of cake.
And that is depressing.

On the bench was a young man, body, and face briefly distorted by pain, holding his stomach, softly whispering: "Sweet mother of mercy, why?"
Because it's one of those days.

I think we should say yes. It's a nat 100.

Organizing a party sounds good. More Piety is always good and it's not too expensive.

Battle Of The Wounding Nightmare
Status: Active
Military Casualties: 682
Civilian Casualties: 1.469 (941 saved)
Damage Inflicted: Deaths Door
Hopefully, the Military can finish the Engine next turn.

Anyway, it's pretty late for me so any plans have to wait until tomorrow.
 
I say we go all out on the party and take Seli up on that date to the fair. Though, wouldn't it be hilarious if it turned out that the fair she was talking about was actually the party thrown by the Pilgrims?

I agree, Martyris could use some romance.

We can agree on that, @EyeOfSauron. Heck, I'd already started shipping them by the time I'd finished reading about their encounter!

[X] Plan BOO-YA!
-[X] Faith
--[X] Death Does Not Want You Today
-[X] Diplomacy
--[X] School The Diplomat-Corp - (Specialized) - (Union Of Herbalists) - (1/2 Turns)
-[X] Martial
--[X] So That None May Suffer - (5 Materials)
-[X] Learning
--[X] Tailor Your Messages - (Psychology/Culture)
-[X] Archaeology
--[X] Scout The Eastern Outskirts
-[X] Tree of Knowledge
--[X] Administration Center - Expanded (Tree Of Knowledge) - (1/2 Turns)
-[X] Support
--[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
---[X] Suffer Their Arrogance
-[X] Personal
--[X] "Yeah, I'd love to!"
--[X] PARTY!!!
 
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I agree, Martyris could use some romance.
After sleeping on it, I'm somewhat worried it could cause "Holy" Rose to go into a jealousy fit. Martyris just rejected her, rightfully, and then goes out with another woman?
We probably should keep an eye on her.

Anyway, let's look at the options.
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)
The success chances for most options have gone up a bit. Our one action is still locked and most options are too expensive without a better income stream, but printing the Codex sounds good if we have an action left over.

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. (1 Action Locked)
Still locked because of the training action. Low-End Introduction vanished and To Bid Welcome moved from Faith to Diplomacy, still only a 45% chance though.
We could try To Bid Welcome or Change The Deal, Stay By The Letter next turn with a Personal Action, with a +30 bonus we would always succeed Change The Deal, Stay By The Letter and only need to roll 50 or higher to no anger the Unionists/Base. To Bid Welcome would also only need 25 or higher.
A Grand Step would be nice but we need more income first.
We should do Get The Permit though; always better to prevent trouble than to wait for it.

Martial: To live, you need power. To have power, you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)
Again, our action is locked. I'm surprised we still need to pay Goodwill though. We are expected to have a military now so why does it still cost Goodwill?
I would really like to get Watch Thy Neighbor, Carefully but that would take a Personal Action, so we can't get this and Get The Permit.

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)
I think Study The Minerals would be a good choice for this. Takes only one turn and sounds like a way to earn more Materials. It could also make some projects cheaper if we mine our own metal. As for the new option...
[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 1% Successes needed: 17
Reward: Can start repairing the found Knight, may finish other Learning Actions due to osmosis, unlocks further actions.
Warning: Due to an absence of both a Lab and a Hangar, it is recommended to wait on starting this project.)
On one hand, this could unlock some pretty advanced stuff. On the other hand, it takes a long time, and finishing some other projects first could make this easier.

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)
We probably should take Prepare an Expedition. We are out of easily/quickly lootable areas and there should be enough Military in the ruins to make it safe.

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)
Again, action locked. I would like to start A Farm For Starters with the Ashleaf-trees but that would take a Personal Action...

Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
I would like to take Investigate and look into what the Criminals are planning. If Rose took that rejection personally...
Anyway, the Scholars are useful but expensive and the Criminals... Auction is risky, Sabotage is another Take 'Em Out only it could be affected by dice rolls because it has a % chance, and And Oh, My! is something we can do with Infiltrate but without a -20.

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)
Well, we got a new option! Condemn An Organization/Person As Heretical/Forbidden; a bit of a nuclear option. Also:
Reward: Chosen organizations support-network unlocked. Choosing The Union of Herbalists triggers a mini-event.)
Is this still a thing?

So, Plans:

[] Plan: Trees and party
-[] "Yeah, I'd love to!"
-[] Organize A Party
-[] Death Does Not Want You Today
--[] +4FF
-[] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[] So That None May Suffer - (5 Materials)
-[] Study The Minerals - (Geology/Mineralogy)(Well Kept Maps)
-[] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
-[] Administration Center - Expanded (Tree of Knowledge)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts(Erotica,Inscribed Rock )
-[] The Adventurer Guild - (1 Free Action)
--[] Investigate - (Criminal Organisations)
-[] (Cost: 1 Personal Action locked)
-[] Too Much To Do - (A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees))

Honestly, I'm torn on how to use our Personal Action. A Farm For Starters means we get more Material, Get The Permit means we avoid any trouble because of the Knight, and Watch Thy Neighbor, Carefully is something we need as protection against infiltration.
Maybe I'm posting another plan later.
 
Honestly, I'm torn on how to use our Personal Action. A Farm For Starters means we get more Material, Get The Permit means we avoid any trouble because of the Knight, and Watch Thy Neighbor, Carefully is something we need as protection against infiltration.
I think we might be better off going for the big party. It seems appropriate given what the Pilgrims have gone through and achieved recently. This is a rare opportunity to gain a lot of piety for a relatively small cost. The bonus we get to personal actions for high piety would be quite useful if we're contacting any more organizations in the future.

The Ashleaf Trees take a while to start earning an income, so delaying them by 1 turn won't have much effect on our short term budget. If our current Diplomacy and Martial actions finish this turn then we'd be able to take both of the other actions you mention next turn without needing to spend any personal actions on them.

-Piety indicates how devoted your followers are to your cause. You start at 50%, and every 5%, you gain either +5 or -5 to personal actions. At 5%, you roll one 1d2 to determine whether your cult disbands or you gain another turn. At 25%, you roll with a disadvantage on one random task. 50% has no mali or Boni. 75% grants you one 1d6 to add to either roll or result. 95% gives you a free action of any kind (must be one turn long). Piety decays by one 1d6-4 per turn.
 
I think we might be better off going for the big party. It seems appropriate given what the Pilgrims have gone through and achieved recently. This is a rare opportunity to gain a lot of piety for a relatively small cost. The bonus we get to personal actions for high piety would be quite useful if we're contacting any more organizations in the future.
We currently gain 4% Piety every turn as long as So That None May Suffer keeps going and Organize A Party means we still roll a 1d20 for Piety. Secret Of The Circuit Pt.1 also gives us 5% Piety if successful, so we can gain more Piety by researching stuff.
I just don't think more Piety is important enough to sacrifice our one Personal Action this turn. Especially because we need more Material with our obligation to have a military now, how expensive labs are, and how expensive it is to train people.

For example, Suffer Their Arrogance costs us 6 Materials for 4 turns, adding up to 24 Materials. We normally earn somewhere around 8 to 12 Materials each turn, so something like half of our current average income would be spent on training one General Scientist each turn.

Sure, Ashleaf Trees aren't going to get us more Materials anytime soon, but we can spend one action next turn on planting Black Root on another field for more short-term Materials; and the sooner we plant Ashleaf Trees, the sooner we get the increasing 1d4 Materials from them.

I guess I could post a plan that switches that action if people really want.

[] Plan: Partytrain
-[] "Yeah, I'd love to!"
-[] PARTY!!!
-[] Death Does Not Want You Today
--[] +4FF
-[] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[] So That None May Suffer - (5 Materials)
-[] Study The Minerals - (Geology/Mineralogy)(Well Kept Maps)
-[] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
-[] Administration Center - Expanded (Tree of Knowledge)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts(Erotica,Inscribed Rock )
-[] The Adventurer Guild - (1 Free Action)
--[] Investigate - (Criminal Organisations)
-[] (Cost: 1 Personal Action locked)
-[] (Cost: 1 Personal Action locked)
 
I am rested now and ready to answer questions.

So that people don't freak out because of the military thing: you are not required to have a standing army.

You are required to supply a small force of levies when/if the empire has needs of them. Once you get the call to raise them, you get an option to get some volunteers ready, the size depending on how many Followers you have. Sending trained troops is smarter, in that they will have raised chances to survive the campaign. But you don't need to train troops now.
 
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So what cause the end of the world is it our world or another one?
You may get the answers to both questions if you survive looking for them long enough. Though many stories about the Fall agree that the cities were destroyed by pillars of flame, scorching out the souls of many survivors and changing them into Mutants. There are many variations with plague, demons and it being done entirely by human hands though.
 
You are required to supply a small force of levies when/if the empire has needs of them. Once you get the call to raise them, you get an option to get some volunteers ready, the size depening on how many Followers you have. Sending trained troops is smarter, in that they will have raised chances to survive the campaign. But you dont need to train troops now.
Well, that explains why any military options still cost Goodwill. The empire doesn't want trained troops, they want meatshields. And given the rumors about a crusade targeting Starlight, they probably are going to call on the troops once that starts.

Yeah it was a nuclear war that ended the world that's sounds about right in every nuclear apocalypse
I doubt it. It sounds like nukes but there are too many Mutants and Mutated for that to be natural. A nuclear war would cause more unstable, and thus deadly, mutations.
 
[Canon] - Salvation Lost, Salvation Found
The Fall was a time of ending. Where once man ruled over the world uncontested, there was now only chaos. Where once cities stretched across the horizon, filled to bursting with life, the dead outnumbered the living a thousand to one. The armies of Man held the tide against demons, monsters, and evils of their creation, only to be brought low by a dagger in the back by those that had already fallen. Mighty machines of war were used in desperate gambles, not to end the End, but to win just one more day. Human life was measured not by its inherent holiness, but by cold math, calculating if one's life was worth sustaining. Where once the land shouted to the heavens with the joy of its abundance, now there was nothing left that could withstand the sand and storms. Death had come, and it reaped in equal measure. Plagues ravaged those that thought themselves fortunate enough to escape the blasphemous wrath of false gods for their sins, for they had not survived. They had merely prolonged their sentences. And between all that chaos, all that horror and the death of hope, our people cried out.

They cried out for a savior that would bring absolution to them, for all that they had done, were they not allowed to prove they were worthy of life once more? And they were HEARD!

For in those forlorn days, our true God answered us. Deep inside Salvation, that ancient warren of tunnels that had given shelter to the faithful, we were given respite! Slatnan, our true God, had seen our plight for years, weeping over the deaths and broken minds that had been wrought by our own hands! In those ancient depths, They choose to reveal themselves to us! Seeing no other option, Slatnan took upon itself a mortal coil, with all its imperfections, and spoke to us: "Hear my command! Hear my command and obey; for today, you will no longer fall! Too long have you been prey to your creations, too long have you despaired and cried to the heavens! None in them would hear your plea! Rise! For tomorrow I will lead you all to Glory once more in defiance of those that look upon your plight with indifferent eyes!"

So it has been spoken, so it has been written, and so it has been! For after that day of Glory, where Slatnan revealed itself to us, we rose once more from the ash, the dust, and dirt! A camp build inside a mine, where a measly hundred souls had took taken shelter from the demon, heretic, and worse, was given new purpose! To dig once more for iron and coal and stone, so that swords could be forged, homes be built, and our empire rise in Their name! Grand columns and streets were dug into the mountain so that goods could flow once more, as our righteous soldiers liberated the Lost in the Wastes from their Idols. Grand Cathedrals were built so that we could nurse not only the body in this most Holy of places but also our souls! Walls were raised so that it could never be taken from us, and for centuries none have even breached a single partition! Centuries we spend rising to Glory once more, just as we had been told, as THEIR HOLY DECREE had ordered us!

Our lands stretch from horizon to horizon. Our banner flows proudly on a hundred cities and a thousand towns with a million villages swearing allegiance to the one true GOD! Yet, has it been enough? I ask you, oh faithful of Slatnan, has all our work brought us even a single step closer to completing the Decree that we had been given? Yes, we stand united in these hallowed halls, but where are the others? Those that live with us eat the fruits of our labor and enjoy the safety bought by the blood of our troops? Are they here, giving praise to the only God that deserves their praise? NO! They are out there, giving praises to those that would have rather seen us dead and gone because they do not know the truth.

There is only one God, and they guide us! There is only one path, and that is servitude for old debts and new failures. None can deny that the heretic is among us, but I say that there is yet still a chance that they will see the light. They have not sinned too grievously not to be deserving of service, nor have they erred from the path so much that they cant be brought back, even if we have to show how to them! Even the Mutated, those whose ancestors had strayed, can be redeemed, for they are merely a result of our rebellion to Their way. I can say with a prideful heart and ironclad faith this to you: all will rise, as long as they follow!

Long may we serve, long may be our labor! Glory to Slatnan!
 
So the dice god's punched us in the nuts with that 1 and sent an angel to us on that 100 the same day, Tsun dice makeup your minds!!
 
The Fall was a time of ending. Where once man ruled over the world uncontested, there was now only chaos. Where once cities stretched across the horizon, filled to bursting with life, the dead outnumbered the living a thousand to one. The armies of Man held the tide against demons, monsters, and evils of their creation, only to be brought low by a dagger in the back by those that had already fallen.
Huh, that's interesting. "Those that had already fallen", could be some nihilistic philosophy or could be something more exotic, we do have several Artefacts concerning psychology.
"Evils of their creation", that sounds like bioweapons, radiation, and other exotic incorporeal dangers. Monsters are probably robots or artificial organisms. Demons... could be AI or some kind of memetic weapon, again psychology.

Overall, it sounds like literally everything exploded, in every way possible.

Human life was measured not by its inherent holiness, but by cold math, calculating if one's life was worth sustaining.
Uh, holiness? Is this a religious text?

Plagues ravaged those that thought themselves fortunate enough to escape the blasphemous wrath of false gods for their sins, for they had not survived. They had merely prolonged their sentences. And between all that chaos, all that horror and the death of hope, our people cried out.
Ah, yes bioweapons. Anyway, its interesting that survivers were "punished" by false gods that are considered to be blasphemous. False gods could be the leaders of other pre-Fall countries that used weapons of mass-destruction on them.

For in those forlorn days, our true God answered us. Deep inside Salvation, that ancient warren of tunnels that had given shelter to the faithful, we were given respite! Slatnan, our true God, had seen our plight for years, weeping over the deaths and broken minds that had been wrought by our own hands! In those ancient depths, They choose to reveal themselves to us! Seeing no other option, Slatnan took upon itself a mortal coil, with all its imperfections, and spoke to us: "Hear my command! Hear my command and obey; for today, you will no longer fall! Too long have you been prey to your creations, too long have you despaired and cried to the heavens! None in them would hear your plea! Rise! For tomorrow I will lead you all to Glory once more in defiance of those that look upon your plight with indifferent eyes!"
This sounds more like an uprising, especially the "looked upon your plight with indifferent eyes" part.

So it has been spoken, so it has been written, and so it has been! For after that day of Glory, where Slatnan revealed itself to us, we rose once more from the ash, the dust, and dirt! A camp build inside a mine, where a measly hundred souls had took taken shelter from the demon, heretic, and worse, was given new purpose!
The camp was definitely a pre-Fall installation. No way they could feed a hundred people in a mine without any preparations or finished facilities during the apocalypse.
Maybe a prison or a slave camp?

Long may we serve, long may be our labor! Glory to Slatnan!
And the rest is self-glorification and religious doctrine.
 
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Weeee...

[X] Plan: Trees and party
-[X] "Yeah, I'd love to!"
-[X] Organize A Party
-[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] Study The Minerals - (Geology/Mineralogy)(Well Kept Maps)
-[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
-[X] Administration Center - Expanded (Tree of Knowledge)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts(Erotica,Inscribed Rock )
-[X] The Adventurer Guild - (1 Free Action)
--[X] Investigate - (Criminal Organisations)
-[X] (Cost: 1 Personal Action locked)
-[X] Too Much To Do - (A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees))

Also, the other version with the big party.

[] Plan: Partytrain
-[] "Yeah, I'd love to!"
-[] PARTY!!!
-[] Death Does Not Want You Today
--[] +4FF
-[] School The Diplomat-Corp - (Specialized) - (Herbalists)
-[] So That None May Suffer - (5 Materials)
-[] Study The Minerals - (Geology/Mineralogy)(Well Kept Maps)
-[] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
-[] Administration Center - Expanded (Tree of Knowledge)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts(Erotica,Inscribed Rock )
-[] The Adventurer Guild - (1 Free Action)
--[] Investigate - (Criminal Organisations)
-[] (Cost: 1 Personal Action locked)
-[] (Cost: 1 Personal Action locked)
 
[X] Plan: Partytrain
-[X] "Yeah, I'd love to!"
-[X] PARTY!!!
-[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] Study The Minerals - (Geology/Mineralogy)(Well Kept Maps)
-[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
-[X] Administration Center - Expanded (Tree of Knowledge)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts(Erotica,Inscribed Rock )
-[X] The Adventurer Guild - (1 Free Action)
--[X] Investigate - (Criminal Organisations)
-[X] (Cost: 1 Personal Action locked)
-[X] (Cost: 1 Personal Action locked)

While I agree we should do the Ashleaf trees soon, I think we should go for the biggest party, we're never going to get another chance to gain 3d20 piety.
 
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@TerrorCooper Just so you know; you have to re-post your plan after the QM opened the vote or it won't be counted.

Alrighty then. Here it is;

[X] Plan BOO-YA!
-[X] Faith
--[X] Death Does Not Want You Today
-[X] Diplomacy
--[X] School The Diplomat-Corp - (Specialized) - (Union Of Herbalists) - (1/2 Turns)
-[X] Martial
--[X] So That None May Suffer - (5 Materials)
-[X] Learning
--[X] Tailor Your Messages - (Psychology/Culture)
-[X] Archaeology
--[X] Scout The Eastern Outskirts
-[X] Tree of Knowledge
--[X] Administration Center - Expanded (Tree Of Knowledge) - (1/2 Turns)
-[X] Support
--[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
---[X] Suffer Their Arrogance
-[X] Personal
--[X] "Yeah, I'd love to!"
--[X] PARTY!!!

Hmmmm... I wonder what Martyris and Selene's kids will look like... And how the latter will react if/when she learns that Martyris is the Leader of a full-on, State Approved Religion.
 
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Inserted tally
Adhoc vote count started by HeroCooky on Jun 25, 2020 at 11:00 AM, finished with 9 posts and 6 votes.

  • [X] Plan: Partytrain
    -[X] "Yeah, I'd love to!"
    -[X] PARTY!!!
    -[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] Study The Minerals - (Geology/Mineralogy)(Well Kept Maps)
    -[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
    -[X] Administration Center - Expanded (Tree of Knowledge)
    -[X] Merchants - (All Are Free Actions)
    --[X] Selling Artifacts(Erotica,Inscribed Rock )
    -[X] The Adventurer Guild - (1 Free Action)
    --[X] Investigate - (Criminal Organisations)
    -[X] (Cost: 1 Personal Action locked)
    [X] Plan: Trees and party
    -[X] "Yeah, I'd love to!"
    -[X] Organize A Party
    -[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] Study The Minerals - (Geology/Mineralogy)(Well Kept Maps)
    -[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N)
    -[X] Administration Center - Expanded (Tree of Knowledge)
    -[X] Merchants - (All Are Free Actions)
    --[X] Selling Artifacts(Erotica,Inscribed Rock )
    -[X] The Adventurer Guild - (1 Free Action)
    --[X] Investigate - (Criminal Organisations)
    -[X] (Cost: 1 Personal Action locked)
    -[X] Too Much To Do - (A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees))
    [X] Plan BOO-YA!
    -[X] Faith
    --[X] Death Does Not Want You Today
    -[X] Diplomacy
    --[X] School The Diplomat-Corp - (Specialized) - (Union Of Herbalists) - (1/2 Turns)
    -[X] Martial
    --[X] So That None May Suffer - (5 Materials)
    -[X] Learning
    --[X] Tailor Your Messages - (Psychology/Culture)
    -[X] Archaeology
    --[X] Scout The Eastern Outskirts
    -[X] Tree of Knowledge
    --[X] Administration Center - Expanded (Tree Of Knowledge) - (1/2 Turns)
    -[X] Support
    --[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
    ---[X] Suffer Their Arrogance
    -[X] Personal
    --[X] "Yeah, I'd love to!"
    --[X] PARTY!!!
 
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