For holding actions, the Artist Alley is not that expensive (29), will take a while and will give income upon completion. We could let that run in the background.
Combined with the cheapest Tree project(Engine 25 Materials), that's still 54 Materials. I don't think we have any other big income streams we can upgrade with steam engines, so other projects(cheapest 40 Materials) would be more likely, meaning a cost of 69 Materials for 2 Actions.

Then you add stuff like Sandcrete, The Name Of Profit, or Engineers Galore, and that would be 1/2 to 1/3 of our entire budget.

Wait, why are you putting a bonus of +152 on an action with CoS's of 71/43/21? We only need +79 to get all 3 successes needed to pass the action. I understand that artifacts we assign to research affects the final product, but this is too much. Maybe take off the Target Seeking Explosives and Scientist? That leaves us with a bonus of +90, and artifacts related to gas and acid payloads. Given how flawed our current mortars are, I don't think Target Seeking will be enough to compensate if they totally miss.
I mainly stacked so many Artefacts for the bonus and to get new projects unlocked, but sure. I also assumed we might get more effects that trigger, even if we miss, like the Concussed effect.

Similarly, why are PD and DoD assigned here, rather than on Means Of Reproduction? The CoS's are 50/04/-24%, so we need +124 to guarantee all 3 successes and pass the action. Take the Scientist from the above action, and toss 3 Faithful on it, then the bonus will be +124.
Because I assume there is another follow-up project that could use the overflow-Successes, and we either don't need PD and DoD to finish the other project(Payload) or are not in a hurry to finish them(Means Of Reproduction). But sure, I can change that too.

...We should also probably have The Adventurer's Guild Investigate the Criminal Organizations.
Aaand I probably should add that. It only costs 3 Materials after all.
 
I don't think we have any other big income streams we can upgrade with steam engines, so other projects(cheapest 40 Materials) would be more likely, meaning a cost of 69 Materials for 2 Actions.
Ooor, we could shift bureocracy to turn a tree action into an archeology action after the engine's done. That way we don't have to start a second expensive project and we can use the second archeology action to get more trade and supply routes.
 
Ooor, we could shift bureocracy to turn a tree action into an archeology action after the engine's done. That way we don't have to start a second expensive project and we can use the second archeology action to get more trade and supply routes.
Hmm, that would take a Personal Action, but both projects Martyris does this Turn should finish during this Turn... Something could come up due to "Trading Favors", but that hopefully can be handled with one Action. Yeah, we could do that.
 
Vote closed
Scheduled vote count started by HeroCooky on Nov 3, 2021 at 12:00 PM, finished with 21 posts and 4 votes.

  • [X] Plan Artefact Overkill
    -[X][Faith] Build A Humane Primitive Asylum - (Mirn) - (0/1 Turns Complete) - (-25 Materials, -4 Goodwill)
    -[X][Faith] Localized Headquarters - (Mirn) - (0/1 Turns Complete) - (-20 Materials)
    -[X][Diplomacy] Trading Favors - (0/1 Turns Complete)
    -[X][Martial] Build A Training Field - (Expanded) - (1/4 Turns Completed)
    --[X] [Martial] Add (Mortar (Primitive)) to (The Unbroken) - (-23.75 Materials)
    --[X] [Martial] Earmark 30 Materials for new equipment for (The Unbroken)
    --[X] [Martial] Add (Mortar (Primitive)) to (The Wall) - (-23.75 Materials)
    --[X] [Martial] Earmark 30 Materials for new equipment for (The Wall)
    -[X][Learning] Payloads May Vary - (Physics/All Chemicals/Advanced Weapons) - (0/3 Successes) - (-24 Materials)
    --[X] (Scientific Theory +15, Black Box +5)=+20
    --[X] Sleep-Gas Bombs +50 to Pioneer Chemicals/Biology/Weapons, Hydrochloric Halucinogenic Acid +20 to Advanced Weapons/Psychology/Chemicals=+70
    -[X][Learning] Combat Stimms Round 2 - (Advanced Medicine/Biology/Chemicals) - (0/3 Successes)
    --[X] (2 [DOC] +24, 1 [SC] +12, Scientific Theory +15, +5FF)=+56
    --[X] Autonomous Preservative Injector +20 to Advanced Hydraulics/Chemicals, Stimulants +50 to Pioneer Biology=+70
    -[X][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (9/20 Successes)
    --[X] [PD], [DoD], (Scientific Theory +15)=+15
    --[X]-
    -[X][Archeology] Loot The Bunkers Outer Defenses - (0/3 Turns Complete)
    --[X] (2 [ENG] +28, +6FF)=+34
    -[X][Tree of Knowledge] Assemble An Engine - (Ashleaf Nursery) (0/2 Turns Complete) - (-25 Materials) - [Sandcrete](-12.5 Materials)
    -[X][Tree of Knowledge] Library - (Basic) - (4/6 Turns Complete)
    -[X][Holdings] Expand The Marketplace - Population Focus - (1/3 Turns Complete)
    --[X] Hire Contractors - (1*7 Materials= -7Materials)
    -[X][Aria action] Relax - (Explore the Daughter of Dawn) - (0/1 Turns Complete)
    -[X][Martyris action] Too Much To Do - (Gargoyle Problems - (PD, the Wall, the Unbroken)) - (0/1 Turns Complete)
    -[X]+6FF
    -[X][Martyris action] Too Much To Do - (Infiltrate Part 2 - (The Lost)) - (1/2 Turns Complete)
    --[X]+6FF
    -[X] Merchants - (All Are Free Actions)
    --[X] Backroom Deals - (Local Base (Mirn))
    --[X] Repay Loan - (-25 Materials)
    -[X] The Adventurer Guild - (1 Action)
    --[X] Investigate - (Criminal Organisations) - (-3 Materials)
    -[X] The Military - (1 Action)
    --[X] War Lessons - (The Unbroken) - (-2 Materials)
    -[X] The Union Of Herbalists - (Choose 1 Action)
    --[X] Study Sessions - (3/8 Turns Complete) - (-2.50 Material)
    -[X] Stupendously Scholastic Scholars of Science - (1 Action)
    --[X] Suffer Their Arrogance - (0/4 Turns Complete) - (-6 Materials, -1FF)
    -[X] The Followers Of Light - (1 Action)
    --[X] We Work As One - (Build A Humane Primitive Asylum - (Mirn))
    -[X] Conclave Of Fraya - (1 Action)
    --[X] Eternal Arts - (Norqod) - (2/21 Turns Complete) - (-5 Materials)
    [X] Accept The Deal
    [X] Decline The Deal
@Ambit, @Amilia, you have unused omake points, please distribute them to these actions or tell me you wish to hold them until you notify me otherwise. You have until 20:00 CET to decide.

Trading Favors - 1 rolled with +15
Payloads May Vary - 29/57/79 rolled with +90
Combat Stimms Round 2 - 50/96/124 rolled with +126
The Means Of Reproduction - 01/05/10 rolled with +30
Loot The Bunkers Outer Defenses - 43 rolled with +34; if successful, roll 8d7 Artifacts
Gargoyle Problems - 46 rolled with +45
Infiltrate Part 2 - (The Lost) - 45 rolled with +66
 
Last edited:
@HeroCooky Would a flying machine that is friendly to humans but eschews contact be a good Omake? Its been in my head for a few days that instead of one more antagonist Machine, This one would be defending humans and mutants but not have an AI like Daughter or PD.
 
@HeroCooky Would a flying machine that is friendly to humans but eschews contact be a good Omake? Its been in my head for a few days that instead of one more antagonist Machine, This one would be defending humans and mutants but not have an AI like Daughter or PD.
Sounds interesting, at least for me!

Message me with the details and I can say for certain, but for now, I'd cautiously say that it would be Canon.
 
I need 7 1d100 for your Actions with a DC of:
1 rolled with +15
29/57/79 rolled with +90
50/96/124 rolled with +126
01/05/10 rolled with +30
43 rolled with +34; if successful, roll 8d7 Artifacts
46 rolled with +45
45 rolled with +66

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

Further Rolls:

Black Box:

4d100

Artifacts:
2d2

Piety:
1d6-3

Faithful:
1d100
1d100

1d100

Income:
7d4+6d12+4d8+9d19+7d18

The first rolls are taken as official.
I will roll on the 09.11.21 at 17:00 CET if there are no other rolls present.
 
Give me a minute.

Edit: Should be all of them.
EyeOfSauron threw 1 100-faced dice. Reason: 01/05/10 (+30) Total: 77
77 77
EyeOfSauron threw 1 100-faced dice. Reason: DC: 43 (+34) Total: 61
61 61
EyeOfSauron threw 8 7-faced dice. Reason: Artifacts Total: 26
5 5 4 4 1 1 6 6 1 1 4 4 3 3 2 2
EyeOfSauron threw 1 100-faced dice. Reason: DC: 46 (+45) Total: 31
31 31
EyeOfSauron threw 1 100-faced dice. Reason: DC: 45 (+66) Total: 99
99 99
EyeOfSauron threw 4 100-faced dice. Reason: Black Box Total: 255
32 32 88 88 98 98 37 37
EyeOfSauron threw 2 2-faced dice. Reason: Artifacts 2 Total: 3
1 1 2 2
EyeOfSauron threw 1 6-faced dice. Reason: Piety (-3) Total: 5
5 5
EyeOfSauron threw 1 100-faced dice. Reason: Faithful Total: 87
87 87
EyeOfSauron threw 7 4-faced dice. Reason: Income Part 1 Total: 19
4 4 3 3 3 3 3 3 1 1 2 2 3 3
EyeOfSauron threw 6 12-faced dice. Reason: Income Part 2 Total: 58
12 12 7 7 10 10 10 10 10 10 9 9
EyeOfSauron threw 4 8-faced dice. Reason: Income Part 3 Total: 20
2 2 5 5 8 8 5 5
EyeOfSauron threw 9 19-faced dice. Reason: Income Part 4 Total: 119
13 13 15 15 15 15 1 1 19 19 15 15 19 19 5 5 17 17
EyeOfSauron threw 7 18-faced dice. Reason: Income Part 5 Total: 63
12 12 8 8 5 5 13 13 9 9 2 2 14 14
 
Last edited:
[X] Plan Artefact Overkill
-[X][Faith] Build A Humane Primitive Asylum - (Mirn) - (1/1 Turns Complete) - (-25 Materials, -4 Goodwill)
+1 Turn of Progress
Success!

-[X][Faith] Localized Headquarters - (Mirn) - (1/1 Turns Complete) - (-20 Materials)
+1 Turn of Progress
Success!

-[X][Diplomacy] Trading Favors - (1/1 Turns Complete)
Needed: 01, Rolled: 56 + 15 = 71
Success!

-[X][Martial] Build A Training Field - (Expanded) - (2/4 Turns Completed)
+1 Turn of Progress

--[X] [Martial] Add (Mortar (Primitive)) to (The Unbroken) - (-23.75 Materials)
Success!

--[X] [Martial] Earmark 30 Materials for new equipment for (The Unbroken)
Success!

--[X] [Martial] Add (Mortar (Primitive)) to (The Wall) - (-23.75 Materials)
Success!

--[X] [Martial] Earmark 30 Materials for new equipment for (The Wall)
Success!

-[X][Learning] Payloads May Vary - (Physics/All Chemicals/Advanced Weapons) - (3/3 Successes) - (-24 Materials)
--[X] (Scientific Theory +15, Black Box +5)=+20
--[X] Sleep-Gas Bombs +50 to Pioneer Chemicals/Biology/Weapons, Hydrochloric Halucinogenic Acid +20 to Advanced Weapons/Psychology/Chemicals=+70
Needed: 29/57/79 for 1/2/3 Successes, Rolled: 87 + 90 = 177 Medium Artificial Critical Success!
+3 Successes
Success!

-[X][Learning] Combat Stimms Round 2 - (Advanced Medicine/Biology/Chemicals) - (3/3 Successes)
--[X] (2 [DOC] +24, 1 [SC] +12, Scientific Theory +15, +5FF)=+56
--[X] Autonomous Preservative Injector +20 to Advanced Hydraulics/Chemicals, Stimulants +50 to Pioneer Biology=+70
Needed: 50/96/124% for 1/2/3 Successes, Rolled: 6 + 126 = 132
+3 Successes
Success!

-[X][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (14/20 Successes)
--[X] [PD], [DoD], (Scientific Theory +15)=+15
Needed: 01/05/10% for 1/2/3 Successes, Rolled: 77 + 15 = 92
+2 Automatic Successes
+3 Sucesses

-[X][Archeology] Loot The Bunkers Outer Defenses - (0/3 Turns Complete)
--[X] (2 [ENG] +28, +6FF)=+34
Needed: 43, Rolled: 61 + 34 = 95
Artifacts: 26

-[X][Tree of Knowledge] Assemble An Engine - (Ashleaf Nursery) (2/2 Turns Complete) - (-25 Materials) - [Sandcrete](-12.5 Materials)
+2 Turns of Progress
Success!

-[X][Tree of Knowledge] Library - (Basic) - (5/6 Turns Complete)
+1 Turn of Progress

-[X][Holdings] Expand The Marketplace - Population Focus - (3/3 Turns Complete)
--[X] Hire Contractors - (1*7 Materials= -7Materials)
+2 Turns of Progress
Success!

-[X][Aria action] Relax - (Explore the Daughter of Dawn) - (1/1 Turns Complete)
+1 Turn of Progress
Success!
Found: Auroran Cylinder (+1 Health if equipped, +20%???)

-[X][Martyris action] Too Much To Do - (Gargoyle Problems - (PD, the Wall, the Unbroken)) - (1/1 Turns Complete)
-[X]+6FF
Needed: 46, Rolled: 31 + 45 = 76
Success!

-[X][Martyris action] Too Much To Do - (Infiltrate Part 2 - (The Lost)) - (2/2 Turns Complete)
--[X]+6FF
Needed: 45, Rolled: 99 + 66 = 165 Artificial Critical Success
+1 Turn of Progress
-2 Assimilation Needed
Success!

-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Local Base (Mirn))
Success!

--[X] Repay Loan - (-25 Materials)
Success!

-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Criminal Organisations) - (-3 Materials)
Success!

-[X] The Military - (1 Action)
--[X] War Lessons - (The Unbroken) - (-2 Materials)
Success!

-[X] The Union Of Herbalists - (Choose 1 Action)
--[X] Study Sessions - (4/8 Turns Complete) - (-2.50 Material)
+1 Turn of Progress!

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

-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Build A Humane Primitive Asylum - (Mirn))
Success!

-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - (3/24 Turns Complete) - (-5 Materials)
+1 Turn of Progress!

Further Rolls:

Black Box:

Sleep-Gas Bombs Needed: 95, Rolled: Nope.
Hydrochloric Hallucinogenic Acid Needed: 95, Rolled: Nu-Uh

Autonomous Preservative Injector Needed: 95, Rolled: 98, Success!
Stimulants Needed: 95, Rolled: 37, Fail!

Artifacts:
2d2 = 3
8d7 = 26

Piety:
1d6-3 = 5 - 3 = 2% Piety reduction

Faithful:
1st: Needed: None, Rolled: Irrelevant
Success!
2nd: Needed: None, Rolled: Irrelevant
Success!
3rd: Needed: 82, Rolled: 87
Success!
+1 Faithful

Income:
17d4+6d12+4d8+9d19+7d18+255.86 = 297 + 255.86 = 552.86 Materials!

Upkeep:

-257.28 Materials

Spent:

-264.5 Materials

Change:

+31.08 Materials

The update will be online on the 15.11.21 at 17:00 CET.
 
Last edited:
Rumor Mill Turn 53
Rumors:

Expedition Leaves With Cheers And Salutes! - The Tessen Speaker
With salute-shootings of the garrisons in their wake, the cheers of the people below, and a path into a future against the Eversun, the Expedition members within Tessen set sail to fight, glory, and honor! Their way will be difficult, as not only do they have to establish contact with a civilization experiencing a genocide by the Eversun, but they have to operate within an unfamiliar territory, against troops equipped and trained for the terrain and unknown Mutants and Machines alike! Yet, their spirits are as high as they can be, with many confident and assured of their duties and success.
(Read more on pages 1-9.)

Cleansing Of Yellow-Zone Begins - The Truthful Observers
Thunder rings out, dust, rocks, and mortar flies everywhere, and with a shout of valor, the Knight Chapter of the Bronze Machine storms into a Bandit Clans hideout, breaking any resistance before the scum could even raise weapons. Though many criminals attempted to flee to avoid the executions awaiting them, both Scout and War-Lizards encircled or speared the cowardly runners. A scene that played out all over the Region nearly every week for the past season, as gang after bandit clan after illegal settlement was located, attacked, broken, burned, and judged. Yet, even with the gallows stress-tested by the weight of dangling bodies, more work remains to be done, as the Guard and Knight Chapters had caught only half of the found targets, many expecting an uphill fight now that those who wish to fight have had time to acquire weaponry, with the cowards fleeing.
(Read more on page 4.)

Pilgrims Build Asylum - Rags, Rumors, And Rants
After drudging through the mire of Imperial Beuarcracy, the Pilgrims announced that they would begin construction of an Asylum for those with mental illnesses and impairments which leave them unable to work or live within society. Generally lauded among the more academic circles, commoners and some nobles alike have quietly voiced concerns bout giving the mentally ill to a religion, as good-meaning as the Pilgrims are. However, most anxieties have been assured when the gates of "Dreamers Rest" opened, showing that, while not as technologically advanced as other, similar, institutions, the Pilgrims more than make up for it with patient comfort, trained staff, counselors, amenities, and treating their patients as people, regardless of who they are. A laudable improvement to other institutions within the Empire!
(Read more on pages 8-11)

***

Spy-Network:

The Military has started cleansing the yellow zone, already hitting several bandit clans hiding and burning several illegal settlements to the ground.

The Lost are currently trying to get their worst-off members into the Asylum. In addition, they are expanding their access to clean and safe water, with more food coming in and new lights to ensure people aren't in perpetual darkness. These projects will take around one season to complete, raising their numbers by an estimated 31-38 people.

The Common People celebrate the leaving expedition, cheering them on their way to strike against the evils of the Eversun.

The Mutated now struggle only against the repressing Guards and diminishing Criminal Gangs, though the latter have gone into hiding. The Gargoyles that had attacked Mutated Villages were either killed or driven off, leaving the affected people thankful and alive.
 
Hey, the blackbox was actually usefull and saved us something nice.

and the Lost are actually cooperating, nice. Though it's sad we can barely do anything to help them.
 
I have a feeling that the assimilation of the Lost will not exactly get rid of them they will survive in the pilgrims as a bit of a gloomy subculture is that reasonable to feel?
 
-[X][Diplomacy] Trading Favors - (1/1 Turns Complete)
Needed: 99, Rolled: 56 + 15 = 71
Success!
And now, to find out what they want. Technically; one House would be enough but if the demands aren't too outrageous...

-[X][Learning] Payloads May Vary - (Physics/All Chemicals/Advanced Weapons) - (3/3 Successes) - (-24 Materials)
--[X] (Scientific Theory +15, Black Box +5)=+20
--[X] Sleep-Gas Bombs +50 to Pioneer Chemicals/Biology/Weapons, Hydrochloric Halucinogenic Acid +20 to Advanced Weapons/Psychology/Chemicals=+70
Needed: 29/57/79 for 1/2/3 Successes, Rolled: 87 + 90 = 177 Medium Artificial Critical Success!
+3 Successes
Success!
Hopefully, this unlocked a few more options for our mortars, on top of what the project had listed.

-[X][Learning] Combat Stimms Round 2 - (Advanced Medicine/Biology/Chemicals) - (3/3 Successes)
--[X] (2 [DOC] +24, 1 [SC] +12, Scientific Theory +15, +5FF)=+56
--[X] Autonomous Preservative Injector +20 to Advanced Hydraulics/Chemicals, Stimulants +50 to Pioneer Biology=+70
Needed: 50/96/124% for 1/2/3 Successes, Rolled: 6 + 126 = 132
+3 Successes
Success!
That was a crappy roll. At least it was on something that was isolated from failure by Artefacts.

-[X][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (14/20 Successes)
--[X] [PD], [DoD], (Scientific Theory +15)=+15
Needed: 01/05/10% for 1/2/3 Successes, Rolled: 77 + 15 = 92
+2 Automatic Successes
+3 Sucesses
Huh, we could finish this during the next Turn, if we use all three Automatic Successes on this. Hmm, we do have some old projects around that are practically guaranteed to succeed, for the other slots.

-[X][Archeology] Loot The Bunkers Outer Defenses - (0/3 Turns Complete)
--[X] (2 [ENG] +28, +6FF)=+34
Needed: 43, Rolled: 61 + 34 = 95
Artifacts: 26
A bit below average for the Artefact roll, but nothing exploded. So that's good.

-[X][Aria action] Relax - (Explore the Daughter of Dawn) - (0/1 Turns Complete)
+1 Turn of Progress
Success!
Found: Auroran Cylinder (+1 Health if equipped, +20%???)
... Not what I expected. I thought Aria would hear something with her Mutation and get started on a personal quest chain, but this works too. We will have to do a detective action on that cylinder to get rid of those ???.

-[X][Martyris action] Too Much To Do - (Infiltrate Part 2 - (The Lost)) - (1/2 Turns Complete)
--[X]+6FF
Needed: 45, Rolled: 99 + 66 = 165 Artificial Critical Success
+1 Turn of Progress
-2 Assimilation Needed
Success!
8 Assimilation to go. Hopefully, this improved our Success chances with... Wait a moment.
-[X][Martyris action] Too Much To Do - (Infiltrate Part 2 - (The Lost)) - (1/2 Turns Complete) - (-12 Materials)
Needed: 20, Rolled: 54 + 65 = 119
Success!
+1 Turn of Progress
This should be finished. We started that action during the last Turn and it should finish this Turn! Ah, @HeroCooky ?

Black Box:
Sleep-Gas Bombs Needed: 95, Rolled: Nope.
Hydrochloric Hallucinogenic Acid Needed: 95, Rolled: Nu-Uh

Autonomous Preservative Injector Needed: 95, Rolled: 98, Success!
Stimulants Needed: 95, Rolled: 37, Fail!
Not sure what's going on here. Did the Artificial Crit make the Artefacts superfluous? Or did it only prevent them from being used up?

Expedition Leaves With Cheers And Salutes! - The Tessen Speaker
With salute-shootings of the garrisons in their wake, the cheers of the people below, and a path into a future against the Eversun, the Expedition members within Tessen set sail to fight, glory, and honor! Their way will be difficult, as not only do they have to establish contact with a civilization experiencing a genocide by the Eversun, but they have to operate within an unfamiliar territory, against troops equipped and trained for the terrain and unknown Mutants and Machines alike! Yet, their spirits are as high as they can be, with many confident and assured of their duties and success.
(Read more on pages 1-9.)
I hope we can keep in contact with them. Worst case, we can use the First Son as a courier.

Cleansing Of Yellow-Zone Begins - The Truthful Observers
Thunder rings out, dust, rocks, and mortar flies everywhere, and with a shout of valor, the Knight Chapter of the Bronze Machine storms into a Bandit Clans hideout, breaking any resistance before the scum could even raise weapons. Though many criminals attempted to flee to avoid the executions awaiting them, both Scout and War-Lizards encircled or speared the cowardly runners. A scene that played out all over the Region nearly every week for the past season, as gang after bandit clan after illegal settlement was located, attacked, broken, burned, and judged. Yet, even with the gallows stress-tested by the weight of dangling bodies, more work remains to be done, as the Guard and Knight Chapters had caught only half of the found targets, many expecting an uphill fight now that those who wish to fight have had time to acquire weaponry, with the cowards fleeing.
(Read more on page 4.)
I mean, over half of the criminal population of Tessen lives in Yellow-Zones, so there would always be a fight to clear them out. I wonder how Rose is going to react to this though.

Pilgrims Build Asylum - Rags, Rumors, And Rants
After drudging through the mire of Imperial Beuarcracy, the Pilgrims announced that they would begin construction of an Asylum for those with mental illnesses and impairments which leave them unable to work or live within society. Generally lauded among the more academic circles, commoners and some nobles alike have quietly voiced concerns bout giving the mentally ill to a religion, as good-meaning as the Pilgrims are. However, most anxieties have been assured when the gates of "Dreamers Rest" opened, showing that, while not as technologically advanced as other, similar, institutions, the Pilgrims more than make up for it with patient comfort, trained staff, counselors, amenities, and treating their patients as people, regardless of who they are. A laudable improvement to other institutions within the Empire!
(Read more on pages 8-11)
Hmm, we might want to contact some of those other institutions. Our asylums will be more numerous and of lower quality, but we could learn a few things from them.

The Mutated now struggle only against the repressing Guards and diminishing Criminal Gangs, though the latter have gone into hiding. The Gargoyles that had attacked Mutated Villages were either killed or driven off, leaving the affected people thankful and alive.
Would improving the Noble opinion of Mutated help here or is this more a Commoner opinion thing, because most of the guards would be commoners?
 
Back
Top