Its been a while but what happened to Holy Rose and when and why did she get on our radar? And what was she trying to pull when she did what she did when Martrys met with her that one time.
 
[X][House Ulatarn] Connect 6 Trade Routes With Any House Ularn City (Ularn/Jokvi/Strul)
[X][House Mirn] Build Asylums In All Their Cities (Mirn/Zulmni) + 20 Materials Worth Of Artifacts (Artifacts)

[X] Plan Forest Preparations
-[X][Faith] Build A Humane Primitive Asylum - (Zulmni) - (0/1 Turns Complete) - (-25 Materials, -4 Goodwill)
-[X][Faith] Feed The Masses - (Mirn?) - (0/8 Turns Complete) - (-55 Materials)
-[X][Diplomacy] School The Diplomat-Corp - (Specialized) - (Criminal Gangs) - (0/2 Turns Complete)
--[X] +6FF
-[X][Martial] Build A Training Field - (Expanded) - (2/4 Turns Completed) - [Sandcrete](-12.5 Materials)
--[X] Equip Tech-Scouts with: Combat Drug - Stabilizers(7.53 Materials), Mortar (Primitive)(23.75 Materials), Mortar Upgrade: Acid Globules (Ammunition)(10.45 Materials for (3/3) Shells), Mortar Upgrade: Fire Cannisters (Ammunition)(4.35 Materials for (6/6) Shells), Mortar Upgrade: Explosive Warheads (Ammunition)(6.53 Materials for (12/12) Shells)=-52.61 Materials
--[X] Equip Martyris with: Smokebomb (Scented)(0.03 Materials per Unit), Combat Drug - Re-Breath(17.46 Materials per Unit)=-17.49 Materials
-[X][Learning] Optical Camouflage - (Advanced Chemical/Advanced Biology) - (0/10 Successes)
--[X] [PD], [DoD], (1 [DOC] +12, Scientific Theory +15, +3FF)=+30
--[X] Electric Collars/Shackles/Implants +50 to Advanced Psychology/Electronics/Pioneer Medicine/Biology, 1 Baby Gargoyle Skeleton +20 to Advanced Biology/Armor=+70
-[X][Learning] Reach Out And Stab Someone - (Weapons) - (0/1 Successes)
--[X] (Scientific Theory +15)=+15
--[X] Glaive +5 to Common Weapons=+5
-[X][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (14/20 Successes)
--[X] (1 [SC] +12, Scientific Theory +15)=+27
--[X]-
-[X][Archeology] Loot The Bunkers Outer Defenses - (1/3 Turns Complete)
--[X] (1 [ENG] +14, +6FF)=+20
-[X][Tree of Knowledge] Communal Festival - (0/2 Turns Complete) - (-17 Materials)
-[X][Tree of Knowledge] Library - (Basic) - (5/6 Turns Complete)
-[X][Holdings] Simple Hospital - (0/3 Turns Complete) - (-14 Materials)
--[X] 2x Hire Contractors - (2*7 Materials= -14 Materials)
-[X][Aria action] Locked
-[X][Martyris action] Shift Your Bureaucracy From (Tree of Knowledge) To (Archeology) - (0/1 Turns Complete) - (-1 Material)
-[X][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts)) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[X](Personal Action +45, +6FF)=+51
--[X]Establish A Trade Route From (Strul) To (Mirn) - (-17.13 Materials)

-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Administration Center - Grand)
--[X] Repay Loan - (-30 Materials)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Criminal Organisations) - (-3 Materials)
-[X] The Military - (1 Action)
--[X] War Lessons - (Tech-Scouts) - (-2 Materials)
-[X] The Union Of Herbalists - (Choose 1 Action)
--[X] Study Sessions - (4/8 Turns Complete) - (-2.50 Materials)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (1/4 Turns Complete) - (-6 Materials)
-[X] Forge Clan Vanar-Feer - (Choose 1 Action)
--[X] Made To Order: Take a look at Martyris' "Poisoned By A Plague-Engine - Medicated Immunity" trait. - (-11.07 Materials)
-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Build A Humane Primitive Asylum - (Zulmni))
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - (3/24 Turns Complete) - (-5 Materials)

Costs: 25 Materials+ 55 Materials+ 12.5 Materials+ 52.61 Materials+ 17.49 Materials+ 17 Materials+ 14 Materials+ 14 Materials+ 1 Material+ 6 Materials+ 17.13 Materials+ 30 Materials+ 3 Materials+ 2 Materials+ 2.50 Materials+ 11.07 Materials+ 5 Materials= 285.3 Materials
Budget: 338.61 Materials
Remaining budget:338.61 Materials - 285.3 Materials = 53.31 Materials

I still have 6 Faithfull and over 100 Materials left over, so not sure what to do with that. And I might add a Martial sub-action to give some of the new equipment to the Tech-Scouts.

Faith: Gets the last asylum we need for the Mirn favor and starts another big Faith project. I could switch that project to a school or orphanage if people want.

Diplomacy: Training in preparation for after the gang war. The +15 should count for infiltrations and Illuminate. We could switch to "From The Brink" or "We Are One People! - (Locals)".

Martial: Should finish this Turn with Sandcrete. I would like to recruit another military unit next Turn or expand the Tech-Scouts if we send more expeditions into the Forest for Cutters. Alternatively, we could recruit more guards.

Learning: "Optical Camouflage" to improve our success chances in the Forest, "Reach Out And Stab Someone" for the new unit I want to recruit during the next Turn(Monster Slayer could be useful), "The Means Of Reproduction" wouldn't finish during this Turn anyway so it gets 3 successes this Turn and another 3 next Turn.

Archeology: Continues the Bunker clearing operation and gets us another Cutter with a Personal Action.

Tree of Knowledge: Finishes the library and switches 1 Action to Archeology.

Holdings: The hospital, because our Medical Wing is already too small for all Pilgrims and having doctors in the settlement can't hurt. Especially if bodies start piling up from the gang war.

Edit: Added an equipment vote, in case we fail the Forest dice roll from Archaeology.
Edit2: Added Communal Festival.
 
Last edited:
[X][House Ulatarn] Connect 6 Trade Routes With Any House Ularn City (Ularn/Jokvi/Strul)
[X][House Mirn] Build Asylums In All Their Cities (Mirn/Zulmni) + 20 Materials Worth Of Artifacts (Artifacts)

[X] Plan Forest Preparations

@HeroCooky One question about the Eternal Arts action, does it stop once it reaches 15 turns or will it go on until its done with us paying every 15 turns?
 
One question about the Eternal Arts action, does it stop once it reaches 15 turns or will it go on until its done with us paying every 15 turns?
That Action will continue until you decide to stop paying. You can not use it for three turns, then continue, with no harm done.
 
Last edited:
Hey karmoa

You still get the Tree of Knowledge action on this turn, the effects only happen the turn after completion
Mghlgry, Ok. We could use that Action to start a project that then switches into the opened single Action left in that category. With over 70 Materials left over, we should have enough for most projects. But which one?

Maybe "Assemble A Logic Bank" for another Diplomacy Action? Or "Artisanal Quarters" for better research chances?

I'm going to wait until tomorrow for suggestions and decide then.
 
Mghlgry, Ok. We could use that Action to start a project that then switches into the opened single Action left in that category. With over 70 Materials left over, we should have enough for most projects. But which one?

Maybe "Assemble A Logic Bank" for another Diplomacy Action? Or "Artisanal Quarters" for better research chances?

I'm going to wait until tomorrow for suggestions and decide then.
Why not Communal Festivals, that is done quickly and it could have some interesting effects?
 
Why not Communal Festivals, that is done quickly and it could have some interesting effects?

Yep it is supposed to create a fitness/martial art culture between the pilgrims

So combined with the new melee weapons uograde it could mitigate the gangs menace to average pilgrims

I suggested specifcally with that aim so it would be a waste to not use it early on
 
Last edited:
Here is my own plan it's based on karmoa's but I swapped out certain actions for ones that improve our income or piety.

[X][House Ulatarn] Create Cheap Radio Transmitters/Receivers Within 4 Turns (Total of 13 Successes Needed)
[X][House Mirn] Locate House Ularn's Missing Daughter (And Keep Her Hidden)

[X] Plan: Putting the Forest on Hold
-[X][Faith] Build A Humane Primitive Asylum - (Zulmni) - (0/1 Turns Complete) - (-25 Materials, -4 Goodwill)
-[X][Faith] Feed The Masses - (Mirn?) - (0/8 Turns Complete) - (-55 Materials)
-[X][Diplomacy] School The Diplomat-Corp - (Specialized) - (Criminal Gangs) - (0/2 Turns Complete)
--[X] +6FF
-[X][Martial] Build A Training Field - (Expanded) - (2/4 Turns Completed) - [Sandcrete](-12.5 Materials)
-[X][Learning] Primitive Radios - (Electronics/Advanced Electronics) - (0/5 Successes)
--[X] [PD], [DoD], (Scientific Theory +15, Black Box +5, +3FF)=+23
--[X] Electric Collars/Shackles/Implants +50 to Advanced Psychology/Electronics/Pioneer Medicine/Biology, Rusted Walker Eye Component - +20 to Advanced Electronics, Electro-Spool +20 to Advanced Weapon/Electronics =+90
-[X][Learning] Fashion Revival - (Repeatable) - (0/1 Successes)
--[X] Elaborate Costume, Well Kept Clothes, Tasteful Dress, Decorative Armor Pieces, Galant Men's Wear
-[X][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (14/20 Successes)
--[X] (1 [SC] +12, Scientific Theory +15)=+27
-[X][Archeology] Loot The Bunkers Outer Defenses - (1/3 Turns Complete)
--[X] ( 1 [ENG] +14, +6FF)=+20
-[X][Tree of Knowledge] Communal Festival - (0/2 Turns Complete) - (-17 Materials)
-[X][Tree of Knowledge] Library - (Basic) - (5/6 Turns Complete)
-[X][Holdings] Simple Hospital - (0/3 Turns Complete) - (-14 Materials)
--[X] Hire Contractors - (2*7 Materials= -14 Materials)
-[X][Aria action] Locked
-[X][Martyris action] From The Brink - (0/1 Turns Complete) - (-10 Materials)
-[X][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts)) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[X](Personal Action +45, +6FF)=+51
--[X]Establish A Trade Route From (Strul) To (Mirn) - (-17.13 Materials)
-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Administration Center - Grand)
--[X] Repay Loan - (-30 Materials)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Criminal Organisations) - (-3 Materials)
-[X] The Military - (1 Action)
--[X] War Lessons - (Tech-Scouts) - (-2 Materials)
-[X] The Union Of Herbalists - (Choose 1 Action)
--[X] Study Sessions - (4/8 Turns Complete) - (-2.50 Materials)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (1/4 Turns Complete) - (-6 Materials)
-[X] Forge Clan Vanar-Feer - (Choose 1 Action)
--[X] Made To Order: Take a look at Martyris' "Poisoned By A Plague-Engine - Medicated Immunity" trait. - (-11.07 Materials)
-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Build A Humane Primitive Asylum - (Zulmni))
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - (3/24 Turns Complete) - (-5 Materials)
 
Last edited:
[X][House Ulatarn] Connect 6 Trade Routes With Any House Ularn City (Ularn/Jokvi/Strul)
[X][House Mirn] Build Asylums In All Their Cities (Mirn/Zulmni) + 20 Materials Worth Of Artifacts (Artifacts)

[X] Plan Forest Preparations
 
Why not Communal Festivals, that is done quickly and it could have some interesting effects?
While the Festivals are narratively interesting, mechanically they only reduce how much Piety we lose. We already have a -3 on that roll, getting better research or getting another Action to consistently do "From The Brink" seems more useful.

So combined with the new melee weapons uograde it could mitigate the gangs menace to average pilgrims
Uhmm, what weapons upgrade?
 
While the Festivals are narratively interesting, mechanically they only reduce how much Piety we lose. We already have a -3 on that roll, getting better research or getting another Action to consistently do "From The Brink" seems more useful.


Uhmm, what weapons upgrade?

-[X][Learning] Reach Out And Stab Someone - (Weapons) - (0/1 Successes)

is on your plan,reach out and stab someone gives a big upgrade on terms of melee weaponry
 
is on your plan,reach out and stab someone gives a big upgrade on terms of melee weaponry
Ah, Ok. I thought we did some other upgrade action last Turn and I just forgot about it.

So, we have two people speaking up for the Festivals and one poster for Artisanal Quarters. I think I'm going with the Festival if no one else speaks up. That way I could do a Logic Bank in 2 Turns and maybe follow that with the Electronics Manufacture. We do have enough scientists by then and maybe enough Faithful too.
The extra 12d20 income would be useful, not to mention the bonus on any research into electronics.
 
[X][House Ulatarn] Connect 6 Trade Routes With Any House Ularn City (Ularn/Jokvi/Strul)
[X][House Mirn] Build Asylums In All Their Cities (Mirn/Zulmni) + 20 Materials Worth Of Artifacts (Artifacts)

[X] Plan Forest Preparations
 
Video won't play for me.

But other than that, no idea what you're talking about. Eldritch Beings and interdimensional people? On/In/Around Calynth? No way. :V

Oh well

The general idea with randall flagg

>mother was a cultist that had sex with a eldritch deamon
>he wentbearly to wander the world as a hobbo at age 13
>he is selfish and power hungry mixed with a nihilistic mindset
>he caused his original timeline to go postapocaliptic
>theb tried to corrupt every new civilization that rised on the medieval/schizo tech wasteland
>he goes between timelines and realities,sometimes losing a gaining both memories and powers in each incarnation
>final goal is to bring the worlds into primordial eldritch chaos

Esentially an evil jumpchainer

I dont know why but character around his type of behavior seems just fitting for the setting

>postapocalipsis
>lonely individual
>absolute selfisness and nihilism
>cultist/magician
>want to rule the ashes no matter the cost

Seems like a counter to everything the pilgrims stand for
So im curious if there is anyone like that out there
 
Back
Top