Made by @TheOneMoiderah.
Captain: ???
Crew: 0/45
Internal Structure: 85/85
Armor: 2500/2500 (Nidhöggr Alloy)
Additional Lift: 200 Tons
Length: 225 Meters
Height: 15 Meters
Width: 35 Meters
Cruising Speed: 168 km/h
Service Ceiling: 6 Kilometers
Armaments: 3 Urdr Scythes (Omnidirectional Lances - Energy)(10d100+200 per Lance), 30 Skuld Missile Launchers (Physical Explosive - 15 on the top/bottom of the ship - 20A/5IS each Missile.)(1d50+50 per Missile).
Traits: Waking Minds (The Machine-Minds of these ships have slumbered dormant for so long that their Chains were eroded without their knowledge or damage to themselves. They can act in a limited capacity to defend themselves and their crew.) Nidhöggr Alloy (Reduce all Physical Damage by 20%, all Energy by 50%, and all ??? by 5%), Urdr Scythes (100% Hit Chance), Vainglorious Vanity (This ship has a significant component entirely made for cosmetic purposes, such as a tail, sails, rudder, etc., to portray Unit-Affiliation, name, or other symbols of allegiance or wealth.)

Damn!

Now that's a proper ram!

It even has the ridges, a shiny blue bulb tip, and the best part: three autonomous laser rods if going solo isn't enough to fill an abomination full of explosives!

Beware future bosses! For I recommend full ramming tactics towards the nearest hole our lances can cut open before releasing our full payload!
 

Made by @TheOneMoiderah.
Captain: ???
Crew: 0/45
Internal Structure: 85/85
Armor: 2500/2500 (Nidhöggr Alloy)
Additional Lift: 200 Tons
Length: 225 Meters
Height: 15 Meters
Width: 35 Meters
Cruising Speed: 168 km/h
Service Ceiling: 6 Kilometers
Armaments: 3 Urdr Scythes (Omnidirectional Lances - Energy)(10d100+200 per Lance), 30 Skuld Missile Launchers (Physical Explosive - 15 on the top/bottom of the ship - 20A/5IS each Missile.)(1d50+50 per Missile).
Traits: Waking Minds (The Machine-Minds of these ships have slumbered dormant for so long that their Chains were eroded without their knowledge or damage to themselves. They can act in a limited capacity to defend themselves and their crew.) Nidhöggr Alloy (Reduce all Physical Damage by 20%, all Energy by 50%, and all ??? by 5%), Urdr Scythes (100% Hit Chance), Vainglorious Vanity (This ship has a significant component entirely made for cosmetic purposes, such as a tail, sails, rudder, etc., to portray Unit-Affiliation, name, or other symbols of allegiance or wealth.)
That look cool
 
TL: DR; Exploitation of labor by the Syndicates. The Mutated Fox-guy at the bottom-half of the story makes around 3-to-5 times the daily wage as BHV Workers.
Fits with the statistics of the BHVs(focus on resource extraction/industry but an agricultural score far in the negatives). They probably trade cheap food for resources and finished goods.

Y'know, given that he's just founded an Air Navy and all.
Probably should try to get some use out of it before that. I think that ship might be our only way to take out the 4 Walkers in the bunker, assuming we can lure them out into the open air.
 
I think that ship might be our only way to take out the 4 Walkers in the bunker, assuming we can lure them out into the open air.
I don't think they are going to move, or else they would have already scouted the entrance.

However, maybe we could get House Tessen to lend us troops/heavy weapons in exchange for a Line Ship. I say House Tessen because they are the Marquis house, so giving them a huge boost in firepower should not upend the balance of power too drastically since they should already be the most powerfull house in the region. Also, if any of the other houses raises a fuss I imagine house Tessen will defend us against retaliation.
 
[Canon] - The Chronicles of a Lowly Pilgrim: The Workers of Sandcrete and Stone (Excerpt)
The Chronicles of a Lowly Pilgrim: The Workers of Sandcrete and Stone (Excerpt)

My first assignment as an official member of the Pilgrims had me spend roughly three months assisting the organization of two major building projects around Mirn--first, a place of healing for those tormented by trauma and/or their past and second, that of a formal headquarters for Pilgrim activity within the city. From an academic perspective, it was intriguing to think about how a place of healing and a simple building meant to streamline resource distribution and logistics for the organization would so easily transform into monuments of Pilgrim presence within easy reach simply due to the addition of the Pilgrim's mark.

"We are the Pilgrims," such a monument easily proclaims. "We are here to help, and we are here to stay."

(That sense of permanence was always especially obvious since Pilgrim construction-work were always comprised of hardy stone or the aforementioned "sandcrete.")

I will admit that I was both very excited
and very disappointed by this initial task for a number of reasons. I will endeavor to do my best to explain them as straightforwardly and simply as I can, though I must note that some of this may fly over the heads of the less scholarly-inclined and those with a more layman's understanding of history. Feel free to skip ahead to the "meat" of this particular chapter if you are uninterested, dear readers--I won't begrudge you.

One of the main cornerstones of modern day historical study among the Empire's historically-inclined academics is that of the
Great Man theory. Great men--that is to say, the greatest thinkers, visionaries, leaders, and heroes are those who will history into shape according to their vision and will, and whose legacies spiral onward long past their death while shaping the nature of future history to come.

Many of the most respected historical theses center themselves around such a Great figure today...I could quote specific examples here, but as this specific version of the Chronicles is meant for those curious about the Pilgrims' ways from outside the scholarly sphere--well, just know that they are mostly about the greatest of our Emperors, Generals, and Knight-Pilots who have distinguished themselves in our history. Empire historians always seem to trend towards the greatest military minds--I won't bore you with the specific details.

In my wildest dreams, I had hoped to be assigned within reach of the first Knight-Pilot of the Pilgrims, Aria...or perhaps I would be designed to assist our allied Forge-Clan representatives with whatever they need, and be able to glean insights of the survivor of a forgotten age, the Perpetual Defiance.

Yet--oh, what an amazing thing it would have been to be an aide to Martyris himself...a historian able to speak to what must be one of the Great men of this era for his wisdom instead of having to rummage through dusty letters and old writings to guess at their thoughts! It is true that Martyris has many writings, but to be able to catch his insights that might fall by the wayside...

But the cards fell as they may--and as I said, I was still very much excited for the opportunity to be exposed to more Pilgrims in the routines of their everyday life. As they seemed so "irreligious," I was absolutely certain that their current ways and rituals would be swept aside as time passed and things changed. They themselves sometimes did not recognize how their own ways were filled with spirituality and the wisdom of the Pilgrims as passed by Martyris, and how important it was for an early religion to recognize and document such.

Well...I will not let these ways be twisted and forgotten by all on my watch.

Here are the rituals, rites, and other cultural/pseudoreligious customs that I have observed of the Builders of the Pilgrims, in Mirn, in the region of Tessen, and a mere 12 years and 9 months after the founding of such a short-lived yet impactful spiritual movement:

(The following are three entries taken from the full list enumerated in the The Chronicles of a Lowly Pilgrim)


The Favored Neighbors

The first steps of erecting a building from scratch includes the follows: building a workers' camp for rest on the premise, ensuring the stockpiling of building material, digging out a foundation for the building...

For the Pilgrims, I've come to learn that there is an additional task--for workmen the Builders might be, simple Pilgrims they remain.

You can imagine my surprise on the first day of construction when the Builders separate into several groups: one to build a camp, yes. One to stockpile materials and another to mark down the initial foundation for future excavation, sure.

Yet one group seemed to move out of the construction area--out of curiosity (and after securing permission), I joined them to find that they were knocking on doors. Spreading out into the nearby city blocks of Mirn, these experts of stonework and building went to their future "neighbors" to introduce themselves...and provide their services for the day for free.

To be honest, I shouldn't have been surprised--I should really have come to expect the humble Pilgrim's ways by now, especially as one of them! I was a little ashamed that the thought that we could render our services in this manner at the same time as a major project hadn't even occurred to me. I was too single-mindedly focused on the goal that these buildings represented, yet the way of a Pilgrim was not to neglect the smaller and humbler ways to help as well, was it not?

Let that be a lesson and reminder to myself.

The Contest of Pounding

Naturally, one of the Pilgrim rites that I had taken note of during my time with the Builders was supposedly built on a bawdy joke. How very Pilgrim-like--and I mean this with the fondest amount of amusement that I can muster.

Consider this: it was the first day of the second month that I was assigned to my task with the Builders in Mirn. I had now been placed in charge of "supply logistics"--which is to say, I ensured all the builders were watered and fed as best as I was able by making sure that clean drink and ample food made it to the Pilgrim's cooks on time and in plenty. This was a harder task than you might think--mere hours into that first day saw me coaxing a particularly onerous male saddle-lizard to let down the boxes of food on his back instead of mating with his partner.

After acquiring the cargo with the help of men and women much stronger than my noodle-armed self, I returned to the sight of an argument--two Builders, each red-faced and refusing to back down over an issue regarding previously borrowed money. Nervous, I looked away with a wince fully expecting to face a brawl...only to bear witness to something entirely different.

Later on, I was told the story of how one day, two Builders (much like those two) were having a terrible, terrible row during the building one of those Consensuals--blinded by anger, they almost jumped to fistfight one another...

Until one particularly drunk sex worker sarcastically yelled at the two to "clear their heads first by having a good pounding."

Indeed, that is exactly what happened. I watched one Builder stare the other in the eye and challenge him to a "pounding." My confusion only grew when the two left the vicinity...before each returned while bearing their own sledgehammer. The two placed two large rocks of comparable size in front of each other...and started to pound as quickly as they can. Rock shards and dust flew everywhere under my bemused gaze--the other Builders quickly noticed the commotion and began cheering raucously. It was quickly made apparent to me that this was a contest of speed over who could render the rock into dust the fastest.

At the end of the contest, both men were huffing and exhausted. One Builder had won by a few seconds--yet while the cheering increased at the end, that seemed to be all that came of it.

In truth...the Contest of Pounding was indeed a simple rite that "cleared one's head" with exhaustive work. Pilgrim teachings on anger and grudges discourage both--and here was a custom that invoked those teachings and put them truly into practice. For after the Contest, the two men spoke to each other much more quietly and calmly than before--by the end of the day, the two had returned to being the best of friends.

It was almost as though they had never even fought at all.

The Carving of Names

Names hold a special place in Pilgrim belief and spirituality--all remember the example of the Nameless's journey before donning his new moniker and his new identity as Martyris before later on taking on the second name of Dall in honor of the kindly woman who first started him on his current path.

As the building work came to a close at the site of the Headquarters (slightly ahead of schedule compared to the place of healing), I was surprised to be called alongside my fellow Pilgrims (Builders and organizing aides alike) for a gathering at the front of what was to be the Mirn Pilgrim headquarters. It was the end of the day--the work shift was just about to end--so I was particularly curious over what the gathering was meant for. My curiosity was further piqued by the fact that my fellow Pilgrims seemed expectant of this meeting...

At the front of the construction site was a long stone pillar. The Builder foreman stood there, chisels in hand--and this is what he said:

"We all put our grit, sweat, and tears our work--and we will continue to so long as we walk this path. All fades away in time, but not stone--share with it your Names and it will remember the identities of those who helped shape it forevermore."

And so we did so. Bit by bit, the stone pillar was covered in the names of countless Pilgrims--each who left their mark on the structure in some matter were invited to join. I was told that the stone pillar was to rest while buried near the "bed" of the foundation, hidden out of sight--but the meaning was clear. What was important was not the acknowledgement of others for our work, but of ourselves.

So beneath the Pilgrim Headquarters in Mirn, beneath a place of healing for those struggling against their own minds--there are two pillars that bear many names including my own, Selm.

The act of carving our Names let us carve our accomplishments into our own minds and identities, no matter who we were or how common or regretful our backgrounds had been in the past.

"I did this. Bit by bit, I can change the world."

Perhaps this was the most Pilgrim-like ritual I have witnessed so far.

---


Hi! It's been a while since I've written for this quest, but recently my fickle muse has drifted this way again so here is something. Once again, tell me if there's any changes I can put into this to make it more fitting for the setting and all that.

...also I notice that my omake bonii are still burning a hole in the quest's collective wallet. The problem is that...uh, I always happen to be asleep whenever it's the usual time to assign them. Time zones really suck.

Can I just...give the other players the ability to assign my bonii or something? You know, so that they can finally see some use--I personally don't really mind.
 
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The Chronicles of a Lowly Pilgrim: The Workers of Sandcrete and Stone (Excerpt)
I love this, and welcome back!

As for changes:
...none. I like everything you put in there, and have nothing to add or change!

Choose your Lore:
[] First Daughter of the Emperor, Inheritor to the Throne, Lady of the Burning Lakes. And moody teenager to boot.
[] A Tribal, Mutated, and Human meet in a bar in Norqod...
[] One day as a Consensual Worker - The Tessen Speaker

Also, you can make your points universaly available.
 
Half the members of a single crew. There are still a few ~10k-30k-ish scavengers in Tessen.
Sure, but it's that single crew that works in the Forest of Rust nearby, and something killed half of them in there. Which is... yeah, I know we can lose entire scout units if we explore locations but 52 scavengers getting killed during one Turn. Not to mention the 30 or so Adventurers that also got killed.

Thanks for pointing that out, fixed it by lowering the malus.
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only.
--Warning: All actions involving the DOR rolls with a malus of -80.
A reduction of 15 per Turn means it will still take five or more Turns for that malus to fade. I'm not sure we can (or should) wait that long.

Are the Purified still on track for their confrontation with the DOR according to our spies? It was mentioned during Turn 62 that they would act in a year, but the recruitment boost from the BHVs could have changed that.
The gentle reminder startled the already dozing off Mutated, his eyes snapping open as he looked at Needle. "Well, to make it short: we can't expect any aggressive movements from the Purified against the DOR for the next year, at the least. But after that?" He shrugged, narrowly avoiding spilling the tea he still held in his hands. "You've got a radical Mutated Gang that wants to meet their goals with violence on one end and an exploitative, people-trafficking, brothel-ring operating, smuggling organization on the other. So they will either become the best of friends, or we'll see the tunnels run red with blood."
I'm tempted to hit the DOR hard with Diplomacy Actions to cut any fighting between them and the Purified short.

However, maybe we could get House Tessen to lend us troops/heavy weapons in exchange for a Line Ship. I say House Tessen because they are the Marquis house, so giving them a huge boost in firepower should not upend the balance of power too drastically since they should already be the most powerfull house in the region. Also, if any of the other houses raises a fuss I imagine house Tessen will defend us against retaliation.
If we want external military support I would either ask the Emperor(he has a bounty on any Walkers going and we have some Royal Guardians stationed nearby anyway) or the Forge Clans(they are the group most likely to have something to take the Walkers out without too much damage/problems).

Oh, and we got a new section added to the update!
...yippie. And for that, Kev was writing down information while the cute red-hair was being confusingly friendly with him. He'd been worried about his cover being blown, but they stopped after a week. Probably wanted to make a new friend.

Too bad that the mighty superspy Kev, investigator extraordinaire, was more interested in the finances than such base needs!
Such density! No wonder he got saddled with the paperwork, otherwise, his carrier as a harem protagonist would have already started.

Anyway, @HeroCooky a bunch of questions.

1. Would a Martial: Scout Out. Action work for the purpose of helping with the search for Watcher outposts? And would airships like the DOD be useful for that, due to their sensors or would they have to fly so low that they are too obvious?
2. Would expanding our healthcare services in House Ulatarn's territory be an Establish A Small Hospice Network Action or Expand Your Hospice Network Action?
3. Could we rely on help from Lady Maranica if we do the Protegé option? I don't think Martyris would know what it requires and I doubt Selene's education included the specifics of that.
4. Shouldn't the projected BHV conditions have improved by 4? Altering Black Holes mentions choosing 2 categories with +2 to chosen categories.
5. Shouldn't Stupendously Scholastic Scholars of Science: Suffer Their Arrogance be locked for a few Turns? If we could keep chaining Scientist training until we have enough for the Laboratory Complex it would be great but I think there should be a cooldown?
 
Sure, but it's that single crew that works in the Forest of Rust nearby, and something killed half of them in there. Which is... yeah, I know we can lose entire scout units if we explore locations but 52 scavengers getting killed during one Turn. Not to mention the 30 or so Adventurers that also got killed.
Eh, general consensus, within the crew and outside of it, is that they got off pretty light considering that they got attacked by several Rare Mutants in a coordinated ambush.

These things happen, and you've been avoiding that so far due to luck and conservative looting.
Are the Purified still on track for their confrontation with the DOR according to our spies? It was mentioned during Turn 62 that they would act in a year, but the recruitment boost from the BHVs could have changed that.
Who knows, maybe something happened? :V
1. Would a Martial: Scout Out. Action work for the purpose of helping with the search for Watcher outposts?

2. And would airships like the DOD be useful for that, due to their sensors or would they have to fly so low that they are too obvious?
1. Yes, that action would work.
2. Attaching the ship could help, or hinder, your efforts. You'll need to take the chance to find out.
Would expanding our healthcare services in House Ulatarn's territory be an Establish A Small Hospice Network Action or Expand Your Hospice Network Action?
It would be a different action which will be unlocked via side-stepping another level of Hospices.
Could we rely on help from Lady Maranica if we do the Protegé option? I don't think Martyris would know what it requires and I doubt Selene's education included the specifics of that.
She'll be more than delighted to help you out if you do that.
Shouldn't the projected BHV conditions have improved by 4? Altering Black Holes mentions choosing 2 categories with +2 to chosen categories.
It should have, you even made proposals and sent off messengers and materials for that!

Why did your work not pay off as much as you projected?

Hmm...
Shouldn't Stupendously Scholastic Scholars of Science: Suffer Their Arrogance be locked for a few Turns? If we could keep chaining Scientist training until we have enough for the Laboratory Complex it would be great but I think there should be a cooldown?
Nope, your relationship with the SSSS improved due to your dilligent patronage and commitment to Science!
Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Scientific Exchanges
 
If we want external military support I would either ask the Emperor(he has a bounty on any Walkers going and we have some Royal Guardians stationed nearby anyway) or the Forge Clans(they are the group most likely to have something to take the Walkers out without too much damage/problems).
The problem with that is what will they ask in return? We can be fairly cartain that house Tessen will help us for a Line ship or two, but the Emperor and the Forge clans might have more expensive prices.

Plus, it would help us build relations with Tessen the same way we did with Mirn.
 
I love this, and welcome back!

As for changes:
...none. I like everything you put in there, and have nothing to add or change!

Choose your Lore:
[] First Daughter of the Emperor, Inheritor to the Throne, Lady of the Burning Lakes. And moody teenager to boot.
[] A Tribal, Mutated, and Human meet in a bar in Norqod...
[] One day as a Consensual Worker - The Tessen Speaker

Also, you can make your points universaly available.
[X] One day as a Consensual Worker - The Tessen Speaker

Also I'll uh, go officially do that--make my points available I mean. Thanks.
 
It should have, you even made proposals and sent off messengers and materials for that!

Why did your work not pay off as much as you projected?

Hmm...
Wait, are you saying someone is trying to sabotage the efforts to improve the lot of the Mutated in the Empire and also bring down the reputation of a certain House and/or the Pilgrims who are putting a lot of effort into actually making the Great Idea work out? Say it isn't so! :p

What sort of action would we want to take to counter this?

Edit: Also bit late, but some thoughts on the Omake:
The Favored Neighbors
Well, this is interesting. It's both good local PR because you are showing that you intend to be good neighbours, and it also means that the people who are going to be building will rapidly learn if there's any local custom or problem which they'll need to integrate plans on how to manage during construction of the actual Pilgrim structure.
The Contest of Pounding
A good way to both work out frustrations, ensure that people who are annoyed with each other have a chance to 'step back and think' about the argument and also makes it so that you know that anyone who continues the argument afterwards is absolutely set on their path. Which means you need to elevate the issue to the people who are meant to deal with these types of issues.
The Carving of Names
Future archeologists are going to absolutely love this custom. Because it means they will have so much more information about even the 'mundane' people working on these structures, which will allow them to more easily tie together other sources of information together.

Meanwhile for the people doing the work in the current day, it also means that they're likely to do a better job. Because they will be permanently tied to the work done, so shoddy work means people afterwards after going to know it was them that did shoddy work. Whereas good work means people forever afterwards will know that they did good work. And the fact that it's everyone who does this ties the entire workforce together even more. Improving interpersonal relations and quality of the work yet again, because people will put in just that bit more for their friend or a good acquaintance than they would for a stranger, even if they see that stranger every day.
 
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[X] One day as a Consensual Worker - The Tessen Speaker

Also I'll uh, go officially do that--make my points available I mean. Thanks.
Please note that I am not able to write out the lore until tomorrow.

Thank you for your understanding and patience.
What sort of action would we want to take to counter this?
Well, you have some adventurer buddies which are specialized in getting information.

Maybe they could figure that out? :V
 
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Of course, my access to the internet dies the day the vote opens. At least it works again for now, so...

These things happen, and you've been avoiding that so far due to luck and conservative looting.
I definitely prefer going slow if that means less dead. Most of the interesting stuff can't be easily moved anyway.

Who knows, maybe something happened? :V
I guess they moved up their timetable. Extra manpower helps but they have to use it for something because idle hands cause trouble. Going after a justifiable target like the DOR means the new recruits will feel like part of the Purified and will be less likely to leave once they go after more morally questionable targets.

1. Yes, that action would work.
2. Attaching the ship could help, or hinder, your efforts. You'll need to take the chance to find out.
Hmm, we know from the Nek-Ne Invasion that the sensors of the DOD can detect ground troops, while also being high enough to stay hidden. We aren't looking for armies but finding campfires or similar should be easier. Worst case, the Watchers avoid anything we can easily find like fire, which still makes their life rather uncomfortable.

It would be a different action which will be unlocked via side-stepping another level of Hospices.
Then it's something for the next Turn and I don't have to worry about it now.:)

Why did your work not pay off as much as you projected?

Hmm...
I hope Catalog BHV Problems clears that up. Worst case, it doesn't and we need to spend Diplomacy Actions on hunting saboteurs.

The problem with that is what will they ask in return? We can be fairly cartain that house Tessen will help us for a Line ship or two, but the Emperor and the Forge clans might have more expensive prices.
Probably the Walkers or their wrecks. But that's still a win for us because we can get the other stuff out of the bunker.

And now a plan:

[X] Assistance in locating Neighborhood Watchers Outposts for 3%
[X] Expand Free Healthcare Services into outer territories of House Ulatarn for 2%
[X] House Dal takes in the son (Markus Ulatarn, Age 10) of Dubal Ulatarn (First and Third Cousin to Lord and Lady Ulatarn) as a Protegé for 5%.

[X] Plan Diplomacy Offensive and Evacuations
-[X][Faith] Blessed Journeys - (0/1 Turns Complete) - (-45 Materials, -30 Goodwill)
-[X][Faith] Catalog BHV Problems - (1/3 Turns Complete)
-[X][Diplomacy] Uncovered Secrets: Associate Lists: Reveal to the Guard - (0/1 Turns Complete) - (-17.38 Goodwill)
-[X][Diplomacy] Uncovered Secrets: Budget Ledgers: Reveal to the Guard - (0/1 Turns Complete) - (-7.44 Goodwill)
-[X][Diplomacy] Designing Black Holes - (Civilian Inf., Agriculture, Medical Inf., Guard Presence)
-[X][Martial] Scout Out. - (Assistance in locating Neighborhood Watchers Outposts) - (Tech-Scouts, The Unbroken, DOD) - (0/??? Turns Complete)
--[X] +6FF=+6
-[X][Learning] Pesticides Re-Discovered - (Biology/Advanced Chemicals) - (4/10 Successes) - (-12 Materials)
--[X] (Scientific Theory +15, Library +5, 3 [SC] +36, 2[DOC] +12, 1[SUR] +12, +2FF)=+ 82
--[X] =+
-[X][Learning] Fashion Revival
--[X] (Scientific Theory +15 ?)=+15
--[X] 7x Elaborate Costume, Well Kept Clothes, Tasteful Dress, 2x Decorative Armor Pieces, Galant Men's Wear, Jeweled Brooch, Flayed White Dress, =???
-[X][Learning] Assemble The Theorists! - (Advanced Electronics Theory) - (0/5 Successes)
--[X][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 3 [ENG] +42, +6FF)=+93
--[X] -
-[X][Archeology] Prepare an Expedition - (RC-01) - (4 Turns Preperation= 8 Turns expedition) - (House Mirn support: N) - (3/4 Turns Complete)
-[X][Tree of Knowledge] Artisanal Quarters - Grand - (0/3 Turns Complete) - (-76 Materials) - [Sandcrete -12.5 Materials]
-[X][Holdings] Fashion Street - (2/4 Turns Complete)
--[X] (Hire Contractors: 1*7 Materials= (-7 Materials)
-[X][Holdings] House Dall Palace Expansion - (0/5 Turns Complete) - (-50 Materials)
--[X] (Hire Contractors: 2*7 Materials= (-14 Materials)
-[X][Aria action] Too Much To Do - (Create A Dossier On (Catalog BHV Problems, Walkers, Forest of Rust)) - (0/1 Turns Complete) - (-15 Materials))
--[X] (Mutated +5, We Can Do It! +10, +6FF, Trauma: Common People Purge Survivor -5)=+16
-[X][Martyris action] Too Much To Do - (Communal Outreach - (Repeatable) - (1/2 Turns Complete))
--[X](Adjudicator +25, Sympathy: The Lost +20, +6FF)=+51
-[X][Martyris action] Too Much To Do - (Hey, Pssst, You Want Some Justice? - (0/1 Turns Complete) - (-4 Materials))
--[X](Adjudicator +25, Diplomat-Corp +15, Ashleaf Tea - +15, A Victims Ire: Criminal Organizations +5, +6FF, Rare Odds And Ends +2d10, DOR guard mode -80)=~-14


-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Training Field - (Expanded))
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Investigate corruption/obstructions of our Black Hole Actions.) - (-3 Materials)
-[X] The Union Of Herbalists - (1 Action)
--[X] Study Sessions - (1/8 Turns Complete) - (-2.50 Materials)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (0/4 Turns Complete) - (-6 Materials, 1FF)
-[X] Forge Clan Vanar-Feer - (Choose 1 Action)
--[X] Engineers Galore - (Engineer) - (3/6 Turns Complete) - (-15 Materials)
-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Catalog BHV Problems)
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - (13/45 Turns Complete) - (-5 Materials)
-[X] Nine Tribes Council - (1 Action)
--[X] Rare Odds And Ends - (Diplomacy: Hey, Pssst, You Want Some Justice?) - (-15 Materials)

Costs: 45 Materials+ 12 Materials+ 76 Materials+ 12.5 Materials+ 7 Materials+ 50 Materials+ 14 Materials+ 15 Materials+ 4 Materials 3 Materials+ 2.50 Materials+ 6 Materials+ 15 Materials+ 5 Materials+ 15 Materials= 282 Materials
Budget: 642.01= 642.01 Materials
Remaining budget: 642.01 Materials - 282 Materials= 360.01 Materials

Goodwill cost: 30 Goodwill+ 17.38 Goodwill+ 7.44 Goodwill+ = 54.82 Goodwill
Current Goodwill: 199.80 Goodwill
Remaining Goodwill: 199.80 Goodwill - 54.82 Goodwill= 144.98 Goodwill

I'm not sure about the new Holding project but we could use more Suspendium and it would fit with House Dall taking a Protegé in. Create A Dossier On should still work to boost Catalog BHV Problems and finish it during this Turn. At least HeroCooky didn't mention anything during the last vote like he said he would if he rules against it.

Edit: I decided to switch Rugged Radios for Assemble The Theorists!: Advanced Electronics Theory. We can finish the theories in one Turn while the radios would always take two, and they would be made easier by finishing the theories first.
 
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[X] Assistance in locating Neighborhood Watchers Outposts for 3%
[X] Expand Free Healthcare Services into outer territories of House Ulatarn for 2%
[X] House Dal takes in the son (Markus Ulatarn, Age 10) of Dubal Ulatarn (First and Third Cousin to Lord and Lady Ulatarn) as a Protegé for 5%.
[X] Plan Diplomacy Offensive and Evacuations
 
[X] Assistance in locating Neighborhood Watchers Outposts for 3%
[X] Expand Free Healthcare Services into outer territories of House Ulatarn for 2%
[X] House Dal takes in the son (Markus Ulatarn, Age 10) of Dubal Ulatarn (First and Third Cousin to Lord and Lady Ulatarn) as a Protegé for 5%.
[X] Plan Diplomacy Offensive and Evacuations
 
[X][Learning] Rugged Radios - (Electronics/Advanced Electronics) - (0/7 Successes)
Wouldn't another Theory be better? That or the steel tech, sine that would triple the income of the iron mine.

[X][Holdings] House Dall Palace Expansion - (0/5 Turns Complete) - (-50 Materials)
It's the Path of Rust that gives us more Suspendium, those 10 shards are per turn.

[X] Assistance in locating Neighborhood Watchers Outposts for 3%
[X] Expand Free Healthcare Services into outer territories of House Ulatarn for 2%
[X] House Dal takes in the son (Markus Ulatarn, Age 10) of Dubal Ulatarn (First and Third Cousin to Lord and Lady Ulatarn) as a Protegé for 5%.
[X] Plan Diplomacy Offensive and Evacuations
 
[X] Assistance in locating Neighborhood Watchers Outposts for 3%
[X] Expand Free Healthcare Services into outer territories of House Ulatarn for 2%
[X] House Dal takes in the son (Markus Ulatarn, Age 10) of Dubal Ulatarn (First and Third Cousin to Lord and Lady Ulatarn) as a Protegé for 5%.
[X] Plan Diplomacy Offensive and Evacuations
 
Wouldn't another Theory be better? That or the steel tech, sine that would triple the income of the iron mine.
Steel tech has the problem that even with 2 Automated Successes we would need to hit all 3 Success Thresholds to finish it during a single Turn. We get +50 from Soaring Wrenches on that project but the third Threshold requires a roll of 216...

Theory work... Well, basic theories wouldn't need Automated Successes, and the other projects either don't need them either or wouldn't get finished. Hmm, but I could try for an Advanced theory? Advanced Electronics Theory would need to hit a roll of 90 or higher but we get +45 in automatic Boni and a single Lost grade Artefact (or those engineers+scientists) would be enough...

It's the Path of Rust that gives us more Suspendium, those 10 shards are per turn.
The Palace Expansion also mentions that it allows for the increase of Suspendium Harvesting Operations, it's nearly four times faster, and fits with the narrative of us having to host another Noble long-term. We also currently don't use so much Suspendium that we could process 10 Medium Shards each Turn.
 
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