[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
 
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.
 
If I were house Ulatarn I would want him to learn about ships. That way they can more easily place him in the Royal Navy and do well.
 
[Canon] - One day as a Consensual Worker - The Tessen Speaker
Brothels are, depending on the company one surrounds oneself with and the location one at the moment of asking is present within, many things.

For some, they are merely another house where the sinful and simpleminded can go to perform debased acts for coins, staining soul with bought flesh. A minority of those against brothels claim they are another form of slavery, where another person's body is forcefully sold and bought, traded even, though only for a few hours at a time even if such doesn't minimize the horrific nature of the act.

For some others, brothels are holy; their religions or belief usually contain or revolve around deities, spirits, or pillars of lust, sensation, freedom, and liberation.

Most people see them as an unsavory aspect of civilization that pops up whenever people wish to fulfill carnal desires, and another person requires coin and is of low enough moral character.

However, a few people see brothels or the sex work happening within as work not dissimilar to mining, factory work, or even writing for a newspaper. Time, expertise, and body are exchanged for money at agreed-upon rates and clauses.

The Pilgrimage is of the latter opinion, seeing nothing morally wrong with selling sex. Indeed, the Pilgrims themselves have built several structures, Consensuals, within the Cities of Tessen, where prostitutes can carry out just such work.

Though... how do they work? Who works in them, for what, when, and how exactly does a Pilgrim reconcile prostitution, an act deeply mired in exploitation and abuse, with their doctrine of humanism and uplifting? These questions are what this article tries to answer, if not in their entirety, then enough to assuage fears for human rights activists nervously watching the Pilgrims expanding the Consensuals everywhere. So as such, let us look at how one can work within a Consensual, what such work entails, and the benefits given to those performing within.

After securing a meeting with Kaha Sigil, the local Pilgrim Councillor leading and representing the Pilgrimage's followers within the Consensual, I made my way to the building in the early morning before the sun crested the walls. The structure is remarkable in its unremarkableness, little of its outside suggesting that anything other than another brothel is within. The markings denoting it legal, signs enticing customers, armed and armored guards scaring away potential troublemakers, and, not surprisingly, the triangle of the Pilgrims flapping in the early morning breeze, the stark blue-white fabric standing cheerily out from the red stones. So far, nothing looks askew from other brothels, which can only mean that the first divergence is all the starker to those who first enter.

Making my way inside, I am first checked for weaponry and then given the slip denoting my flanged mace has been taken and stored, to be returned once I leave the building. The clerk at the reception is, unlike I expected, not a member of the Pilgrims but a local hired by them, like the guards outside, he tells me. However, my conversation is cut short as Councillor Kaha enters, greeting me with a smile and hug. After properly introducing myself, Kaha begins my tour by giving me several options on where to start, suggesting that I first see and experience everything from the view of a potential customer before glimpsing the side of the workers within.

Naturally, I defer to his expertise, and I immediately find myself facing the clerk again, presented with various options ranging in price. But, of course, I didn't expect that none of the options were for any worker within, only the time I would be allowed to stay, which areas I could visit, and if I wanted to pre-pay a set amount of money for drinks and meals within. Kahal (after insisting I drop the Councillor moniker) explained that this was the primary way the Consensuals funded themselves, offering not sex, but entertainment, food, drink, and selected legal narcotics. Several tiers are offered, giving customers access to a mix-and-match of amenities. For my visit, I am given a purple bracelet, showing that I could access all that is being offered if I were here to partake.

After fastening the purple bracelet around my right hand, the clerk begins to speak, only to be interrupted by Kahal, saying, "show is better than tell, for his purpose here!" The clerk cedes the point, and my interest is piqued, moreso after entering through the doors opposite the entrance.

The first thing I see is the armored hulk of two Mutated, thick slabs of metal and wicked hammers glaring at me with the promise of violence should I have come through the door with ill intent. Both give me a friendly wave, I wave back, and off we are into the Consensual proper.

The tour begins in a restricted area, a theater/dining room, where a show is currently being performed. A Mutated Woman dances through the air, using silken curtains, her bioluminescence, and the room's low light to stunning effect, evoking both eroticism and mysticism with smoke, soft music, and dance. I am told that similar performances are performed every hour, sometimes more, and that one can even take some of the performers to bed. It is here that I notice something which strikes me as odd. Some, not all, workers around the room, whether serving the people within or sitting with them, wear red armbands. Kahal quickly reveals the purpose as he notices my staring, a knowing grin on his lips.

"Those armbands," he explained, "denote which people here are willing to sell sex. We didn't show you options and sexual services at the reception because we don't offer those. What we do," he continues as I look at a couple of women leaving the room with one wearing an armband, "is offering a place for sex workers to practice their trade in relative safety, and for customers the ease of mind that they won't take advantage of people when they seek a night of relaxation." So he continues to explain as we leave the room, walking to another floor toward the individual rooms. "We offer security, cleanliness, ease of mind, ensure the workers' health and safety of their children should they have any, alongside ways to take up another trade if one wishes."

Leaving the broad staircase, we enter a hallway with silken drapes along the walls, thick carpets on the floor, and tasteful decorations along the hall. "These," Kahal speaks with a wink, indicating the rooms as we walk past them, "are where the "sex" in the sex work happens."

Faintly, I can hear a moan from a room and hastily continue onward.

Leaving the hallway, we enter a narrow side passage, emerging into a less luxurious, though not less warm, section of the Consensual. "The main rooms of all workers here," Kahal says as we pass a man balancing fresh sheets while I hear the shouts of playing children through another door. The next hour is spent simply walking through that portion of the Consensual, visiting medical rooms, a small school-room, and a play area for children, guard barracks and armories, equipment for fighting fires, storage, accounting, and all the minutia support that is needed to keep any structure running and organized.

It is also here that I am introduced to Kind, a Mutated Woman who had begun to work in the Consensual three months ago after leaving her village for the city.

"It was hard," she said, remembering the village she had come from. "Especially as I failed to find any permanent work, day after day. After two weeks, I had no more money, connections, or job. I couldn't go back; I had no money for a caravan and nobody here who would have helped me with room until I found a stable income. So, I turned to the second oldest trade in history, trying to sell my body for money." Here, she chuckled. "I was lucky that the first person I propositioned was a Pilgrim. He offered me a spot in their Poor House until I could find work or a place in their Consensual if I didn't want that. My pride made me go to the Consensual first, which, under any other circumstance, would have ended poorly for me. I was checked for diseases and injuries and asked if I wanted to work here. I insisted," she said with a challenging look on her face.

"The work here is... different, than other places, I am told," she said, beginning to walk me through a day as a Consensual worker. "When I wake up, I do not have to fear that I won't meet a quota or make enough money. My room is mine, and I am not forced to work at all, but I will be asked to relocate to one of their Poor Houses if I don't do anything for a long time," she speaks, adding the last part after a moments consideration. "And even then, I can choose what I want to do. Nobody forces me to take up horizontal duty, but I can by taking an armband. I can do anything, from busy work, like cleaning, serving food and drink, being a performer after I am cleared for my skills, massages, and other things I can't recall right now." She speaks, chuckling self-deprecatingly.

"However, If I am wearing an armband and catch a customer's attention, or one catches mine," she adds the last part with a smile. "Then negotiations start."

"Negotiations?" I repeat, confused.

"Negotiations," she firmly states, nodding. "I work here for me and am only given compensation by the Pilgrims for duties I voluntarily take. Having sex for money is my business and mine alone. They don't touch or look, at that money, in any way or shape. Back to the topic, once I negotiate with a customer about having sex, they state what they want, I what I won't do, and we come to a price. That is much quicker with my regular; she's easy like that. Of course, some customers aren't exactly happy that they paid for entry and now have to pay for sex while being told they can't do something, but the guards and security are quick to defend us and remind unruly patrons they have given up their weapons. After we agree," she speaks, sheepishly looking away with a slight blush, "we have sex. And then the rest of the day or night depends on my mood and energy. Some here work only once, others over a dozen times. It depends on the person, I think. Other than that, there isn't more to working here. I am my boss, and let me tell you; she's lazy!" She jokes to me with a wink before we continue to talk about her daily life within a Consensual.

Editors Note:
A promising article, but there are some things we need to talk about regarding language, some biases, unnecessary details, and one odd point.

The highest among them are your expenses, particularly the pricey "miscellaneous" section...
 
Slightly bad news (for you):
I'll have to push back the vote and rumors update by two days (to the 04.05.22) due to RL stuff popping up on short notice.

Thank you for your understanding.
 
[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
 
Just so everyone's aware: our efforts to improve the BHVs are currently being reduced by some unknown cause (it's probably sabotage, but whose sabotage of who?). If we want to work out how to fix that so we don't constantly have our efforts see reduced impact, then we need to assign the Adventurers to investigating. But Diplomatic Efforts and Evacuations currently has them investigating the Purified.

Now I'm not saying we need to deal with that right now, and indeed investigating the Purified might be more important this turn. But it hasn't been debated. It was raised here:
I hope Catalog BHV Problems clears that up. Worst case, it doesn't and we need to spend Diplomacy Actions on hunting saboteurs.
But karmaoa seems to have missed that we were already told what sort of action we'd want to take to work out what the problem is when I asked HeroCooky earlier, see their response here:
Well, you have some adventurer buddies which are specialized in getting information.

Maybe they could figure that out? :V
 
If we want to work out how to fix that so we don't constantly have our efforts see reduced impact, then we need to assign the Adventurers to investigating. But Diplomatic Efforts and Evacuations currently has them investigating the Purified.
Ah, right. I hoped by finishing Catalog BHV Problems (one Turn from the Action itself and one Turn from Create A Dossier On) we could get that answered. Investigating the Purified was because HeroCooky was vague on their intentions and plans for the DOR despite our Rank 1 Information Network. I thought the Purified starting their war on the DOR early would be a bigger problem than losing some progress on the BHVs.

If people think investigating what hinders our Black Hole Actions is more important I'm willing to change that.
 
But karmaoa seems to have missed that we were already told what sort of action we'd want to take to work out what the problem is when I asked HeroCooky earlier, see their response here:
I think we should. If for no other reason than to make the current emergency less of a mad rush.

Especially since we now have to use a Hero action every couple of turn to raise piety.
I changed the Adventurer Action to "Investigate corruption/obstructions of our Black Hole Actions.".
 
Adhoc vote count started by HeroCooky on May 4, 2022 at 11:05 AM, finished with 21 posts and 7 votes.

  • [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)
I need 6 1d100 for your Actions with a DC of:
25 rolled with +6
29/42/71 rolled with +82
01/05/08 rolled with +15

30/60/90 rolled with +93
45 rolled with +16
44 rolled with -14 and +2d10

The first failure is re-rolled; then, 2 for 4, 3 for 6, usw.
All others have a DC of 50 for Goodwill roll.

Further Rolls:

Piety:

1d6+10

Faithful:
1d100

Income:
18d4+16d8+19d12+5d14+12d15+12d18+15d19+5d20

The first rolls are taken as official.
If no other rolls are present, I will roll on the 05.05.22 at 17:00 CET.
 
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Welp, I'm gonna be spending a bunch of time rolling income then. Fuck I threw too many d4s, disregard the d4 roll stuck between the d8s
SegaCD threw 12 4-faced dice. Total: 35
4 4 3 3 2 2 2 2 2 2 2 2 4 4 2 2 3 3 4 4 3 3 4 4
SegaCD threw 6 4-faced dice. Total: 20
2 2 4 4 3 3 4 4 3 3 4 4
SegaCD threw 12 8-faced dice. Total: 51
2 2 4 4 2 2 4 4 1 1 3 3 5 5 8 8 8 8 3 3 4 4 7 7
SegaCD threw 12 4-faced dice. Total: 26
3 3 2 2 1 1 2 2 4 4 1 1 2 2 1 1 2 2 4 4 2 2 2 2
SegaCD threw 4 8-faced dice. Total: 19
3 3 7 7 5 5 4 4
SegaCD threw 12 12-faced dice. Total: 59
1 1 10 10 10 10 6 6 4 4 1 1 3 3 5 5 10 10 1 1 4 4 4 4
SegaCD threw 7 12-faced dice. Total: 64
8 8 10 10 7 7 11 11 6 6 11 11 11 11
SegaCD threw 5 14-faced dice. Total: 44
11 11 1 1 10 10 14 14 8 8
SegaCD threw 12 15-faced dice. Total: 90
5 5 13 13 8 8 10 10 7 7 9 9 11 11 1 1 3 3 15 15 6 6 2 2
SegaCD threw 12 18-faced dice. Total: 95
3 3 11 11 18 18 5 5 2 2 1 1 12 12 5 5 5 5 14 14 18 18 1 1
SegaCD threw 12 19-faced dice. Total: 107
5 5 12 12 15 15 11 11 8 8 8 8 9 9 14 14 4 4 4 4 6 6 11 11
SegaCD threw 3 19-faced dice. Total: 38
15 15 18 18 5 5
SegaCD threw 5 20-faced dice. Total: 39
7 7 18 18 2 2 5 5 7 7
 
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I'll roll the rest.
EyeOfSauron threw 1 100-faced dice. Reason: 45 rolled with +16 Total: 72
72 72
EyeOfSauron threw 1 100-faced dice. Reason: 44 rolled with -14 and +2d10 Total: 26
26 26
EyeOfSauron threw 2 10-faced dice. Total: 14
5 5 9 9
EyeOfSauron threw 1 100-faced dice. Reason: Reroll Total: 29
29 29
EyeOfSauron threw 1 6-faced dice. Reason: Piety (+10) Total: 2
2 2
EyeOfSauron threw 1 100-faced dice. Reason: Faithful Total: 53
53 53
 
[X] Plan Diplomacy Offensive and Evacuations
-[X][Faith] Blessed Journeys - (1/1 Turns Complete) - (-45 Materials, -30 Goodwill)
Success!
+1 Mutated Opinion
+3% Piety

-[X][Faith] Catalog BHV Problems - (3/3 Turns Complete)
+2 Turns
Success!

-[X][Diplomacy] Uncovered Secrets: Associate Lists: Reveal to the Guard - (1/1 Turns Complete) - (-17.38 Goodwill)
-[X][Diplomacy] Uncovered Secrets: Budget Ledgers: Reveal to the Guard - (1/1 Turns Complete) - (-7.44 Goodwill)
+1 Turn for each
Ah, fuck...

-[X][Diplomacy] Designing Black Holes - (Civilian Inf., Agriculture, Medical Inf., Guard Presence)
Success!
+5% Piety
+2 to Civilian Inf., Agriculture, Medical Inf., and Guard Presence, totaling +8 points!
...Military Inf. and Water decayed by 2, and 3 respectively.

Probable Causation:
Military Inf:
Civilian Infrastructure boosting population
Guard Presence boosting needed material

Water:
Medical Infrastructure boosting population
Civilian Infrastructure boosting population
Guard Presence boosting population

-[X][Martial] Scout Out. - (Assistance in locating Neighborhood Watchers Outposts) - (Tech-Scouts, The Unbroken, DOD) - (1/3 Turns Complete)
--[X] +6FF=+6
Needed: 25, Rolled: 85 + 6 = 91
Success!
+1 Turn completed!

-[X][Learning] Pesticides Re-Discovered - (Biology/Advanced Chemicals) - (7/10 Successes) - (-12 Materials)
--[X] (Scientific Theory +15, Library +5, 3 [SC] +36, 2[DOC] +12, 1[SUR] +12, +2FF)=+ 82
Needed: 29/42/71, Rolled: 05 + 82 = 87
Success!
+3 Successes

-[X][Learning] Fashion Revival- (3/1 Successes)
--[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
Needed: 01/05/08 Rolled: 41 + 15 = 56
Success!
+3 Successes

-[X][Learning] Assemble The Theorists! - (Advanced Electronics Theory) - (7/5 Successes)
--[X][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 3 [ENG] +42, +6FF)=+93
Needed: 30/60/90 Rolled: 75 + 93 = 168, Medium Critical Success!
Success!
+2 Medium Critical Successes!
+2 Automated Successes
+3 Successes
Success!
Hidden Tenet Activation: Needed: 90, Rolled: 85, Failed.

-[X][Archeology] Prepare an Expedition - (RC-01) - (4 Turns Preperation= 8 Turns expedition) - (House Mirn support: N) - (4/4 Turns Complete)
+1 Turn of progress.
Success!

-[X][Tree of Knowledge] Artisanal Quarters - Grand - (2/3 Turns Complete) - (-76 Materials) - [Sandcrete -12.5 Materials]
+2 Turns of progress.
Success!

-[X][Holdings] Fashion Street - (4/4 Turns Complete)
--[X] (Hire Contractors: 1*7 Materials= (-7 Materials)
+2 Turns of progress.
Success!

-[X][Holdings] House Dall Palace Expansion - (3/5 Turns Complete) - (-50 Materials)
--[X] (Hire Contractors: 2*7 Materials= (-14 Materials)
+3 Turns of progress.

-[X][Aria action] Too Much To Do - (Create A Dossier On (Catalog BHV Problems, Walkers, Forest of Rust)) - (1/1 Turns Complete) - (-15 Materials))
--[X] (Mutated +5, We Can Do It! +10, +6FF, Trauma: Common People Purge Survivor -5)=+16
Needed: 45, Rolled: 72 + 16 = 88
Success!

-[X][Martyris action] Too Much To Do - (Communal Outreach - (Repeatable) - (2/2 Turns Complete))
--[X](Adjudicator +25, Sympathy: The Lost +20, +6FF)=+51
+1 Turn of progress.
Success!
+4% Piety
+1 Resource Extraction

-[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
Needed: 44, Rolled: 26 - 14 + 14 = 26, Failure! Re-Roll: 29 - 14 + 14 = 29, Failure!
Goodwill? Needed: 50, Rolled: 53

Use 3 Goodwill to succeed?
[] Yes.
[] No.


-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Training Field - (Expanded))
Success!

-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Investigate corruption/obstructions of our Black Hole Actions.) - (-3 Materials)
Success!

-[X] The Union Of Herbalists - (1 Action)
--[X] Study Sessions - (2/8 Turns Complete) - (-2.50 Materials)
+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] Forge Clan Vanar-Feer - (Choose 1 Action)
--[X] Engineers Galore - (Engineer) - (4/6 Turns Complete) - (-15 Materials)
+1 Turn of Progress

-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Catalog BHV Problems)
Success!

-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - (14/48 Turns Complete) - (-5 Materials)
+1 Turn of Progress

-[X] Nine Tribes Council - (1 Action)
--[X] Rare Odds And Ends - (Diplomacy: Hey, Pssst, You Want Some Justice?) - (-15 Materials)
Success!

Further Rolls:

Piety:

1d6+10 = 2 + 10 = 12% Piety reduction

Faithful:
1st: Needed: None, Rolled: Irrelevant
Success!
2nd: Needed: 10, Rolled: 53
Success!
+2 Faithful!

Income:
18d4+16d8+19d12+5d14+12d15+12d18+15d19+5d20+514.12 = 661 + 514.12 = 1.175.12 Materials!

Upkeep:

-670.42 Materials

Spent:

-282 Materials
-54.82 Goodwill

Change:

+222.70 Materials

The update will be online on 12.05.22 at 17:00 CET.
 
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Rumor Mill Turn 64
Rumors:

Streetfighting Erupts After Ularn-Guards Arrest Corrupt Elements, Local Gang Leaders, And Suspected Terrorists - The Tessen Speaker
In the early morning hours of the 7th in the 5th month of High Summer, information received by anonymous sources two weeks prior was acted upon by Ularn-Guard junior ranks at the sergeant-level and below, with only a few captains being notified of the contents of the received information. Arrests all over the City followed as squads of heavily armed and armored Guards surrounded, breached, and fought to arrest and detain over 300 individuals proven to have engaged in illegal activities.

These contain, but are not limited to; general corruption, accepting of bribes, usage of positions to further an agenda, use of position to aid in exchange for monetary or political capital, general criminal activity, smuggling, enforcing sexual work, stealing, slavery, human trafficking, Mutated trafficking, conspiracy against the nobility, conspiracy against the state, conspiracy against Tessen, conspiracy against the Empire, conspiracy against the Imperial Family, conspiracy to conspire, terrorist activity, creation of illegal substances, illegal creation of weaponry, distribution and creation of proscribed literature, distribution and creation of proscribed religious texts, distribution, and creation of proscribed icons, distribution, and creation of proscribed religious icons, distribution, and creation of proscribed ideologies, distribution, and creation of proscribed art, distribution, and creation of proscribed art forms, and more.

However, during these arrests, resistance was mounted by an unknown terrorist organization, local rogue militias, loyal troops of the to-be-arrested criminals, and individual actors trying to take advantage of the chaos. At the time of the writing, the fighting has ravaged Undertown, Ghostfair, and Grey Barrow, with a death toll suspected to exceed 1.500 people, with more expected to die due to the ongoing fires within the City. This unprecedented amount of corruption within a city's Guard has resulted in Region-Wide examinations and investigations into the Guard as ordered by the local nobility, headed by House Tessen.
(Read more on pages 1-20)

VIOLENT MUTATED CLASH OPENLY IN ULARN!!! ONLY COURAGEOUS CITIZEN MILITIA PREVENT WIDESPREAD DEVASTATION!!! - The Truthful Observers
In a vile act of senseless violence, Mutated Gangs, Criminals, and Murderers have risen against the Guards of Ularn as they performed a routine cleaning of the gutter from the trash heaps that were Undertowns, Ghostfairs, and Grey Barrows slums. Unfortunately, though having obtained critical information pertaining to the criminal activity, including Human Trafficking and Sexual Slavery, efforts to bring the criminals and Mutated to Justice were hampered by ineffectual and corrupt Mutant-Sympathizers, Criminal Infiltrators, Rebels, Terrorists, and other scum of the earth!

Fed-up with the hindrance to righteous society, Justice, and morality, courageous sergeants of the Guard ordered the arrests to be carried out despite the higher echelons of the Guards attempting to suppress just such an effort. Yet, even though the initial arrests were successful, further attempts were hampered as Mutated and Criminals fought against Justice, killing devout and dedicated members of the Guard brutally, with reports of the desecration of their corpses being reported. Only with the help of the bold and heroic attempts of the local militias was the uncorrupted Guard able to keep the situation under control without having to call in support of local Knight-Chapters.
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Horrific Scenes Of Violence After Mutated Are Attacked By Unknown Assailants And Locals In Ularn - Rags, Rumors, And Rants
Sickening scenes of violence and brutality have emerged from Ularn as Guard and Criminals clash against each other, indiscriminately killing without either trial by the Guard or executing any that have "aided or informed" the Guard of the presence of the Gangs. The violence started in Ghostfair in the early morning, where hard-working people began to wake for another day in service of the Empire, only to be slowly surrounded by squads of the Guard breaking into houses and dragging people into the streets.

Though the early arrests were more in line with mass arrests, the panicked reaction of criminal elements saw several dozen Guard dead before the morning was over, resulting in harsher crackdowns. The violence and inner-city fighting expanded across the river into Grey Barrow, with several selected squads executing objectives in Undertown, where the Mutated population had already been set on edge due to the Purge-Esque behavior of the Guard. Though initially unwilling to defend themselves instead of hunkering down, Mutated Militias soon found themselves called in by panicked neighbors and terrified people fleeing attacks by crazed fanatics and mass-murderers firebombing and slaughtering caught Mutated.

The resulting violence prompted the Guard to send more squads to the fighting, away from their attempts to clean up the attacking gangs. At that point, deadly and horrific misunderstandings of the situation led to the Guard attacking both sides, only later able to clear the mistake after linking up with their already on-the-scene squads. Reports show that around 600 Mutated were killed in the fighting, with an additional 100 being executed, while over 200 people were burned alive in the barricaded and blocked Poor-House of the Pilgrims in Ularn. An official reaction from the Pilgrim Council has yet to be offered, though outrage and horror are expected.
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[-1 Poor-House in Ularn]
[-43 Pilgrims, Cause of Death: Burning and Suffocation]
[-11% Piety]
[Unlocked Retribution Action]

***

Region Report/s

We have managed to tap the Iron Vein fully and made progress in identifying several key figures in the Irinism Movement, leading to several talks to be scheduled in the coming weeks and months.

Additionally, in our efforts to ingratiate ourselves into the populace's good graces, we established a working relationship with an independent metal manufacturer within the City's lower levels, low-selling iron, in exchange for priority casting of tools. Though a little surprised to realize that arms and armor are included within the "tools" definition, the Regions history, both old and recent, makes such inclusion rather evident in hindsight.

Other than that, the birth of 14 new children has led to a slight festival mood within the Chapter.

***

Spy-Network:

The Marquess of Tessen is looking into the corruption of the Guards.

House Ulatarn continues constructing the BHVs while cleaning up the Guards and looking into the Incident.

The Military has begun seeking new targets while reading quick-reaction forces throughout the Region due to several strikes against caravans.

The Followers of Light are railing against the corrupt Guards and the blatant criminal activity in the Light of Slatnan.

The Lost have both lost and gained with the violence in Ularn. Though several dozen have died, more have joined them after being seen as one of the few people fighting with the Mutated and those attacked by the gangs. The loss of so many volunteers has affected the cult, bringing them closer to a militant outlook, though whether defensive or offensive cannot be said right now.

Dirty Daggers have started smuggling arms, people, and medicine into and out of Ularn. They are also outraged that someone burned down your Poor House. With the people still inside.

The Purified are recruiting like crazy within Ularn, bringing newly converted members out of the City and smuggling them into, as far as we know, Mirn, Tessen, and Jokvi. Their dead in the fighting were laid to rest with all honors that could be given to them according to their religious beliefs.

The Common People are sickly fascinated by the violence in Ularn while mumbling about the "urgently needed" anti-corruption sweep currently being carried out within the Guard.

The Mutated have grown skittish, distrustful, and angry at those responsible for the attacks. On the other hand, the story of the burning of the Ularn Poor-House being burned down with refugees sheltered inside has resulted in a veritable outpouring of support and help from both Ularn and Region-Wide Mutated, giving aid, money, and time to help rebuild the building. Perversely, this event has led many to trust us despite the current circumstances.
[Ularn Poor-House will be repaired in 3 Turns]
[+1 Mutated Opinion]

AN: I only now noticed that the Marquis is still doing shit the Marquess should be doing, as she returned from the campaign years ago. Whoops! :V
 
Dirty Daggers have started smuggling arms, people, and medicine into and out of Ularn. They are also outraged that someone burned down your Poor House. With the people still inside.

If we can't make the ghetto's crime free then maybe we could manipulate an alliance between he technocrat criminals and the Dirty Daggers since they both have morals and would reduce the amount of crime in the area compared to DOR
 
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