The Syndicates know that a faith with a 30-45% Mutated Membership Ratio would not be keen on signing over the villages they spent years improving just to make some money. They know you are unwilling to consider that, and have tried to maneuver so they wouldn't tip you off early.

They failed, btw. The dude that argued back? Pilgrim. You'll learn next turn who's fucking with y'all's efforts.
Why would it matter if they tip us off or not? We don't own enough shares to go against House Ulatarn so if they convince the nobles of a shady scheme there isn't much we can do. On the other hand, we own over 20% of the shares and I doubt they could force us to sign them over, no matter what House Ulatarn says.

They appear to have a leader now, so they might be reorganising.
They always had Marnia listed as the (suspected) leader? I mean, I could throw in a basic infiltration because 'Reviving Old Ties' doesn't have a DC but I don't think we could target the Watchers.


[X] Plan Throw Cash at the Forge Clans
-[X][Faith] Build An Orphanage - (Big) - (Strul)- (3/7 Turns Complete)
--[X] Seek Mutated Help - (...0.1? Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
-[X][Faith] Establish Soup-Kitchens Within Major Cities - (3/4 Turns Complete)
-[X][Diplomacy] Designing Black Holes - (Agriculture, Guard Presence, Civilian Inf., Water) - (0/1 Turns Complete) - (-40 Materials, -10 Goodwill)
--[X] Hire Civil Planners And Architects
-[X][Diplomacy] Reviving Old Ties - (0/1 Turns Complete) - (-34 Materials)
-[X][Diplomacy] We Are Legion - (1/9 Turns Complete)
-[X][Martial] Pump Those Legs! - (Re-Trained: The Wall) - (6 Unit-Points - Overstrenght (Double Unit count))
-[X][Learning] Re-Use, Re-Duce, Re-Make - (11/16 Successes)
--[X][DoD], [PD], (Scientific Theory +15, +6FF, 2[SC] +24)=+45
--[X]-
-[X][Learning] Detective Courses For Beginners - (A Book With Legacy) - (1/2 Successes)
--[X](Scientific Theory +15, +6FF)=+21
--[X]-
-[X][Learning] Mutant Equipment: Wyverns - (Advanced Biology) - (2/5 Successes)
--[X] (Scientific Theory +15, 3[DOC] +18, 1[SUR] +12)=+45
--[X] 1x Armored "Succubus" Suit +50 to Pioneer Biology/Psychology/Armor=+50
-[X][Archeology] Ransack the Command Center - (2/4 Turns Complete)
--[X](4[ENG] +56, +6FF)=+62
-[X][Tree of Knowledge] Artisinal Robotics Creation - (0/3 Turns Complete) - (-175 Materials, -1 Scientist, -20 FF) - [Sandcrete -12.5 Materials]
-[X][Holdings] Medium Quarantine Area - (4/6 Turns Complete)
--[X] (Hire Contractors: 1*7 Materials= (-7 Materials)
-[X][Holdings] Medical Substance Assistance - (4/7 Turns Complete)
--[X] (Hire Contractors: 2*7 Materials= (-14 Materials)
-[X][Aria action] Relax - (Spend time with Chiedi before the burgeoning pandemic keeps them too busy)
--[X] (We Can Do It! +/- 10, Trauma: Common People Purge Survivor -5)=-15
-[X][Martyris action] Too Much To Do - (Medical Spiders - (0/1 Turns Complete) - (-42 Materials))
--[X] (Adjudicator +20)=+20
-[X][Martyris action] Too Much To Do - (Healing For All! - (0/1 Turns Complete) - (-73 Materials???))
--[X] (Adjudicator +20, +5FF)=+25
--[X] Martyris contacts Baron Esker in regard to how existing BHVs would be affected by the Pilgrims paying for medical treatments. Would there be a need to organize their access to treatment specifically?

-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Scutter Makers)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Spread of the various sicknesses and their origin) - (-3 Materials)
-[X] The Union Of Herbalists - (1 Action)
--[X]-
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Droning - (4/6 Turns Complete) - (-15 Materials)
-[X] The Military - (1 Action)
--[X] War Lessons - (The Wall) - (-2 Materials)
-[X] Forge Clan Vanar-Feer - (1 Action)
--[X] Made To Order
---[X] 200 Sealed Suits(Atmospheric Sealing (Immune to Biological/Chemical Damage) - (-135 Materials)
---[X] 1 Comprehensive Pandemic Quarantine Station(1X 1.200 people (6 months/2 Turn)) - (-105 Materials)
---[X] 3 Basic Pandemic Kit(1 X 5.000 people (3 months/1 Turn)) - (-225 Materials)
-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Reviving Old Ties)
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - ((22/69) Turns Complete) - (-5 Materials)



Costs: 40 Materials+ 34 Materials+ 175 Materials+ 12.5 Materials+ 7 Materials+ 14 Materials+ 42 Materials+ 73 Materials+ 3 Materials+ 15 Materials+ 2 Materials+ 135 Materials+ 105 Materials+ 225 Materials+ 5 Materials= 887.5 Materials
Budget: 929.63 Materials= Materials
Remaining budget: 929.63 Materials - 887.5 Materials= 42.13 Materials


Goodwill cost: 0.001 Goodwill+ 10 Goodwill= 10.001 Goodwill
Current Goodwill: 84.75 Goodwill
Remaining Goodwill: 84.75 Goodwill - 10.001 Goodwill = 74.749 Goodwill

For the Diplomacy project, I went with 'Reviving Old Ties' to boost various other Actions. Martial expands the Wall unit due to it being our blocking force, and to get a feel for how re-training works.

Learning mainly finishes existing projects. The Mutant Equipment gets the Succubus armor because we don't really have any other Artefact that seems to fit with the idea of equipment. The Retinal Implantation Guide or the Larva Vivisection Reports would be the only other Biological options that aren't overkill...
We should also have two open slots during the next Turn, probably 'Compulsive Behaviour' to get 2/2 and something for airships.

Archeology keeps looting.
The Tree expands our robot production, both to help with the pandemic and to get our bonus for Electronics to +50.
Norqod finishes its projects, which should also help with the pandemic.
Hero Actions are mostly Martyris jumping on the pandemic and Aria relaxing in case things escalated into the next Turn. If it gets worse, then we really don't want Aria to have -25 to her dice rolls.


This spends a lot on the pandemic but it sounds like Internal Security and the attackers(cough*Watchers*cough) are going to fight a shadow war in the background, so the really nasty stuff might show up only once the attackers get desperate. Better to already have stuff in place if it comes to that.
Also; "nine out of every eleven villages" having some sickness that could spread sounds like it could grow a lot over 3 months.
 
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Why would it matter if they tip us off or not? We don't own enough shares to go against House Ulatarn so if they convince the nobles of a shady scheme there isn't much we can do. On the other hand, we own over 20% of the shares and I doubt they could force us to sign them over, no matter what House Ulatarn says.
Because you have a lot of soft power in your hands that could get them into a lot of trouble, either politically or materially, as you could easily whip people against them and their interests via multiple angles, or apply economic pressure.

An example would be the guild responsible for caravans, transportation, and the flow of goods and information (for the common people), who are rolling in the dough they make thanks to the airships you produce (on which they have first right of purchase thanks to you trading that to them), who would not be happy that somebody is fucking you over for their gain, as it would sabotage your cordial relations. Which could interfere with buisness as you'd become unwilling to continue the contracts, may wish to re-negotiate/cancel your agreements, or flip 'em the bird and put a no-sell order on them and their associates in regards for airships.

Which would be pretty fucking bad for buisness. So they are a part of the Merchants that is very interested in maintaining (or improving) relations with you (and House Dall) for the forseeable future.

The Syndicates know this, so they wish to avoid making themselves a target.

However, they also want to make a lot of money and think they can pull it off without getting found out before you can act coherently.

And if you think that sounds absolutely stupid...ye. They're greedy idiots operating in semi-illegal monopolistic mercantile unions for the sole purpose of making more money. Stupidity is a pre-requisite here, not a bug.
 
And if you think that sounds absolutely stupid...ye. They're greedy idiots operating in semi-illegal monopolistic mercantile unions for the sole purpose of making more money. Stupidity is a pre-requisite here, not a bug.
Now I'm tempted to retarget the Adventurer Action into finding out who exactly visits the nobles regularly. But that's presumably locked behind the Rank 3 information networks.
Well, we have 6 more Turns before construction begins and the Syndicates already have issues keeping a lid on things.

Or maybe if I can add Baron Esker to a social Action like relaxing? A festival during the next Turn? (Assuming the pandemic doesn't roll over the region. But that would disrupt BHV construction too.)
 
Now I'm tempted to retarget the Adventurer Action into finding out who exactly visits the nobles regularly. But that's presumably locked behind the Rank 3 information networks.
Well, we have 6 more Turns before construction begins and the Syndicates already have issues keeping a lid on things.

Or maybe if I can add Baron Esker to a social Action like relaxing? A festival during the next Turn? (Assuming the pandemic doesn't roll over the region. But that would disrupt BHV construction too.)
Well, since we do have 6 turns even before potential pandemic related delays, I think we can do investigation next turn. But it would be a high priority then.

[X] Plan Throw Cash at the Forge Clans
 
Well, since we do have 6 turns even before potential pandemic related delays, I think we can do investigation next turn. But it would be a high priority then.
Adventurer Actions can only equal Rank 2 information networks. We know that the talks about the BHVs are locked behind Rank 3.
The Merchant Syndicates are locked behind Level 3 of the Merchants, with House Ulatar having its also locked behind level 3. These are very secretive talks being held over things that will move a lot of people and shift literal metric tons of money in the coming years.

But we also know Baron Esker was given the same sales pitch as House Ulatarn, except he has no reason to assume we don't know about it.
Esker is many things, but a cunning social operater is not one, and since he knows Lady Maranica is quite close with Martyris and Selene, he figured you'd already know what's happening. ...which you don't, at least not from her. Because Maranica is busy in another direction.

We might be able to get some details out of him but I'm not sure how I can add him to a Relax Action in such a way that meeting him makes sense. Or how else we could arrange a meeting in-character.
 
Add that you want this or that Character to meet him due to X Topic, I'll do the rest.
Huh. Well, I guess Martyris' 'Healing For All!' Action might be a good segue way? Something about how the existing BHVs would have access to that?

Aria spending time with her wife probably wouldn't randomly run into Baron Esker.
 
The Pilgrim Military - Unique War-Machines And Airships + Construction
Perpetual Defiance


Pilot: Aria

Type: Avenger Pattern

Status: Ready For War (+10 to all rolls (+5 via Scarlet Blue Part 1), +5 to Initiative)

Structural Integrity: 75/75

Armor: 296/296

Machine-Mind: Awake

Weapon/s:
-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

Equipment:
Reliable: Electrified Armor
- (Functions as advertised) - Specialized conduits that allow high voltage to be conducted through the surface of the Knight and can cause large bolts of energy to strike those that get too close. This cannot destroy or kill massive hordes but is enough to deal with small numbers efficiently. (+12 damage against all present Non-Horde enemies per turn..)

Semi-reliable: Lighting Eruption - (roll a 1d3 for under/normal/overstrength use with overstrength damaging the Knight but providing superior damage) - An experimental piece of technology designed to take advantage of the electrified Armor and allow for the energy to be expended as an explosion of pure electricity. This shuts down the EA system for up to 20 mins when used but will fry any non-protected machinery and cause massive amounts of damage to organics without mutations that resist electricity. (1d60+20 damage to all enemies without resistance/nullification of electricity, doubled with Machines.)

Auxiliary:
Forge-Clan Machinery Workshop - (+5 to Initiative for the first 3 Combat-Turns)
Radiant Compiler of the Cyclic Sacrament - (Acts First in the First Round, can deny an Enemy Unit its Initiative once per Combat.)

Traits: Eternal, Everlasting (Automatically repairs 6 Structure and 20 Armor every Turn), Do Not Go Gently (When faced with a Last Stand or defending the Tree Of Knowledge, double all rolls, half all incoming damage. When combat has been concluded, all Armor is destroyed, and Structure is reduced to 1(one)), Child Of Man (This Machine-Mind will never betray Humanity and fight for their cause if it sees it as just. Whatever Vehicle is piloted by this Machine-Mind may operate without a Pilot.)

Description:
Standing at a height of 8 Meters, this Knight towers over many common patterns used by the Empire of Slatnan. Unlike many other Knights, the Pilot sits not in the torso but the head. Its shape is surprisingly human-like, with much of the same range of movement as a healthy human. However, time and lack of maintenance have damaged much of the more delicate machinery, with most outlying artistry missing. The Pattern's peculiarity is that it lacks any hard points, relying on specialized and not standardized equipment.

Deeds: N/A

History:

-~400 years ago, this Knight was destroyed beyond salvage by those piloting this ancient machine. Whether a glorious last stand or bleeding the energy and fluids keeping this machine walking was its demise is unknown.
-Year 3; Month 9; Knight was recovered by the Pilgrim known as Samantha.
-Year 7; Month 8; The Machine-Mind Perpetual Defiance awoke from its slumber once more, insulted Vanar-Feer Data-Smith Bolt, and pledged itself to the cause of the Pilgrims.
-Year 12; Month 11; Defended a U'kali village outnumbered 31-to-1 and won.
^Ä^/Old Core
Name: ^Ä^/Old Core/"Old Fucker" (Only PD is allowed to call him that)



Type: Leputa

Status: Core-Controlled

Structural Integrity: 68/68

Armor: 723/723

Machine-Mind: ^Ä^

Weapon/s:
-Super-Sonic Fists
The arms of the Leputa can accelerate beyond the sound barrier, thus adding considerable kinetic might behind each of its punches.
(4d20+20 Damage, only usable without equipment or weaponry requiring the usage of hands. May modify melee weaponry.)

-Bladed Arms
The Leputas arm segments hide long blades set within, ready to spring out and be used to eviscerate any foe upon command. Due to the segment's ability to rotate independently, cutting enemies can be attempted from all sides, with grappling proving lethal as dozens of blades puncture the opponent quickly.
(Each attack without melee weaponry increases damage by 10d8+20, with melee 4d6+10. Grappled enemies suffer 20d20+80 damage per turn until they have freed themselves, +40/20/5 bleeding Damage for 1/2/3 turns after hitting biological enemies.)

-Crunch
If a Titan or higher-grade enemy is knocked prone, the Leputa may attempt to stomp upon the enemy to devastating effect.
(85 Damage, +2d20 Internal Structure Damage against Mechanical foes. 45% to hit.)

Equipment:
-Core-Pod
Allows the installed Core to take complete control of the Frame, no matter the damage sustained to its Pilot. It may have been created as a failsafe due to disloyal Knight-Pilots being a concern or to provide one Awakened Machine-Minds a physical body.
(Autonomous Piloting if an Awakened Core is provided.)

Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Deeds:
N/A
Daugther of Dawn


Captain: Kyar (Male, Human.)
Internal Structure: 238/552
Armor: 6368/6368 (Experimental Armor), 859/859 (Conventional Armor)
Additional Lift:
10.414 Tons
Length: 1 Kilometer
Height: 57 Meters
Width: 144 Meters
Cruising Speed: 87 km/h
Service Ceiling: 13 kilometers
Armaments: 1 Plasma Battery (Topside Turret)(9d100+150 damage, can exchange 3d100+50 to gain +15 Initiative twice), 13 Bright Lances (6 on the side each, 1 underneath the ship)(6d50,6d50, and 1d50, depending on positioning).
Special: Dawn (Five circles resting within each other on the ground, strange runes inscribed on them, at the end of a large tube running the whole length of the Daughter. When activated, they float with no known mechanism, the runes flaring with green light. When fired, the target ceases to be.)
Traits: Self-Maintenance (Costs no upkeep), Autonomous (Does not require Crew to operate), A Ship Needs A Captain (Corrupted) (This ship's Core has an instinctive need to serve under a Captain, though it has carried such damage that it automatically assigns a new captain should the old one die or leave its line of sight. Convenient for those who do not wish to make statements, dangerous for those who want to hold undisputed ownership), Experimental Armor (Armor damage halved, rounded down. AP has no effect), Elder Forge-Clan Engineers (Recovers 1 Internal Structure and 5 Armor per turn), Royal Guardians (240 Royal Guardians will join any defense of this ship, also securing it against those who would use it against the Empire), Airship (Instead of rolling once for all weapons, this war-machine rolls Initiative for its weaponry independently).
Deeds:
-Year 9; Month 5; [CENSORED UNDER ORDER OF THE INTERNAL SECURITY]
-Year 12; Month 6 - Year; 13; Month 0; Took part in the Relief Expedition to the U'kali.
-Year 17; Month 8; Prevented an attack on the Tree of Knowledge by the Neighborhood Watchers, taking minor damage during the skirmishes.


Airship Construction And Development
For an Airship to function, these Components have to be present: 1x Cockpit, Storage, Lift, Propulsion, at least 1 Structure and 0 Crew.
Classes: Light (0-20.000 Kg Lift), Medium (20.001-2.000.000 Kg Lift), Heavy (2.000.001+ Kg Lift).
A Design is sold according to the Price calculated by the present Components.
Do not make me take out the stick. Keep the 'ships reasonable.
(1.000 Kg equals 20 meter lift above the ground. After 2km, 10.000 Kg equal 20 meter lift. Service Ceiling (Lift) is calculated by taking the remaining Kg into account.)
Line-Name: First Son
1x Cockpit
2x Suspendium Bags
1x Sideways Sail
2x Berths
4x Storage
3x Basic Passenger Cabins
2x Fixed Crossbows - (Starboard, Port)
3x Basic Structural Reinforcements
2x Armored Riggings

Statistics:

Class:
Light Cargo Transporter
Lift: 3.100 (60+ Meters Lift)
Structure: +1
Crew: +1
Speed: 35 Km/h (20/20 Components)
Construction Cost: 2 Tiny Suspendium Shards
Line name: Caravaner Mark 2
1x Cockpit
1x Small Suspendium Cube
1x Improved Sideways Sail
1x Improved Airscrew
1x Medium Vuur-Engine Room
1x Medium Fuel Storage
4x Berth
2x Comprehensive Crew Amenities
13x Storage
10x Passenger Cabin
1x Swivel Ballista
1x Fixed Crossbow (Starboard)
1x Fixed Crossbow (Port)
20x Armored Hull

Statistics:

Class:
Armored Cargo Transporter (31.200kg Freight, 30 Passengers)
Lift: 9.250 (180+ Meters Lift)
Crew: +1
Structure: +52
Armor: +80
Power: +3
Fuel: +3
Speed: 45 Km/h (36/40 Components)
Construction Cost: 4 Small Suspendium Shards
Line name: Caravaner
1x Cockpit
1x Prototype Suspendium Cube
1x Sideways Sail
1x Primitive Airscrew
1x Tiny Vuur-Engine Room
1x Tiny Fuel Storage
2x Berth
3x Basic Crew Amenities
5x Storage
5x Passenger Cabin
2x Fixed Ballista
1x Fixed Crossbow
2x Basic Structural Reinforcements
10x Armored Hull

Statistics:

Class:
Armored Cargo Transporter (15.000kg Freight, 15 Passengers)
Lift: 3.950 (60+ Meters Lift)
Crew: +5
Structure: +42
Armor: +40
Power: +/-0
Fuel: +1
Speed: 25 Km/h (36/40 Components)
Construction Cost: 2 Small Suspendium Shards
Line Name: Militant
2x Pressurized Suspendium Cube - Small
1x Improved Cockpit
1x Improved Airscrew
1x Improved Sideways Sail
2x Standard Fixed Coilgun - (For)

4x Fixed Crossbow - (Starboard, Port)
2x Big Vuur-Engine Room
1x Big Fuel Storage
1x Medium Fuel Storage

4x Berths
2x Comprehensive Crew Amenities
1x Tiny Storage
1x Radio Cabin
1x Radio Mast

1x Radio Mesh
47x Armored Hull

Statistics:

Class:
Armored Destroyer
Lift: 44.300 (880+ Meters Lift)
Crew: +0
Structure: +90
Armor: +188
Power: +9
Fuel: +2
Speed: 50 Km/h (72/80 Components)
Construction Cost: 8 Small Suspendium Shards
Line Name: Lightwing

1x Pressurized Suspendium Cube - Small
1x Cockpit
1x Improved Propellers
1x Improved Sideways Sail
1x Tiny Storage

1x Small Vuur-Engine Room
1x Small Fuel Storage

2x Fixed Crossbow - (Starboard, Port)
1x Berth
1x Comprehensive Crew Amenities
1x Radio Cabin
1x Radio Mast

1x Radio Mesh
10x Armored Hull
2x Improvised Aerodynamic Shaping

Statistics:

Class:
Fast Scout
Lift: 79.150 (1.580+ Meters Lift)
Crew: +0
Structure: +30
Armor: +40
Power: +2
Fuel: +2
Speed: 150 Km/h (26/30 Components)
Construction Cost: 4 Small Suspendium Shards
Name
Note:
A decorative and pleasing object. (Describe what, 6x max per 'ship.)
Crew: 0
Lift: -10 Kg
Structure: +/-0
Basic Structural Reinforcements
Note:
Keeps the Airship from breaking under its lift and weight.
Crew: 0
Lift: -150 Kg
Structure: +5

Armored Rigging
Note:
Reinforced supports to keep the Airship together with minimal cost. And efficiency.
Crew: 0
Lift: -50 Kg
Structure: +2

Armored Hull
Note:
Additional Plating to increase the Armor and Structure of the Airship.
Crew: 0
Lift: -2.000 Kg
Structure: +3
Armor: +4

Scale-Plates
Note:
Sections of metal plates, reminiscent of scale armor, covering the airship to shield it from harm.
Crew: 0
Lift: -4.000 Kg
Armor: +10
Suspendium Bag
Note:
Provides Lift. Fragile.
Cost: 1 Tiny Suspendium Shard
Crew: -1
Lift: 13.750 Kg
Structure: -2

Large Suspendium Bag
Note:
Provides a large amount of Lift. Fragile.
Cost: 1 Small Suspendium Shard
Crew: -1
Lift: 34.375 Kg
Structure: -4

Armored Suspendium Bag
Note:
Provides Lift. Heavy.
Cost: 1 Tiny Suspendium Shard
Crew: -1
Lift: 9.375 Kg
Structure: +1
Armor: +2

Pressurized Suspendium Cube - Prototype
Note:
Provides Lift. 10% Chance to explode if taking damage.
Cost: 2 Small Suspendium Shard
Crew: 0
Lift: 68.750 Kg
Structure: -2

Pressurized Suspendium Cube - Small
Note:
Provides Lift. 5% Chance to explode if taking damage.
Cost: 4 Small Suspendium Shards
Crew: 0
Lift: 137.500 Kg
Structure: -1

Pressurized Suspendium Cube - Medium
Note:
Provides Lift. 10% Chance to explode if taking damage.
Cost: 11 Small Suspendium Shards
Crew: 0
Lift: 343.750 Kg
Structure: -3

Pressurized Suspendium Cube - Large
Note:
Provides Lift. 15% Chance to explode if taking damage.
Cost: 2 Medium Suspendium Shards
Crew: 0
Lift: 687.500 Kg
Structure: -7
Improved Sideways Sail
Note:
Provides Speed Up To 50 Km/h for 30 Components, with -2 Km/h for every Component after that.
Crew: -2
Lift: -400 Kg
Structure: +/-0

Improved Upwards Sail
Note:
Provides Speed Up To 40 Km/h for 30 Components, with -1 Km/h for every Component after that.
Crew: +/-0
Lift: -300 Kg
Structure: +/-0

Improved Downwards Sail
Note:
Provides Speed Up To 40 Km/h for 30 Components, with -1 Km/h for every Component after that.
Crew: +/-0
Lift: -200 Kg
Structure: +/-0

Advanced Airscrew
Note:
Provides Speed Up To 80 Km/h for 100 Components, with -1 Km/h for every Component after that.
Crew: 0
Lift: +600 Kg
Structure: +/-0
Power: -5

Improved Propellers
Note:
Provides Speed Up To 150 Km/h for 10 Components, with -5 Km/h for every Component after that.
Crew: 0
Lift: +900 Kg
Structure: +1
Power: -8

Mashiiir Engine
Note:
Provides Speed Up To 40 Km/h for 150 Components, with -10 Km/h for every Component after that.
Crew: 10
Lift: +1.000 Kg
Structure: -5
Power: -25

Mashiiir Pulsestream
Note: Provides Speed Up To 300 Km/h for 2 Components, with -150 Km/h for every Component after that.
Crew: 0
Lift: +/-0 Kg
Structure: +/-0
Power: -500

Improvised Aerodynamic Shaping
Note:
Offers a 10 Component Grace for Speed Penalties.
Structure: -1
Tiny Storage
Note:
Contains up to 1.000 Kg of freight.
Crew: 0
Lift: -1.250 Kg (Fully loaded), -250 Kg (Empty)
Structure: +/-0

Storage
Note:
Contains up to 2.400 Kg of freight.
Crew: -1
Lift: -3.000 Kg (Fully loaded), -600 Kg (Empty)
Structure: -1

Tiny Vuur-Engine Room
Note:
A tiny stuffy room where coal, wood, or other burnables are converted into either torque or electric power, depending on the preferences or needs of the Airship.
Crew: -1
Lift: -2.000 Kg
Structure: -4
Fuel: -1
Power: +4

Small Naqur-Engine Room
Note:
A small stuffy room where coal, wood, or other burnables are converted into either torque or electric power, depending on the preferences or needs of the Airship. Thanks to the Naqur-Engine, more power can be generated for the same amount of fuel!
Crew: -2
Lift: -3.500 Kg
Structure: -6
Fuel: -4
Power: +16

Medium Naqur-Engine Room
Note:
A stuffy room where coal, wood, or other burnables are converted into either torque or electric power, depending on the preferences or needs of the Airship. Thanks to the Naqur-Engine, more power can be generated for the same amount of fuel!
Crew: -3
Lift: -4.000 Kg
Structure: -10
Fuel: -8
Power: +25

Big Naqur-Engine Room
Note:
A large room choked with the smoke of coal, wood, or other burnables converted into either torque or electric power, depending on the preferences or needs of the Airship. Thanks to the Naqur-Engine, more power can be generated for the same amount of fuel!
Crew: -9
Lift: -10.000 Kg
Structure: -20
Fuel: -14
Power: +70

Mashiiir Oil Converters
Note:
An engine assembled and sent by the Mashiiir that uses oil to fuel an airships thirst for power.
Crew: -15
Lift: -118.000 Kg
Structure: -2
Fuel: -40
Power: +225

Mashiiir Battery Hub
Note:
A room storing batteries already filled by the Mashiiir. Cheap and efficient, but once your out, you're out.
Crew:
+/-0
Lift: -20.000 Kg
Structure: +/-0
Fuel: +/-0
Power: +500

Makeshift Solar Paneling
Note:
Panels of solar-collectors and solar-convertors covering the less-exposed-to-ground-threats sections of an Airship, reducing power-requirements by continually boosting power-generation.
Crew: +/-0
Lift: -50.000 Kg
Structure: -4
Fuel: +/-0
Power:+/-0
Special: -3% Power Required

Tiny Fuel Storage
Note:
A tiny storage where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -800 Kg
Structure: +/-0
Fuel: +2

Small Fuel Storage
Note:
A small storage where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -1.500 Kg
Structure: -1
Fuel: +6

Medium Fuel Storage
Note:
A storage room where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -3.000 Kg
Structure: -2
Fuel: +10

Big Fuel Storage
Note:
A big storage room where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -5.500 Kg
Structure: -8
Fuel: +24
Cockpit
Note:
Allows control over the Airship.
Crew: 0
Lift: -500 Kg
Structure: +6

Improved Cockpit
Note:
Allows control over the Airship. Will automatically identify Friendly Airships via the "Identification-Friend-Foe" system of the Pilgrims.
Crew: 0
Lift: -600 Kg
Structure: +6
Power: -1

Tiny Berth
Note:
Cramped, uncomfortable, sufficient.
Crew: +4
Lift: -200 Kg
Structure: +2

Berth
Note:
Can now fit more crew with less space per person! Marvelous!
Crew: +8
Lift: -300 Kg
Structure: +3

Basic Crew Amenities
Note:
A place to wash up, and wash down, alongside a small storage for longer trips beyond the trade lanes.
Crew: +2
Lift: -250 Kg
Structure: +2

Comprehensive Crew Amenities
Note:
Regular hot and cold running water! Beds long enough to (slightly) stretch in! Oh, heavens, an actual toilet!
Crew: +3
Lift: -350 Kg
Structure: +2

Radio Cabin
Note:
Allows coordination between radio-equipped (Radio Cabin+Mast) airships or to listen to decrypted radio frequencies (Radio Cabin+Mesh)
Crew: 3
Lift: -1.750 Kg
Structure: +/-0
Power: -2

Radio Mast
Note:
Allows coordination between radio-equipped (Radio Cabin+Mast) airships.
Crew: 0
Lift: -550 Kg
Structure: -2

Radio Mesh
Note:
Allows airships to listen to decrypted radio frequencies (Radio Cabin+Mesh)
Crew: 0
Lift: -150 Kg
Structure: -4
Primitive Suspendium Rifle
Note:
A prototype using Suspendium Crystals activated at just the right time to fling a small shard at super-sonic speeds.
Crew: -15
Lift: -170.000kg
Structure: -4
Power: -50
Cost: 1 Large Suspendium Crystal

Primitive Suspendium Lance
Note:
A prototype using Suspendium Crystals activated at just the right time to fling a small shard at super-sonic speeds beyond visual range.
Crew: -35
Lift: -350.000kg
Structure: -9
Power: -65
Cost: 1 Large Suspendium Crystal

Primitive Suspendium Repeater
Note:
A prototype using Suspendium Crystals activated at just the right time to fling small shards at super-sonic speeds in quick succession.
Crew: -30
Lift: -300.000kg
Structure: -8
Power: -65
Cost: 1 Large Suspendium Crystal

Standard Suspendium Scattershot
Note:
A coilgun using Suspendium Crystals activated at just the right time to fling thousands of small shards at super-sonic speeds.
Crew: -5
Lift: -110.000kg
Structure: -2
Power: -50
Cost: 2 Large Suspendium Crystals

Standard Fixed Coilgun - (For)
Note:
A large coilgun created to punch through, or give some very nasty bruises to, whatever is in front of the Airship.
Crew: -6
Lift: -18.000kg
Structure: -12
Power: -20

Primitive Fixed Scattershot Coilgun - (For, Aft, Starboard, Port)
Note:
A large coilgun created to shred through anything lightly armored and dumb enough to not run at the sight of this weapon.
Crew: -3
Lift: -13.000kg
Structure: -8
Power: -8

Standard Swivel Repeater Coilgun - (For, Aft, Starboard, Port)
Note:
A large coilgun created to bring down its targets with weight of fire, rather than pure destructive potential.
Crew: -6
Lift: -18.000kg
Structure: -2
Power: -8

Standard Lance Coilgun Turret - (Top, Bottom)
Note:
A large Lance Voilgun created to punch through, or give some very nasty bruises to, whatever it is pointed at, at vast ranges, at the cost of a lot of energy.
Crew: -8
Lift: -35.000kg
Structure: -15
Power: -25

Fixed Ballista - (For, Aft, Starboard, Port)
Note:
A Ballista fixed on the side of the Airship, slowly firing large bolts in a 180° Degree arc.
Crew: -3
Lift: -1.850 Kg
Structure: +1

Fixed Crossbow - (For, Aft, Starboard, Port)
Note:
A Crossbow fixed on the side of the Airship, quickly firing small bolts in a 180° Degree arc.
Crew: -2
Lift: -700 Kg
Structure: +1

Swivel Ballista
Note:
A Ballista fixed on a rail around the Airship, slowly firing large bolts in a 180° Degree arc.
Crew: -5
Lift: -4.150 Kg
Structure: -5

Swivel Crossbow
Note:
A Crossbow fixed on a rail around the Airship, quickly firing small bolts in a 180° Degree arc.
Crew: -4
Lift: -1.850 Kg
Structure: -2
Knight Hangar
Note:
Five Knights can be stationed and maintained here, and their hulking forms can board and disembark from these "cubicles" with minimal fuss.
Crew: -12
Lift: -150.000Kg
Structure: -9
Power: -13

Knight Repair Bay
Note:
A large bay capable of dissecting and patching Knights damaged in their line of duty, with plenty of spare parts, tools, specialists, and resources to manufacture some parts outright within the attached workshop.
Crew: -50
Lift: -300.000Kg
Power: -60

Basic Passenger Cabins
Note:
All needed to transport three people with a minimum of comfort from A to B.
Crew: -1
Lift: -600 Kg
Structure: -1

Noble Passenger Cabin
Note:
Everything a noble flying from one destination to another may require to call these rooms 'adequate accommodations.'
Crew: -5
Lift: -25.000 Kg
Structure: -4
Power: -4
 
Last edited:
Called it, spaceships, trough the daughter may not be one since it was made post colapse.
 
Regions of Slatnan - Pilgrim Chapters
Tessen
Mirn, The Towering

Ruling House: Mirn
Est. Population: 180.000
Mutated: 11%

Mirn is surprising from an architectural point of view due to the citizenries decision to build up rather than down. True, many underground structures exist, but not as many as there should be, as the architects had put more focus into raising the city into the sky. Jutting into the sky like raised fingers and arms, houses and structures three to seven stories tall stand proudly, bridges connecting them high above the streets, with aqueducts masterfully flooding bath-houses, wells, and temples with massive amounts of water put to use within health, sanitation, and the supply of the populace. The Blue Lance Knight-Chapter has its Chapter-House within the city, making it one of the most secure in the region.

Ularn, The Growing

Ruling House: Ulatarn
Est. Population: 150.000
Mutated: 7%

The seat of power and ancestral home of House Ulatarn. One of six cities dominating the Tessen-Trade route, connecting the eastern parts of the Empire to the west, a beacon of wealth and prosperity, along with all that goes with it.

When desperate survivors had settled the region, they had done so in the extensive hollow cavern under a rising mountain, gathering water from the winding river and cultivating the cave-flora and fauna for sustenance, protection, and products over No-Gate. But even in its golden age before the Empire, the city could not hold a candle to what it was now, even gutted from a fire seventy years ago and the civil war. And while Undertown, the local Mutated Slum, and Ghostfair had been positively eradicated and were built from scratch by a recovering population, Nunsmile and Grey Barrow had taken up the slack with the production of goods and materials like Soulsilk and Mion that Ghostfair had had a monopoly over before.

The massive bridges spanning the river had been named Stoneford, as had the houses, shops, and docks all along its length inside the city. Those docks provided both foods from further north and south and raw materials for the factories churning out goods.

But the beating heart of the city was not Scribe's Grove or Castle Ward, but The Green. Every town had a "The Green, "but that of Ularn was a wonder of engineering brought by no expense being spared. Already an area set aside for the relaxation of citizens and a source of food in case of a prolonged siege, the fire which had raged almost a century ago had turned the groves, parks, and plantations to ash, allowing an enterprising architect to prove his talent and prowess. The result was a massive greenhouse, carefully curated and regulated by being added to the city's ventilation systems. It provides food in significant quantities while allowing weary and tired minds to wander the halls overgrowing with bioluminescent plants and lush vegetations in relaxation and peace. In this place, people could forget the hardships of their day and relax.

Tessen, The Artery

Ruling House: Tessen
Est. Population: 370.000
Mutated: 8%

The crowning jewel of the Region, Tessen, the Artery of Trade, is the local seat of governance and House Tessen. The city has a long and varied history, though most prominently by its role as the center point of trade between any who wish to quickly and expediently travel from the east to the west, resulting in such wonders as the Grand Bazar, south of the Fortress.

The massive plaza had initially been left free to allow for commerce to grow into it. Since its creation five-hundred years ago, the number of wares being sold and hawked had rapidly exceeded the space, along with the number of merchants trying to make sales within the plaza. Rather than move into the crowded streets or relocate outside the walls, a massive consortium of merchants and peddlers instead decided to invest in the plaza by commissioning a Forge-Clan to design a system of building materials that would allow them to add a story to the Bazar, as the then reigning Lord Tessen adamantly refused to dig out or build up another level, even when offered frankly ludicrous sums of money, citing laws against fire-risks and other legal jargon. Most suspect he wanted to preserve the view of his study. No Tessen ever saw fit to repeal those laws in the coming centuries.

But the Forge-Clan delivered, allowing the merchants to build a level and disassemble it within a single hour. While this approach limited the type of goods that could be sold on the higher levels, it added to the wonder of the Grand Bazar, which meant that there were a total of seven levels present. Nonetheless, these levels are the wonder and focus of Empire-Wide trade routes, as the sheer prestige of selling on the top has seen more than one fortune rise.

The city itself is a hotspot for new trends and luxuries. New fashion, food, drinks, entertainment, and technology are hawked, advertised, sold, and bought every day.

Zulmni, The Older

Ruling House: Mirn
Est. Population: 140.000
Mutated: 3%

The older of the two, Zulmni has always stood out for the jewelry produced within its walls and the glass industry outside of them. In particular, Sapphires are a specialty of its artisans, shaping the gemstones harvested underneath into unbelievable patterns with the aid of "Sunglass" produced by the glassmakers. Though the wealth has and will make the city a target for raiders, bandits, and the odd Machine and Mutant, its citizens have nonetheless maintained an optimistic and positive outlook upon the world. Some even joke that this uncharacteristic display of openness is due to the fumes they inhale from the kilns producing components for Sunglass. Those joking are not among the Mutated, who see the city as a dark place that should be avoided if one has the money to do so. In the past, the city had been home to a religion that claimed that artisanal craftsmanship could be enhanced by sacrifice, particularly that of "impure" parts. Taking this to its logical conclusion, many Mutated had been mutilated in exchange for money or involuntary to burn their mutations upon altars for the artisanal god's favor. The tradition has been formally outlawed, though the rumor persists that it is very much alive.

Jokvi, The Younger

Ruling House: Mirn
Est. Population: 120.000
Mutated: 2%

As the younger of the two, Jokvi always lived in the shadows of her sister-city, which had been settled on the other side of the canyon splitting apart the ground between them. No tremendous or heroic feat enabled her building, other than being less attractive of a target than Zulmni. Besides a lack of Mutated within the city, owing to a Purge fifteen years ago, not much stands out as unique for this beacon of civilization. But sometimes, being "only" a "normal" city has its benefits, as few see a reason to disturb what has worked for centuries. Parks and plazas allow many workers and visitors to relax and take in the small but growing culture of artists and public murals over many buildings and inside the tunnels connecting much of the critical infrastructure.

Strul, The Forgotten

Ruling House: Ulatarn
Est. Population: 110.000
Mutated: 17%

The city of Stul has always had a problem with being recognized as a player within the world. Much of that is owed to its relative seclusion, though the rest is due to a lack of import to the city itself. Many within Tessen often forget that Strul is the sixth city, not merely a large town, much to her citizenry's displeasure. Despite her administrators and Nobles' best efforts, only two things strike as particular for Strul; its frankly delicious cabbage and the relative acceptance of Mutated. The first is owed to an unusual soil-composition and native insects, allowing the cabbages to grow large, tasty, and unplagued by pests and diseases. The latter has evolved due to necessity as nearly one-fifth of the population is Mutated in one way or another, leading to the relaxation of a few laws within and only within the cities boundaries. Most assume the prevalence of Mutated is due to the ancient and abandoned chemical refinery underneath Strul. However, specialists could never find a trace of chemicals or other agents which have tentatively been linked to facilitating Mutations in newborn. That no-one is sure that those chemicals are a potential source of Mutations has not dampened the rumors in the slightest.
Bone Valley
Population: ~9 Million

Settlements: Hal (~8 Million), Mining Settlements (~1 Million)

Elite Factions:
House Era
Contact: N/A
Opinion: Unfriendly (-1)

Forge-Clan Aes (Forging)
Contact: N/A
Opinion: Neutral (0)

Forge-Clan Cudo (Smelting)
Contact: N/A
Opinion: Neutral (0)

Rassemblement Vivant
Contact: N/A (Decentralized Faith)
Opinion: Neutral (0)

Knight-Chapter Last Light
Contact: Knight-Commander Sebastian Sevallus, the Patriarch of the North, Curator of Steel, Secretary of Security, Archdeacon of the Red Sun, Preacher of Solitude, Liaison of the Silver Moon, Herald of Ash, Father of Blood, Elder of Bones, Governor of Fish, Shield of the Meek, and Son of Dercasu Onionknight.
Opinion: Neutral (0)

General Opinion on Mutated:
Useful Minority (-2 (Now) Useless Troublemakers)

Local Factions:
House Are
Contact: N/A
Opinion: Unfriendly (-1)

Forge-Clan Calor (Mining)
Contact: N/A
Opinion: Neutral (0)

Merchant Guild
Contact: Alabara Marinna
Opinion: Neutral (0)

Adventurer Guild
Contact: Johon Fighter
Opinion: Neutral (0)

The Dutybound
Contact: Sergeant Sevany
Opinion: ??? (Presumed 0 - Neutral)
Origin: An old militia-turned-holy-order covenant of soldiers.
Description: Dissatisfied with the defense against internal threats and the power of corporations and merchants, the ancient city-militia turned against the then ruling House, only to be shattered and hunted down over the following years. Centuries later, the survivors and their children slowly turned to armed insurgency and resistance against the Nobles and Forge-Clans, striking with lightning-quick raids against armories and storage vaults, distributing their gains amongst the people before vanishing again. Notably, they make use of both Power-Armor and bikes.

The Verdant Children
Contact: Ashen Winds
Opinion: 3 - Allied
Origin: ???
Description: The Verdant Children are made up of those living in the zone between City and Necropoli, seeking salvation from past sins and mortal coil. Those sins are nebulous to outsiders, as most Children are born within the faith, though they are seldom seen without full-body covering. When without, most report either seeing plants, or colorful lights, alongside unnervingly precise motions.

The Church of her Nightly Lady
Contact: ???
Opinion: ???
Origin: Old Faiths
Description: The Church of her Nightly Lady is a cast-out once-dominant faith now subsiding on the edges of society, preaching a doctrine of pacifism and sanctification of Old Night (The Collapse) as purification of evil from the physical world.

The Covenant of the Lightning Stone
Contact: ???
Opinion: ???
Origin: Christianity
Description: They declare their holy mission was given into their custody by a physical object given to them from the Divine. They preach the sanctity of healing the injured, ill, and sick, taking most of their remaining doctrine from primarily Christian sources in most other aspects.

The Common People
Opinion: Friendly (1)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Brothers And Sisters (3+)

Industry:
Mining, Smelting, High-End Fabrication, High-End Manufacturing

Environment/s:
Barren Wastelands, Harsh Desert, Underground Urban Mine, Underground Necropolis
Sunken Hollows
Population:
~5 Million

Settlements:
Ash
(House Hollow, All manner of industrial goods, Inhabited Factory, ~2 Million)
Perfidious (Knight-Chapter Maric's Wrath and Knight-Chapter of The Bloody Cog, Knight-Components, and Biological Products, Citadel Chapter House, ~300.000)
Decay (Myra's Chosen/The Great Gearmother, Rare/Lost/Relic-Technology, Citadel-Manufactury, ~1 Million)
Bog (Order of the Flaming Sword, Armament Industry, Fortified City, ~600.000)
Various scattered outposts, fortified villages, and walled towns.

Elite Factions:
Order of the Flaming Sword

Opinion: Neutral (0)

Myra's Chosen/The Great Gearmother
Opinion: Neutral (0)

House Hollow
Opinion: Neutral (0)

Knight-Chapter Maric's Wrath
Opinion: Neutral (0)

Knight-Chapter of The Bloody Cog
Opinion: Neutral (0)

General Opinion on Mutated:
Useful Strawman (0)

Local Factions:
Merchant Guild

Opinion: Neutral (0)

Adventurer Guild
Opinion: Neutral (0)

The Common People
Opinion: Friendly (1)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Open Discrimination (-1)

Industry:
Knights, Cores, Technology, Manufactured Biological Goods, Ancient Alloys

Environment/s:
Bog, Toxic Swamp, Industrial Ruins, Uninhabitable Ruins, Destroyed Necropolis, Given Up Factories, Fortresses
Broken Crossroads

Population: ~6.1 Million
Settlements: Isi (Capital), Nariq, Zimsaba, Tisa

Elite Factions:
House Isi (Animal Husbandry)

Contact: N/A
Opinion: Unfriendly (-1)

House Tisa (Machinery)
Contact: N/A
Opinion: Unfriendly (-1)

The Free City of Zimbasa (Cultural Exports)
Contact: N/A
Opinion: Unfriendly (-1)

The Free City of Nariq (Manufacturing)
Contact: N/A
Opinion: Unfriendly (-1)

Forge-Clan Gyram
Contact: N/A
Opinion: Neutral (0)

Forge-Clan Zeina
Contact: N/A
Opinion: Neutral (0)

General Opinion on Mutated:
Undesireable Troublemakers (-2)

Local Factions:
Merchant Guild

Contact: Kissa Ma-jik
Opinion: Friendly (+1)

Adventurer Guild
Contact: The Red Blade Allum
Opinion: Friendly (+1)

Criminal Gangs
Contact: N/A
Opinion: Rovals (-2)

Speed-Works Company
Contact: Shift-Leader Varrum Hol
Opinion: Neutral (0)

General Opinion on Mutated:
Undesireable Troublemakers (-2)

Industry:
Motorcycles, Knight Components, Meat

Environment/s:
Savannah
Broken Titan


Population: ~3.9 Million
Settlements: Citadel of the Black Deer

Elite Factions:
House Novuseus

Contact: Lord Icor
Opinion: Neutral (0)

General Opinion on Mutated:
Undesireable Troublemakers (-2)

Local Factions:
The Black Deer

Contact: Grandmaster of the Black Deer
Opinion: Neutral (0)

The Children of the Magus
Contact: Grand Mysteria Thuria
Opinion: Neutral (0)

The Disciples of the Kobold
Contact: High Studium 'Hachirou'
Opinion: Friendly (+1)

General Opinion on Mutated:
Open Discrimination (-1)

Industry: Weapons Manufacturing, Armor Manufacturing
Environment/s: Temperate Forest, Savanna
 
Last edited:
Regions of Slatnan - 1
Ju-Ji's Hall

Population: ~5.4 Million

Settlements:
Crownpoint
(House Ju-Ji, Industrial Hub, City, ~291.000)
Copperstead (House Ali-Na-Hammadi-Nasir, Mining Settlement, Smelting, Steelworks, City, ~167.000)
Duskhaven (House Lo Hou Mu, Hydroponics, Underground Plantations, Underground Animal Husbandry, City, ~182.000)
The Silver Path (House Ju-Ji, 8 Settlements nearby, Trade Depots, ~600.000)
Minersport (House Ali-Na-Hammadi-Nasir, Pumping Station/Chemical Industry, City, ~130.000)
Glimmergate (House Chi-Chi, Mining City, City, ~190.000)
Ironcairn (Knight Chapter Shining Lilac, Industrial Manufacturing, Small Town, ~35.000)
Various other Mining Outposts, Farming Settlements (Geo-Thermal Fed), Industrial Pockets

Elite Factions:
House Ju-Ji

Contact: Lord Xia Ju-Ji
Opinion: Friendly (1)

House Ali-Na-Hammadi-Nasir
Contact: Lady Salwa Ali-Ma-Hammadi-Nasir
Opinion: Neutral (0)

House Lo Hou Mu
Contact: Lord Sin Lou Hou Mu
Opinion: Neutral (0)

House Chi-Chi
Contact: Lord Tobe Chi-Chi
Opinion: Neutral (0)

Knight Chapter Shining Lilac
Contact: Chapter-Mistress Maan
Opinion: Neutral (0)

General Opinion on Mutated:
Useful Minority (1)

Local Factions:
Children Of Tewaqir

Contact: Imam Falida-Ami
Opinion: Neutral (0)

Followers Of Light
Contact: Cardinal Gregorius
Opinion: Neutral (0)

Deep Dreamers
Contact: Ökjqu
Opinion: Neutral (0)

Merchant Guild
Contact: Hibbin Rin
Opinion: Neutral (0)

The Common People
Opinion: Friends (2)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Hidden Racism (2)

Industry:
Mining, Industrial Manufacturing, Steelworks

Environment/s:
Underground, Caverns, Aquifers, Geo-Thermal Hot-Spots
The Capital
Population: ~57 Million
Settlements: The Capital
Elite Factions: The Imperial Family, The Military Generalship, The Forge-Clan Conclave, The Treasury, The Assembly of Ten, Followers of Light
Local Factions: Merchant Guild, Adventurer Guild, Temple of Seven, The Gear Makers, The Unborn Scale, The Betrayed
Industry: Everything
Environment/s: Underground Urban Sprawl
The Green Dunes

Population: ~4.6 Million
Settlements: Jagisla, Samina, Alania
Elite Factions: House Jagisla (Food), Church Of Eden
Local Factions: Merchant Guild, Adventurer Guild
Industry: Food
Environment/s: Rolling Green Hills
Slatnans Womb
Population:
~8.7 Million

Settlements:
Stonecrest
(House Stonecrest, Greenhouses, Herbs, Spice, Drugs, Filtration, Bio-Medical Products, Arcology, ~8.5 Million)

Elite Factions:
House Stonecrest

Opinion: Neutral (0)

Children Of Tewaqir
Opinion: Neutral (0)

Knight-Chapter Golden Host
Opinion: Neutral (0)

General Opinion on Mutated:
Eh. (1)

Local Factions:
Merchant Guild

Opinion: Neutral (0)

Adventurer Guild
Opinion: Neutral (0)

Forge-Clan Silvica
Opinion: Neutral (0)
Plans: Continue improving the taste of Sandwheat

The Common People
Opinion: Friendly (1)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Eh. (1)

Industry:
Greenhouses, Herbs, Spices, Drugs, Filtration, Bio-Medical Products

Environment/s:
Urban Sprawl, Dense Forest, Overgrown Ruins

Additional Notes:
Slatnans Womb had had little upset or danger for the last few generations, with most news of strife and turmoil coming from outside the Arcology and laboratories making up the only city within the Region. Most people here enjoy a level of wealth unmatched by most outside the Capital itself, mainly due to the wise leadership of House Stonecrest and the wealth afforded by being the leading exporter of spices and herbs and a major exporter of food feeding many Regions within their immediate area.
Seven Silver Cathedrals

Population: ~1.7 Million
Settlements: House of Rest, House of Slumber, House of Waking, House of Healing, House of Dreaming, House of Work, House of Faith
Elite Factions: Church of the Martyred Son
Local Factions: Merchant Guild, Adventurer Guild
Industry: N/A
Environment/s: Cliffs, Mountains, Fortresses
The Red Sea

Population: ~3.2 Million
Settlements: The Idle Bank, Lushire Fungal Gardens, Yorwe Reef Garden
Elite Factions: House Idle, House Lushire, The Free City of Yorwe
Local Factions: Merchant Guild, Adventurer Guild
Industry: N/A
Environment/s: Myconoid Forest
 
Last edited:
Adhoc vote count started by HeroCooky on Nov 15, 2022 at 11:00 AM, finished with 20 posts and 6 votes.

  • [X] Plan Throw Cash at the Forge Clans
    -[X][Faith] Build An Orphanage - (Big) - (Strul)- (3/7 Turns Complete)
    --[X] Seek Mutated Help - (...0.1? Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
    -[X][Faith] Establish Soup-Kitchens Within Major Cities - (3/4 Turns Complete)
    -[X][Diplomacy] Designing Black Holes - (Agriculture, Guard Presence, Civilian Inf., Water) - (0/1 Turns Complete) - (-40 Materials, -10 Goodwill)
    --[X] Hire Civil Planners And Architects
    -[X][Diplomacy] Reviving Old Ties - (0/1 Turns Complete) - (-34 Materials)
    -[X][Diplomacy] We Are Legion - (1/9 Turns Complete)
    -[X][Martial] Pump Those Legs! - (Re-Trained: The Wall) - (6 Unit-Points - Overstrenght (Double Unit count))
    -[X][Learning] Re-Use, Re-Duce, Re-Make - (11/16 Successes)
    --[X][DoD], [PD], (Scientific Theory +15, +6FF, 2[SC] +24)=+45
    --[X]-
    -[X][Learning] Detective Courses For Beginners - (A Book With Legacy) - (1/2 Successes)
    --[X](Scientific Theory +15, +6FF)=+21
    -[X][Learning] Mutant Equipment: Wyverns - (Advanced Biology) - (2/5 Successes)
    --[X] (Scientific Theory +15, 3[DOC] +18, 1[SUR] +12)=+45
    --[X] 1x Armored "Succubus" Suit +50 to Pioneer Biology/Psychology/Armor=+50
    -[X][Archeology] Ransack the Command Center - (2/4 Turns Complete)
    --[X](4[ENG] +56, +6FF)=+62
    -[X][Tree of Knowledge] Artisinal Robotics Creation - (0/3 Turns Complete) - (-175 Materials, -1 Scientist, -20 FF) - [Sandcrete -12.5 Materials]
    -[X][Holdings] Medium Quarantine Area - (4/6 Turns Complete)
    --[X] (Hire Contractors: 1*7 Materials= (-7 Materials)
    -[X][Holdings] Medical Substance Assistance - (4/7 Turns Complete)
    --[X] (Hire Contractors: 2*7 Materials= (-14 Materials)
    -[X][Aria action] Relax - (Spend time with Chiedi before the burgeoning pandemic keeps them too busy)
    --[X] (We Can Do It! +/- 10, Trauma: Common People Purge Survivor -5)=-15
    -[X][Martyris action] Too Much To Do - (Medical Spiders - (0/1 Turns Complete) - (-42 Materials))
    --[X] (Adjudicator +20)=+20
    -[X][Martyris action] Too Much To Do - (Healing For All! - (0/1 Turns Complete) - (-73 Materials???))
    --[X] (Adjudicator +20, +5FF)=+25
    --[X] Martyris contacts Baron Esker in regard to how existing BHVs would be affected by the Pilgrims paying for medical treatments. Would there be a need to organize their access to treatment specifically?
    -[X] Merchants - (All Are Free Actions)
    --[X] Backroom Deals - (Scutter Makers)
    -[X] The Adventurer Guild - (1 Action)
    --[X] Investigate - (Spread of the various sicknesses and their origin) - (-3 Materials)
    -[X] The Union Of Herbalists - (1 Action)
    -[X] Stupendously Scholastic Scholars of Science - (1 Action)
    --[X] Suffer Their Droning - (4/6 Turns Complete) - (-15 Materials)
    -[X] The Military - (1 Action)
    --[X] War Lessons - (The Wall) - (-2 Materials)
    -[X] Forge Clan Vanar-Feer - (1 Action)
    --[X] Made To Order
    ---[X] 200 Sealed Suits(Atmospheric Sealing (Immune to Biological/Chemical Damage) - (-135 Materials)
    ---[X] 1 Comprehensive Pandemic Quarantine Station(1X 1.200 people (6 months/2 Turn)) - (-105 Materials)
    ---[X] 3 Basic Pandemic Kit(1 X 5.000 people (3 months/1 Turn)) - (-225 Materials)
    -[X] The Followers Of Light - (1 Action)
    --[X] We Work As One - (Reviving Old Ties)
    -[X] Conclave Of Fraya - (1 Action)
    --[X] Eternal Arts - (Norqod) - ((22/69) Turns Complete) - (-5 Materials)
Votes called.

Apologies for not having any rolls, I fell ill (the normal blend of cough+sneezing, not corona (tested)). I'll likely post them tomorrow when I am better.
 
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