You may decide if you want to cast a vote. The update will take a while, after all.

NVM, vote's already been opened. I forgor. 💀
 
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Pretty sure a bunch of us already cast the votes because the moratorium passed a while ago. I thought you were actually about to declare time for rolls. :p
 
Adhoc vote count started by HeroCooky on Jul 10, 2023 at 11:00 AM, finished with 39 posts and 7 votes.

  • [X] Plan: Doing the Heavy Lifting
    -[X] [Black Box] Swap to Gutted Core
    -[X] [Drake] Turn Over to Forge-Clan Vanar-Feer
    -[X] [Faith] This Is Not Eternal, Even Stone Will Change
    --[X] (Rare Odds and Ends +2d10, +6FF) = +6 (8-26?)
    -[X] [Faith] Build An Orphanage - (Big) - (Tessen) - (5/7 Successes)
    --[X] (Seek Mutated Help [0.2 Goodwill]) = +200
    -[X] [Diplomacy] From the Brink [1.5 Goodwill]
    --[X] (Ashleaf Tea +15, Common People +15) = +30
    -[X] [Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
    --[X] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
    -[X] [Subversion] Isolate Your Cells [3.32 Goodwill]
    -[X] [Subversion] Infiltrate Part 1 - (Bureau for Imperial Civilian Logistics, The Dirty Daggers, The Family)
    --[X] (Adjudicator +15) = +15
    -[X] [Martial] Scout Out - (EO-01) - (Rust Scouts)
    --[X] (+6FF) = +6
    -[X] [Martial] Scout Out - (TP-01) - (Daughter of Dawn)
    -[X] [Martial] Upgrade The CRPS To CREPS - (3/9 Turns Complete)
    -[X] [Learning] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (3/6 Successes)
    --[X] [DoD], [PD], (Scientific Theory +15, +6FF) = +21
    -[X] [Learning] Boiling Liquids Last Longer - (Biology/Chemicals) - (0/8 Successes)
    --[X] (Scientific Theory +15, Mutated: Allied +20, 3[SC] +36, 1[TSC] +18, 3[DOC] +18, 1[SUR] +12, +5FF) = +124
    --[X] (Chocolate Recipe +5 to Common Chemicals, Food Preservatives +5 to Common Chemicals, Beer Recipe +5 to Common Chemicals, Recipe Fragments +5 to Chemicals, 2x Neuroscopic Chemical Fragments +5 to Chemicals, 2x Larva Vivisection Reports +20 to Advanced Biology) = +70
    -[X] [Learning] Assemble The Theorists! - (Common Machinery)
    --[X] (Scientific Theory +15, Black Box +5, +5FF) = +25
    --[X] (Destroyed Sentinel Remains +20 to Machinery/Armor/Programming/Electronics, 2x Machinery Books +5 to Machinery, 1x Destroyed Eversun Scrap-Knights +5 to Hydraulics/Armor/Machinery) = +35
    -[X] [Archeology] Crystal-Garden Expedition
    --[X] Send It To The Flying Islands
    --[X] (Flying Islands +25, We Can Do It! +20, Trauma: Common People Purge Survivor -5, 1[ENG] +14, +5FF) = +59
    -[X] [Archeology] Loot The First Bunker Floor (South)
    --[X] (3[ENG] +42, +6FF) = +48
    -[X] [Archeology] Permanent Scavenging Base - (Floating Monastery) - (1/2 Turns Complete)
    -[X] [Tree of Knowledge] Berth - Small - (3/4 Turns Complete)
    -[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (4/6 Turns Complete)
    -[X] [Holdings] Industrial Subsidies
    --[X] Hire Contractors x2
    -[X] [Holdings] Miniscule Scientific Complex - (12/17 Turns Complete) - [Sandcrete]
    --[X] Hire Contractors x3
    -[X] [Holdings] Mercenary Quarters
    -[X] [Martyris] Too Much To Do (Industrial Subsidies)
    -[X] [Martyris] Too Much To Do (Infiltrate Part 1)
    -[X] [Aria] Too Much To Do (Crystal-Garden Expedition)
    -[X] [Merchants] Procure (Translate "A Book")
    -[X] [Herbalists] Anatomical Lectures (2/5 Turns Complete)
    -[X] [4S] Suffer Their Arrogance (2/4 Turns Complete)
    -[X] [Vanar-Feer] Engineers Galore (2/6 Turns Complete)
    -[X] [Followers of Light] We Work As One! (Build an Orphanage)
    -[X] [Conclave] Eternal Arts (31/84 Turns Complete)
    -[X] [Nine Tribes] Rare Odds and Ends (This Is Not Eternal, Even Stone Will Change) [4.25 Goodwill]
    [X] Plan Robot Army and Eldritch Questions
    -[X] [Black Box] Swap to Sensory Reconstructors(Pioneer Machine/Medicine/Biology/Chemicals)
    -[X] [Drake] Turn Over to Forge-Clan Vanar-Feer
    -[X][Faith] Build An Orphanage - (Big) - (Tessen) - (5/7 Turns Complete)
    --[X][Faith] Seek Mutated Help - (...0.2 Goodwill=+200) - (+1 to roll = 0.001 Goodwill)
    -[X][Faith] This Is Not Eternal, Even Stone Will Change - (0/2 Turns Complete)
    --[X][Faith] (6FF, Rare Odds And Ends +2d10)=+6?
    -[X] [Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
    --[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Next Attempt - +15, Diplomat-Corp: Common People +15, 6FF)=+51
    -[X][Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clan Vanar-Feer) - (0/2 Turns Complete)
    --[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
    -[X][Subversion] Home of Dusk - (0/5 Turns Complete) - (-5.75 Goodwill)
    -[X] [Martial] Upgrade The CRPS To CREPS - (3/9 Turns Complete)
    -[X][Martial] Scout Out. - (TOP-01) - (Rust Scouts) - (0/1 Turns Complete)
    --[X] (+6FF) = +6
    -[X][Martial] Guards! Guards! - (0/1 Turns Complete)
    --[X][Martial] (Mirn: Inn - (Eye of the Beholder), Out Territory: Aluminum Mine, 3X Out Territory: Expanded Hospices)
    -[X] [Learning] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (3/6 Successes)
    --[X][DoD], [PD], (Scientific Theory +15, 1[TSC] +18, 6FF)=+39
    --[X]-
    -[X][Learning] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics) - (0/7 Successes)
    --[X](Scientific Theory +15, Electronics Workshop +30, Soaring Wrenches +50, 3[ENG] +42, [Black Box] +5, 6FF)=+148
    --[X](2x Bunker Artifact - +5 to Electronics)=+10
    -[X][Learning] Fertile Fields - (Biology?/Chemicals?) - (0/20 Successes)
    --[X] (Scientific Theory +15, 3[SC] +36, 3[DOC] +18, 1[SURG] +12, [Black Box] +5, [Library] +5, 6FF)=+97
    -[X][Archeology] Permanent Scavenging Base - (Floating Monastery) - (1/2 Turns completed)
    -[X][Archeology] Prepare an Expedition - (TB-03) - (House Mirn support: N) - (3 Turns preparation = 6 Turns expedition) - (0/3 Turns completed)
    -[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (4/6 Turns Complete)
    -[X] [Tree of Knowledge] Berth - Small - (3/4 Turns Complete)
    -[X][Holdings] Mercenary Quarters - (0/9 Turns Complete)
    --[X] 3 X Hire Contractors - (3 Turn of Progress)
    -[X] [Holdings] Miniscule Scientific Complex - (12/17 Turns Complete) - [Sandcrete]
    -[X][Aria action] Too Much To Do - (Crystal-Garden Expedition) - (0/1 Turns Complete)
    --[X] (Mutated +5 to Diplomacy, We Can Do It! +20, Trauma: Common People Purge Survivor -5, Object of Veneration +5 to Diplomacy/Norqod)= +15
    --[X] (Aria +15, Send It To The Flying Islands +25, 1[ENG] +14, 6FF)= +60
    -[X][Martyris action] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
    --[X][Martyris action] What is the purpose of the bell with the cybernetic monks sitting around it on the Flying Islands?
    --[X][Martyris action] Can random wildlife develop psychic powers or curses(Alpha Blood-Deer for example)?
    -[X][Martyris action] Too Much To Do - ((Isolate Your Cells) - (0/1 Turns Complete) - (-3.32 Goodwill))
    --[X] (Adjudicator +15)=+0
    -[X] Merchants - (All Are Free Actions)
    --[X] Procure (Research "A Book")
    -[X] The Adventurer Guild - (1 Action)
    --[X] Investigate - (Dirty Daggers) - (-2 Goodwill)
    -[X] The Union Of Herbalists - (1 Action)
    --[X] Anatomical Lectures - (2/5 Turns Complete)
    -[X] Stupendously Scholastic Scholars of Science - (1 Action)
    --[X] Suffer Their Arrogance - (2/4 Turns Complete)
    -[X] The Military - (1 Action)
    --[X] War Lessons - (The Unbroken) - (-0.25 Goodwill)
    -[X] The Bureau For Imperial Civilian Logistics - (1 Action)
    --[X] Commission A Survey - (-10 Goodwill)
    -[X] 3-Point University - (1 Action)
    --[X] Research Subsidies - (Look At The Daughters Suspendium Systems) - (-20 Goodwill)
    -[X] Forge Clan Vanar-Feer - (1 Action)
    --[X] Engineers Galore - (2/6 Turns Complete)
    -[X] The Followers Of Light - (1 Action)
    --[X] We Work As One - (Build An Orphanage - (Big) - (Tessen))
    -[X] Conclave Of Fraya - (1 Action)
    --[X] Eternal Arts - (Action) - (31/84)
    -[X] Nine Tribes Council - (1 Action)
    --[X] Rare Odds And Ends - (This Is Not Eternal, Even Stone Will Change) - (-4.25 Goodwill)

I need 11 1d100 for your Actions with a DC of:
55 rolled with +6, roll 2d10
80 rolled with +200
05/130 rolled with +30
120 rolled with +51
15 rolled with +15
25 rolled with +6
25 rolled with +6
23/101/130 rolled with +21
24/53/96 rolled with +194
30/60/90 rolled with +60
60 rolled with +97


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

Further Rolls:

Artifacts:

1d4+1 Lost Tech-Unique
4d2-5 General Rare-

Piety:
1d6+5

The first rolls are taken as official.
If no other rolls are present, I will roll on the 11.07.23 at 17:00 CET.
 
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[X] Plan: Doing the Heavy Lifting
-[X] [Black Box] Swap to Gutted Core
Success!

-[X] [Drake] Turn Over to Forge-Clan Vanar-Feer
Success!
+200 to any Roll for any Learning Action gained!

-[X] [Faith] This Is Not Eternal, Even Stone Will Change - (1/2 Turns Complete)
--[X] (Rare Odds and Ends +2d10, +6FF) = +6 (8-26?)
Needed: 55, Rolled: 46 + 6 + 16 = 68
Success!
+1 Turn of Progress

-[X] [Faith] Build An Orphanage - (Big) - (Tessen) - (7/7 Successes)
--[X] (Seek Mutated Help [0.2 Goodwill]) = +200
Needed: 80, Rolled: 52 + 200 = 252, Minor Artificial Critical Success!
+2 Turns of Progress
Success...

-[X] [Diplomacy] From the Brink [1.5 Goodwill]
--[X] (Ashleaf Tea +15, Common People +15) = +30
Needed: 05/130, Rolled: 67 + 30 = 97
Success!
+1 Assimilation

-[X] [Diplomacy] We Are One People! - (Locals) - (4/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
Needed: 120, Rolled: 90 + 51 = 141
Success!
+1 Turn of Progress

-[X] [Subversion] Isolate Your Cells [3.32 Goodwill]
Success?

-[X] [Subversion] Infiltrate Part 1 - (Bureau for Imperial Civilian Logistics, The Dirty Daggers, The Family) - (1/2 Successes)
--[X] (Adjudicator +15) = +15
Needed: 15, Rolled: 8 + 15 = 23
Success!
+1 Turn of Progress

-[X] [Martial] Scout Out - (EO-01) - (Rust Scouts)
--[X] (+6FF) = +6
Needed: 25, Rolled: 20 + 6 = 26
Success!
No Machines Found! Area Clear!

-[X] [Martial] Scout Out - (TB-01) - (Daughter of Dawn)
--[X] (+6FF) = +6
Needed: 25, Rolled: 92 + 6 = 98
Success!
No Animals Found! Area Clear!

-[X] [Martial] Upgrade The CRPS To CREPS - (4/9 Turns Complete)
+1 Turn of Progress

-[X] [Learning] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (7/6 Successes)
--[X] [DoD], [PD], (Scientific Theory +15, +6FF) = +21
Needed: 23/101/130, Rolled: 93 + 21 = 114
Success!
+2 Automatic Successes!
+2 Successes
Success!

-[X] [Learning] Boiling Liquids Last Longer - (Biology/Chemicals) - (7/8 Successes)
--[X] (Scientific Theory +15, Mutated: Allied +20, 3[SC] +36, 1[TSC] +18, 3[DOC] +18, 1[SUR] +12, +5FF) = +124
--[X] (Chocolate Recipe +5 to Common Chemicals, Food Preservatives +5 to Common Chemicals, Beer Recipe +5 to Common Chemicals, Recipe Fragments +5 to Chemicals, 2x Neuroscopic Chemical Fragments +5 to Chemicals, 2x Larva Vivisection Reports +20 to Advanced Biology) = +70
Needed: 24/53/96, Rolled: 43 + 194 = 237, Cascading Critical Successes!
Success!
+3 Successes!
+4 Cascading Critical Successes!

-[X] [Learning] Assemble The Theorists! - (Common Machinery) - (4/2 Successes)
--[X] (Scientific Theory +15, Black Box +5, +5FF) = +25
--[X] (Destroyed Sentinel Remains +20 to Machinery/Armor/Programming/Electronics, 2x Machinery Books +5 to Machinery, 1x Destroyed Eversun Scrap-Knights +5 to Hydraulics/Armor/Machinery) = +35
Needed: 30/60/90, Rolled: 87 + 60 = 147, Minor Artificial Critical Success
+3 Successes
+1 Minor Artificial Critical Success
Success!
+1 Common Machinery Theory
Additional Theory - Needed: 90, Rolled: 64
Failed.

-[X] [Archeology] Crystal-Garden Expedition
--[X] Send It To The Flying Islands
--[X] (Flying Islands +20, We Can Do It! +20, Trauma: Common People Purge Survivor -5, 4[ENG] +56, +6FF) = +97
Needed: 60, Rolled: 49 + 97 = 146
Success!

-[X] [Archeology] Loot The First Bunker Floor (South)
Success!
Gained: 4x Intact Human Skeletons (Common Biology), 1x Mutated Skeleton (Advanced Biology), 1x Intact Micro-Bright Lance (Pioneer Weapon/Physics/Metallurgy/Engineering/Electronics), 1x Bricked Tablet (Common Electronics),
12x Workers, 2x Guardians - Trooper
Data-Crystals; Needed: 95, Rolled: 84, 13, 3, 85, 28, 82, 21, 41, 71, 99, 14, 57, 82, 12, 7, 90, 54, 59, 66, 61
1 Success!
+1x Data-Crystal (Pioneer All)

-[X] [Archeology] Permanent Scavenging Base - (Floating Monastery) - (2/2 Turns Complete)
+1 Turn of Progress
Success!

-[X] [Tree of Knowledge] Berth - Small - (4/4 Turns Complete)
+1 Turn of Progress
Success!

-[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (5/6 Turns Complete)
+1 Turn of Progress

-[X] [Holdings] Industrial Subsidies - (3/6 Turns Complete)
--[X] Hire Contractors x2
Success!
+3 Turns of Progress

-[X] [Holdings] Miniscule Scientific Complex - (17/17 Turns Complete) - [Sandcrete]
--[X] Hire Contractors x3
+5 Turns of Progress
Success!

-[X] [Holdings] Mercenary Quarters - (4/9 Turns Complete)
--[X] Hire Contractors x3
+4 Turns of Progress
Success!

-[X] [Martyris] Too Much To Do (Industrial Subsidies)
Success!

-[X] [Martyris] Too Much To Do (Infiltrate Part 1)
Success!

-[X] [Aria] Too Much To Do (Crystal-Garden Expedition)
Success!

-[X] [Merchants] Procure (Translate "A Book")
Success!
"Quantum Teleportation and Quantum Communication, The One-Catch-All on these Liminal Bridges!" has been translated.
...you understand precisely none of it, though...

-[X] [Herbalists] Anatomical Lectures (3/5 Turns Complete)
+1 Turn of Progress

-[X] [4S] Suffer Their Arrogance (3/4 Turns Complete)
+1 Turn of Progress

-[X] [Vanar-Feer] Engineers Galore (3/6 Turns Complete)
+1 Turn of Progress

-[X] [Followers of Light] We Work As One! (Build an Orphanage)
Success!

-[X] [Conclave] Eternal Arts (32/87 Turns Complete)
+1 Turn of Progress

-[X] [Nine Tribes] Rare Odds and Ends (This Is Not Eternal, Even Stone Will Change) [4.25 Goodwill]
Success!

Further Rolls:

Artifacts:

General Rare- = 3
Lost Tech-Unique (Fortress) = 5

Piety:
1d6+5 = 2 + 5 = 7% Piety reduction

Spent:
-9.27 Goodwill

Change:

-9.27 Goodwill

The update will be online in around 2 Weeks (due to my Internet not functioning for my PC currently, forcing me to write on my phone, which is InFuRiAtInG) at 17:00 CET.
 
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Rumor Mill Turn 81
Rumors:
Completion Of The Na-Tanir Arkology Within Slatnan's Womb Triggers Migration Wave - The Tessen Speaker
A project nearly three decades in the making was finally finished today, as House Stonecrest has announced from within the Slatnan's Womb Region. A feat already accomplished seven times throughout the Region's existence, it is nevertheless another milestone that will see the output of the Region soar as it has done the last seven times, alongside elevating its inhabitants with the prosperity it will bring to the Empire. Capable of sheltering another million souls within itself, Na-Tanir stands as another pillar of a green dawn and technological marvel of Stonecrest, its siblings of glass, steel, and plants proudly welcoming the newest addition to their family. Its upper levels are dedicated to pursuing several goals, such as environmentally adapting crops for the whole of the Empire, growing the Red Sea's fungal-based crops in other environments, and improving sandwheats taste without negatively impacting its versatility and nutrition. In contrast, the middle and lower levels are dedicated to housing and supplying the population that will live within and support those devoting their lives to the betterment of the Empire in the highest points of the spires. Something that requires more than a bit of dedication and education, but a duty that has nevertheless drawn in hundreds of thousands, each one eager to prove themselves worthy of living within Na-Tanir, as the fruits of laboring within are sweet indeed. It comes as little surprise then that most of House Stonecrest's problems with settling people within the constructed Arkology come from properly vetting the arrivals and not needing to attract enough qualified personnel.
(Read more on pages 2-5)

Lord Malan Alker Takes Back Marriage Proposal After Lady Illri Dawnrise Strikes Mutated Maid - The Truthful Observers
In a shocking twist of romance, legality, and alliances, news has come from House Alker that their scion and primary heir, Lord Malan Alker, has taken back his marriage proposal to the scion of House Dawnrise, Lady Illri Dawnrise. Lord Malan Alker's proclamation has caused no small amount of outcry among both families, particularly the head, Lady Ti Alker, and Lord Narus Dawnrise, as the arrangement had been seen as ironclad and sure to proceed into marriage within the year. Within a day, both Houses began to scramble to understand this sudden reversal in the feelings and intentions of Lord Malan Alker, quickly revealing the cause of his decision to be twofold, but caused by a singular incident that pushed him beyond his patience for his once-beloved sweetheart Lady Illri Dawnrise. Apparently, after a hunting trip to seek out and personally kill a Desert Lion, Lord Malan Alker encountered a group of Pilgrims assisting a village that had been hit by a Mutant attack, helping to repair breaches in their wall and provide medical aid to the villagers. While this wasn't that surprising, a Pilgrim's willingness to help those who ask without malicious intent well known; the words and beliefs of them still managed to stick with the young scion enough that he donated the meat of the hunted Desert Lions to the village and to begin a correspondence with Lord Martyris Dall after asking Lady Silvia Maranica for introductions. The three letters they exchanged managed to leave an impression, as he soon began to invite respected Pilgrims into his home to speak with, resulting in a quiet conversion to the young faith. This is where the trouble comes, as one of the core tenets of the Pilgrimage is to always act in a way that betters the world, one step at a time, and not spread misery or misfortune. As they write in their texts: "The warmth of your fire is not diminished by sharing it, be it shared with one or a dozen. It banishes the cold all the same." A laudable belief, but one taken more to heart by one whose status depends on their protection of those below them, which the actions of Lady Illri Dawnrise tested until even Lord Malan Alker's patience ran out after his fiancee struck one of her maids, a Mutated, due to reasons kept private and silent. The implications are numerous, but the heads of both Houses are reportedly furious, blaming either Lord Malan Alker or the Pilgrims for the broken proposal.
(Read more on pages 1-3)

Carnival 'Nightflower Dance' To Visit Tessen - Rags, Rumors, And Rants
'Come One, Come All, the Flowers of the Night shall dance across the skies for all of you!' So and similar read the flyers of the Nightflower Dance Carnival spread around the Region, dates and locations underneath each one, as the troupe begins to prepare for its first show within Tessen. Renowned across the Empire for its pyrotechnical performances accompanied by music and dazzling displays of acrobatics, the Carnival has chosen our home as the next stop on its ever-wandering route across the nation. Relatively young as far as Carnivals go, barely four decades old, it has garnered attention and fame due to its unusual yet beautiful and awe-inducing displays and shows. While one can pay a ticket to view the show and hear the music, those without the funds, or time, to attend a performance can still partake in the fireworks exploding in the sky with their eyes by simply seeking a high spot to see the blooming flowers of light and powder in the sky.
(Read more on page 24)

***

Region Report/s

We have finally managed to reconnect with Adjudiactor Omar of Iron of the Bone Valley Chapter, whose communications are a decidedly mixed bag of good and bad, with some minor things of interest to us back home, and only due to the potential political ramifications.

The good news is that the Boney Valley Chapter managed to open negotiations with the Verdant Children inhabiting the lowest permanently inhabited sectors of the city. Drawn in by our open recruitment policy and foreign nature, alongside the means of wealth and sponsorship our Chapter possesses due to us, the Verdant Children contacted Omar of Iron with a potential semi-permanent trade deal in one hand, and various boons of technology, food, and local knowledge that would be invaluable to gain for the Chapter.

The bad news is that to do so, they demanded a commitment of men; they specified this intently, and a gift of two Artifacts of sufficient worth that would please their leaders. While they didn't specify the nature of the Artifacts, the envoys hinted that full-body suits or similar ancient coverings would be viewed more favorably than other Artifacts, even if they were more powerful.

Adjudicator Omar of Iron agreed and requested the Artifacts we provided, turning them over to the Verdant Children after a minor snag due to corrupt House Guards that was resolved by a Last Light Chapter Knight-Pilot personally intervening after witnessing the extortion and thievery attempt. A day after the Artifacts were handed over, two of the Verdant Children arrived, clad in the same but somehow modified in ways that shouldn't be possible so quickly, to escort the volunteering men to one of their outposts to establish a permanent enclave of the Boney Valley Chapter in their territory.

As Adjudicator Omar writes, metals, raw and refined, alongside precious gems, manufactured goods, food, and several other knick knacks, are beginning to arrive, with some Verdant Children, self-identified as "Spring of Autumns" and "Flower of Rivers," taking up residency within the fortified compound to facilitate further diplomacy. As a note, despite the initially assumed reason behind asking for men to settle in their territory being for them to either provide fresh blood for their lineages or come into the faith itself, no moves have been made on them, and, indeed, they report their treatment as "friendly and respectful, like one would treat an honored guest or a treasured family member."

Of interest to us are only two other notes, each stemming from the other. It seems as if Knight-Commander Sebastian Sevallus managed to attain another title as per a unanimous vote by his fellow Knight-Pilots, and can therefore look forward to being introduced as 'Shield of the Meek' in ceremonies, parties, and public festivals. He has reportedly taken his trusty companion, a 314-year-old Basalt-Type Knight called 'Foresworn,' into the surrounding Wastes alongside his command, no doubt to make his name known and prove it right! Which is, unfortunately, what has earned the Knight-Commander the ire of House Era, the cause behind Knight-Commander Sevallus gaining his title after stepping between a dispute of miners and House Guard, escorting the first back to Hal after the latter refused to do so as they had promised to the first. Seeing one of their many mining operations stifled may not damage their bottom line much, but the principle of things may yet see tensions increase between the Chapter and the Houses.

***

Spy-Network:

The Marquess of Tessen is enjoying the high life of not-being-the-one-in-charge and, reportedly, busy making a new spare for the lineage should something happen to the current batch. Coincidentally, the current heir in place is continuing with the expansion of the defensive networks of Tessen and so far remains within the budget and time. Promising!

House Ulatarn is furious. Several new villages have been established during the last year, three of which had been placed above valuable mineral deposits, and each one has failed. The fault lies not in any material shortage or defensive failure but in the lesser scions of various minor branch families failing in their duties to see those villages secured against bad luck, sabotage, hostile action, or incompetence. The head of House Ulatarn is considering striking their names from the family tree, a fate many lower nobles see as worse than death.

House Mirn continues with its repairs but has initiated minor expansions to account for population growth and various migrations since the last addition. It has also given a town charter to a settlement that has grown to a sufficient size, the inhabitants receiving the news with cheers and a festival.

The Military is training. The soldiers are complaining and gossiping; the officers are complaining and ordering the soldiers about, while the generals are annoyed by logistical snags for the alcohol shipments. Peaceful days, really.

The Adventurer Guild is twiddling its thumbs after a slow season with little to do beyond hunting assignments, protection contracts, and only three extermination bounties.

The Followers of Light are still engaged in theological debate. Still, most of it has calmed down considerably, especially the discussions around letting Mutated have more influence in the day-to-day workings of the Empire, with the majority agreeing that holding views that prohibit their involvement are detrimental to the stability and growth of the Empire.

The Lost are brought ever closer to the ideals of the Pilgrims at large, with many already considering themselves as such. We should start preparations for welcoming them into the fold and for them to leave behind past sorrows.

The Common People are rehashing old arguments, are delighted by new rumors, and are flocking to the Carnival 'Nightflower Dance.'

The Mutated are settling into the reality of new social mobility and are enjoying the spectacle of the Carnival 'Nightflower Dance.' from afar.
 
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