[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand
[X] Plan: Beginning the Third Decade of Pilgrimage
 
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand
[X] Plan: Beginning the Third Decade of Pilgrimage
 
And yet more bug-fixes:

-10 (Tree Buildings: Expanded Daycare, Expanded Poor Houses, Beautification, Communal Festivals, Mausoleum of the Forgotten Pilgrims)
Shouldn't Poor Houses go under Pilgrim Buildings?

Norqod gains a Trade District
I only just noticed that in the Pilgrims Holdings tab, it's referred to as a Commerce District. Which is it? May seem like a minor quibble, but Confucius emphasized the rectification of names, and my compulsiveness agrees.
 
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand
 
And on a completely different subject, I went and decided to do some BEEG MATH FOR TENETS. *cue theme music*

So, using our current membership numbers and our base recruitment rate, we'll hit the next target of 5,000 in ~20 turns (including this one). For us, at base recruitment that means our main chapter will gain 720 recruits (or +14 to Piety Loss rolls) - but this doesn't count for the bonus recruits we'll get from We Are One People! and other sources.

Therefore, after doubling for Eternal Path's +1 for 25, I decided to highball our total PL gain mods at +170. Our current PR reduction mod is -62. That leaves us to come up with -108 to achieve equilibrium. Here's what I got from the available options (assuming no multiple building of each type per city):
  • New Chapter x2 [including the one we're launching this turn] (-40)
  • Improved Poor Houses (-2)
  • Orphanage x2 (-14)
  • School x5 (-25)
  • Grand Kitchen x5 (-30)
  • Mausoleum of the Forgotten x6 (-6)
That's a final total of -117 which is more than enough - nor does this include any possible boosts from Doctrine of the Open Hand. But here's the question: can we fit this in 20 turns with our 2 Faith slots? Sandcrete helps, and Merchant support too, but how much?
  • New Chapter x2 (Sandcrete N/A; 2 turns to complete = 4 turns total)
  • Improved Poor Houses (2 turns to complete with Sandcrete or Merchants/Success)
  • Orphanage x2 (Feasible Goodwill Spends; 2 turns to complete for 10.8 Goodwill = 4 turns total)
  • School x5 (3 turns to complete with Sandcrete or Merchants/Successes = 15 turns total)
  • Grand Kitchen x5 (4 turns to complete with Sandcrete or Merchants = 20 turns total)
  • Mausoleum of the Forgotten x6 (2 turns to complete with Sandcrete or Merchants = 12 turns total)
That's a total of 57 turns over 2 slots. Not good. But if we drop the Mausoleums (which provides the least return by far for opportunity cost), that's 45 turns/2 slots. Technically over the line, but since we don't need Sandcrete/Merchants for the Orphanages or New Chapters, we can double up those whatever project is in the other slot, shaving off a few turns. Also, Hero Actions. And as I said, I'm deliberately highballing the gain mods.

In short: it's definitely doable.
 
Adhoc vote count started by HeroCooky on Aug 22, 2023 at 11:00 AM, finished with 29 posts and 10 votes.

  • [X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
    [X] Another one, sometime later. There is still so much to do...
    -[X] Doctrine of the Open Hand
    [X] Plan: Beginning the Third Decade of Pilgrimage
    -[X] [Faith] Begin Preparations For New Region Conversion - (0/2 Turns Complete)
    -[X] [Faith] Build An Orphanage - (Big) - (Jokvi) - (0/11 Turns Complete)
    --[X] (Seek Mutated Help +490 [-4.9 Goodwill]) = +490
    -[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clans) - (0/2 Turns Complete)
    --[X] (Ashleaf Tea +15, 6FF) = +21
    -[X] [Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
    --[X] (Ashleaf Tea +15, Common People +15, 2FF) = +32
    -[X] [Subversion] Home of Dusk [-5.75 Goodwill] - (0/5 Turns Complete)
    -[X] [Martial] Scout The Machinery Caverns - (Rust Scouts)
    --[X] (4[ENG] +56, Adventurer Support +10, 6FF) = +72
    -[X] [Martial] Pump Those Legs! - (Sunken Guard) [-0.5 Goodwill]
    --[X] Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
    --[X] Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
    --[X] Dread-Ghillie (Armor): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack).
    --[X] Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
    --[X] Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
    --[X] Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
    --[X] Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
    --[X] Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
    --[X] Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
    -[X] [Martial] Upgrade The CRPS To CREPS - (5/9 Turns Complete)
    -[X] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (5/29 Successes)
    --[X] [PD], 2[VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Workshop +30, 2[SC] +24, 1[TSC] +18) = +92
    --[X] (3x Bunker Artifacts +20 to Advanced Electronics) = +60
    -[X] [Learning] The Mind - Compulsive Behaviour - (Psychology) - (4/5 Successes)
    --[X] (Scientific Theory +15, Black Box +5, Library +5) = +25
    --[X] (1x Bunker Hospital Artifact +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery) = +20
    -[X] [Learning] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (0/5 Successes)
    --[X] [DoD], [MSC], (Scientific Theory +15, Black Box +5, Vanar-Feer +200) = +220
    -[X] [Archeology] Prepare an Expedition - (SST-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N) - (0/2 Turns Complete)
    -[X] [Archeology] Loot The First Bunker Floor (North-North-East)
    -[X] [Archeology] Permanent Scavenging Base - (Doomed Fortress) - (1/2 Turns Complete)
    -[X] [Tree of Knowledge] Electronics Manufacture - (2/6 Turns Complete) - [Sandcrete]
    -[X] [Tree of Knowledge] Assemble A Logic Bank - (Holdings) - (0/3 Turns Complete) - (WARNING! Last One!)
    -[X] [Holdings] Airship Component Factory - (0/4 Turns Complete)
    --[X] Hire Contractors x3
    -[X] [Holdings] Mercenary Quarters - (8/9 Turns Complete)
    -[X] [Martyris] Too Much To Do (Prepare an Expedition)
    -[X] [Martyris] Guiding Hand
    -[X] [Aria] Relax - (Visit the Nightflower Dance Carnival with Chiedi)
    -[X] [Merchants] Procure ('Additional Electronics' - Progress to Assemble a Logic Bank)
    -[X] [Adventurers] Assist the Machinery Cavern Scouting [-? Goodwill]
    -[X] [Herbalists] Anatomical Lectures (4/5 Turns Complete)
    -[X] [4S] In The Name Of Education - (Coilgun Mystery) [-3.50 Goodwill]
    -[X] [Military] Fell Off The Wagons - (Gas Masks) [-? Goodwill]
    -[X] [Vanar-Feer] Engineers Galore (4/6 Turns Complete)
    -[X] [FoL] We Work As One! (Build An Orphanage)
    -[X] [Conclave] Eternal Arts (33/90 Turns Complete)
I need 7 1d100 for your Actions with a DC of:
90 rolled with +165
60 rolled with +21
120 rolled with +32 Re-Roll!
83 rolled with +72
150/248/378 rolled with +152
45/89/129 rolled with +45
76/109/147 rolled with +220


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:

4d2-5 General Rare-

Piety:
1d6+3

The first rolls are taken as official.
If no other rolls are present, I will roll on the 23.08.23 at 17:00 CET.
 
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Wanted to give someone else some time to do rolls, but since everyone's a coward... and all the good rolls were just one off too late. A nat 100 on the Scouting the Machinery Caverns though... we might be getting something really good.
MrRageQuit threw 1 100-faced dice. Reason: Reroll! Total: 39
39 39
MrRageQuit threw 4 100-faced dice. Total: 305
100 100 93 93 84 84 28 28
 
Last edited:
All right, Let me try at Dice rolls again.

Edit: Second one is piety, sorry I forgot to edit the reason.
Thors_Alumni threw 1 9-faced dice. Reason: Artifacts Total: 7
7 7
Thors_Alumni threw 4 2-faced dice. Reason: Artifacts Total: 6
2 2 1 1 2 2 1 1
 
Last edited:
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand

[X] Plan: Beginning the Third Decade of Pilgrimage
-[X] [Faith] Begin Preparations For New Region Conversion - (1/2 Turns Complete)
+1 Turn of Progress

-[X] [Faith] Build An Orphanage - (Big) - (Jokvi) - (6/11 Turns Complete)
--[X] (Seek Mutated Help +490 [-4.9 Goodwill]) = +490
Needed: 90, Rolled: 68 + 490 - 25 [Local Pushback] = 533, Astounding Critical Success!
Success!
+5 Turns of Progress

-[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clans) - (1/2 Turns Complete)
--[X] (Ashleaf Tea +15, 6FF) = +21
Needed: 60, Rolled: 63 + 21 = 84
Success!
+1 Turn of Progress

-[X] [Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, 2FF) = +32
Needed: 120, Rolled: 10 + 32 = 42, Failure! Re-Roll: 39 + 32 + 20 = 91
Failure!
+15 to the next Attempt!

-[X] [Subversion] Home of Dusk [-5.75 Goodwill] - (1/5 Turns Complete)
+1 Turn of Progress

-[X] [Martial] Scout The Machinery Caverns - (Rust Scouts)
--[X] (4[ENG] +56, Adventurer Support +10, 6FF) = +72
Needed: 83, Rolled: 100 + 72 = 172, Natural Critical Success!
Natural Critical Success!

-[X] [Martial] Pump Those Legs! - (Sunken Guard) [-0.5 Goodwill]
--[X] Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against Armor, +2 damage, ignoring Armor.
--[X] Pointed Reply (Special Ranged): +1 damage against Armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--[X] Dread-Ghillie (Armor): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack).
--[X] Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
--[X] Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
--[X] Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
--[X] Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
--[X] Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
--[X] Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores Armor
Success!

-[X] [Martial] Upgrade The CRPS To CREPS - (6/9 Turns Complete)
+1 Turn of Progress

-[X] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (12/29 Successes)
--[X] [PD], 2 [VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Workshop +30, 2[SC] +24, 1[TSC] +18) = +92
--[X] (3x Bunker Artifacts +20 to Advanced Electronics) = +60
Needed: 150/248/378, Rolled: 93 + 152 = 245
Success!
+1 Automatic Success
+2 4S Successes
+2 Vanar-Feer Successes
+2 Successes

-[X] [Learning] The Mind - Compulsive Behaviour - (Psychology) - (7/5 Successes)
--[X] (Scientific Theory +15, Black Box +5, Library +5) = +25
--[X] (1x Bunker Hospital Artifact +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery) = +20
Needed: 45/89/129, Rolled: 84 + 45 = 129
Success!
+3 Successes
Success!

-[X] [Learning] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (5/5 Successes)
--[X] [DoD], [MSC], (Scientific Theory +15, Black Box +5, Vanar-Feer +200) = +220
Needed: 76/109/147, Rolled: 28 + 220 = 248
Success!
+3 Successes
+2 Automatic Successes
Success!

-[X] [Archeology] Prepare an Expedition - (SST-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N) - (1/2 Turns Complete)
+1 Turn of Progress!

-[X] [Archeology] Loot The First Bunker Floor (North-North-East)
Success!
+77 Bunker Artifacts - Rare Armor
+102 Bunker Artifacts - Rare Weapons

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

-[X] [Tree of Knowledge] Electronics Manufacture - (4/6 Turns Complete) - [Sandcrete]
+2 Turns of Progress!

-[X] [Tree of Knowledge] Assemble A Logic Bank - (Holdings) - (2/3 Turns Complete) - (WARNING! Last One!)
+1 Turn of Progress!

-[X] [Holdings] Airship Component Factory - (4/4 Turns Complete)
--[X] Hire Contractors x3
+4 Turns of Progress!
Success!

-[X] [Holdings] Mercenary Quarters - (9/9 Turns Complete)
+1 Turn of Progress!
Success!

-[X] [Martyris] Too Much To Do (Prepare an Expedition)
Success!

-[X] [Martyris] Guiding Hand
Success!
+42 Faithful!

-[X] [Aria] Relax - (Visit the Nightflower Dance Carnival with Chiedi)
Success!

-[X] [Merchants] Procure ('Additional Electronics' - Progress to Assemble a Logic Bank)
Success!

-[X] [Adventurers] Assist the Machinery Cavern Scouting [-5.55 Goodwill]
Success!

-[X] [Herbalists] Anatomical Lectures (5/5 Turns Complete)
+1 Turn of Progress!
Success!
+1 Trained Surgeon

-[X] [4S] In The Name Of Education - (Coilgun Mystery) [-3.50 Goodwill]
Success!

-[X] [Military] Fell Off The Wagons - (Gas Masks) [-2.60 Goodwill]
Success!

-[X] [Vanar-Feer] Engineers Galore (5/6 Turns Complete)
+1 Turn of Progress!

-[X] [FoL] We Work As One! (Build An Orphanage)
Success!

-[X] [Conclave] Eternal Arts (34/96 Turns Complete)
+1 Turn of Progress!

Further Rolls:

Artifacts:

Floating Monastery - Lost Tech Psychology = 1
General Rare- = 1

Piety:
1d6+3 = 2 + 3 = 5 % Piety reduction

Gained:
+42 Faithful
+1 Trained Surgeon

Spent:
-19.30 Goodwill

Change:

-19.30 Goodwill

The update will be online on the 29.08.23 at 17:00 CET.
 
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Rumor Mill Turn 83
Rumors:
Forge-Clans Confirm Reported Use Of Nuclear Weaponry By The Shield-Belt-Alliance - The Tessen Speaker
In disquieting news from the Shield-Belt Alliance, the usage of Nuclear Weaponry was confirmed by several Forge-Clans near the border, registering the spike in background radiation and interference in sensitive electrical systems alongside orbital photography reporting several dozen bright flashes near the eastern edge of the Infectious Geometry Necropolis. After an emergency dispatch by the Emperor and several dozen more Vassal State rulers, the SBA remained silent for an uncomfortable amount of time regarding their breach of the unspoken agreement to keep the use of Warcrime Warheads to zero if possible and offer an immediate explanation when used against non-human targets at request. However, the time taken to reply was required as only some members of the Alliance had been aware of the deployment of the WW, with several scrambling themself to get any scrap of information about the reason behind their use. In a statement two days after the deployment, High-Cryptograph Fei-Kil Nhätjul, who had ordered their use, stated that the WW had only been used in an utter emergency as the Infectious Geometry had tunneled outside the walls and cordons, allowing its malignant forces to spill forth in a location that was utterly unprepared to defend itself from the onslaught that was to follow. The news has been received with some relief by many non-Alliance nations. However, inner-Alliance members have begun to scramble troops, equipment, and materials to create another cordon akin to the eastern wasteland, which ensures that the crystalline machines spilling forth in endless hordes are contained. Emperor Elianus of Slatnan has graciously lifted all tariffs on non-military goods traded with the SBA to alleviate some of the economic stress put upon them to manage this threat to all humanity without worrying about the costs.
(Read more in our Special Edition)

The Unbidden Arboretum Spews Forth Black Rain For Second Week - The Truthful Observers
Another week passes, and another week of Black Rain descends from the Unbidden Arboretum in endless quantities, its malignant corrosive poisons seeping into soil, stone, people, animals, and machines alike, incurring yet more casualties as they people caught outside or with failing security measures die painfully and slowly. However, despite the continued dangers of the Black Rain, Duke Hirst has not requested support from Emperor Elianus, stating that "Such a rain has been anticipated for years, and its occurrence now is a relief in actually, as the Unbidden Arboretum will calm down and settle its creation of dangers for the next decades significantly. While many have died, their numbers are far lower than they were the last time it happened, a result of my policy and the dogged preparations of my people." We can only hope that his words are right, though history lends itself to his statement.
(Read more on pages 2-3)

Pushback Against New Pilgrim-Run Orphanage - Rags, Rumors, And Rants
"No Children For Fanatics!" "Keep Your Hands Away!" "Indoctrinate Yourself, Not Our Future!" Such words and more adorn the outside of many a building within the Region, particularly those cities that have, or will have, a Pilgrim-operated Orphanage within them. The posters, alongside flyers distributed through paid-for agitators, warn people about the dangers of allowing the Pilgrims to operate these structures without high levels of oversight, claiming that they indoctrinate the children raised within into yet more followers of their Religion and see Mutated as full equals to "pure humans" of the Empire. While striking a cord within many, equally many see this as slander against a religion that has often worked to better their lives, alongside the fact that the Orphanages are practically co-operated by the Pilgrims and Followers of Light, with the Pilgrims paying all the costs in materials, money, and workers to build them without complaint.
(Read more on page 22)

***

Region Report/s

Tensions between the nobility and the Knight-Chapter of the Last Light reached a critical point when, offering one insult too many, Knight-Pilot Gerhard demanded an honor duel between himself and Lady Ityika of House Are, a duel that she haughtily accepted, stating that they would fight using hammer and shield, her favored weapons, outside the city in a secured dueling grounds.

While Knight-Commander Sebastian Sevallus was initially outraged at the conduct of his pilot, he eventually acquiesced to the duel, giving it his begrudging approval after stating that this was a matter not sanctioned by the Chapter and would be kept private between the two individuals involved. A statement all too eagerly accepted and echoed by House Are before both duelists assembled their guard and agreed on the neutral observers required to keep the duel civil and along the rules enshrined in the laws of the Bone Valley.

One of those rules states that the defeated forfeits their life should they attack after yielding, which opens the door for the family of the (presumed) dishonorably killed duelist to demand a high price from the family of the one that broke the rule. A rule that was invoked by Knight-Pilot Gerhard himself over the still-warm corpse of Lady Ityika after she had tried to break his spine after her hand had been broken, and she yielded in pain.

While House Are has given over a substantial sum and struck Ityika from their family lineages, the mere fact that she would do such a thing in the first place has only served to turn tensions between the noble Houses and the Knight-Chapter from one of hot-headed jeering to cold distrust.

***

Spy-Network:

The Marquess of Tessen has been confirmed pregnant, much to the Region's joy. A day of celebration was held on their purse, which has only made people cheer on her pregnancy even more!

House Ulatarn has concluded their investigation, finding that, while undoubtedly not competent, the offspring tasked with overseeing the villages haven't destroyed them with incompetence or malicious neglect. Only a poor string of incidents happened closely together, conspiring to cast a bad light on all those who failed their charges.

House Mirn is tweaking the last bits of the exhibition but is in the final phases of the conceptual stage and has already begun preparing an area within Jokvi to hold the buildings where it shall occur.

The Military has informed all Knight Chapters of a potential problem and placed several regiments near the core-ward sections of Tessen on a low alert.

The Bureau For Imperial Civilian Logistics is keeping itself from storming Norqod to get its hands on Suspendium. They really want some to experiment with potential industrial applications.

The Followers of Light are doing their duty.

The Adventurer Guild is only upping their recruitment, with several dozen new bands registered at record speed, each over fifty members strong. Enough members to qualify for high-danger contracts right off the bat.

Dirty Daggers are sheathing their knives all over the Region, congregating and waiting within their local gathering spots and generally milling around to the dissatisfaction of the lower ranks. However, their recruitment has gotten far more aggressive.

The Family has finished something and is moving parts of their infrastructure alongside their heads and members.

The Common People are not doing anything of particular note or concerned with many things beyond the ordinary. Though some are getting suspicious about our push to build more and more orphanages, pushed along by slander appearing within towns and cities.

The Mutated are generally content with their lot in life.
 
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House Mirn is tweaking the last bits of the exhibition but is in the final phases of the conceptual stage and has already begun preparing an area within Jokvi to hold the buildings where it shall occur.
Is this about the missiles?

The Bureau For Imperial Civilian Logistics is keeping itself from storming Norqod to get its hands on Suspendium. They really want some to experiment with potential industrial applications.
Why don't they ask to buy some? Shouldn't they have their own budget?
 
Is this about the missiles?

Why don't they ask to buy some? Shouldn't they have their own budget?
Its about the botanical exhibition, not the missiles.

And they can't buy Suspendium, as it is a strategic resource currently utterly gobbled up by the Imperial Aerial Navy Bureau and 3-Point University in its entirety. You are the only ones that can sell them some, but they don't have the political permission to go out and buy/ask for some due to Emperor Elianus putting the focus on using what they have for things that will pay off now, while they still have a titanic advantage. They can start fiddling with Suspendium in a few years/decade, as far as he is concerned. Getting ships up to bolster logistics today is more important than getting some theories on levitating cranes that cost the same as four conventional ones in two years.
 
-[X] [Faith] Build An Orphanage - (Big) - (Jokvi) - (2/11 Turns Complete)
--[X] (Seek Mutated Help +190 [-1.9 Goodwill]) = +190
Needed: 90, Rolled: 68 + 190 - 25 [Local Pushback] = 233
Um, my plan had 4.9 Goodwill applied (an edit midway through the voting period, but it's still been there for days), so it should be 5 turns total?

-[X] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (12/29 Successes)
--[X] [PD], 2 [VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Workshop +30, 2[SC] +24, 1[TSC] +18) = +92
--[X] (3x Bunker Artifacts +20 to Advanced Electronics) = +60
Needed: 150/248/378, Rolled: 93 + 152 = 245
Success!
+1 Automatic Success
+2 4S Successes
+2 Vanar-Feer Successes
+2 Successes
We're 3 shy of what would be needed for a second rolled success.

Forge-Clans Confirm Reported Use Of Nuclear Weaponry By The Shield-Belt-Alliance - The Tessen Speaker
In disquieting news from the Shield-Belt Alliance, the usage of Nuclear Weaponry was confirmed by several Forge-Clans near the border, registering the spike in background radiation and interference in sensitive electrical systems alongside orbital photography reporting several dozen bright flashes near the eastern edge of the Infectious Geometry Necropolis. After an emergency dispatch by the Emperor and several dozen more Vassal State rulers, the SBA remained silent for an uncomfortable amount of time regarding their breach of the unspoken agreement to keep the use of Warcrime Warheads to zero if possible and offer an immediate explanation when used against non-human targets at request. However, the time taken to reply was required as only some members of the Alliance had been aware of the deployment of the WW, with several scrambling themself to get any scrap of information about the reason behind their use. In a statement two days after the deployment, High-Cryptograph Fei-Kil Nhätjul, who had ordered their use, stated that the WW had only been used in an utter emergency as the Infectious Geometry had tunneled outside the walls and cordons, allowing its malignant forces to spill forth in a location that was utterly unprepared to defend itself from the onslaught that was to follow. The news has been received with some relief by many non-Alliance nations. However, inner-Alliance members have begun to scramble troops, equipment, and materials to create another cordon akin to the eastern wasteland, which ensures that the crystalline machines spilling forth in endless hordes are contained. Emperor Elianus of Slatnan has graciously lifted all tariffs on non-military goods traded with the SBA to alleviate some of the economic stress put upon them to manage this threat to all humanity without worrying about the costs.
(Read more in our Special Edition)
That's worrisome.

The Unbidden Arboretum Spews Forth Black Rain For Second Week - The Truthful Observers
Another week passes, and another week of Black Rain descends from the Unbidden Arboretum in endless quantities, its malignant corrosive poisons seeping into soil, stone, people, animals, and machines alike, incurring yet more casualties as they people caught outside or with failing security measures die painfully and slowly. However, despite the continued dangers of the Black Rain, Duke Hirst has not requested support from Emperor Elianus, stating that "Such a rain has been anticipated for years, and its occurrence now is a relief in actually, as the Unbidden Arboretum will calm down and settle its creation of dangers for the next decades significantly. While many have died, their numbers are far lower than they were the last time it happened, a result of my policy and the dogged preparations of my people." We can only hope that his words are right, though history lends itself to his statement.
I sincerely hope this isn't just an excuse for complacency.

Pushback Against New Pilgrim-Run Orphanage - Rags, Rumors, And Rants
"No Children For Fanatics!" "Keep Your Hands Away!" "Indoctrinate Yourself, Not Our Future!" Such words and more adorn the outside of many a building within the Region, particularly those cities that have, or will have, a Pilgrim-operated Orphanage within them. The posters, alongside flyers distributed through paid-for agitators, warn people about the dangers of allowing the Pilgrims to operate these structures without high levels of oversight, claiming that they indoctrinate the children raised within into yet more followers of their Religion and see Mutated as full equals to "pure humans" of the Empire. While striking a cord within many, equally many see this as slander against a religion that has often worked to better their lives, alongside the fact that the Orphanages are practically co-operated by the Pilgrims and Followers of Life, with the Pilgrims paying all the costs in materials, money, and workers to build them without complaint.
One, should be Followers of Light. Second, I suspect the hand of House Aiker in helping increase the pushback.

Region Report/s
Tensions between the nobility and the Knight-Chapter of the Last Light reached a critical point when, offering one insult too many, Knight-Pilot Gerhard demanded an honor duel between himself and Lady Ityika of House Are, a duel that she haughtily accepted, stating that they would fight using hammer and shield, her favored weapons, outside the city in a secured dueling grounds.

While Knight-Commander Sebastian Sevallus was initially outraged at the conduct of his pilot, he eventually acquiesced to the duel, giving it his begrudging approval after stating that this was a matter not sanctioned by the Chapter and would be kept private between the two individuals involved. A statement all too eagerly accepted and echoed by House Are before both duelists assembled their guard and agreed on the neutral observers required to keep the duel civil and along the rules enshrined in the laws of the Bone Valley.

One of those rules states that the defeated forfeits their life should they attack after yielding, which opens the door for the family of the (presumed) dishonorably killed duelist to demand a high price from the family of the one that broke the rule. A rule that was invoked by Knight-Pilot Gerhard himself over the still-warm corpse of Lady Ityika after she had tried to break his spine after her hand had been broken, and she yielded in pain.

While House Are has given over a substantial sum and struck Ityika from their family lineages, the mere fact that she would do such a thing in the first place has only served to turn tensions between the noble Houses and the Knight-Chapter from one of hot-headed jeering to cold distrust.
Things are going to reach a head eventually. I hope our Bone Valley Chapter is ready for the storm.

The Bureau For Imperial Civilian Logistics is keeping itself from storming Norqod to get its hands on Suspendium. They really want some to experiment with potential industrial applications.
Sounds like we could gain some serious Goodwill by donating several Medium shards of Suspendium.
 
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