I really, really want to advocate for doing a ' we all are one campaign on the nobles this turn. It's going to do a ton of good, and will make it safer to marry.
 
I really, really want to advocate for doing a ' we all are one campaign on the nobles this turn. It's going to do a ton of good, and will make it safer to marry.
Maranica's actions bumped their opinion back to 0, meanwhile the common people (which the mutated will be interacting with daily) is at -1 so they are a higher priority in my opinion.
 
[Canon] - Paladin Pattern Knight
This is the Paladin. If the Crusader can be considered the Renault FT, then the Paladin is an early model Panzer 1.

Height
The Paladin stands at the a full height of 7 meters tall. It's main feature it that it doesn't have a head and the cockpit is located in the chest.

Form
The Paladin Pattern is a much more advanced model than the more common and simpler Crusader. The Paladin is a dedicated Anti-Knight Pattern, with its design being optimized to engage other Knight's in melee combat.

The Paladin pattern was developed with lessons learnt from designing the Crusader. Various features like not having a head, blow out panels at the top of the Knight's chest for a quick means to escape the Knight, and the various maintenance hatches meant to ease maintenance are easily transferable. To keep this brief, only changes will be mentioned.

The Paladin is meant for anti-Knight combat, thus various upgrades were implemented. Its skeleton uses a secret Vanadium and Steel alloy that is both lighter and stronger than the standard steel used in the Crusader's design to handle the increased stress and power of the Paladin, the Paladin's torso is made slightly larger to fit a more powerful core and other extra systems, and more powerful electromagnetic pistons are used in powering it's limbs.

An advanced and more sleeker Pilot control system are used on the Paladin, resulting in the user being capable of using the full range of motion on of their wrists and smoother movement. This combined with the electromagnetic pistons result in smoother and more powerful movement of the limbs when compared to the somewhat more rigid Crusader.

Armor
While Paladins can and do use Brigandine armor like the ones used on the Crusader, the Paladin version uses a different steel allow that is much harder and denser than the one used in the Paladin's skeleton for its armor plating. A solid Plate Mail armor package is available at a significantly cost in materials and manpower however a plate of this alloy is extremely resistant to damage. The Dense Vanadium Steel itself is highly resistant to heat and corrosion however is electrically conductive as with any ferrous armor. To protect the internal electronics, systems are isolated under a thick layer of Kinetic Foam. when a Paladin struck by an electrical attack, the armor will ground the charge with lines of conductive wire that connect all of the armor pieces in the interior of the armor while the foam isolates the delicate electronics from the current. This allows the Paladin to be virtually immune to electric attacks as the electricity is immediately attracted to the conductive interior wire and get grounded through the Paladin's boots.

Weapons
With the more advanced controls, the stronger armor, and more powerful limbs is uniquely suited to use 2-handed weapons to better utilized the increased power, speed, and defense of the Paladin Pattern.

The most common melee weapon for a Paladin is the Dagger, a triangle edge dagger that is made from Dense Vanadium Steel that can be very deadly in the right hands. Leaving 3 sided wound that will not heal as easily as a regular double bladed knife and due to the blades strength is more likely to penetrate most forms of armor especially with the Paladin's increased strength. Its main use is as an sidearm weapon or as a weapon when a Paladin has successfully grappled a heavily armored knight.

The most common 2-handed weapon is Halberd. A Dense Vanadium alloy head with an axe head on it's front, a spear point on top, and a small hammer or hook (depending on the user's preference) at the back with a regular Vanadium Alloy shaft and dense alloy back point. This is the simplest and most versatile 2-handed weapon to use as it is effective against a wide variety of opponents along with being fairly easy to make compared to the other Great Weapons that the Paladin uses.

A much rarer weapon used by Paladins is Great Sword, a large 2-handed sword made from a large block of Dense Vanadium Steel that is then forged into a Great Sword. As tall as a Crusader at 6.5 meters tall, the process to forge this Great Weapon is difficult and time-consuming, mostly due to its sheer size when compared to normal man. The benefits of this weapon is that it is far more effective than the Halberd at dealing with multiple enemies with wide swings capable of slicing through even the toughest of mutated flesh. Armor is a known weakness however the sheer weight of the Great Sword will meant that while it did not cut through armor, the opponent will still feel the impact. Half-Swording and Mordhau (holding the blade and then striking with the cross guard like an improvised warhammer) are effective ways to wound a heavily armored enemy. Because it is so hard to make, it is considered a sign of prestige to own and use a Great Sword in combat.

One handed weapons are not as prevalent as the Halberd but is more common than Great Swords. The the most common 1 handed weapons used by Paladins are blunt force weapons of the Warhammer and the Mace or Axes. Made up of DVS and used in conjunction with a DVS shield, Paladins with this loadout are used against Human armies, where the shield would provide additional protection against siege engines like Balistae and the Mace/Warhammer would be an excellent at breaking through fortifications and siege engines. Swords are not as commonly used as they are used as sidearms as a Sword is not effective against other Knights yet it is overkill when used against armies. It may be very effective against large mutants but an Axe/Mace/Warhammer are still effective weapons in dealing damage but have the benefit of increased effectiveness against armored opponents, which are a majority of a Knight's enemies.

While the Paladin is optimized for melee combat, it does not mean that it can't use ranged weapons. The Great Bow is a Knight sized Compound bow that uses Vanadium Spring Steel and Synthetic Composite Fibers to loose arrows the size of spears at great distances. With various munitions, Broadheads for use against fleshy targets, High Explosives Armor Piercing for use against other Knights, and Tether that is mainly used to deliver high voltage shocks toward the target.

For Support Equipment, the increased torso space and more powerful core allows for multiple systems that augment the Knight in a variety of ways. The most common is the Stabilizer Medicae System used to deliver various stimulants or painkillers to keep the pilot fighting and some Knights have been upgraded to supply performance enhancing drugs which boosts the user's reaction speed and aggression. Another Support Equipment that are more commonly seen in squad leaders are the Oracle Sensor and Communication Pack, which is a Package that installs a head on the Paladin that is fitted with comprehensive array of sensors and high-strength communications equipment to better sense and coordinate in battle. The last Support Equipment unique to the Paladin is the Sky Fire Jump Pack, A pack containing 6 rods of solid rocket fuel and 2 are needed to launch a Paladin 25 meters towards or away from an enemy and the Pack would need 20 seconds to eject the spent rod and fit a new one into position.

In total the average weight of the Paladin pattern is around 60 tons depending on the items that it is carrying or using at the time.

Speed
The Paladin is one of the patterns that can tailor its speed and range depending on the mission. It can increase its speed by donning lighter Brigandine or by attaching a Battery pack to increase its range which can then be ejected before combat or receive a burst of speed by utilizing the Jump Pack. With its top speed being approximately 70 km per hour without holding its equipment and on average it suffers a reduction of 40 km per hour when holding a heavy loadout, due to its weight.

You'll notice I use Vanadium alloy a lot, well if I can make a Forge Clan this alloy would be the key to how they are successful. I did a lot of research and this looks like it would be great level 2 type metal without going full adamantium. The Vanar Forge Clan uses this recipe to create the strongest steel in the Empire and grow as a major clan due to Imperial patronage and with that influence and resources absorb struggling Forge Clans that have interesting technology and fund various different research projects like the Medicae System and Jump Pack.
 
Fantastic Omake and Knight-Pattern!

Vanar Forge-Clan now Canon compliant, with the Paladin now being (slightly) mass (like 3-5 a year) produced and issued to elite Knight-Pilots recieving it as an upgrade.

The empire now rolls with an extra +5 in battles with the RA and normal army detachments. (55/25 is the new total.)
 
(Can consecrate places/buildings with a personal action to eliminate Piety/Goodwill upkeep.)
I wonder when we will unlock buildings with such upkeeps.

Looking back we really lucked out when choosing our base, the tea tree and mines are saving us and that 50% reduction cost in materials is a huge help, the lab would eat up 40 materials without it. We had a rough start though, we rolled the lowest possible for initial amount of faithful and low for followers.
 
I wonder when we will unlock buildings with such upkeeps.
Those are buildings mostly locked behind the deeper Military actions, since having a milita is sound thinking (even if people dont like the fact that a religion has one), while something like holding cells, fortifications, etc. isn't. Some are Faith actions, like buildings in which you pay people for taking untested medicine to see if they are safe for consumption.

It mostly buildings that make the average person/follower go: "Why do we/they have that?"
 
Last edited:
Those are buildings mostly locked behind the deeper Military actions, since having a milita is sound thinking (even if people dont like the fact that a religion has one), while something like holding cells, fortifications, etc. isn't. Some are Faith actions, like buildings in which you pay people for taking untested medicine to see if they are safe for consumption.

It mostly buildings that make the average person/follower go: "Why do we/they have that?"

modernize warfare and guerilla style :V

instead of fortresses,safe houses and far away outposts
weapon stockpiles hidden in certain locations
tunnels and sewers hideouts

play the decentralized warfare style
 
Those are buildings mostly locked behind the deeper Military actions, since having a milita is sound thinking (even if people dont like the fact that a religion has one), while something like holding cells, fortifications, etc. isn't. Some are Faith actions, like buildings in which you pay people for taking untested medicine to see if they are safe for consumption.

It mostly buildings that make the average person/follower go: "Why do we/they have that?"
That makes sense. Can you include a quick rundown of religion in Slatnan in the next update like you did of history in this? We likely are going to get into conflict with the Church of Eden so it'd be nice to know what mess we are getting into.
On another note shouldn't we be getting penalties for going over pop limit?
 
Last edited:
That makes sense. Can you include a quick rundown of religion in Slatnan in the next update like you did of history in this? We likely are going to get into conflict with the Church of Eden so it'd be nice to know what mess we are getting into.
On another note shouldn't we be getting penalties for going over pop limit?
I am currently writing an apocrypha piece about the various religions in Slatnan. Should be online in 1-2 days.

The mali are in piety and various secret background rolls. They exist, don't worry.
 
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. Artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
You have soil, seeds, and the will to put the latter in the former. How hard could it be? (All choices are locked until you wish to change them. Extremely Fertile Farmland increases the rewards by 0.5 unless stated otherwise.)

Materials added every 3(three) turns of growth, caps at 20d4 per turn.)
A few other oopsies.
 
@HeroCooky, I'm thinking of making an omake about a Knight battle can you tell me what the situation is needed for something like that to happen?
 
What about the crusade? has there been any Knight combat?
Oh yeah. Any war between nations of at least major city-state size has Knights in it.

There have been 3 major battles with Knights in the Crusade. The Royal Army (RA) won both engagements, while a second army lost their fight against Starlight.

The RA has about 10 Knight-Chapters with the Cohort of the Emperor, summing up to about ~1.400 Knights in that army, while the whole Crusade had about 2.200 (give or take a dozen) at the start. They lost 157 Knights since then.

Starlight had about 1.900 Knights at their disposal. They have lost 314.
 
Oh yeah. Any war between nations of at least major city-state size has Knights in it.

There have been 3 major battles with Knights in the Crusade. The Royal Army (RA) won both engagements, while a second army lost their fight against Starlight.

The RA has about 10 Knight-Chapters with the Cohort of the Emperor, summing up to about ~1.400 Knights in that army, while the whole Crusade had about 2.200 (give or take a dozen) at the start. They lost 157 Knights since then.

Starlight had about 1.900 Knights at their disposal. They have lost 314.
Ok, how does Starlight's Knights fight? is it similar to how the Empire does things? is there anything unique about them?
 
Ok, how does Starlight's Knights fight? is it similar to how the Empire does things? is there anything unique about them?
Starlight Knights are much more focused on speed and hit and run, favouring independent action, instead of the empires integrated approach with their infantry. In battle they will use spears with electronic warfare/shocks to disable Knights, while carrying stick grenades filled with either explosives or napalm against infantry.

Though they have been acting very co-ordinated lately, much more so than when the war begun.
 
Huh, that's new. I wonder if they are calculated based on how many members we have or if they are fixed.

The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Scowl at Martyris
Mood: Calm, happy, and no major worries at the moment. The most pressing matter is a lack of sanitation.
So that's how the spy network/rumor mill looks like. And still the sanitation, well not like we can do anything about it.

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
-Unionists (Rivals (-2)/44% Control/Mali to Costs for Actions)
-Base (Friendly (1)/37% Control/Cheaper Actions)
-Healers (Friendly (1)/19% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Ha, so we did succeed with pushing the Unionists below 50%. And the plans of the Herbalists promptly changed to something useful, probably a compromise between the Base and the Healers. Although, I'm not sure if we should keep playing politics with the Artefacts or let things be for now...

The Mutated:
Opinion: Neutral (0)
Plans: Happy for you, not their situation.
Mood: Thoroughly cowed and intimidated by the crackdown of the nobles. Keeping their heads down and avoid any trouble. The most pressing matter is the hostility brought against them.

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Nothing changed here. It's going to need an action from us, huh?

Metallic Scrap - 0.13
Rare Flower - 0.61
Well Kept Picture - 0.20
And more to sell. I wonder what makes that flower so precious?

That last one scares me more than anything. That there is a tiny chance that me marrying Selene could result in such a thing, more so.

Why can't the world be simple?
The world is simple. It's people that make things complicated.

The first had been the Queendom of Elirius to the west. This aristocracy is notable because it was a matriarchy, and had no qualms about enslaving both Mutated and those on the bottom on the social hierarchy. They saw it as their Divinity given right to rule above their lessers, preventing all from advancing above their assigned stations, while members of similar ranks replaced those that fell.
Sounds like a recipe for social unrest and backstabbing. Denying any form of social upwards mobility means everyone will cheat to get around that. They probably had a ridiculous number of people claiming their kids were bastards from someone of higher social standing, with a good helping of scheming and blackmail to force things through.

The second had been the Ilira Republic, though how much a republic it was, when only around 5% of the population had any say in what would happen is up to debate. Located to the east, this nation had been in direct opposition to the Kingdom not only by allowing all genders into the government but also in having a hardcore anti-slavery policy. The only reason those nations only had a significant clash just before the Empire united them was the third faction.
An oligarchy? I wonder how the 5% kept their power, maybe a merchant republic?

Much of this faction has been lost to time, as many documents about them were destroyed in the war between Ilira and Elirius. However, some scraps of information survived the clash of those nations bickering over that fallen city-state. The "Revival Initiative," as many modern historians have taken to calling it, was centered in Mirn. This faction had an extremely pragmatic view of the world, banning all religions in their region, and they saw no reason to differentiate between Humans and Mutated. They left those Mutants who did not seek out Humans to attack in peace instead of wiping them out.

Similarly, saving a child from death was not done because it was the right thing to do, but because the work hours the child could produce would outweigh the hours spent saving it. Much of its attention had been on the Necropoli, ripping ancient technologies from the jaws of Mutants, Machines, and Horrors unimaginable. Notable about this is mentionings about a "Secure Zone" inside the Necropoli, situated somewhere inside it, though no further evidence about its existence has been found yet. (We should see if we can find it, there could be valuable things hidden inside. Additionally, we have found several references to the Knight we have recovered, which should help us in our restoration-efforts.)
Utilitarians, but they sucked at diplomacy. With the other big powers of the area controlled by a small elite, it should have been possible for the Initiative to bribe them into being friendly. Maybe even subvert them using economical means. Alas...

A mere two months after his conquest of the region, Emperor Frederick the Third received news about a civil war inside the Queendom, with one side supporting the Queen, and the other fighting to take control over the country to offer vassalage or assimilation into the Empire. Acting as fast as he could, the Royal Army gathered and marched towards war once more, crushing the Queen's last stand and her loyalists. With this, although with an unexpected twist, the Tessen region had been pacified and brought under Imperial control.
They... they didn't negotiate with the Emperor before they started their rebellion!? What would they have done if he didn't want to take over?

The following four centuries read as a prime example and as a textbook case of how the Empire had been able to conquer to the extent as it has.
Yeah, if it takes them centuries to assimilate new areas it makes the war with Starlight even worse. The empire should be still recovering from the civil war the late Empress fought and now the Emperor conquers an area that will take centuries to absorb...

Pride is good, but the people here can border on nationalistic zeal, reacting violently against any that criticize the Empire too much. The trade that flows through the region brings strange people, mysterious religions, and dangerous ideas, which has led to many becoming suspicious of any outsiders that do not give them a reason to tolerate their presence.
So blame everything bad on the nobles, not the empire. And we should integrate into the community so we don't appear as outsiders.

Of those three, two are here to give the first their reports, gathered over the last three months, with others' help and their rudimentary networks. Notes with ciphers exchange hands and signals are shared, while a conversation is held with carefully prepared sentences.
Sounds like some kind of spies. Could be the internal security of the empire or maybe some Evertorch agents that escaped the purge? Or some guys from another branch of the Evertorch?
But hunting them wouldn't require distracting the nobles...

Then everything goes to shit. The door is kicked open, the other guests draw weapons, while the barman whips out a crossbow from underneath his bartop. A dozen soldiers bearing the Interior Defence's insignia storm the small room, holding their weapons at the three figures, while everyone else does too. When the three realize that they are surrounded with no way out, they slowly raise their hands, away from the daggers around their hips.
That's why they needed the nobles distracted, isn't it? The Interior Defence planted agents in the slums to prevent a repeat of the Evertorch debacle.
The nobles, of course, wouldn't like the emperor's spies hiding in their backyards. Especially because the slums are probably the home of the black markets.

A man slowly walks in. His gaze blank, nothing tells whether or not he feels any emotions, and with one swift motion, he holds up a scroll, unfurling it.

"By the authority of Emperor Elianus of Slatnan, you are hereby under arrest. The charges are; Treason, sedition, Murder, conspiring to spread separatist ideas, conspiring-"
Yeah, the three guys were Evertorch remnants.

Those observant enough can see a white triangle on blue hidden underneath a second coat against the coat.
And those are our guys.

"I meant what I said, boss. We cannot build the Hospice; it's already finished." Holding up a quick hand to stall Marxcim's continued signing, Gelet elaborated. "We checked, and yes, there is no mistaking it, that's our Hospice, build with our materials."

"What? How? We haven't even started?"
Oh no. Any moment now a hole in spacetime will be ripped open and the time travel part of the quest starts!:p

"Yeah, about that. A few volunteers and locals found out that we have bought the plot and decided to build the thing in their free time. We only have to staff the jobs, and after checking if the building is sound, we can move in. Nothing more complicated than that."
Or not. Did they also finish the paperwork?

***

+++Restart Succesful, Initia- WARNING!!! ERROR BUFFER OVERFLOW!!!+++

+++Initiate Debug Mode+++

+++Time remaining: 9999-+++

***
Oh, that again. I still have no idea what that is. Our knight? Maybe something in the ruins?

"Okay, how is everyone so calm about this? Somethin just ate the brains of sixty people," Greg asked into the room, unnerved by how everyone took the news about "The Silence" so well.

"That's because you ain't from around here. That shit happens every decade like clockwork. Nothing new," an older man from the back called out, not even bothering to put down his newspaper.
That sounds very regular. I guess it's either maintenance for something that uses up brains - unlikely given the medical tech we know existed pre-Fall - or some kind of reproduction cycle.
I still think it's some kind of brain-eating parasite.

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 20%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.01 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve. Capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +1 Material per Hospice
Reward: +0.05 Goodwill per turn per Hospice, 1d5+1 Goodwill)
@HeroCooky Is there a limit for how many hospices we can build in one city? Or how often we can upgrade one hospice?

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 8 Materials
Chance: 65%
Reward: Healers gain influence, 1d3 Goodwill.)
Huh, useful. A way to farm influence for the Healers, that is affected by the price reduction we get for more influence.

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)
@HeroCooky If we crit this action, could that shorten the time needed? What about if we crit We Are One People!?

[ ] Of Deterrents and Lures
The increasing number of Blightdogs that stream into Tessen is a danger to many people. While you can't hunt them all, you can develop something to prevent attacks on humans. A chemical repellant that keeps Blightdogs away from humans could save many lives. Of course, the Blightdogs still must be hunted, or people will die from the long-term consequences of the Blightdog invasion, so developing a lure would help too.
(Chance: 50% Successes needed: 1
Reward: Blightdog Lure/Repellant, increased chance of success for The Last Push, +1 Materials in sales.)
Is the "increased chance of success" a bonus to the roll for The Last Push or does it reduce the DC?

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, that of the knowledge that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding that town could end up unearthing treasures beyond imagination, or prove to be a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)
Sounds great but we probably want to do this as a Personal action to get the +40 on that dice roll.

[ ] Blacksmiths Abode - (Basic)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past.
(Cost: 7.5 Materials, Upkeep: 1 Material
Turns: 2
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made od metal, can be upgraded.)
Sounds useful but not urgent. I wonder what is meant with "advantage"?
 
@karmaoa

Four Hospices per city, one upgrade per hospice.

Critting infiltration (natural, not with boni) gives you three turns of progress for both. With boni, it's two.

A bonus to the roll.

Advantage means that you roll the action twice and get the higher roll.
 
[X] Plan Knight Restoration and Growth
-[X] [Faith] The Pilgrims Need You!
-[X] [Archeology] Prepare an Expedition - (SO-02) - (2 Turns) - (House Mirn support: N) - (1/2 Turns Complete)
-[X] [Tree of Knowledge] Laboratories - Basic - (1/3 Turns)
-[X] [Tree of Knowledge] Daycare - (1/2 Turns)
-[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[X] Suffer Their Arrogance - (1/4 Turns) 6
-[X] Too Much To Do - (Action)
--[X] [Learning] Sandcrete Localized - (Chemical) - (Cannot Use In The Name Of Profit)
-[X] [Learning] Tell Me Your Secrets - (Mineralogy/ Advanced Alloys)
--[X] use Rusted Block With Missin Circles
--[X] Assign a Faithful
-[X] Lead By Example ([Diplomacy] We Are One People! - Elites. 20 materials)
--[X] Assign a Faithful
-[X] [Martial] Construct A Hangar 9 Materials, 1 Goodwill
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts (Metallic Scrap , Rare Flower, Well Kept Picture, Destroyed Crossbow, Rotating piston, Reinforced Shield:+9.19)
-[X] [Taxes] Pay them all Cost 9 materials

Current Cost: 44
Total amount 52.65
Left over materials 8.65
Min income 10.68
Min next turn materials 19.33

Common tech sold: Destroyed Crossbow, Rotating piston, Reinforced Shield.
Logic/reasoning behind the above.

The crossbow locked tech is easy enough to get by simply buying a crossbow from the Merchants if we for some reason really want to do it one day. Right now we aren't doing much in the way of military research and as such the crossbow isn't being used but its the most expensive of the items we have and selling it doesn't prevent us from moving forward in a large number of areas.

The rotating piston currently has no locked tech to it and as such its a simple +5 to a single tech and as such I feel that selling it is not an issue as we could very easily find a better version or probably buy something close enough to work for any project that needs it.

The reinforced shield is another like the piston its not required for any project and as such its a simple +5 and in a category in which we have several other items that work for it as well.

Explanation for the Knight focus.
In the long term once we get a larger force up and running we will need Knights to go out and purge the more dangerous areas in the Forest. Making the Hangar and researching Knight tech now will both push our tech tree forward and towards the more advanced end of pre collapse that we can reach right now and at the same time it could even lead to Forge Clans interacting with us directly.
 
Last edited:
Critting infiltration (natural, not with boni) gives you three turns of progress for both. With boni, it's two.
A nat 100 without boni us unlikely, but going over 100 is very likely with +40 over two or three turns...

[] Plan Martyris, Do Everything!
-[][Faith] Expand Your Hospices - (-5 Materials) - (0/1 Turns Complete)
-[][Diplomacy] Infiltrate - (Church of Eden) - (-3 Materials) - (0/3 Turns Complete)
--[] +4FF
-[][Martial] Push Them Out - (1 Unit Tech-Scouts) - (0/1 Turns Complete)
-[][Learning] Of Deterrents and Lures - (0/1 Turns Complete)
-[][Archeology] Prepare an Expedition - (SO-02) - (2 Turns) - (House Mirn support: N) - (1/2 Turns Complete)
-[][Tree of Knowledge] Laboratories - Basic - (1/3 Turns Complete)
-[][Tree of Knowledge] Daycare - (1FF) - (1/2 Turns Complete)
-[][Personal action] Too Much To Do - (Living Quarters - Grand) - (-10 Materials) - (0/4 Turns Complete)
-[][Personal action] Too Much To Do - (We Are One People! - (Locals)) - (-20 Materials) - (0/4 Turns Complete)
-[] Merchants - (All Are Free Actions)
--[] Selling Artifacts - (Metallic Scrap, Rare Flower, Well Kept Picture, Rotating Piston, Gilded Spider-Husks)(+4.22)
--[] Buying Goods In Bulk - (Codex Printing)
-[] The Union Of Herbalists - (1 Free Action)
--[] Study Sessions - (-3.4 Materials, 1FF) - (0/8 Turns Complete)
-[] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[] Suffer Their Arrogance - (-6 Materials) - (1/4 Turns Complete)

Ok, this should work.
Expand Your Hospices because it's better for Goodwill generation to do this than most other actions. It also costs only 5 Materials so I can fit that into the plan by selling a few things. I could instead do recruiting but we already lack space...

Infiltrate - (Church of Eden) to get that started and because the 80% success chance means we don't need a bonus on that. It also won't lock our Personal action, so we could do the wedding even if we still have one turn on this action to do.

Push Them Out and Of Deterrents and Lures to finish the Blightdogs. The combo should also make it more likely for us to crit, getting us another bonus like the mercenary contact from last time. If we don't crit we would still get 1 extra Material every turn from sales.

Prepare an Expedition, Laboratories, and Daycare are locked in.

For Personal actions, I have Living Quarters - Grand - because we need it and it's going to switch to the Tree of Knowledge category next turn after Daycare finishes - and We Are One People! - (Locals) to get that started, with the hope that the +40 gets us over 100 and shortens the time we need.

Finally, I start the training for our first doctor. It's... going to take a while though. Also: remember that we need to pay the Scholars this turn too.

Anyway, it's pretty late. If there are any errors then I'm going to fix them tomorrow.
 
Name: (The name of the religion/cult.)
Origin: (Where it originated.)
Stronghold: (The center of its belief. City and then Region.)
Might: (The amount of damage/help they could cause/provide, should you prove antagonistic/beneficial. 1 = a few people would act, while 100 = means national responses.)
Description: (An overview of dogma, belief, primary goals, and connected faiths.)

Major Religions In Slatnan:

Name:
Church Of Eden
Origin: Christianity
Stronghold: Jagisla, The Green Dunes.
Might: 26
Description: The Church of Eden believes that god punished humanity for its sins, cast out of "Eden," a place without hunger, pain, death, or illness. For them, mutations are a sign of spiritual corruption that can only be purged in flames. They also have a focus on shunning technology, thinking that it resulted in humanity's fall and believe that help should be earned, not given without payment.

Name: The Followers of Light
Origin: Deification
Stronghold: The Capital, The Capital
Might: 68
Description: The Followers of Light think that the imperial family is not human, but a deity given flesh that guides man back to its rightful glory. For them, subservience to the state is paramount, and that helping people is equal to helping their god. They have some interest in technology but favor mindless faith more. The Followers of Light do not like other religions, seeing them as competitors that have to be eliminated or subsumed.

Name: Children Of Tewaqir
Origin: Islam
Stronghold: Stonecrest, Slatnans Womb
Might: 34
Description: The Children Of Tewaqir are a pacifist religion, focusing on the inner perfection of individuals by "cleansing" the body and mind from unwanted desires via humble means. Poverty is a virtue while indulging in luxury is a sin. While there are debates about the viability of their pacifist views, they see no significant reasons to hurry up in getting to a conclusion in that discussion.

Name: Myra's Chosen/The Great Gearmother
Origin: Deification
Stronghold: Ash, Sunken Hollow
Might: 88
Description: Myra's Chosen, or followers of the Gearmother, are all without fail members of Forge-Clans. Outsiders are not permitted to know any real secrets of her worship unless they are inducted into the Clan. All that the average person knows is that "Myra" is seen as the saint patron of all Forge-Clans. Legends tell that she was the first to walk the lands unafraid of attacking machines, clad in technological marvels, seeding Forge-Clans wherever she went, spreading the understanding and rituals necessary to manipulate technology to one's desire. Most Forge-Clans make it a point of pride to display the artifacts she "supposedly" gave them as the first things visitors and customers see. For them, there is more in a machine than the sum of its parts. Their highest goal is the creation of a "Deuexmak," whatever that is.

Name: Order of the Flaming Sword
Origin: Judaism
Stronghold: Perfidious, Sunken Hollows
Might: 43
Description: The Order Of The Flaming Sword is a militant group of a rabbi and his congregation, intent on reclaiming lost holy places from the Wastes, Mutants, and Machines, by any means possible. They gather forces to strike out into the surrounding lands, cleansing sites of the taint of Machine and Mutant, before fortifying them. To fall in battle while reclaiming or defending such a place is one of the highest honors they could think of receiving.

Name: Rassemblement Vivant (lit. Life Gathering.)
Origin: Shamanistic
Stronghold: Hal, Bone Valley
Might: 7
Description: The Gathering of Life is a loose collection of shamanistic traditions focused on humanity's connection to nature and the spirits that permeate everything, from the lowliest blade of grass to the mightiest predator. For the Gatherers, Bone Relics are an integral part of any ritual. However, they state that only bones given freely (collected from the deceased, who say that they allow such when alive) hold any mystical properties. They had a schism a century back, resulting in the Knochentänzer, which they hate with a passion, and wish to destroy.

Known Proscribed Cults In Slatnan:

Name:
Rose Of Flesh
Origin: ???
Stronghold: ???
Might: ???
Description: A cult wholly devoted to the pleasures of flesh and body. Beyond their vulgar indulgence of every drug, every sexual practice, and all forms of desire imaginable to the human mind, not much is known about them. Only occasionally can tracks of this cult be found, mostly in the way of mutilated victims that, should they be lucky, have died before being discovered. The ones that have not give horrifying accounts of the practices and worship of the Rose Of Flesh.

Name: Knochentänzer (lit. Bonedancer)
Origin: Shamanistic
Stronghold: ???
Might: ???
Description: The Knochentänzer is a sect that split from the Rassemblement Vivant. They sport several distinctions from their parent religion, but the one that has sparked the most strive is their handling of Bone Relicts. Instead of volunteers and faithful giving their body for their belief, they take the bones needed for their rituals directly from the living. Should the victim survive the procedure, their bones are regarded as incredibly potent, resulting in the complete removal of the victim's entire skeleton. According to interrogated members, Mutated are a prime target of this cult, as the unique bones hold more magic.

Name: Emberguard (Destroyed)
Origin: Disciples of the Evertorch
Stronghold: Mirn, Tessen
Might: 0
Description: A splinter of the Evertorch. The goal of this cult is known only to a select few, though recruitment had been an integral part of it, including the provocations of Purges.


Edit: See Glossary.
 
Last edited:
Back
Top