[X] Choose a home
--[X] Forest of Rust

Complete
Unlocked Learning, Base and Archeology Action.

[X] Feel out the Elites
Needed: 30 Rolled: 59
Unlocked Diplomacy Action

[X] Basic Etiquette
Locked, completes the next turn.

[X] Cool Tempers
Needed: 60 Rolled: 38
No Effect

Piety: 1d6-4 = 5-4 = 1% Reduction
Faithful: Needed: 59 Rolled: 48
Disaster Roll: 50 Drought Strenght: 48 Delayed: 2 Turns
 
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[Canon] - The Forest Of Rust
The Forest of Rust is a region north of the Province of Tessen, situated on the northern-most part of the Empire of Slatnan, bordering the Wastes. Common names include; The Forest, The Necropolis, and Rust-city.

This region has attracted numerous scavengers and scholars due to the number of intact artifacts that can be unearthed here, along with a large number of high-quality materials, such as steel and titanium. Unfortunately, the Forest has attracted numerous Mutants and malfunctioning machines, making any attempts at scavenging difficult at best and deathly at worst. Despite this, the allure of the Forest has driven many to try their luck, only to find that this is not a good substitute for numbers, training, weapons, and armor.

Still, over the years, and the sacrifice of many human lives, the Forest was rudimentary mapped and divided into zones to make both navigation and prospecting easier.

The first section anyone will come upon is the Outskirts. These are divided into the eastern, southern, and western parts. In those, you will most likely only find trade goods, such as toys or poorly preserved art. Because many mutants have been killed here, most of the prospective sites have been searched. Still, many places remain hidden and can be plundered by those determined to find something.

The First Ring consists of six different areas, these are;

The Wall, a defensive emplacement, holding strange devices rusted beyond identification, barracks, military depots, and a bunker that has proven remarkably resistant to those attempting to open it.

The Gallery is a name chosen not by the fact that art can be found here, but the fact that whatever lives here has chosen to display the corpses of its enemies in many grotesque and disturbing ways. Unfortunately, this area is theorized to hold many ancient repositories of knowledge and at least one building proudly displaying a pictograph of a book.

The Sewers, the preferred way to travel the city by those who wish to remain undetected. This area does not hold any riches, only the occasional danger. Still, maps of this place are both rare and extremely wanted, because knowing a safe route through the necropolis is extremely important for long-range operations.

The Tower of Pain, a name not chosen by anything obscene or horrifying happening here, but rather by the fact that the wind "screams" through the hollow facade of this 400-meter high building. While there are other towers at a comparable or higher height, this is the only one with still functioning electronics, and the top-floor seems to be completely intact.

The Smokestack is a 50-meter tall tower belching out a perpetual plume of black smoke. This area seems to be mostly underground, with many entrances being hidden by camouflage and optical illusions. Moreover, many old machines have congregated here. They seem to rust, entirely still, until someone enters a general area around them, at which point they activate and hunt the intruder until either they or their prey is dead. Only three intrusions have returned alive and told tales of massive machinery and ancient wonders of manufacture.

The Pit, a massive hole in the city, so bottomless, that the sunlight cannot reach the bottom. Whatever is down there was either never meant to see the light of the sun, or intended to be hidden from prying eyes.

The Second Ring is something only a few were able to penetrate, and as such, information is scarce of what is in it.

The Field of 64 is a flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area, or what could be beneath it?

The Crystalgarden contains large crystals, arranged in geometric formations and seem to have weathered the elements perfectly. Yet, removing these crystals is seen as a waste of time, since removed crystals seem to deteriorate in days and are incredibly brittle.

The Berth, an area containing dozens of large warehouses holding what seem to be ships suspended in the air. Unfortunately, those ships are useless, seeing as there is no water and no way to transport these ships, alongside the fact that they were made out of metal. Whoever build these things had the means to transport them, or they were meant as pure prestige objects.

The Third Ring contains only one building.

The Spine, an impossibly tall tower. It is theorized that this tower stretches 3-5-km into the sky. How such a structure could be created is something that has scholars divided, with everyone claiming only they have the right answer. Additionally, the churches have proclaimed this to be either a cause for the Fall or a holy place, depending on who you ask.
 
[X] Choose a home
--[X] Forest of Rust

Complete
Unlocked Learning, Base and Archeology Action.

After this turn's concluded, we should start focusing on expanding and improving our base.

[X] Feel out the Elites
Needed: 30 Rolled: 59
Unlocked Diplomacy Action

Now that we're fully familiar with the general populace, any diplomatic plans we try to cludgle together in the future will be able to take eaveryone into account.

[X] Basic Etiquette
Locked, completes the next turn.

Let's hope we succeed.

[X] Cool Tempers
Needed: 60 Rolled: 38
No Effect

Darn. Well, better than tempers flaring up, i guess.

Piety: 1d6-4 = 5-4 = 1% Reduction
Faithful: Needed: 59 Rolled: 48

No new Faithful and Piety decreased by a miniscule amount. Eh, easily manageable.

Disaster Roll: 50 Drought Strenght: 48 Delayed: 2 Turns

Well, better get to stockpiling water. Here's hoping the Dice Gods smile upon us (or at least somewhat neutral).
 
Turn 5: Year 1; Month 0; Home Sweet Home
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 92
-Faithful: 2/2
-Followers: 90(41 unoccupied)

Materials: 15(+1.66 per turn)

Goodwill: 9

Piety: 50% (No effects)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Opinion: Neutral
Plans: Sponsor digs to increase their status

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A

The Forest of Rust.

The name alone is a legend. What it represents more so, for it is a necropolis containing untold riches, dangers, and the promise of something more. Something powerful. Yet, it has driven more scavengers to their early death than to riches. Something you will change, for the Pilgrims are not an alliance of the greedy, ready to backstab each other once they find something valuable, nor a small group of people seeking to plunder its riches. The Pilgrims have made it their mission to learn from the past so that they can create a better tomorrow, and the Forest of Rust holds more artifacts than any other location you know of combined. It will take lifetimes even to search the Forest, much less clear it out. But that is a challenge you are willing to take.

Another challenge to take is the training of those Pilgrims who feel the need to spread the word to everyone. This proved much more complicated than you anticipated. Convincing people to join the Pilgrims is easy, putting into words, much less doctrine, how you are doing this, is not. While the training is progressing pretty quickly, with only one argument with one Pilgrim who joined recently, you are not confident that they won't cause an issue for another three months. At least they will have a much better time convincing anyone, now that you have finally chosen a home for the Pilgrims.

The Province of Tessen sits along the, aptly named, Tessen-Trade-Route. A dozen cities are connected by this flow of goods, governed by the Marquis of Tessen, and further under control of the Houses Ulatarn and Mirn. Of those, it seems, only House Mirn has taken notice of you. The locals say that they are weak for a noble house, but very interested in the past and pay a premium for lost technology. Additionally, they have heard about what you want to do and wish to discuss sponsoring you. What they want from you precisely, was not said, but the runner told you that they wish to discuss this earlier, rather than later. Additionally, it seems that the Military has taken notice of you and said to you that you better not break any laws, or else.

The Churches, on the other hand, seem divided. The Followers of Light see you as a direct competitor and threatened you to stay away from their believers, while the Church of Eden has no interest in you, and seems to shut you out of their minds actively.

Threats and mysterious nobles aside, this promises to be a great year. You can feel it; even the sun shines brightly upon you! Let's get to it.

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

[X] Basic Etiquette - Locked 1/2 Turns
Look, talking to people and getting them to join you for supper is one thing, asking them to join a cult is something completely different. You need to ensure that everyone has at least some idea on how to recruit people without stepping on the toes of the local Church and anger the people.
(Turns: 2
Chance: 70%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation.

[ ] Have You Heard?
For some rumors are a nuisance; for others, they are mildly amusing and for some? They are the air they breathe, the food they eat, and the earth they walk on. It should not be too hard to gain access to the local rumor mill, especially if you offer insights into the Pilgrim lifestyle and politics.
(Chance: 90%
Reward: Unlocks Local Rumor Mill)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 30% for Nobility and Churches, 50% for Military
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Create A Diplomat-Corp - (Basic)
Speaking is hard. Doing so with people that seem to see you as nothing more than a temporary nuisance barely? That requires either immense strength of will, massive charisma, or proper training. Unfortunately, you will have to do with haphazard training.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 75%
Reward: Basic Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 35%
Reward: Better information and possible counters against the plans of one faction.)

[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 50%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

[ ] Write In

Learning:
Knowledge is Power.

[ ] Study The Locals
Understanding how the local culture works is a powerful tool. You will be able to tailor your messages better and understand the local needs to a higher degree.
(Chance: 75% Successes needed: 2
Reward: Reduced penalty for recruitment actions, unlocks additional faith actions.)

[ ] Study The Land
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 65% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)

[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 45% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Create A Scholar-Corps
(What was will be Synergy - Starts at 2nd Tier)
Studying ancient artifacts and reverse-engineering them is not something that should be left to amateurs. Luckily, your own experiences and the enthusiasm of the Pilgrims will ensure that those tasked with it are both competent and diligent in this duty.
(Cost: 1 Faithful
Takes 2 Turns
Reward: Increased chance to research, lower successes needed for completion)

[ ] Write In

Archeology:
The secrets of the past will illuminate the future, may we learn from their mistakes.

[ ] Create A Archeology-Corps
(Scavenger + What was will be Synergized - Only takes one turn at no cost)
A pickaxe, a shovel, a spear, and a crate. What more do you need for this?
(Reward: Archeology-Corps established, increased chance for finding artifacts, can create multi-turn expeditions)

[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Western Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Western Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Write In

Base:
The home of the Pilgrims, a bastion of all that they stand for and a symbol of hope for the desperate.

[ ] Choosing Your Home (Free Action - Does not consume a turn)(Choose a Name)

-[ ] Rent A Base

The easiest option to establish a base is to rent buildings and reappropriate them to the tasks needed. Unfortunately, they will also be poorly defensible, and create increased scrutiny from the locals should you set up buildings that serve some less than transparent operations.
(Pros: Buildings take -1 Turn to create (min. one turn)
Cons: Rent increases upkeep by x1.5, attacks against you have both first-strike and increase the difficulty for secret actions)

-[ ] Buy Some Land
The middle option. Instead of being in the middle of the city, you would buy land from the local Lord to build the home of the Pilgrims.
(Pros: Free Space to expand into
Cons: The local Lord may force an inspection on you)

-[ ] Make A Statement
A day north of the city of Mirn, there is an ancient 60-meter high tree with completely white leaves, and behind it is a sandstone cliff; 120 meters in height and 1-kilometer length. The cliff is composed of red, orange, and yellow sandstone, creating a beautiful sight to behold. While digging into sandstone is relatively easy, it would nonetheless send a statement that the Pilgrims are here to stay, while providing a secure and safe base.
(Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up)

[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 7 Materials Upkeep: 0.5 Materials
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 7 Materials Upkeep: 0.2 Materials
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)

[ ] Administration Center - Basic
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1 Material
Reward: +1 Personal Action, Unlocks To Much To Do)

[ ] Desalination Plans (Locked to "Make A Statement")
Near the cliff, about 50 meters to the left of the tree, there is a saltwater stream that flows inland. You would need to dig some trenches to be able to set up an essential desalination operation. Still, the salt that you would gain from it would pay for any maintenance, as well as ensure that there is a constant source of fresh water available.
(Cost: 5 Materials (boni already applied)
Reward: 100 Pilgrims can be supplied with water, unlocks further buildings)

[ ] Write In

Personal:
Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (1 Action)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(House Mirn wants to meet with you. 100% Success chance
Chance: 50% for Locals, 30% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
(Reward: You are Named)

[ ] Write In

So, before anyone asks, yes, you are now organized. The Formation of the Corps would have happened even if you had chosen to start organized. It is something entirely different for someone to be one day told; "do that" and to specialize in this specific action.

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

Voting will be closed on the 06.04.20 at 17:00 CET.
The decision for Goodwill use is on the 07.04.20 at 17:00 CET
Updates will be online on the 09.04.20 at 17:00 CET.
 
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[X] Plan: Here to Stay
-[X] Have You Heard?
-[X] Create A Scholar-Corps
-[X] Create A Archeology-Corps
-[X] Choosing Your Home (Tree of Knowledge)
--[X] Make A Statement
-[X] Desalination Plans (Locked to "Make A Statement")
-[X] Introduction (House Mirn)
 
[X] Plan: Here to Stay
-[X] Have You Heard?
-[X] Create A Scholar-Corps
-[X] Create A Archeology-Corps
-[X] Choosing Your Home (Tree of Knowledge)
--[X] Make A Statement
-[X] Desalination Plans (Locked to "Make A Statement")
-[X] Introduction (House Mirn)
 
Inserted tally
Adhoc vote count started by HeroCooky on Apr 6, 2020 at 11:00 AM, finished with 10 posts and 9 votes.
 
[X] Basic Etiquette - Locked 2/3 Turns
Needed: 30 Rolled:10
Goodwill Roll: Needed: 50 Rolled: 21
Rolls the next turn with a +10 Bonus

[X] Have You Heard?
Needed: 10 Rolled: 6
Goodwill Roll: Needed: 50 Rolled: 32
Completes the next turn, with +10 Bonus

[X] Create A Scholar-Corps
Completes the next turn
The rains have stopped falling, and the earth begins to dry.
[X] Create A Archeology-Corps
Completed

[X] Choosing Your Home (Tree of Knowledge)
--[X] Make A Statement
All Boni and mali will be automatically applied in turn 6.

[X] Desalination Plans (Locked to "Make A Statement")
Completes the next turn

[X] Introduction (House Mirn)
See the next Update

Piety: 1d6-4 = 2-4 = 0
Faithful: Needed: 52 Rolled: 26

Ouch. Just. Ouch.
The next turn is online on the 08.04.20 at 17:00 CET.
 
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Well, looks like we'll have to try interfacing with the local rumour mill next turn.

I'll also go over the options available in the next update to explain how much priority I believe we should place on them when it comes out.
 
Turn 6: Year 1; Month 3; Nobles, Failures, And Ambitions
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 99
-Faithful: 1/2
-Followers: 97(48 unoccupied)

Materials: 16.94(+1.94 per turn)

Goodwill: 9

Piety: 50% (No effects)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to increase their status

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination facility (Basic)


The week had started so well. You finally found a spot to set up camp, permanently, and began to organize those of the Pilgrims who wanted to both dig up and study artifacts. The excitement was infectious as people shared experiences and set up procedures and methods of both acquisition and research. Even the digging of the channels made people feel giddy, seeing progress being made before their eyes. During this, you thought that you finally had prepared your missionaries enough to send them out for a simple task, finding out who could supply the Pilgrims with rumors.

That was the moment when things stopped working. It was not a fault of them, just a combination of multiple factors. The distrusting nature of your countrymen, the fact that you did not understand the local culture as well as you should, and the fact that a drought was starting and people had more pressing concerns than talking with the weird newcomers. It was disappointing, but even mistakes can be turned into opportunities by learning from and adapting to them. Perhaps you should put your everything into training them for the next three months to ensure that nothing goes wrong? Or maybe build/dig a learning hall to ensure that people could learn in a proper environment?

But that was something to worry about tomorrow, for now, you disembarked towards Mirn, hoping that the audience with House Mirn goes at least somewhat better than everything else.


-House Mirn-
-The city of Mirn-
Audience (91/100)
As you walk through the city, you feel both awed and nervous.

Awed at the mass of people that walk the streets, the towers and walls jutting into the sky in defiance of gravity and the sheer might of Humanity that is displayed in both architecture and military as you see two knights lumber past you on their way to ensure the safety of the people of Slatnan.

Nervous, because you are a peasant walking into the wealthiest place in a two weeks journey in any direction, not because you work there or anything sensible, but because you have an audience.
With the head of one of the three ruling houses of the region.
Who wants to talk with you so badly that they send both a messenger as well as a scroll with their official wax stamp on it.
So, yeah. You are nervous, fretting over the tiniest details, to the point that Nexa threw you out of the camp and told you to come back only when you had finally talked to them.

This means that you now stand here, in front of the manor, wearing not something fancy, but your everyday clothes. At least you managed to polish your spear, somewhat. Years of use don't just vanish in a few minutes. Taking a steadying breath, you approach the guards who had already begun to eye you from across the street.

"Halt stranger, name your purpose.", the left one calls out, looking more relieved to have something to do, than worried or suspicious. Immediately you take out the scroll and hand it to the guard, saying: "I was told that the Lord already expects me." Both now look at you with raised eyebrows. "Right. Now let's see what you have here.", the one you handed the scroll responds while unfolding it. A few minutes pass as he reads through it carefully and finally nods in satisfaction.

"Checks out, I'll guide you there. Hold the post for me, Gerd." The other guard only nods and proceeds to ignore you.

As you walk to the main building, you can't help but feel unsettled by the sheer extravagance of the place. The way is paved with colored mosaics, lush bushes and trees dot the area, none with white leaves you note with quiet satisfaction, and there are electrical lights all around the place. That last bit is the one thing that piques your interest instead of putting you off. Electricity is something only the obscenely rich can afford to have due to the difficulty in generating it. And weren't they supposed to be poor; you think as you arrive at the entrance.

"Right, Frieda will take it from here," your guard says as he points to a maid that has taken notice of you. "Good luck, you will need it," he says as he walks off. Before you can ask what he means with that, the maid, Frieda, speaks up.

"Welcome to House Mirn; my name is Frieda. Unfortunately, I will need to review the document sent to you. We had a bit of a problem with forgers, I am sure you understand?" she says with a smile that seems to be intended as friendly, but come off as more predatory and suspicious. You would be impressed if you weren't having a slight panic attack at the thought that someone had tricked you. You nonetheless give her the scroll and say, "Here, I hope there are no issues with it."

"I do.", Frieda responds worryingly eager and takes your scroll, reading it immediately, before giving it back to you with a slight scowl. "Everything checks out; please follow me. Also, leave your spear with Lur here.", she speaks, pointing at a guard that you did not hear approaching. Nonetheless, you follow the command and walk after Frieda.

The interior of the manor can only be described as luxurious. Paintings and thick rugs line the hallways as furniture made out of wood are interspersed throughout it all. Unfortunately, you arrive at a room before you can take in the layout of the electrical grid and take notes.

"The young lord is already waiting inside. Don't try anything."

Somewhat intimidated, you step into the meeting only to bump into someone. "Ouch." Looking down, you see to your growing horror a young boy, maybe 16/17 years old, stepping back rubbing his nose.

Before you can ask for forgiveness for hitting him, the boy looks up at you and says with a manic grin, "I must say, I did not imagine meeting you this way. Don't worry about me. Sit, sit! We have much to talk about, and I hope that you will be intrigued by my proposal."

Despite the slight scare at the beginning, the meeting proceeds on a much better note. It seems that Lord Malarn of Mirn is somewhat of a technophile and very enthusiastic about the past and the technologies it contains. He strained for years to get an expedition set up, but there are specific laws that prevent the nobles from sending troops into the Forest to ensure that they wouldn't be able to scavenge ancient weaponry from the ruins and use them in an uprising. Fortunately for him, those laws do not apply to the Pilgrims, which means that he wants to use you to exploit that loophole. While this is by no means strictly illegal, it would nonetheless raise suspicion. So, he has already laid the groundwork by stealthily creating a mercenary company and wants to sell their use to you, and the Pilgrims by extension.

His exact terms are:
"For the use of my company in clearing and guarding your sites, I will receive at least one artifact, 25% of all recovered, rounded down, with the first pick of them, of course."

As you leave, having made no promises nor told him that you won't take him up on his offer, you feel like this is an excellent opportunity for the Pilgrims. This would enable you to set up expeditions to hazardous places and reap benefits without having to pay an arm and a leg to mercenaries yourselves or risk life and limb taking to the field. The only downside would be that you would lose out of a quarter of all recovered artifacts—something that you need to think about.

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

[X] Basic Etiquette - Locked 2/3 Turns
Look, talking to people and getting them to join you for supper is one thing, asking them to join a cult is something completely different. You need to ensure that everyone has at least some idea on how to recruit people without stepping on the toes of the local Church and anger the people.
(Turns: 2
Chance: 70% +10
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)

[X] Have You Heard? - Locked 1/2 Turns
For some rumors are a nuisance; for others, they are mildly amusing and for some? They are the air they breathe, the food they eat, and the earth they walk on. It should not be too hard to gain access to the local rumor mill, especially if you offer insights into the Pilgrim lifestyle and politics.
(Chance: 90% +10
Reward: Unlocks Local Rumor Mill)

Learning: Knowledge is Power. (Choose 1 Action)

[X] Create A Scholar-Corps - Locked 1/2 Turns
(What was will be Synergy - Starts at 2nd Tier)
Studying ancient artifacts and reverse-engineering them is not something that should be left to amateurs. Luckily, your own experiences and the enthusiasm of the Pilgrims will ensure that those tasked with it are both competent and diligent in this duty.
(Cost: 1 Faithful
Takes 2 Turns
Reward: Increased chance to research, lower successes needed for completion)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)

[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Western Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Western Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Write In

Tree of Knowledge:
The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action)

[X] Desalination Plans (Locked) - Locked 1/2 Turns
Near the cliff, about 50 meters to the left of the tree, there is a saltwater stream that flows inland. You would need to dig some trenches to be able to set up an essential desalination operation. Still, the salt that you would gain from it would pay for any maintenance, as well as ensure that there is a constant source of fresh water available.
(Cost: 5 Materials (boni already applied)
Reward: 100 Pilgrims can be supplied with water, unlocks further buildings)

[ ] Write In

Personal:
Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 1 Action)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 50% for Locals, 30% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)

[ ] Write In

Invisible text is fun!

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

Voting will be closed on the 10.04.20 at 17:00 CET.
The decision for Goodwill use is on the 11.04.20 at 17:00 CET
Updates will be online on the 13.04.20 at 17:00 CET.
 
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[X] Plan: Boring But Practical
-[X] Basic Etiquette - Locked 2/3 Turns
--[X] +1FF
-[X] Have You Heard? - Locked 1/2 Turns
-[X] Create A Scholar-Corps - Locked 1/2 Turns
-[X] Scout The Western Outskirts
-[X] Desalination Plans (Locked) - Locked 1/2 Turns
-[X] Guiding Hand

HeroCooky is this the correct way to assign a Faithful to an action?
 
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[X] Plan: Boring But Practical
-[X] Basic Etiquette - Locked 2/3 Turns
-[X] Have You Heard? - Locked 1/2 Turns
-[X] Create A Scholar-Corps - Locked 1/2 Turns
-[X] Prepare an Expedition (The Sewers)(3 Turns)
--[X] House Mirn support: Yes
-[X] Desalination Plans (Locked) - Locked 1/2 Turns
-[X] Guiding Hand
-[X] Assign Faithful to Action
--[X] Create A Diplomat-Corp - (Basic)

HeroCooky is this the correct way to assign a Faithful to an action?
Yes. A +1FF next to the action would also suffice.

Unfortunately, I have to veto the expedition due to the fact that The Sewers are a First Ring location. Yes, you know they exist, yes, you know where they roughly are, but you have next to no information on how to get there without getting your asses handed to you by a thousand mutants screaming bloody murder, even with House Mirn support. The scouting options are there to ensure that you have accurate information on safe routes and be able to establish savepoints for those going in and out. (Created automatically by the scouts)

The Diplomatic-Corp Action can only be taken next turn, due to the current diplomacy action being already used.
 
Yes. A +1FF next to the action would also suffice.

Unfortunately, I have to veto the expedition due to the fact that The Sewers are a First Ring location. Yes, you know they exist, yes, you know where they roughly are, but you have next to no information on how to get there without getting your asses handed to you by a thousand mutants screaming bloody murder, even with House Mirn support. The scouting options are there to ensure that you have accurate information on safe routes and be able to establish savepoints for those going in and out. (Created automatically by the scouts)

The Diplomatic-Corp Action can only be taken next turn, due to the current diplomacy action being already used.
I thought an expedition into the sewers would serve the purpose of mapping it out and identifying the ideal routes, along with setting up supply depots for future expeditions. If that is the case, I will replace it with the Tower of Pain.
 
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