Turn 8: Year 1; Month 9; Getting Stuck In Work
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: 115
-Faithful: 2/4
-Followers: 111(11 unoccupied)

Materials: 13.59(+1.11 per turn)

Income = 2.22 Materials:
2.22 Followers

Upkeep = 1.11 Materials:
1 Soup kitchen
0.11 Drought Upkeep

Goodwill: 9.01 (+0.01 per turn)

Piety: 62.5% (+10 to personal rolls)
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 acquire technology

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) 100 Pilgrims receive water in case of a drought.

The last three months have been nothing, if not great. Finally, you were able to build the soup-kitchen you were planning for months, which has noticeably improved the morale of everybody to the point that you are swamped with volunteers to man the kitchen. It seems that while you had originally planned to improve the morale of everyone, this was not necessary, as seeing people thank you for giving them a simple meal has strengthened the resolve and willingness of the Pilgrims to continue the work they are doing. Unfortunately, not everything was rainbow and sunshine, as some people have already tried to steal supplies or take advantage of the soup-kitchen you had built. Maybe you should invest in security soon, to counteract any future problems.

On a less happy note, the scouts that were sent out to map the sewers have had many close calls with the local mutants and have confirmed that there seems to be a Walker in the gutters, most likely patrolling. This has eliminated some routes and makes any expedition setting up in, rather than just walking through, the sewers highly dangerous, even with the mercenaries. Better to just send your scavengers into the sewers, they would have an easier time legging it, if found. However, this has proven to be a blessing in disguise as the potential site found looked to be completely undisturbed, aside from the mutant corpses, of course. They nonetheless hope to deliver a comprehensive map in the next three months and are eager to look around the city for more sites further. Although, they do have asked for better equipment to reduce the risk of dying, should they be discovered, or to help them not be discovered at all. Maybe some sand- or rust-colored cloaks would help?

On a more internal note, you have started to put together a diplomatic party headed by Neil Cels, a 40-year old man that acts more like a kindly grandfather than the army siege-engineer that he was a few years ago. Still, you won't complain that someone is going to start being the public face of the Pilgrims to the leaders of the various factions and noble-houses in the region. You gather that while he and his staff are making good progress, they will probably need another three months to finish their training. Maxcim, on the other hand, is very happy that he can begin with implementing his designs and has directed the workers to dig out the main hall of the Tree. A 5 meter wide and 50 Meter high entrance, stretching about 100 Meters into the cliff, with multiple paths snaking up and down into the stone resembling branches and roots are planned, with many decorative and functional additions, such as plumbing, light, and murals being designed to be implemented for the future. Thankfully, the way the sun shines means that there will be enough light to illuminate the entrance for half a day before you have to get creative with mirrors, torches or electrical light. For now, he has restricted himself to complete the administrative-center, in the "root"-section of the Tree, that was given priority and has included room for future additions to it.

While this was being done, your scholars have started complaining to you that while they enjoy studying things, they hope that they won't have to explore more of the local customs that are, quote: "completely idiosyncratic" unquote. Such "idiosyncrasies" include, but are not limited to, the common choice of clothing (loose, with colors such as brown and yellow being dominant, with scarfs around their eyes and heads against the sand, coupled with googles). The local holidays (such as a day celebrating the local marquise, a festival of the new year using lizard costumes to ward off evil spirits and the celebration of the convergence of the two moons). Further is the fact that artists are both revered as creators of exceptional beauty, but heavily scowled at as slackers that contribute nothing to society. You are not sure whether their complaints are legitimate or if they simply like to complain, seeing as the scholars of the Pilgrims contain most of your anti-social followers. Nonetheless, they did excellent work, and your missionaries and diplomats will likely have an easier time doing their job thanks to them.

Still, while the day draws to a close, you cannot help but feel optimistic about the future and the fact that the Pilgrims have made such progress in such a short time. You can only hope that luck continues to be on your side, there are too many things to do and too many people needing the Pilgrims help, for you to be stuck at simply giving out soup and kind words. And for one moment, you try to envision what could be in a hundred years, what wonders the Pilgrims have made commonplace, and how many are alive because of your activities today. The thought brings a smile to you.

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)

[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 60%
Reward: 1d12-3 Recruits)

[ ] A Pamphlet For You
Write some simple pamphlets to introduce the Pilgrims to the wider consciousness and (hopefully) get people interested in you. This would also help in introducing yourself to a group.
(Chance: 85%
Cost: 1.5 Materials
Reward: 1d6 Recruits, +15 to Personal Introduction, permanent boon)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Takes 3 turns
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d3 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 95%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d3 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Takes 2 turns
Chance: 75%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Establish A Small Hospice
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Build An Inn (Choose A Name)
Let's face it; the Pilgrims will, over time, only increase their operations. Unfortunately, helping people costs money, money that you do not have right now. Building an inn would provide you with income and enable you to conduct smoke and mirror operations with an increased chance of success, as well as improve the range, and therefore the efficiency, of your missionaries.
(Takes 2 Turns
Cost: 15 Materials
Reward: 1d4+1 Materials per turn, increased chance for intrigue actions, increased size of recruitment dice, unlocks further actions)

[ ] Distribute Water
While you produce only enough water for 100 people per day, it could nonetheless save some of the old or young from death. Giving the water away would undoubtedly be the right thing to do, even if it would hurt your finances until the drought recedes.
(In effect until the drought stops.
Cost: Desalination (Basic) no longer supports the Pilgrims
Reward: 0.2 Goodwill per turn until the drought stops, can be taken as a free action in future droughts)

[ ] Write In

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. (1 Action Locked)

[X] 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)

Learning: Knowledge is Power. (Choose 1 Action)

[ ] Tailor Your Messages
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)

[ ] Camouflage?
Being the same color as your surroundings is an effective way of escaping the notice of the meaner critters out there. Unfortunately, you often cannot mask yourself to perfection on the move or on-demand at a moment's notice, not speaking of the fact that some creatures can simply smell humans. Set your scholars to the task of figuring out a method to block both sight and smell, or mask them sufficiently.
(Chance: 50% Successes needed: 2
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions and permanent bonus in ???)

[ ] Study The Land Locked By Drought
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: 90% 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: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Write In

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

[X] Scout The Sewers
They are, thankfully, dry. But while scouting them will not reveal many sites for digs, it will prove invaluable for getting in and out of the city quickly, and more importantly, safely.
(Chance: 85%
Takes 2 Turns
Reward: Sites in The Sewers are located and mapped. -1 Turn for all Scouting Actions.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

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

[X] 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: 2.5 Materials Upkeep: 1 Material
Takes 2 Turns
Reward: +1 Personal Action, Unlocks Too Much To Do)

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: 55% for Locals, 35% 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)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] 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

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.

Be advised that in the coming months i will work in shifts that vary by 8-Hours from 6-14 and 14-22. Because of this, the upgrade schedule will be wonky until I figure out a way to balance those differing work-hours.

Voting will be closed on the 20.04.20 at 0:00 CET.
The decision for Goodwill use is on the 21.04.20 at 0:00 CET
Updates will be online on the 23.04.20 at 0:00 CET.
 
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[X] Plan: Friends of the Common People
-[X] Establish A Small Hospice
--[X] +1FF
-[X] Camouflage?
--[X] +1FF
-[X] Cool Tempers
 
(X) Plan: Friend of the Common People
change my vote
Adhoc vote count started by HeroCooky on Apr 15, 2020 at 11:00 AM, finished with 8 posts and 7 votes.

  • [X] Plan: We need more Actions
    -[X] Establish A Soup-Kitchen
    -[X] Create A Diplomat-Corp - (Basic)
    --[X] +1FF
    -[X] Study The Locals
    -[X] Scout The Sewers
    -[X] Administration Center - Basic
    -[X] Cool Tempers
    [X] Plan: Water is very important
    -[X] Establish A Soup-Kitchen
    -[X] Create A Diplomat-Corp - (Basic)
    --[X] +1FF
    -[X] Study The Locals
    -[X] Scout The Sewers
    -[X] Expand The Desalination Basins
    -[X] Cool Tempers
 
[X] Plan: Hard to help without cash
-[X] Build An Inn: House of Respite
-[X] Camouflage?
--[X] +1FF
-[X] Cool Tempers
--[X] +1FF
 
[X] Plan: Hard to help without cash
-[X] Build An Inn: House of Respite
-[X] Camouflage?
--[X] +1FF
-[X] Cool Tempers
--[X] +1FF
Be advised: you only have 13.59 Material in this turn and 14.82 next should the drought end. You do not have the funds to build an inn without doing the action: Charity Drive.
 
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[X] Plan: Friends of the Common People
-[X] Establish A Small Hospice
--[X] +1FF
-[X] Camouflage?
--[X] +1FF
-[X] Cool Tempers
 
[X] Plan: Friends of the Common People

[X] Establish A Small Hospice
-[X] +1FF
Needed: 70 Rolled: 25+1 = 26
Goodwill Roll: Needed: 50 Rolled: 25
Failed
+10 next turn

[X] Create A Diplomat-Corp - (Basic)
-[X] +1FF
Needed: 25 Rolled: 38+1 = 39
Complete

[X] Camouflage?
--[X] +1FF
Needed: 50 Rolled: 22+1 = 23
Goodwill Roll: Needed: 50 Rolled: 53
Spend 6 Goodwill for success?

[X] Scout The Sewers
Needed: 15 Rolled: 92
Revealed Sites:
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SE-02: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 1 Turn. No danger.

[X] Administration Center - Basic
Complete

[X] Cool Tempers
Needed: 60 Rolled: 40+10 = 50
No Effect
Disaster Roll: 43 Flood
Strenght: 72
Delayed: 2d4-2 = 0 Turns

Disaster activates: Piety now rolls with +1, due to no housing to shelter the Pilgrims.
Piety: 1d6+1 = 4+1 = 5
Faithful: Needed: 56 Rolled: 72
Result: +1FF

Goodwill Vote is open until the 21.04.20 at 0:00 CET
 
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Rumour Mill Turn 9
Free Healing! In the future, maybe.
Helping people is a noble goal. But sometimes one has to ask whether or not someone should have some certificates before doing so. The authorities think so. While the Pilgrims are dealing with a glacial bureaucracy, the sick and injured go untreated. Maybe someday, the will to help someone will be enough to help them?

Really? REALLY?
Not enough that we had a drought in the last year, now there is a flood! Not a minor one either, it seems that the heavens want to unleash all rain that they did not send last year. One has to ask why we worship the Gods up there if they pull shit like this.

Fulkan-Ironworks foreclosed under slavery accusation!
It seems that last year's investigation by the Adventurer-Guild has borne fruit, and the Fulkan-Ironworks have been found guilty of slavery. Not the somewhat understandable one by using Mutants and forcing those beasts to contribute to society, but the one with the Mutated. While there is a minority that advocates this type of slavery, the majority believes that there is enough humanity in them to prohibit such practices. The owner of the Fulkan-Ironworks is now put through the imperial justice-system, the outcome clear for everyone: Death.
 
Also, the Pilgrims have failed so many times in their tasks that they have earned their first trait! Congratulation!
(You still need to choose the specific of it. But it should help you in failing slightly less.)
 
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