The unofficial official report for your actions, your inactions, what mistakes you made, what I think you pursued too aggressively, and what you ignored too much. So let's start with the first category:
FAITH
Turn 1-10
Not much to say; you mostly expanded and created the bedrock for the Pilgrims.
Turn 11-20
You build an Inn, then spent over a year healing the sick, the injured, and those affected by the Plague-Engine. Then you got some books and recruited some people. You ignored an option so much that I deleted it. Too bad, since I had a storyline waiting for its completion, and the direction of "Pleasure Is Human" would have been interesting to explore.
A nitpick of mine was that you ignored a rumor before working on getting the Mutated's trust. Only your 'Humanism' tenet prevented me from getting you an auto-fail, as ignoring their plight was a step away from including them into the Pilgrims definition of humanity.
Turn: 21-30
Here you got to build things! Soup-Kitchen, Poor-House, School, and not being an asshole to people who got displaced by a disaster for everyone!
You also made your second effort in recruiting people.
DIPLOMACY
Turn 1-10
Mostly spent the first ten turns, creating the needed expertise and teams required for interacting on a higher level.
Turn 11-20
You trained your first spies, then did nothing with them. Seriously, you are in Slatnan, the nation whose spy-games are so strong;
they got a trait out of it! You are fortunate that no-one had anything against you and all rolled on the 'make us of them' side of the chart, or you would have been in for a rude awakening—also, no rumor-mill extras via infiltration, which could have led to better-informed decisions. You also trained your diplomats, and later on, your spies again.
It would help if you were more aggressive in getting information. Allies will only help you if your relationship is high enough to ask,
'What do I get out of it?' as an afterthought.
Turn: 21-30
Here you got your first information-networks by accident! Yay! Then you got to work on raising the opinion of the Common People about the Mutated while infiltrating the Church of Eden. You also cemented your commitment with the Healers, learned the single greatest secret within the COE leadership, and kicked Eden in the nuts for the rest of the Arc.
MARTIAL
Turn 1-10
Didn't exist.
Turn 11-20
Got created, searched, and found the Plague-Engine, prepared your volunteers, built a training-field, and then the fundamental security was made reluctantly.
After prompting.
Seriously, just because no threat attacked you directly does not mean that they do not exist!
Turn: 21-30
You heroically (and not motivated by the money) killed some Blightdogs for a few months, then build an armory and hangar for your Knight before helping out Bolt in killing the Butcher, and started an effort to recruit Mutated into your Military to have better units.
Not much to say here; you made an effort to defend the Tree better, so there's that.
LEARNING
Turn 1-10
Mostly set up for the region and got some cloaks.
Turn 11-20
You created your first custom-made military equipment: Camo-Cloaks! Then you searched for some good dirt for plants, found the backbone of the Pilgrims money, and scrambled to get your volunteers equipped.
What was slightly disappointing was that only one or two people had suggestions for this category, even though it offered the most versatility and chance to contribute to the Quest. On the other side, the ones who did make contributions made good ones, unlocking paths I would not have opened otherwise.
Turn: 21-30
Things got interesting here as you finished some research and then got the big stuff started or done. Like electricity, which unlocked a whole swath of things to do, except you, missed realizing that infrastructure is needed to capitalize on those gains. But you are soon going to be able to work on your Knight! So there's that!
ARCHEOLOGY
Turn 1-10
You scouted out multiple regions and started year-long caravans and operations—nothing to complain about here, but nothing outstanding.
Turn 11-20
You pretty much coasted on the success of the last ten turns and only scavenged, then made expeditions. Nothing much was done or suggested.
Turn: 21-30
Well, once your expeditions ran out, you made new ones, then refused to take risks with your scouts, intent on not losing anyone if you can avoid doing so.
My advice: You will lose people; there is no way around that. You
will have a death count in the hundreds by the time Arc 4 is done (though that will probably take another RL year to reach), even if you take no risks.
Especially if you take no risks. Go out, be bold, reap the explorer's rewards, the discoverer's bounty, make me crack out the lore!
TREE OF KNOWLEDGE
Turn 1-10
Diggin in, and not settling out as you had made your choice for the mountain base.
Turn 11-20
Living-Quarters, Administration, Store-Rooms, two mines, and some Blood-Bark were built/prepared.
No write-ins as far as I can remember, which... was unexpected. But then again, most things I offered were things you needed, and creativity isn't needed as much as in other categories.
Turn: 21-30
Here you continued to build up/out your base, finished your medical building just for Turn 32, and expanded the Pilgrims' economy.
No complaints here.
SUPPORT
Turn 1-10
You only unlocked one Support-Action, the Merchants, to be precise. Seeing as you were settling in, nothing for me to complain about.
Turn 11-20
You sold a lot of artifacts to the Merchants, took out a loan, paid it back, and didn't realize that you could have spammed Buying Goods In Bulk for every building the moment you unlocked it. That was slightly amusing, not going to lie.
You also massively expanded the number of contacts you had, going from one to six.
No suggestion or creative ways in which you could have used them, though.
Turn: 21-30
You continued to make light use of some factions services, and heavy use of the Merchants, along with training for two scientists and one doctor, just in time for Turn 32. You took out some loans and had your first experiments with the versatility that the factions' various actions had.
Buying Goods In Bulk was a favorite, as you had many buildings to which it applied.
PERSONAL
Turn 1-10
Too Much To Do was used almost exclusively as soon as you unlocked it.
Turn 11-20
Too Much To Do continues being used for all its worth, as the additional action/s are too good to pass on. Lead By Example is also used for good effect.
Turn: 21-30
Too Much To Do is still the high-light, leaving all other actions in the dust. Be glad that Martyris doesn't need breaks, or he would have gone off to do something else for a few turns. Or he would have done his wife, as you finally got married! (Not that they need prompting. *Looks at dice* Dice: THEY
HORNY! *Sighs while throwing away the Wholesome storyline.*)
QUESTER CONTRIBUTION:
Sidestories:
Here you contributed 20 stories! Which are 20 more than I thought there would be! Which is somewhat humbling and makes me smile like a loon. I mean, someone took time out of their day to write something set in a world
I created! How cool is that?
Leon12431 leads with 13 at the moment, with his Elemental Felines contributing a new aspect to the world, chief among them Fractal Nova! His works for the Knight you recovered will also have an impact...
Warmach1ne32 also surprised me with an 8.2k omake, even though I helped with some details. Like,
damn! How he fleshed out the Forge-Clans with his rooster is something I doubt I could have done. And I created them! He also introduced two Knights, one of which will play a large part in what is to come...
But I am eager to see what others are going to write and how they see the world of Calynth I created.
Media:
To be honest, I never actually expected there to be anything under this tab. Way to prove me wrong! Not only have I enough fun writing and developing this story, but it also caused me to commission three art-pieces! One of which is up, that of Selene, while the other two are in production.
Doctor Elsewhere contributed the most here, with 15 pictures, while
Leon12431 created one for the City of Nova's Vision. Impressive!
Now, I have to see how long it takes for fanart to appear...
Critic:
A category that many a writer hope will be empty yet dreads when their hopes turn true. While comments about grammatic are appreciated (looking at you
Profectus! Thanks, by the way.), few asked for clarification or had suggestions to help me improve my writing style and the story. While commentary about the story itself (
Karmaoa may rise with pride now) were abundant and made me smile, especially those who said that this Quest is a
'Hidden Gem' and
'Incredibly Well Written Fiction,' few had suggestions on how to improve.
Are the characters believable, how they act and react? What about the world itself? Does the way in which I crafted the nations, guilds, organizations, and religions make sense? Have I put enough thought into the ecosystem and the foes the people on Calynth encounter? Are there elements about the story I underrepresented or handled without the care they deserve? Are there subjects where I went into too much detail while not enough for others? Are there things I neglect to write about because I think you do not care about, while you do?
These are things I have little to no input on. And while many would say that worrying about those things is silly, a large part of the enjoyment I receive from writing is when people read it and think:
'The time I spent reading this was well spent, as I enjoyed doing so.' Writing is good; entertaining is better.
Conclusion:
Even with some hiccups along the way, I massively enjoyed writing about the Pilgrims, and hope that I will continue to do so!
To the next eight months!
-HeroCooky.