Last edited:
Turn 29: Year 6; Month 9; Nothing To See Here
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 a 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 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 Pilgrims H.Q. ballots, 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
-h.) caring for any children that are born as a result of their actions

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.) 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.) doctoral 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 gone, 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 expulsion after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) Can only be invoked 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
-f.) Occupation
-g.) Mutation

10.) These crimes (but not excluding others) are immediate ground for exile without 8.a.1. coming into effect.
-a.) Murder
--1.) attempted or otherwise
-b.) Psychological Torture
-c.) Physical Torture
-d.) Rape
-e.) Conspiring to do any of the crimes listed here

11.) This charter is subject to changes should;
-a.) new tenets emerge
-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.)

Rite Of Mourning: A Journeys End
It is a terrible thing to lose someone and see their Journey cut short by age or force. To remember where they sat, sharing stories, laughter, love, food, and safety. To remember how they laughed, how they joked, and see their memory slowly fade with each passing day. To wake up one day and feel guilt over not grieving their passing.

I tell you: this is not how death should be seen. Their Journey had been one of the countless experiences of hundreds of chance encounters, a life lived changing the world, others, and themselves each passing day. And what we see as an end is not truly one, for their actions live on in our own. Those they helped are still out there, remembering them, acting in ways that they would never have been able to, had the dead not decided to share what they had, to offer a hand in aid. Their Journey may be at an end, but their actions live on, in our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)

Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times, or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 548
-Faithful: 11/18
--1 General Scientist - +12 to all research
-Followers: 530(69 unoccupied)(+15 per turn)(+10 Temporary Increase Due To: Marriage)
-Dead: 1 (Suzuki - Combat - Infection)

Materials: 37.68(min. +27.65, max. +63.65 per Turn.)(11.70 Materials owed to The Merchant Guild in 3(three) Turns, 25.00 Materials owed to The Merchant Guild in 4(four) Turns.)

Income = 65.60-101.60Materials:
10.60 = Followers
1.00 = Blightdog Lure/Repellant
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
7.00-10.00 = Iron Mine
14.00-23.00 = Silver Mine
24.00-33.00 = Jewel Mine
2.00-8.00 = Ashleaf-Nursery
3.00-12-00 = Black Root
Upkeep = 37.95Materials:
3.60 = 3 Soup kitchens - (-0.10 Due to Buying Goods In Bulk)
0.65= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.60 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
4.50 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.35 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.25 = Hygenic Living - Expanded - (-0.15 Due to Buying Goods In Bulk)
1.75 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.30 = Storerooms - Expanded
3.35 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
0.85 = Blacksmiths Abode - Basic - (-0.15 Due to Buying Goods In Bulk)
1.55 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.40 = Silver Mine - Improved - (-0.10 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
16.00 = Taxes

Goodwill: 23.90 (+0.11 per turn)
+0.04 = 3 Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice

Piety: 91% (+40 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading/The Who?

Marquis of Tessen
Opinion: Friendly (1)
Plans: Crusading
Owes: 1 Major Favour

House Ulatarn
Opinion: Friendly (1)
Plans: Crusading

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Plans: Crusading

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Workshop

Military

Opinion: Neutral (0)
Plans: Crusading

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 2.117
Plans: Nope. (For 6(six) Turns.)
Boni: +15 on all Diplomatic rolls

The Followers of Light
Opinion: Neutral (0)
Plans: Amused

Miscellaneous Nobles
-Lady Maranica (Ally (3)/ ??? )
-Baron Esker (Friend (2)/Penance - Will try to help if asked, within reason)

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Mood: Shocked at the revelations of Bishop Jesica's sins, with many COE followers venting their aggression on the Church's property. The most pressing matter is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in three months.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
- Foundation (Neutral (0)/52% Control/Cheaper Actions)
-Healers (Ally (3)/48% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Haughty Superiority

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Kicking the COE
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/45 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???/War-Profiteering

Cults:
Opinion: Neutral/??? (0/???)
Plans: ???
Uncovered:
-???

The Mutated:
Opinion: Friends (2)
Plans: Enjoy the chaos. Beat COE members.
Mood: Find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims throwing their political weight around and making Mutated/Human marriages official doctrine.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Rusted Cogs - 1.25 - + 5 to Machinery
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Chocolate Recipe - 1.03 - +5 to Chemicals
Hygienic Instructions- 1.31 - +5 to Medicine
Chainsword - 1.24 - +5 to Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Psychology
Steam-Valve - 1.48 - +5 to Hydraulics
How-To Romance Novel - 1.85 - +5 to Psychology
Smelting Guide - 1.16 - +5 to Metallurgy
"4D Rectangle" - 0.88
Beaker Set - 1.04 - +5 to Chemicals
Paper About Leverage - 1.32 - +5 to Mechanical
Food Preservatives - 1.15 - +5 to Chemicals
Molds Of Binoculars - 1.10 - +5 to Metallurgy
Ancient Soda - 0.16
Rare
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Hydraulics
Lost Tech
??? - Knight of the Pilgrims - Cored
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Basic Engine - 19.16 - +50 to Advanced Mechanics/Advanced Metallurgy/Advanced Chemicals/Advanced Hydraulic
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/PioneerMedicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 22.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

-Narcotics, Stimulants, And More!
This book details the effects of various drugs, how they intermix, and their downsides, in conjunction with guides on their production and what substances can be used as substitutes.
(Effect: -0.15 Upkeep to all medical facilities, Combat Stimms research unlocked.=

-Scientific Theory
There is more to this world than one life could ever grasp. More mysteries to discover, more questions to unravel, and answers to find. Nothing could ever stop Humanity's thirst for knowledge, not even death. (Effect: +15 to Learning Rolls.

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is engraved in the middle of the blade. You have no idea what it does, as you need a Knight to activate the sword.
Military
Units (1/3)
Tech-Scouts
6/6 Size
3/3 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+1 Armor. 1.80 Materials per Unit
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+3 Armor. 4.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.15 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.06 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.8 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.05 Materials per Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.16 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.20 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.85 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +15 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (9/60 Growth) - (3d4)
1x Black Root - (3d4)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins (1d4)
1x Inn - (Eye of the Beholder) - (2d4+1)
1x Iron Mine - (Mined) - (1d4+6)
1x Silver Mine - (Mined) - (3d4+11)
1x Jewel Deposit - (Mined) - (3d4+21)
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 one extra Turn to mine and set up.

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Grand
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge-Action.
- +1 Faith Action-

Hygenic Living - Expanded

- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless.

Living Quarters -Grand
- Up to 900 Pilgrims can live in your base before a mali starts to apply.

Daycare
--1 to Piety rolls, +2 permanent recruitment due to births.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for six months under siege conditions.

Blacksmiths Abode - Basic
Lowered costs for all equipment, increased chances for all research, rolls with advantage for all study of melee weapons/equipment made of metal.

Laboratory - Basic
Improves chances to Learning Actions, along with unlocking 1/2/3 success thresholds.

Knight-Hangar
Houses 1(one) Knight, allowing to enact both repairs and modifications.
Heroes
You, Martyris Dall, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +3 Armor
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions. Your medicine's side effect and the lasting damage seem to be a much-increased tolerance against any form of poison, though there may be more.
(Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls, grants immunity against poison)

A Victims Ire: Holy Rose - Criminal Organizations
This world is not a kind one. It will chew you up and spit you out the moment you let your guard down. You did so and almost paid the price for that. Your experiences now mark you, as does the anger you feel towards those that wronged you. Dealing with both "Holy" Rose and various Criminal organizations will require much more effort, but harming them will be much easier.
(-20 to aiding Criminal Organizations and Holy Rose, +10 to harmful actions against them. Reduced to -10/+5 respectively once Holy Rose dies.)

Mutated Wife - Selene Dall - Pregnant - (1/3)
While it took far longer than you wanted, you are now finally married to Selene! And, best of all, your (considerable, exhausting, and very enjoyable) efforts in bed seem to have paid off! She is now pregnant! She had started worrying about her weight until you pointed out that she was pregnant, not fat. Which resulted in another enjoyable night!
Early morning came for the people of Tessen like it had done every day. The sun rose, birds began to sing, people readied themselves for work, and the newspapers started selling their newest story about the war, the world, the empire, and everything else. A routine that even with the looming dread of the Dreadnought in the region could not truly break. And as people finished eating their meals and made their way to work, some paused and looked at the newspapers in confusion.

They saw the headlines and bought the papers in outrage, trying to find out what lies were being told about their Bishop.

And they read the papers, their outrage guttering out like a candle in a hurricane, while their anger rose by the sentence.

Everybody saw the photographs, and anger turned into rage.

They began to talk, and as discussions turned to shouting-matches, as reality started to set in, as people realized that what they saw was real without any doubt, they demanded answers.

Violently.

***​

When people think about the office of Bishop Jesica, they think about a room filled with holy icons, where incense is burned, one stuffed to the brim with silks and riches, ostentatious and pompous. One fitting for one of the most powerful men ruling a powerful church, where he pulls the strings of nobles and guards alike to his liking and that of his church. Something that inspires awe in those entering the highest domain of the Church Of Eden in Tessen.

The truth could not be farther.

His office was spartan in the extreme. There were no decorations, no ostentatious art, no silk or incense, only a table, two chairs, and writing supplies. It was a room more at home for a lowly bureaucrat, not a Bishop, yet it was the one in which Jesica worked to better his church. It was a work that would end violently, quickly, and unexpectedly on this day, as the door to the room was thrown open with a crash.

"YOU MOTHERFUCKER!" Screamed Fernias, pointing his finger at Jesica, his face in apoplectic rage, as spittle flew from his mouth. "YOU KEPT THE FUCKING PICTURES!" He continued, slamming his fists and a piece of paper in them onto the table in front of a shocked Jesica, who had rarely seen his friend in such a mood. "DO YOU KNOW HOW FUCKED WE ARE YOU ASS?"

Rising from his seat in anger at the insults, the Bishop towered over the smaller man and did not attempt to hide his displeasure, "I would advise you to reign in your voice and think about what you are saying. We may be friends, but in His temples, I am His actor upon the earthly-" "Shut Up." Fernias interrupted him, barely holding back his anger, and opened the piece of paper he held in his hands. Prominently, in the middle and framed with colors, was a picture of one man, one woman, two girls, and one boy. An image that caused the blood in Jesica's veins to freeze as he read the article's headline published by one of the most prominent newspapers in Tessen.

"What. How-" he began to ask in shock before his friend interrupted him again. "That doesn't matter; what matters is that this shit is in every paper from here to the frontier! Do you have any idea what is currently going on in the streets? People are demanding your head! And all because. YOU. KEPT. THE. FUCKING PICTURES! THEY SHOULD HAVE BURNED WITH THE REST OF HIM!" Fernias continued to scream into the face of Jesica before said man looked up with pure wrath in his eyes. "Despite his failings, he was still my brother. Do not dare to talk about him like this; you were there with me when we tried to convince him to repent!"

Both stared at each other, reluctant to back down as they slowly regained control over their tempers. Making a visible effort to calm down, Fernias spoke up again, "This does not help. We can scream at each other as we want, but the people will only see what they want to see. They will not accept the truth, much less us telling them that 'he just so happens to have a twin that conveniently has the same scar as him!' Shit, I didn't believe you until I had him on my table!" "Yes, what we have to focus upon now is to declare this a forgery and-" "No."

"...Excuse me?" The Bishop asked, not understanding why he would not hear what to do now. "You are no longer in charge. Do you think that the other priests could even remotely have you in office without being lynched by the public? I am sorry, but you are now ordered by the Assembly to defend the accusations of Heresy fielded against you." Fernias continued, unveiling a scroll at his side with the collected signatures of all higher priests of the Church Of Eden.

"For what it is worth it, the trial will be a show only. You won't have to speak before they throw you to the masses as a sacrificial lamb."

***​

The Adventurers Guild, a place for the daring, the seekers of adventure, glory, and gold, where people go to when they are fed up with the monotony of their lives, seeking excitement and daring rescues of those in danger. A place where good-for-nothings can become heroes, where dreams are fulfilled with every breath taken, and companions fight, live, and party side by side. That is what the Adventurer Guild is, and much more!

Or at least what they want people to think about them. Much easier to demand more money when people think you are heroes than common sellswords, you know? Still, they did not exaggerate when they tell people about the companion part of their profession. When faced with death at a thousand crossroads, you either grow closer together or go indifferent and die forgotten and left behind. It is a profession that lets you grow old, but it is one where the rewards outshine the risks dramatically.

It is also one of the few professions which welcomes the Mutated with open arms. Once you have a 2.30-meter tall meatshield with muscles that can bend steel rods and punch through a thick brick wall, you don't go back, or so they joke. In truth, many Mutated enter the Adventurer Guild in desperation, seeking easy and fast money, and end up staying, either for the camaraderie or because they have been treated as equals for the first time in their lives by those that wanted them in their groups. Some even find love there! But most get what they have signed on for: money in exchange for violence.

It should not be surprising for those reading this that an organization which provides violence also offers less legal avenues for that violence. Enter the BlackBoard. A semi-official way people can seek mercenaries, whether it be security for extortion, old fashioned intimidation, theft, investigations, or even putting up announcements for more money being paid for taking, or not taking, specific jobs. One of those jobs now encouraged by anonymous benefactors had been the ever unpopular "Enforcer" jobs posted by the guards in crisis times. The payout for enforcer jobs had always been lousy, the guidelines strict, and the oversight oppressive.

But that had been when only one portion of a city or a whole town had been in turmoil, not the entire region. When the COE followers took to the streets, the guards had been overwhelmed instantly and had immediately posted the notice for reinforcements by the guilds. A message which had been followed enthusiastically, as the payout had nearly tripled and the oversight was too busy wrestling control of the streets from rioting fanatics.

Too bad that the guards didn't realize that asking Mutated to put COE followers in their place may not be the best idea.

But good that Needle did.

***​

"Okay, we checked the code?" Bolt's voice rang out into the hall as several other Scriptors stopped in their tasks. "Yes, triple checked it even. We are ready to implement the virus," one of her juniors answered, as the others made various noises of assent. "Great! Volt, is the connection good?" Bolt continued, now looking at her brother, who answered with a 'chirp' from his voicebox. "Fantastic! Now. Ohm, if you please?" "As you command, Sister," the girl acknowledged, tipping a string of commands into the computer set up near her before hitting enter.

Nothing happened. "Uh, shouldn't something be happening by now?" One of the nearby Pilgrims asked, pausing in his blatant looting of the place, much to Bolt's frustration. "We are not shooting at the Butcher with Bright-Lances; we are implementing a code that will cause a chain-reaction in its systems, causing overheating and junk-data to flood its processors. The only indication we will have is when that one becomes a zero," she bit back in annoyance, pointing at the big screen which had started everything off, now converted into a processing unit for the efforts of the Scriptors.

"Ah, okay then," the Pilgrim replied, carting off a massive array of tubes and pumps on a tiny trolley, whistling a merry tune as they went, leaving a simmering Bolt behind. "Fucking scavengers can't even appreciate the beauty of a job well done." "Hey, look on the bright side, sister; we get to say that we killed a Dreadnought all by ourselves! If that ain't gonna get Volt to crack a smile, I don't know what will!" Her sister responded, much to the laughter of the other Scriptors present, and a raised middle finger from her brother.

Then the one changed to a zero.

"Oh, hey! We killed it. That was easy!"

***​

"We are all in agreement, then?" Raji asked, looking into the round of concerned faces. He and his co-workers worked under Turi since she returned from the 4S, applying her knowledge to all kinds of things. They had recently, well, a week ago, finished translating the medical book they had found in the Forest, deciphering its language with the help of private and public libraries. Finding out that it was about drugs was not unexpected, as the cover had prominently displayed a person doping.

What was unexpected was that Turi would create one of the more simplistic concoctions to see if she could recreate it with ingredients at hand, which was three days ago.

Three days in which the laboratory saw frantic activity, with barely anyone seeing her except at mealtimes where she inhaled her meal before shutting herself back in, a state that everyone had decided had to end before it could grow worse-which was why they had assembled in force to stop her.

"Yes, now open the door," someone called out, to agreeing with murmurs. Nodding, Raji took one step towards the door, raise a hand to test if it had been unlocked or barred. Only for the door to open immediately, smashing into his face and knocking him out cold, as a disheveled Turi stepped out, holding up a book over her head.

"BEHOLD! THE BOOK!" She proclaimed, looking at the gathered and shocked crowd with pupils the size of pinpricks, before falling over in exhaustion.

It would only take two weeks before she was allowed to walk, with strict orders never to touch whatever this 'Crymbal Math' was again. Amazingly, it would only take three more weeks with the help of her to decipher what she had written down and transcribe it into an eligible form.

Considering that she had designed everything from electricity generation to how lightbulbs can be built and even admittedly basic electronics. The scholars of the Pilgrims thought it time well spent and an impressive accomplishment, submitting the projected costs for the creation of a Workshop and the electrification of the assets of the Pilgrims.

The Pilgrims' accountants had never submitted themselves to the infirmary for suspected heart attacks faster than before.

***

The Butchers Bill:
459 Dead.

***​

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 2 Actions)

[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: Automatic Success
Reward: 1d20+3 Recruits)

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the inn's help, which directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize its effect.
(Turns: 2
Chance: 95%
Reward: 4d20+10 Recruits)

[ ] Feed The Masses
There is a difference between feeding the starving and hungry and ensuring that all people have a full belly at the end of the day. That would be the Pilgrims' first significant project, which would do more than keep things from growing worse for the poor.
(Turns: 8
Cost: 55 Materials Upkeep: 16 Materials
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 2d12 Goodwill, 2d6 Piety, COE loses 4d100 Influence)

[ ] Establish A Soup-Kitchen - (Choose City)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish A Poor-House - (Choose City)
The Poor-houses in the Empire are not great places to live. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are forced to work for a pittance of what they would have earned had they done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 people.
(Turns: 2
Chance: 85%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per Turn, 1d4-1 Goodwill, unlocks further actions, COE loses 1d100 Influence)

[ ] 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: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)

[ ] 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: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)

[ ] 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: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and Home of the Pilgrims, there are many projects and actions to help others that happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials, COE loses 1d20 Influence.)

[ ] Build A School - (Small/Medium/Big) - (Choose City)
A place of learning, of growing, and of change. All are welcome to learn in these halls, whether beggar or lord; none are turned away or asked to pay. Knowledge is a gift that should ever be shared, for it does not diminish when given to others.
(Turns: 3/5/6
Cost: 15/27/39 Materials, 1/2/3 Faithful, Upkeep: 5/9/13 Materials
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Build An Orphanage - (Small/Medium/Big) - (Choose City)
Many will question you building this; who will push against you doing so. Screw them! These children deserve a future where they can choose the path they walk, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 25/47/68 Materials, 2/4/5 Faithful, Upkeep: 10/17/25 Materials
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls, COE loses 1/3/6/ d 20/40/60 Influence.)

[ ] Screw You; Eden!
Well, it seems like those fuckers think that choosing not to respond to petty insults is the same as being unable to respond at all. Let's see how they will react when you start fighting back! They think that help is earned and that the poor deserve their lot in life for their sins. Let's see how they like it when you start doing blasphemy in front of their temples by handing out alms.
(Cost: 2 Materials
Reward: Weaponized kindness, helped people, gave the COE a (sometimes literal) middle finger, lessened mali from malicious COE actions, +0.1 Goodwill, COE loses 1d20 Influence.)

[ ] Let There Be Lightbulbs
You can put a lightbulb in every single one of your buildings, power it with locally generated electricity, and show just how far you came in a mere 7 Years. That it will cost you is expected, but the sight of light at night, steady and clean, will prove that your ambitions can be realized. Do it so.
(Cost: 96.75 Materials, +0.40 Materials Upkeep to all buildings
Turns: 3
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)

[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)

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

[ ] I Heard From a Guy...
The Church of Eden is in turmoil, thanks to the local Bishop's family life becoming publicly known. But they will calm down soon and start looking for whoever aired their dirty laundry. Naturally, the Pilgrims don't want them to succeed. Spreading extra rumors, exaggerating events, and creating false trails could all make the Church's investigation attempts more difficult, so that's what you're going to do! All while staying anonymous, of course.
(Chance: 45%
Reward: -?? to the COE investigations)

[ ] Kick 'Em While They're Down! - (6 Turns Remaining)
While the Church Of Eden is busy putting out fires, calming their congregations, and calming down, you will start fires, rile up the congregations, and make them panic. Covertly.
(Chance: 90% (-15% For every use)
Reward: COE loses 2d100 Influence)

[ ] We Are One People! - (Choose Elite Or Locals)
To harm someone because they look different is idiotic and utterly wrong. You cannot push another down and still call yourself righteous, no matter how they look. Even the lowest deserve our respect as fellow human beings. Start a propaganda campaign to change the Mutated view, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 60% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Target)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 55% for Locals, 40% for Elite, cannot choose The Union of Herbalists, The Church Of Eden
Reward: +15 to all rolls involving said faction.)

[ ] 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 comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Forge-Clan Vanar-Feer, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Train The Infiltrator-Corp - (Greater)
What's done is done; now, you can only ensure that they do the best job that they can do.
(Turns: 3
Chance: 45%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] 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)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Church Of Eden
Reward: 2d6-3 Materials + Chance for Secrets (The Church Of Eden))

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and my deed feed that may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Church Of Eden
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] Shouldn't We... (Write-In)
(What do you want to accomplish, and how do you go about doing it?)

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)

[ ] Mutated Corps.
It seems like the marriage has pushed a lot of Mutated from merely supporting to outright joining you. A situation that is already working in your favor, but perhaps you could stack the deck more? See if any of the Mutated with combat-applicable mutations want to join your scouts.
(Turns: 2
Chance: 65%
Reward: +3 Armor, +2 Damage for all Units.)

[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Train The Militia
The world is not a safe place; even within sturdy walls and behind soldiers' shields, people learn how to wield weapons to defend themselves. You have neither walls, nor do you have an army. Organize a militia to ensure that those willing to rise in the Trees defense have basic knowledge of doing so effectively.
(Turns: 2
Cost: 3 Materials, 9 Goodwill, +0.45 Materials Upkeep.
Reward: 3 (1/6) Militia units upgraded to (2/6), with spears and shields, will defend the Tree in case of an attack.)

[ ] Build An Armory - (Expanded)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 3
Cost: 9 Materials, 12 Goodwill
Reward: Can supply and equip 6 Units. Unlocks further actions)

[ ] Build A Training Field - (Expanded)
A big field to run laps around with some practice dummies for bot ranged and melee combat is lovely and all, but it isn't enough. Buy state-of-the-art equipment, have a dedicated trainer on hand, and refine your methods to turn people into soldiers.
(Turns: 4
Cost: 18 Materials, 6 Goodwill, 1 Faithful, +2 Materials upkeep
Reward: Can recruit Units at (3/6 Trained) instead of (2/6 Militia))

[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to learn how to use a ranged weapon effectively and switch to CQC at a moment's notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

[ ] Sir! The Situation Is As Follows: (Write-In)
(What do you want to accomplish, and how do you go about doing it?)

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)

[ ] Mutated And Their Bodies
Due to the recent surge of Mutated recruits into the Pilgrims ranks, someone asked, "Can they be made use of?" After clarifying, they questioned if there isn't some way in which the Mutated could use their Mutations to a more significant effect other than lifting heavy things or running fast. There may be something to that, but you would have to make some inquiries to find out what could come of that.
(Chance: 100/99/85% for 1/2/3 Successes, Successes Needed: 2
Reward: ???)

[ ] Electric Lances
Now that you have electricity, you should do something more destructive with it. Figure out how to electrify your weaponry!
(Cost: 4 Materials
Chance: 35/25/15% for 1/2/3 Successes, Successes Needed: 2
Reward: Electric Spear/Maul/Bolt(Crossbow Ammunition))

[ ] Combat Stimms Round 1 - (Medicine/Biology/Chemicals)
The idea and usage of drugs to increase the combat-efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug-usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
(Chance: 30/25/20% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
During the Fall, Humanity lost much knowledge, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
(Needed Artifact: Food Preservatives
Chance: 45/25/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Learning: To Melt and Pour - (Metallurgy)
Another Artefact that, while not directly useful, can still teach much. In this case, how to make better molds to create tools and weapons. Things built like this won't be as detailed or of high quality as when made by a blacksmith but could help develop simpler parts or mass-produce items.
(Needed Artifact: Molds Of Binoculars
Chance: 75/65/55% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Blacksmiths Abode, Reduced costs for equipment.)

[ ] Lock and Key, Part 2 - (Mechanics)
When you fail the first time, try again. Make a new lock, a good one this time.
(Cost: 2 Materials
Chance: 90/70/55% for 1/2/3 Successes, Successes Needed: 1
Reward: Raised DC for infiltrators.)

[ ] Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery)
While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
(Needed Artifact: Steam-Valve
Chance: 19/-6/-31% for 1/2/3 Successes, Successes needed: 8
Reward: Starts the steam-tech Tree (railroads, steam-powered factories/tools/vehicles, safe boilers, etc.)

[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer!
(Chance: 10/-25/-60% for 1/2/3 Successes, Successes needed: 14
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out, and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 45/31/04% for 1/2/3 Successes, Successes needed: 8
Reward: You can start repairing the found Knight, finish other Learning Actions due to osmosis, and unlocks further actions.)

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 75/50/35% for 1/2/3 Successes, Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 95/80/65% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 95/80/70% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however.
(Chance: 50/35/20% for 1/2/3 Successes, Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point (Weapons/Mechanics)
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 100/95/85% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 90/75/60% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact which was found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 55/40/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 95/75/45% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 40/35/30% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Under Pressure - (Mechanical/Hydraulic/Electrical)
Another Artefact, the Pilgrims, found which analysis would affect a variety of fields. The prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(Needed Artifact: Broken Pump
Chance: 85/60/45% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Hygenic Living, Improved Desalination Basins, increased Income from Mines.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old ruins. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 95/80/65% for 1/2/3 Successes, Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only basic materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 70/60/50% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the technology of the Ancients; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and bring back the fashion of the past!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 85/65/45% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

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)
-WO-02: Est. Artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 2 Turns, Mutants nearby.
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per Turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-02 Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:2d2 per turn, Max. Yield: 4 Turns. No danger.
-TOP-03 - [Locked - Security Systems Active - 3 Turns to clear]

-[X] Prepare An Expedition - (TOP-02) - (House Mirn support: N) - 3 Turns remaining-
-[X] Expedition - (WO-02) - (House Mirn support: Y) - 1 Turn remaining

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 95%
Reward: 1 turn in the specified location.
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 and return information on possible hostile forces.
(Chance: 90%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases extended along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall 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 Gallery
Why the inhabitants have taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area while the smokestack continues to emit black smoke. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Field of 64
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?
(Chance: 31%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the action fails, 34% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] The Crystalgarden
Containing large crystals, arranged in geometric formations, and seemingly immune to the elements. This oddity has attracted the attention of many scavengers, yet none found anything of worth in it. Removing these crystals is seen as a waste of time since separated crystals seem to deteriorate in days and are incredibly brittle. Also, the crystals float when struck by lighting. Your Scientist wants to get some samples of these Crystals. And they want them bad.
(Chance: 66%
Turns: 2
Reward: The Crystalgarden is mapped and surveyed for any oddities.
Warning! If the action fails, 17% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] 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 carry them, or they were meant as pure prestige objects.
(Chance: 42%
Turns: 3
Reward: Sites in The Berth are located and mapped.
Warning! If the action fails, 23% Chance that 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing 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 it could end up unearthing treasures beyond imagination or prove a giant disappointment.
(Chance: ???%
Turns: ???
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 2 Actions)

[ ] Living Quarters - Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 3
Reward: Up to 1500 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Grand
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 twelve months.
(Cost: 8.0 Materials Upkeep: 0.6 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be extremely costly. To put it lightly.
(Cost: 65 Materials, +7.5 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a long-term project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas.
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)

[ ] Medical Wing
Now that you have both silver, a self-cleaning metal, and a population that requires one, a medical wing would do much to reduce both plagues and heal injuries.
(Cost: 15 Materials, Upkeep: 1 Material
Turns: 2
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.)

[ ] Metalsmiths Abode - (Expanded)
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. Adding smelters, various tools, and more space for some more smiths would allow you to work more materials and intricate creations.
(Cost: 20 Materials, Upkeep: 7 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made of metal, can be upgraded.)

[ ] Salt Refinement
The salt generated can be further refined to achieve higher quality, which would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per Turn)

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.00 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)

[ ] Light It Up!
With basic electronics and the generation of electricity now researched, you can build and install lights everywhere! Along with the necessary power grid. Being able to light up the whole Tree will take some time and money, but it will be a statement of how far you have come!
(Cost: 30.10 Materials, +0.14 Upkeep to all Tree Of Knowledge buildings.
Turns: 4
Reward: -3 to Piety Rolls, Raised DC for thieves, 5% Piety.)

[ ] Electronics Workshop
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create them by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems.
(Cost: 30 Materials, 1 Scientist, 8 Faithful, Upkeep: 8 Materials
Turns: 6
Reward: +20 to all Electronics Research, 4d4 Materials Income (Electronic Sale), increased Chances for Secret Of The Circuit Pt.2.)

[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)

Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)

[ ] Merchants - (All Are Free Actions)
-[ ] A Small Loan

(0-30 Materials loaned for four turns at 17% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.15 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)

(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)

[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)

(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge

(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (7/8 Turns)
(Cost: 1 Faithful, 2.34 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] In The Name Of Profit - (Choose Learning Action)

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance - (Locked For 1 Turn)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

[ ] Criminal Organisations - (1 Free Action)
-[ ] Auction- (Choose Artifact)

(Chance: 100%
Roll 1d2, on 1, add 1d50 to the price, on a 2, subtract 1d50)
-[ ] Sabotage - (Choose Target)
(Chance: 100%
Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] And Oh, My! - (Choose Faction)
(Chance: 100%
Cost: 10 Materials
Reward: Blackmail of chosen faction obtained)

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. (Choose 2 Actions)

[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In Reason)
You knew something like this would happen. Somehow, somewhere an organization or person would manage to draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act in life. Well, you are now an official religion, and as such, are allowed to condemn them. Do so.
(Cost: All support options for the chosen organization will be void; the Leader will most likely hate you.
Reward: Opposing factions will love this act. A good enough reason can give you additional benefits.)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] 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)

[ ] Personal 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% (choose The Emperor, Forge-Clan Vanar-Feer, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers - (Material Cost)
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%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] 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. That means that you need to get people to donate to ensure that the Pilgrims can continue their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Write In


If you spot any mistakes or have questions, tell me so I can provide a better experience.

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

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.

A moratorium will be until 18.10.20 at 17:00 CET.
Voting will be closed on the 20.10.20 at 17:00 CET.
Boni can be assigned until the 20.10.20 at 20:00 CET.
I will roll on the 21.10.20 at 17:00 CET if no one has rolled yet.
Updates will be online four days after rolls.
 
Last edited:
That was the Bishop's twin? now it makes sense.

So we are gonna need to start that Electronics workshop so we can start producing electronics to sell which I feel would significantly boost our income. Maybe sell several Artifacts to the Forge Clans to build a rapor with them to at least figure out what they are willing to offer.
 
Last edited:
We have them on the ropes we need to hold the COEd head under the water as long as we can since they are largely incompatible with our beliefs Seize the day to reduce their prestige as much as possible and make us look good
 
"What. How-" he began to ask in shock before his friend interrupted him again. "That doesn't matter; what matters is that this shit is in every paper from here to the frontier! Do you have any idea what is currently going on in the streets? People are demanding your head! And all because. YOU. KEPT. THE. FUCKING PICTURES! THEY SHOULD HAVE BURNED WITH THE REST OF HIM!" Fernias continued to scream into the face of Jesica before said man looked up with pure wrath in his eyes. "Despite his failings, he was still my brother. Do not dare to talk about him like this; you were there with me when we tried to convince him to repent!"
Wow. So it wasn't this guy suddenly becoming a horrible bigot. Instead he is the brother of someone, and he decided to murder his brother via torture in an effort to get him to repent. That just makes him even worse.
 
So if we reveal that he killed his twin brother for doing this then that will make the COE go down even worse.
Getting that info is gonna be a problem... unless... we could try to find Jesica and then kidnap him and give inject him with drugs to get access to cult secrets that the COE would want to get buried. He was Excommunicated so he doesn't have any protection from the church right now. The problem is that we are good guys and very few of our members have the skills and the ruthlessness to do this. Once we have no more use for him we can tell bring him to that village and tell them what really happened so that they get closure.
 
Getting that info is gonna be a problem... unless... we could try to find Jesica and then kidnap him and give inject him with drugs to get access to cult secrets that the COE would want to get buried. He was Excommunicated so he doesn't have any protection from the church right now. The problem is that we are good guys and very few of our members have the skills and the ruthlessness to do this. Once we have no more use for him we can tell bring him to that village and tell them what really happened so that they get closure.
I'd let you do that, but the success% is low for that, as Jesica got out of dodge immediately. And there would be a roll to determine if any other Pilgrims found out that you tortured someone. And a roll to get him to spill secrets.

The only Pilgrim who would be okay/happy to do that would be Needle. (She is a murderer after all.)

It is something you can do.

The question is: should you?
 
Materials: 37.68(min. +27.65, max. +63.65 per Turn.)(11.70 Materials owed to The Merchant Guild in 3(three) Turns, 25.00 Materials owed to The Merchant Guild in 4(four) Turns.)
An average amount of Materials for this Turn. We don't have to worry about the loans yet but in a few Turns...

Piety: 91% (+40 to personal rolls)
And no extra actions. The bonus could be useful for a few actions though.

The Emperor
Opinion: Neutral (0)
Plans: Crusading/The Who?
Huh, seems like we caused enough trouble for people to hear about us even outside of Tessen. We probably should introduce us in a few Turns.

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Workshop
Ah, yes. Their attempt to claim the Workshop, in the middle of the Forrest of Rust. I think we should introduce ourselves soon and then stay far away from the Workshop until they realize they can't hold the place.

Church of Eden
Contact: N/A
Opinion: Unfriendly (-1)
Influence Inside Tessen: 2.117
Plans: Nope. (For 6(six) Turns.)
Boni: +15 on all Diplomatic rolls
That's a lot of Influence. Most options to reduce it are only around 50-100, so that will take a huge effort.

The Followers of Light
Opinion: Neutral (0)
Plans: Amused
One man's joy is another man's sorrow.

Miscellaneous Nobles
-Lady Maranica (Ally (3)/ ??? )
... Are those question marks italicized? What does that even mean!?

The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Mood: Shocked at the revelations of Bishop Jesica's sins, with many COE followers venting their aggression on the Church's property. The most pressing matter is a lack of sanitation, though expanded sewers are currently being constructed. Estimates say they will be finished in three months.
It looks like we successfully distracted everyone from the wedding. I wonder how long it's going to take for them to realize there was a wedding?

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance Medicine
Factions:
- Foundation (Neutral (0)/52% Control/Cheaper Actions)
-Healers (Ally (3)/48% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Huh, looks like the Unionists finally collapsed. We probably should start doing more with the Healers now.

The Mutated:
Opinion: Neutral (0)
Plans: Endure the current crisis.
Mood: Find the hypocrisy of the Bishop delightful. They are pleased about the Pilgrims throwing their political weight around and making Mutated/Human marriages official doctrine.
I'm surprised we are still neutral with the Mutated. After our PR campaign and the wedding I thought they would like us more than that.

... I wonder if it's still drinkable? If yes, that would be a point in favor of the Ancients having ridiculous preservation methods even by modern standards.

Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Hydraulics
The foundry sounds like the perfect thing to research if we want to make our blacksmith even cheaper on the upkeep. Could also make our iron mine more effective or even allow us to make aluminium.

Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/PioneerMedicine/Pioneer Biology
That is some interesting stuff. Pity, it will be a long time before we can research any of it.

Mutated Wife - Selene Dall - Pregnant - (1/3)
While it took far longer than you wanted, you are now finally married to Selene! And, best of all, your (considerable, exhausting, and very enjoyable) efforts in bed seem to have paid off! She is now pregnant! She had started worrying about her weight until you pointed out that she was pregnant, not fat. Which resulted in another enjoyable night!
And our new Trait. Let's hope everything goes well.

And all because. YOU. KEPT. THE. FUCKING PICTURES! THEY SHOULD HAVE BURNED WITH THE REST OF HIM!" Fernias continued to scream into the face of Jesica before said man looked up with pure wrath in his eyes. "Despite his failings, he was still my brother. Do not dare to talk about him like this; you were there with me when we tried to convince him to repent!"
A brother?

They will not accept the truth, much less us telling them that 'he just so happens to have a twin that conveniently has the same scar as him!' Shit, I didn't believe you until I had him on my table!
So a twin brother that had the exact same scar? Wow. And of course, there are some pretty dark implications about the failed attempt of convincing the twin brother. He died without anyone knowing about it and they successfully vanished his body.

Too bad that the guards didn't realize that asking Mutated to put COE followers in their place may not be the best idea.

But good that Needle did.
Ah, so that's how it worked out.

Nothing happened. "Uh, shouldn't something be happening by now?" One of the nearby Pilgrims asked, pausing in his blatant looting of the place, much to Bolt's frustration.
He's surprisingly blatant about the looting. On the other hand, I suspect quite a few Forge-Clans started like that.

"Fucking scavengers can't even appreciate the beauty of a job well done."
She said while thinking about how to claim the entire Workshop.

Finding out that it was about drugs was not unexpected, as the cover had prominently displayed a person doping.
That sounds like a "... for dummies" book.

Three days in which the laboratory saw frantic activity, with barely anyone seeing her except at mealtimes where she inhaled her meal before shutting herself back in, a state that everyone had decided had to end before it could grow worse-which was why they had assembled in force to stop her.
Oh, no. It's...
"BEHOLD! THE BOOK!" She proclaimed, looking at the gathered and shocked crowd with pupils the size of pinpricks, before falling over in exhaustion.
a Spark in a can. We are doomed. Doomed!:V

I'm not sure if the writer of the book was just too high to write that correctly or if they used super-science on crystal meth and made a super version.

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 2 Actions)
Feed The Masses would be really nice but it takes 8 Turns and is extremely expensive. We're probably better off building more hospices or some poor-houses.

Two poor-houses over two Turns mean 2d100. Four hospices over two Turns mean 4d20 and much more Goodwill.

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A report in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)
Hmm, I Heard From a Guy... has low success chances but would be useful. Probably as a Personal action. Kick 'Em While They're Down! is something we should do at least once every Turn.

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
I still want to scout the ruins. So that or Mutated Corps. The Militia would be nice but it would get us over our limit of 3 units so we would need the armory for that.

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning action to provide the inherent bonus but are consumed unless unique buildings are present)
We need even more Material so probably Under Pressure or the pencil. Or we could start the Knight if we are willing to lock one action for a few Turns.

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action)
Probably scavenging WO-02. That way the expedition can clear the place completely.

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 2 Actions)
Ugh, everything is soooo expensive.

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. (Choose 2 Actions)
Probably I Heard From a Guy... and some other Diplomacy action. We really should talk with the Forge-Clans soon.
 
Ugh, everything is soooo expensive.
If we get the Electronics workshop up and running that would be a great source of income. Maybe also sell that Hololith to the Forge Clan too so they can study it? If what they found is useful to the Empire, they'll probably have the equipment to mass produce it. If it is dangerous, they have a lot of options to protect that information, if it is useless we most likely won't hear about it unless we ask. I doubt we can study it anytime soon and even then , chances are we don't have the tech to recreate it so best to leave artifacts way out of our league to the people with the tools to deal with it better.
 
Last edited:
1. ... Are those question marks italicized? What does that even mean!?

2. It looks like we successfully distracted everyone from the wedding. I wonder how long it's going to take for them to realize there was a wedding?

3. I'm surprised we are still neutral with the Mutated. After our PR campaign and the wedding I thought they would like us more than that.

4. He's surprisingly blatant about the looting. On the other hand, I suspect quite a few Forge-Clans started like that.

5. I'm not sure if the writer of the book was just too high to write that correctly or if they used super-science on crystal meth and made a super version.
1. That you should be afraid. Very afraid.
2. They know, but compared to Bishop Jesica, its small beans. Kinda like caring about a hurt kitten when the town is on fire.
3. Shit, that should have been fixed. Gonna do it now.
4. Well, at some point your scavengers just stopped pretending and Bolt stopped silently "Reeee"-ing at them. Now she ignores them as much as she can. (Until she can kick them out.)
5. It's a translation error.
 
I do not want to sell the Hololith as its frankly the absolute best item we currently have and sticking it in the black box once we build it will be so much more useful in the long run than getting a cash infusion for one or two turns.
 
-[X] Prepare An Expedition - (TOP-02) - (House Mirn support: N) - 4 Turns remaining-
-[X] Expedition - (WO-02) - (House Mirn support: Y) - 2 Turns remaining
Should be 3 and 1.
I'm against selling our precious lost tech. I think we should scout the Walls for weapons of Gallery for books. For research we gotta start catalog and one money-making option. Eletronics shop should wait until we get another researcher.
 
If we get the Electronics workshop up and running that would be a great source of income. Maybe also sell that Hololith to the Forge Clan too so they can study it? If what they found is useful to the Empire, they'll probably have the equipment to mass produce it. If it is dangerous, they have a lot of options to protect that information, if it is useless we most likely won't hear about it unless we ask. I doubt we can study it anytime soon and even then , chances are we don't have the tech to recreate it so best to leave artifacts way out of our league to the people with the tools to deal with it better.
The electronics workshop alone would need nearly all our Materials for this Turn. We would have to sell a lot, and then there would be the upkeep...

I also don't like to sell too many of our Artefacts. We will always research stuff and can use the bonus we get from the Artefacts for that. Not to mention that the Hololith is the best Artefact for the black box.

I think we could get the workshop if we use one or two Turns to prepare for it. But we currently have to focus on the COE or they will recover and cause trouble for us.
 
-[ ][Faith] Establish A Poor-House - Mirn (0/2 turns)
-[ ][Faith] Expand Your Hospices
-[ ][Diplomacy] Kick 'Em While They're Down! - (6 Turns Remaining)
-[ ][Martial] Mutated Corps. (0/2 turns)
-[ ][Learning] Mutated And Their Bodies Needs (0/2 Successes)
-[ ][Learning] Under Pressure - (Mechanical/Hydraulic/Electrical)( 0/2 Successes)
-[ ][Archeology] Scout The Wall
-[ ][Tree of Knowledge] Medical Wing (0/2 turns)
-[][Tree of Knogledge] Salt Refinement (0/2 turns)
-[ ][Personal] Too Much To Do - I Heard From a Guy...
-[ ][Personal] Too Much To Do - Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) (0/8 successes)
-[X] The Union Of Herbalists - (1 Action Locked)
--[X] Study Sessions - (7/8 Turns)
-[ ] Merchants - (All Are Free Actions)

--[ ] Selling Artifacts ( "Night-Fun/Sleep" Pills - 19.09)
--[ ] Buying Goods In Bulk - (
0.30 = Storerooms - Expanded)

Doing Catalog as personal action to increase odds of getting 3 successes.

The workshop would not be a great source of income btw, it got 8 upkeep and on average it produces 8 mats.
 
Is it possible for us to establish poor houses in two cities at once? I'd like to build one in Mirn as well as the city where the Church of Eden was planning to demolish slums for maximum effect.

(And can we get a list of all the cities in Tessen, I can't find one even though I think there are ~4?)
 
Is it possible for us to establish poor houses in two cities at once? I'd like to build one in Mirn as well as the city where the Church of Eden was planning to demolish slums for maximum effect.

(And can we get a list of all the cities in Tessen, I can't find one even though I think there are ~4?)
You can build them in any city you want.
Edit: At the same time too.

There are the cities of; Mirn (Your Stronghold), Ularn, Tessen, Zulmni, Jokvi, and Strul.

Various minor towns are strewn around the region, but are not mechanically relevant.
 
Back
Top