I wonder how the military views the Caravaner, on one hand, it was designed as a merchant ship so it probably has pitifull armaments compared to those pulled from the Necropoli. On the other hand, its a fully native design that's completely replaceable.
Our current designs are worse, no doubt. But we already can research weapons that would make our airships ridiculously more dangerous(Coilgun Mystery). I fully expect to unlock a missile project sooner or later and at some point a Bright-Lance project.

Hell, the various Artefact missiles we have are mostly only Rare-grade Artefacts.
 
Turn 76; Year 18; Month 6; What The Memories Bring Upon A Canvas
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 valuable technologies and machines to advance civilization
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by a democratic vote to ensure 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 discussions of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in the structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift

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 HQ 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
-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, water, and electricity
--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 and repairs
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards for turning in artifacts
--1.) The rarity and importance of the Artifact determine the amount
--2.) It 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, for 8(eight) weeks a year without stating a reason.
-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/engineers 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.) It 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
-h.) Production

10.) These crimes (but not excluding others) are immediate grounds 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; every human is good, and every person has the capacity to create greatness; you just have to show it to them.
(Wait, are we the good guys? There is a 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.)

Second Tenet: Children Of The Universe
It does not matter if the body is one of flesh, blood, bone, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. Who are we to judge and condemn a being, to declare them non-sapient and non-sentient, for the crime of not being born a human? Who are we to point at a Core which enjoys art, an Animal in the wild which learned to read and write in high prose, and declare them as less than us? Our mind makes us human, with the ability to reason and understand, feel the suffering of those around us, and reach out to help. Every Machine-Mind and Animal capable of thought deserves our respect and a chance for peace unless they attack first.
(All non-hostile sapient beings (excluding Humans and Mutated) in the world receive a relationship bonus when engaged in Diplomacy; hostile ones are less likely to engage in antagonistic ways and can be persuaded to leave in peace or recant their ways. Pilgrims will not view any sapient being not of human origin as something less or false and will automatically advocate for and defend their rights. AI research is massively more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)

Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.
Piety loss now 1 per 50 Followers.)

Doctrine of the Lowest
There is a basic need in us all to believe in something greater than ourselves. Within the Pilgrims, many have found that Greater, finding, often for the first time in their lives, a place where they belong and are wanted. And from that acceptance of those willing to stand with us comes a hand held out to those still undecided or wavering between joining us on the Path to our futures and walking their own. But, ultimately, even the lowest are our people, and to leave them behind is nothing but a base betrayal of our most fundamental Tenets.
(+1 Diplomacy Action, Free Re-Rolls with a +20 Bonus should you fail Diplomacy Actions targeting a [Local] Faction.)

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

I tell you: this is not how we should see death. 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 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)

Forget Not Our Names
Many are the names and stories forgotten by the march of time; more are the Paths wiped out with the death of the last who remember their marks left upon the world. We know this intimately, our very Paths deeply intertwined by the graveyards of Ancient Humanity to those whose final works and lives we take to build a better world upon the ashes of theirs. Yet, we do not forget them entirely, nor do we discard what changes they have made in life merely because we can no longer perceive the roads they traveled or the aid they gave, as little as that may be. And just like the Ancients have died without any notice to us, so too do many others die today who will never be mourned, whose names shall be forgotten by time. Unless we ensure that the very stone we walk upon bears their names for eternity.
(Can construct Mausoleums of the Forgotten.)

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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)

Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)

Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge, which they passed down to us today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth on the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% chance of gaining another.)
Member/Resource Statistics
Members Total: 2.557
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 2.220
-Faithful: 47/78
--2/5 General Scientists - +12 (per) to assigned research
--1/1 Trained General Scientist - +18 (per) to assigned research
--3/4 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 (per) against diseases and to Medical/Biological research
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 2.142 (192 (7 Faithful) unoccupied)
--Recruitment: (+28 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 337
-Faithful: 12/12
--1/1 General Doctors

-Followers: 325
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)

Projects:
-Expand Hydroponics (10/12) (Food)
-Fortify And Expand Influence (18/24) (Construction/Diplomacy) - (Focus)
Total: 101
-Suzuki - Female - Combat - Infection
-Annika - Female - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Female - Mutated - Murder - Beaten To Death
-Roland - Male - Murder - Stabbed To Death
-Sree Merdad - Male - Mutated - Murder - Bled Out
-Somphone - Male - Mutated - Murder - Brain Trauma
-Tano - Male - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Female - Murder - Infection Due To Burn Wounds
-Musto - Male - Mutated - Murder - Perforated Heart
-Nina - Female - Murder - Physical Trauma
-Ahli - Female - Mutated - Male - Murder - Extended Torture
-Minera Warden - Mutated - Female - Murder - Extended Torture
-Mahal - Male - Murder - Burning
-Gera Min - Female - Mutated - Murder - Burning
-Su-Jiu Min - Male - Murder - Burning
-Dianella - Female - Mutated - Murder - Stabbed to Death
-Nachshol ben Yael - Male - Murder - Beaten to Death
-Devi Kalawat - Female - Murder - Perforated Stomach
-Daax Moltendust - Male - Murder - Sliced Jugular
-Varia Moltendust - Female - Murder - Sliced Jugular
-Papaver - Male - Murder - Sliced Jugular
-Yetek - Male - Murder - Sliced Jugular
-Budiono - Male - Mutated - Murder - Sliced Jugular
-Bot - Female - Murder - Sliced Jugular
-Erysimum Kalahan - Male - Murder - Severed Limbs
-Brumisia Kalahan - Female - Murder - Sliced Jugular
-Zizen - Male - Mutated - Murder - Crossbow Bolt through brain and chest
-Siscuss - Male - Murder - Sliced Jugular
-Cincia Cinnius - Female - Murder - Sliced Jugular
-Pyrole - Male - Murder - Sliced Jugular
-Purshottam Goenka - Male - Mutated - Murder - Beaten to Death
-Rishab Saraff - Male - Murder - Stabbed to Death
-Suripto - Male - Murder - Beaten to Death
-Suminten - Male - Murder - Beaten to Death
-Tri - Female - Mutated - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Male - Murder - Stabbed to Death
-Carya - Female - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Male - Murder - Stabbed to Death
-Ricruil Holahice - Male - Mutated - Murder - Extended Torture
-Dany Olivier - Female - Mutated - Murder - Beaten to Death
-Pittaha - Female - Mutated - Murder - Beaten to Death
-Abi bat Alfons - Male - Murder - Extended Torture
-Isviel Xyrstina - Male - Murder - Stabbed to Death
-Emrath Xyrstina - Male - Mutated - Murder - Extended Torture
-Xizhakesh - Female - Mutated - Murder - Stabbed to Death
-Pernelle Chauvert - Female - Mutated - Murder - Physical Trauma
-Xose - Female - Murder - Beaten to Death
-Aleen ben Zehavi - Male - Mutated - Murder - Stabbed to Death
-Isar - Male - Murder - Physical Trauma
-Marina Bastarache - Female - Mutated- Murder - Physical Trauma
-Li-Chen ben Oram - Male - Murder - Beaten to Death
-Taghi - Male - Mutated - Murder - Physical Trauma
-Shiva - Female - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Male - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Female - Murder - Severed Arteries
-Deir - Male - Mutated - Murder - Suffocated
-Tamara Silaen - Female - Murder - Physical Trauma
-Rozbeh - Male - Mutated - Murder - Physical Trauma
-Jagu - Male - Mutated - Murder - Burning and Suffocation
-Sibi - Male - Murder - Burning and Suffocation
-Malyar Kethwal - Male - Mutated - Murder - Burning and Suffocation
-Tami Harma - Male - Mutated - Murder - Burning and Suffocation
-Ugali - Male - Murder - Burning and Suffocation
-Eero Saar - Male - Murder - Burning and Suffocation
-Katri Valjas - Female - Mutated- Murder - Burning and Suffocation
-Jokhang - Male - Murder - Burning and Suffocation
-Sangin Gilani - Male - Mutated - Murder - Burning and Suffocation
-Ambrin Dhariwal - Male - Mutated - Murder - Burning and Suffocation
-Marc - Male - Murder - Burning and Suffocation
-Ripa - Female - Mutated - Murder - Burning and Suffocation
-Seven - Male - Mutated - Murder - Burning and Suffocation
-Kirke Valbe - Male - Mutated - Murder - Burning and Suffocation
-Sutle - Male - Murder - Burning and Suffocation
-Yang Qing - Male - Mutated - Murder - Burning and Suffocation
-Ismail Umkhayev - Male - Murder - Burning and Suffocation
-Ishtar-Gamelat - Female - Murder - Burning and Suffocation
-Mannuiqapi - Male - Mutated - Murder - Burning and Suffocation
-Chidi Jelani - Female - Murder - Burning and Suffocation
-Akala - Male - Murder - Burning and Suffocation
-Chi Beluchi - Female - Murder - Burning and Suffocation
-Tiruneh Anom Melku - Male - Murder - Burning and Suffocation
-Omar - Male - Mutated - Murder - Burning and Suffocation
-Malika Vizirova - Male - Murder - Burning and Suffocation
-Hîvî Bapîr - Female - Murder - Burning and Suffocation
-Arash Belayneh Yilema - Female - Murder - Burning and Suffocation
-Polita - Male - Murder - Burning and Suffocation
-Chen Hammer - Male - Murder - Burning and Suffocation
-Mercy Cromwell - Female - Murder - Burning and Suffocation
-Amazu Chijindum - Male - Murder - Burning and Suffocation
-Theotreses - Male - Mutated - Murder - Burning and Suffocation
-Borena - Male - Murder - Burning and Suffocation
-Üng - Male - Murder - Burning and Suffocation
-Balam - Male - Mutated - Murder - Burning and Suffocation
-Ixbalanque Hu - Female - Murder - Burning and Suffocation
-Ix Hu - Male - Murder - Burning and Suffocation
-Ixia - Murder - Female - Burning and Suffocation
-Zin - Male - Murder - Burning and Suffocation
-Chorouathos - Female - Murder - Burning and Suffocation
-Lil - Male - Mutated - Murder - Burning and Suffocation
-Tlalli - Male - Murder - Burning and Suffocation
-Colel Cab - Male - Murder - Burning and Suffocation
-Alas- Nonbinary - Combat - Bloodloss
-Mark - Male - Combat - Braintrauma

Goodwill: 182.63 (+2.98 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+1.48 = Small Hospice Network, 3 Expanded Hospices
+1.10 = Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+0.16 = Orphanages - (Big - Strul, Ularn)
+0.50 = Grand Kitchen - (Mirn)
+0.08 = Asylum - (Mirn/Zulmni/Tessen/Strul)
+0.07 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn)
-0.02 = Print Shop - Smut

Piety: 100% (+25 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+8):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-14 (Orphanage - (Big) - Ularn, Strul)
-1 (Primitive Asylum/s)
+51 (Followers, +1 every 50)

Suspendium: 7 Medium, 3 Small, and 21 Tiny Suspendium Shards (1 Large needed in 4 (Four) Turns)
Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion.)

Size (Mainly for visualization, do not see it as absolute law):
Tiny = Index Finger
Small = Human Head
Medium = Large Chest
Large = Car
Big = HGV (Truck/Heavy Goods Vehicle)
Gigantic = House
Titanic = High-Rise
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Politicking
Boni: +15 on all Diplomatic rolls

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Focuses on cleaning up the messes and keeping things calm.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: They have begun constructing a headquarters of disease control, with walls being raised a mere month after the initial groundbreaking, the foundations already finished via Forge-Clan technologies.

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Currently very busy celebrating the 10th birthday of a scion and their reveal to the public and Noble Houses.

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Daughter Maintenance.

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Training and standing by for any Mutant, Machine, or bandit incursions.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Researching Industrial Suspendium Applications.
National Plans: Fresh Air Circulation Methods Within Closed Systems For One Month (5 Turns) - 100 (1st), 50 (2nd), 25 (3rd) Goodwill as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Finishing the tax embarrassment from the last season.

Miscellaneous Nobles:
-Lady Maranica (Ally (3)|*Dragged Silvia Jr. and Selene away for some "Girl Time," as she put it. Weird way to say hunting.)
-Baron Esker (Friend (2)|Oh, so that was where the rabbitaur came from.)

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~40%
Mood: Are amused by various things, including the run-away pet, the incident with the Knight, Maidens, and Machine, and the recent performance of several new performances in multiple theaters.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Highly Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Friendly (1)
Plans: Operate as normal.
Factions:
- Fundamentalists (Neutral (0)|18% Control|Quicker Doctors)
- Progressivists (Neutral (0)|23% Control|Cheaper Actions)
- Healers (Ally (3)|59% Control|Enables Doctoral Training - Upgrading To Enables Surgical Training (2 Turns Remain. >55% Required))
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Scientific Exchanges

The Adventurer Guild:
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Regrets ever touching alcohol...again.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/225 Members/Reliable Mercenary Company)
Plans: Ow...Ow...Ow...
-The Bad Batch (Leader: Simone Simona/Friends (2)/38 Members/Infiltration Experts/Expert Violinists)
Plans: Ow...Ow...Ow...
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/135 Members
---Plans: Okay. We got loot, money, and some good info. Who will go again after we spent this haul on booze, bangs, and bangin' weaponry? Hands up...)

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 2
--Plans: Have remained within their increased scope of operations, intent on settling into their territories before raising any fuss or seeking further expansion.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi and Zulmni(?)
--Opinion: Friendly (+1)
--Information Network: Rank 1
--Plans: Has remained within their increased scope of operations, intent on settling into their territories before raising any fuss or seeking further expansion.
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being crime, in case you missed that.

Terrorist Organizations
N/A

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 7/12
-767 Members
-Tenets
--Blessed Are Those Who Hunger For Righteousness
--Last Refuge Of The Damned
--You Too Are My Brother And Sister, My Mother And Father...
--Plans: Continue to improve their sanctuaries.

-Conclave of Faya
--Contact: Elder Spirit Songweaver Marta
--Opinion: Friend (2)
--Plans: ???
--Uncovered:
---Spirit Worship - (Nature and Machine)
---Artistic Focused (Spiritual and Mosaic)
---Non-Violent (But Not Pacifist)
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated:
Opinion: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 2
Mood: They have begun to relax slightly once more, though the usual tension in their communities has little abated. That will once more take time.

Sapients:
Forgotten
Opinion: Friendly (1)
Plans: Dance.

General Opinion on Mutated: Grudging Acceptance (1)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
2x Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
Lever-operated Pump - 2.19 - +5 to Mechanics
10x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
2x "Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
14x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
2x Guardians - Sniper - Scrap - 2.08 - +5 to Electronics/Metallurgy
1x Guardian - Command - Scrap - 1.24 - +5 to Electronics/Metallurgy
4x Caretaker-Swarms - Scrap - 0.84 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
339x Bunker Artifact - 1.74 - +5 to Electronics
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
7x Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
4x Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
8x Malicious Scrap Code - 6.17 - +20 to Advanced Programming
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
2x Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Code Scraps - 5.99 - +20 to Advanced Programming
"Holy Text of the Tiny Snake God" - 11.76 - +20 to Advanced Psychology
"The Turning Of Pages" - A Mythological Summary Of History - 9.13 - +20 to Psychology
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watch Systems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Blood bag - 6.82 - +20 to Advanced Hydraulics/Medicine
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
6x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Hallucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
Rusted Swarm Seeker Warhead - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
2x "Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
7x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
3x Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
2x Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
4x Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
2x Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
5x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
3x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
2x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
4x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
2x - Rare Plant Samples - +20 to Advanced Biology
3x - Mechano-Fibrous Materials - +20 to Advanced Machinery/Biology/Medicine
105x Bunker Artifact - 6.53 - +20 to Advanced Electronics
252x Bunker Artifact - 5.03 - +20 to Advanced Machinery
144x Bunker Artifact - 5.94 - +20 to Advanced Programming
167x Bunker Hospital Artifacts - 9.60 - +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
5x Illustrated Genome Map of Artificial Invertebrates - 11.32 - +20 to Advanced Biology/Chemical
2x Rusted Contactless Power Cells - 6.79 - +20 to Advanced Machinery/Electronics
Lost Tech
4x Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
4x Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Unknown Discarded Medicines - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
3x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/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
5x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
5x Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
3x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
2x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
8x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
3x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
8x Bunker Artifacts - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
35x Bunker Hospital Artifacts - 20.23 - +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
Sonorous Symphony of Harmonious Lament - 20.37- +50 to Pioneer Psychology/Programming
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 the Ancients 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 reduce 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, their downsides, and guides on their production and what substances can be used as substitutes.
(Effect: Combat Stimms research unlocked.)

Scientific Theory
There is more to this world than one life could ever grasp. There are more mysteries, 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 inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)

CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)
Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, they have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals are configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)

Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from wanting a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics)

Banner of Lumination - (Equip to Hero)
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)

2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)

2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 damage) for two rounds, has 8 Fuel.)

NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard.
Finanzen. Wie ich das wort hasse.
(+1 to (3\²]SN@'+ßz_ )
Military
Units (10/18)
Rust Scouts
Description:
A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge.
Health: 6/6 (Size 6)
Armor: 8/8
Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack)
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage).

Trait/s: Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies), Inheritors (+1 to all Morale Checks).



The Unbroken
Description: A large force of volunteers shipped out to fight for the Empire of Slatnan in the Starlight Crusade. They have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own.
Health: 12/12 (Size 12)
Armor: 16/16 (+20 on Stealth) (+10 to Initiative)
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: Unbreakable

Equipment:
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack).
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Firebomb (Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage).

Trait/s:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill Upkeep in The Empire Of Slatnan), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)



The Wall
Description: A group of twelve Pilgrims, armored and armed with their religion's best, can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 12/12 (Size 12)
Armor: 72/72
Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 10/12 Size remaining in Combat

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked after use.
-Firebomb (Lingering): It is used as a free action before the melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
--Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage).

Trait/s:
Fiery Speeches (Morale is rolled with Advantage), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Bastion (Rolls all dice with Advantage when defending a location), Coded Understanding (+5 Initiative against all Mechanical Enemies), Overstrength (Double Unit count)



Incubi
Description: In a surprising event, the Incubi are six siblings, five women and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. Notably, having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them.
Health: 6/6 (Size 6)
Armor: 22/22 (-20 for Stealth)
Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked after use.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.)

Trait/s:
Lil' Bro! (Always one survivor. This trait will be deleted after being used), Advanced Coordination (All Pilgrim Units gain a +4 coordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below), Coded Understanding (+5 Initiative against all Mechanical Enemies)



Knight - Perpetual Defiance



Airship - Daughter Of Dawn
Equipment
Weapons
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: +1 Damage, can be combined with a shield or equipment.
-(Basic Ranged) Sling/Bow: +1 Damage per size, damage halved, cannot be combined with shields, -5 to first melee roll for the equipped Unit, Ammunition for 5 Turns.
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants).
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack).
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, you gain one extra stealth attack if the stealth roll has a 35 or higher difference. +0.5 Armor per Size.
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
Consumables
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2. On a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds.
--1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 09% Chance to replace Lost Health with Hostile (1 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! This drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! This drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
Upgrades
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors) (5/5) Shells
-Armor Upgrade: Heavy Wyvern Scale Patches (+2 Armor per 2 Sizes)
-Armor Upgrade: Light Wyvern Scale Patches (+1 Initiative per Size, -1 Armor per 2 Sizes)
-Weapon Upgrade: Wyvern Bones Replacement (+1 Initiative per Size)
-Ranged Upgrade: Wyvern Toot Bolt/Arrowheads (+1 Bleeding Damage per Turn per Size)
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing.
-Radio-Beacon: Special Rule: Grants a Coordination bonus of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)).
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage).
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropolis, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from damage until destroyed/disabled), 3D Climber (Unaffected by Terrain).
Notable Assets/Buildings
General:
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions)
1x Elemental Feline Juvenile- Fractal - (???)
1x Personal Cutter
1x Lineship

Mirn:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Upgraded) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
3x Food Kitchens - (1x Normal, 3x Bulk) - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Grand Kitchen - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Inn - (Eye of the Beholder)
1x Local Headquarters - (Security Improvements, Guards! Guards!)
1x School - (Big) - (Security Improvements, Guards! Guards!)

Ularn:
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Guards! Guards!)
1x Rudimentary Territorial Hospices - (Security Improvements)

Tessen:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
2x Brothel 'Consensual's - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)

Zulmni:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)

Jokvi:
1x Brothel 'Consensual' - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)

Strul:
1x Asylum - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Expanded Poor Houses - (Security Improvements, Guards! Guards!)
1x Food Kitchen - (Major City Expansions) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Orphanage - (Big) - (Security Improvements, Guards! Guards!, Guardians For Hire)

Outlying Territories:
1x Aluminum Mine - (Steam Engine Improved) - (Guardians For Hire)
1x Central Region Security - (Private Security) - (Security Improvements, Guards! Guards!)
3x Expanded Hospices - (Security Improvements)
1x Iron Mine - (Security Improvements, Guards! Guards!)
1x Jewel Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!, Guardians For Hire)
1x Silver Mine - (Steam Engine Improved) - (Security Improvements, Guards! Guards!)
1x Small Hospice Network - (Security Improvements)

Pilgrim Holdings:
1x Administration Center - (Grand) - (Security Improvements)
1x Anchorage - (Tiny) - (Security Improvements, Guards! Guards!)
1x Artisinal Quarters - (Grand) - (Security Improvements)
1x Artisinal Robotics Creation
1x Black Box - (Gutted Core) - (Security Improvements)
1x Black Root Field
1x Berth - (Tiny) - (Security Improvements)
1x Bloodbark Field
1x Codex Printing
1x Communal Festivals
3x Computers
1x Desalination Basins - (Deep Pumps)
1x Electronics Workshop - (Security Improvements)
1x Expanded Daycare - (Security Improvements)
1x Extremely Fertile Ashleaf-Nursery - (Security Improvements, Guards! Guards!)
1x Laboratories - (Grand) - (Security Improvements)
1x Living Quarters - (Continuous Expansion) - (Security Improvements)
1x Medical Wing - (Expanded) - (Security Improvements)
1x Print Shop - (Smut) - (Security Improvements)
1x Scutter Makers - Medical Scutters
1x Storerooms - (Continuous Expansion) - (Security Improvements)
1x Tiny Drone-Manufacture
1x Training Field - (Expanded) - (Security Improvements)

Norqod:
1x Airship Line (First Son)
1x Artist Alley
1x Contractual Expansion - (Adequate Housing) - (Security Improvements)
1x Distributed Clinics
1x Engine Assembly - (Security Improvements)
1x Goat Pens
1x Medium Quarantine Area - (Security Improvements)
1x Norqod Fashion Street - (Tahmid's Embroidery)
1x Norqod Radio Station - (Entertainment and News)
1x Simple Hospitals - (Security Improvements)
1x The Crystal-Path - (Security Improvements)

Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
1x Common Chemicals Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced Electronics Theory
The Tree - Jokvi
The Tree - Strul
Strul - Mirn
Strul - Zulmni
Jokvi - Ularn
Ularn - Tessen
Mirn - Ularn
Strul - Ularn
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins - Deep Pumps
- 800 Pilgrims receive water in case of a drought.

Administration Center - Grand + 4 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +2 Archeology-Actions.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting up to 2500 Pilgrims before it becomes useless.

Living Quarters - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.

Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.

Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions.

Artisanal Quarters - (Grand)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.

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

Knight-Hangar
Houses 1(one) Knight, allowing to enact repairs and modifications.

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.

Electronics Workshop
+30 to all Electronics Research.

Anchorage For Airships
Unlocks DOD Actions.

Martial Range
Lowers malus when switching from ranged to -10.

Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)

Crystal Path
+4 Medium Suspendium Shards each Turn.

Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.

Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 10% (rounded down) of the Artifacts bonus.

Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a desirable place to live inside.
(-1 to Piety rolls.)

Berth - Tiny
A tiny berth allows for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)

Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes.)

Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Increased Security, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)
Town Holding: Norqod
Prosperity: Moderately Wealthy (Stagnant)

Mood: Content (Stagnant)

Permanent Inhabitants: ~3.700
-Tendency: Stagnation

Security: Yes.

Features:
-Basic Service-Buildings
-Adequate Housing - (Subsidized)
-House Dall Palace - (Expanded)
-Suspendium Harvesting Initiatives
-Tribal and Iwi Burrows
--???
-Simple Hospital
--Distributed Clinics
--Medium Quarantine Area
--Medical Substance Assistance
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Artist Alley
-Radio Station (Education and News)
-Small Public Libraries
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Population-Focused Marketplace
-Goat Pens
-A Wall
-Airship Security Fleet (1x Line Vessel)

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
-Cultural Settlement: This allows the Pilgrims to spread their faith further than ever through cultural osmosis.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims, Soil of Hope, Seed of Change
Health:
17/19 (-2 permanent) (+1 Due to Auroran Cylinder) (+12 Due to Soil of Hope, Seed of Change)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable

Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d5 before survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).
-Auroran Cylinder
(A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))

Special Rules:
-Must be accompanied by one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds in 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

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse 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 more selfless actions. Though there may be more, your medicine's side effects and the lasting damage seem to be a much-increased tolerance against any poison.
(Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls, grants immunity against poison)

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

Sympathy: The Lost
Through action, conversation, morals, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will, if able, extend a helping hand without hesitation, ready to lift those who grasp it and those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

Prevter By Marriage
You have no idea how Lady Maranica managed to do it, but Selene's family is now technically nobility, which means you are nobility by marriage. Technically is the keyword here, as she is a Mutated, Selene cannot hold a noble title, and she only has it until one of her children or descendants is a human. The title awarded her is "Lady," not honorific, and she has been given the village of Norqod as a holding. The town of people living outside the Tree, trading, or visiting. Being commissioned by the Imperial Logistics Bureau, she, and by extension, you, have to build the village within the next five years. Luckily, various laws allow the appointing of a governor, so when she asked the Pilgrims Council, all agreed to govern in exchange for a 95% cut of future Income, all written down in a generational contract. For her part, Selene stopped dragging you away for stress relief when her request had been approved, firmly of the opinion that she is not made for nobility. And now you must deal with the fact that you and Selene have been elevated to Prevter.

Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered much, so at least she can relax that way. Or, during your night walks, the stars are much clearer above the Tree than in the City. She is dealing with the unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 10-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her first teeth recently started to fall out, some being replaced with sharper versions, like fangs. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. Unfortunately, she is blind, so teaching her to read and defend herself is challenging. You found a seller for braille books and a guide on how to read them, so you can confidently say that she can read when she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. Letting her go to School hurts more than you'd like to admit. Your move to Norqod has upset her; she won't be able to meet and play with her friends as often as she wants. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.

Protegé: Lord Markus Ulatarn - 12-Year-Old
A child of nobility, given to be raised and educated while laying the foundation of a relationship between two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. Likes Crinkle. Recently took up painting after watching the various artists in Norqod decorate and carve into the rock.
(You have a Protegé!)

Founder, And First Arbitrator
You founded the Pilgrims and were appointed Arbitrator, the final voice in any argument, a watcher for those who would turn them against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)

Soil of Hope, Seed of Change
With our growth in life, we nurture change, causing a beginning of Future's Ending. At daybreak, we see ahead yet shy from death and its cycle of rebirth as bodies are born anew as hosts of a thousand beginnings, small and large of children beyond our sight.
(Enables the Action: Communion of Unsight, +12 Health, +2d6 Melee Damage.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health:
7/7
Armor: 4/4 Armor
Training: Knight (4/6) (+5 to Initiative)
Breakpoint: 5/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit - Pathane-Weaved: 6/6 Armor with +1 health and 31% chance to survive PD being destroyed. Pathane-Weaved (All physical damage is reduced by 20%)
-Medical Kit (Silver): Roll 1d5 before survival roll to heal wounds. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2 per Unit size.).

Special Rules:
-Uses the stats of PD in Combat until she is destroyed.

Trophies:
1x Banner of Lumination (Eversun)

Traits:
Mutated:

Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and generates mild electric shocks and vibrates to create simple tones, all of which mark this person as a Mutated. They will need help getting people to like them.
(-20 to Diplomacy for any Locals/Elites they interact with, as long as the Opinion on Mutated is at (0/3). -20 to the malus for every point in the negative, +5 for every point in the positive.)

Mutation: Lamba Volondavenona (20/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to radio, allowing her to receive and transmit radio waves when trained. While this Mutation wouldn't be of much use, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radio waves is well known.
(+38 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+10 to all rolls after using a Knight in Combat.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrim's belief but was raised in it from a young age. Their faith has always been a part of their life, guiding their actions even when choosing to leave. People will find it hard to sway their devotion should they remain.
(Actions to subvert Aria roll with a malus.)

We Can Do It!:
Aria has been deeply empathetic, caring, and driven from a young age. Since joining the Pilgrims, she has grown into a relentlessly friendly and optimistic young woman, shaped by her adoptive family's experiences. With her determined personality, she picked up "a little bit of everything" at a young age by enthusiastically volunteering to assist in any and everything. She picked the brains of anyone willing to let her, though the more curmudgeonly among the Pilgrims find her boundless enthusiasm tiresome. But she will give everything she has in all she does, unfortunately, sometimes beyond that.
(+20 to all actions this Hero is assigned to, -10 for every Turn Relax is not chosen. Currently: +10)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive to see it never repeated or minimized for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but it adds to your conviction to see it never repeated.
(-5 to all Actions this Hero is assigned to, can be chosen as a starting character should a Purge happen. +10 to all Actions done by this Hero within Purge Turns.)

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can could fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)

Human Wife - Chiedi
The delight of marriage with all of its wonders and happiness.

Object of Veneration - Hazy - Guardian - (9/250)
Actions wreak changes, not of this person, yet for this one, as the world reveals itself to be more than it had been before, changed and yet static as it has been. Something seeks shelter within her shadow, behind her shield, and with her wrath, and so, the world moves to accommodate.
(+5 to all Diplomacy/Norqod Actions, Become More.)
"Can you blame them?" I asked, carving away at the block of stone within my workshop with a careful eye for its grain. No matter what my master had said, there was a direction stone that flowed, and it would rather break if you went against that than conform to your vision. "The Pilgrims have long since been made up of nothing but dreamers and outcasts. To look at their efforts to bring others from whatever dark abyss they had escaped in decades past and label it foolish wastes of time and resources goes against all that they are made up of."

"I cannot blame them; you are right in that," Maziq returned, watching me work as his hands carefully wove strands of silk together to make a piece of clothing. "But their efforts could be directed into places where their labors would yield more fruit than what they are doing now. Even four hands can only work like four hands. Words placed into the Houses' ears have more weight than one drug addict cleaned and lifted from the trash."

Striking the block, I wiped away the dust and bits of stone I had forced to break and lose coherency to their greater form. Then, laying down the hammer, I picked up the small file and began to round the unearthed edge. "And yet, a life saved is a life saved, no matter what place they were saved from or with what methods. If one has to lift another, there are worse ways than meeting them in their darkest place and darkest hour. More heroes are born by need and occasion than by birth, after all."

"That they are, Olivar, even I couldn't speak against that wisdom," he idly countered, his voice carrying the tell-tale tone I had come to associate with him debating for the sake of arguing and the joy of fencing with words amidst likeminded minds. "But good isn't caused by mere dedication to a task, but the virtue inherent to the duties one dedicates time to. Lifting the suffering is worth all the time spent doing it, but true good is done by eliminating the cause of their suffering, rather than the symptoms treated by balm and care."

"And yet those same people suffering from the symptoms will suffer even if you cut the roots of their issues. The hungry cannot be fed if you have food if they are too far gone. The thirsty will die by drinking if you give them all the water they desire. To strike a blow against a world awash in pain is not done by ripping out the cause in one go, but to bandage the bleeding abyss, siphon the poison, and ensure that what harms the people is extracted in one and replaced in one. To do otherwise would be to leave a wound to fester and bleed."

Pausing in his weaving, Maziq watched me continue to work the block of stone as I worked to bring forth the statue of Fractal Nova hidden underneath. "You've been rereading my philosophy books again, haven't you? You always get verbose when you read them."

"Well, if a certain someone paid more attention to his majestic boyfriend, maybe I wouldn't have to read your books and get verbose," I fired back with a dramatic sneer of contempt, making him snort.

"I swear by the spirits, I could spend a hundred hours a day with you, and you'd still bother me to spend more time basking in your presence," he replied, shaking his head in amusement. "Sometimes I wonder why I bother with you."

"You know you love me," I shoot back, sticking my tongue at him.

"True," he says back, smiling at me as he returns to weave the silk in his hands in happy contentment as my hammer strikes resound in the workshop once more.

Standing up, Barasta wiped the sweat off her brow, a smear of paint adding a touch of lilac over her brows. At the same time, she beheld her work, displayed proudly across the hallway underneath the main street to the Palace to House Dall and the nearby engine factory being created. Looking over her work in the humming artificial light safely set into the walls to prevent vandals from damaging the lightbulbs, she couldn't help but grin at her piece, over a hundred hours going into its creation from start to finish. Pride swelled within her chest, even though she knew she was one part of the underground walkways crisscrossing Norqod, her art but a small section in total.

"Looks good," the voice of Saz said behind her, making her turn her head to meet his eyes with some amusement as he, once again, looked somewhat spooked at her head being 180° to her body and very disappointed that he had, again, failed to sneak up on her during one of her painting sessions. Sure, she was absorbed when turning a blank canvas into a wonder of imagination and colors. Still, her artistic fervor had not prohibited her from being aware of those around her, no matter what her father claimed. "From a cathedral I know?" Saz eventually asked as Barasta once more turned to look at her work, receiving a shake of her head as part of the answer.

"No, none you would recognize, though you can't be blamed. This one is deep within the Rusting Forest, hidden atop the Verdant Oasis, where life flourished even through the worst of the Long Night thanks to the machinery hidden underneath." Stretching, Barasta sighed contentment as she moved muscles long dormant, sitting on the ground beside a standing Saz. "I found it awe-inspiring when my great-grandfather showed me a sketch he had made in his youth's scavenging adventures. The vibrancy of life there had made him smile even nine decades later, and he had ensured I had all the inspiration of what it looked like when I told him I wanted to paint the cathedral onto our walls." The stack of papers nearby was evidence enough of her great-grandfather's efforts to recall the sight. Even if she was pretty sure he embellished a little.

"I like the pillars," Saz said, sitting beside her, carefully avoiding her paint-smeared form. "The way the flowers crawl up the ancient pillar makes it look like a behemoth of plants, and the deep lilac adds that small touch of hue which brings it together."

"You are talking out of your ass," she said with a laugh, holding back the fit of giggles wanting to break loose. "You are still as terrible with analyzing art as three years ago!" His embarrassed face pushed her over, reducing her to a laughing mess as Saz joined a moment later, caught in his attempt at critique and unable to deny her words. "Okay," Barasta said as her laughter died down, breathing with some difficulty, poking him with her unpainted elbow. "But be serious, how does it look? It will be opened tomorrow, and I'd rather have a chance to repaint it in a panic overnight than have it look horrible on reveal." Silence followed her statement, Saz looking over the painted landscape of an ancient church overgrown and conquered by a million flowers and vines. The titanic pillars were covered in lilac and green as weaving fields of yellow and red vied with grass underneath, shining beams of light illuminating the whole scene, bathing everything into a glorious golden glow, nourishing the plants underneath the sun's rays.

"I..." he said, faltering momentarily before pushing on again, "think it looks peaceful. Like a place where you could lay down and sleep or study a book you brought. Somewhere where the troubles of life and death are far away. I like it, genuinely," he spoke, before pointing at a section of wildflowers near the bottom. "That part is my favorite. You created that uncontrolled growth perfectly; its vibrancy pulls the corner together."

A joyful grin covered Barastas face at her friend's compliments, standing up again to collect her paints and clean what she had spilled or dropped during her work. "Thanks," she said, happy that her art had made at least one person happier than before. That, after all, was its purpose, no matter what other snobs and idiots in the cities said. Art lifted the soul; it was not done to weigh down purses. Any that said the latter were not artists, and their work lacked the souls she and her family wove into theirs.

"You want to know what we ran away from?" Nodding, I looked at the young woman, Paji, missing an eye into her remaining one, careful not to look as fetishistic as some others that would ask the very same question would do. Asking why a group of Scavengers had missing members was a quick way to get a fist into the face, especially if they thought you mocked them about their loss.

"It would help us," I said, leaning back to give her some space as I sipped from my mug. Ugh, this tasted like sandwheat, probably stretched it too! "Cannot be too careful when delving into the Forest, and knowing there is something dangerous about...well," I continue, gesturing in the universal gesture for 'you know the rest.'

"Aye, that it would. It would have been nice to have the same warnings you lot now'll get over the geezer's corpse, but that can't be helped, I suppose. Risk of the trade and all that," Paji returned, taking a big swig of her mug, absolutely unphased at the swill we were being served here. "Well, knowing the old fuck, he'd be happy that he got to prance on the "youngins" once more, even beyond the grave. Emperor rest his thrifty soul, 'cause his purse sure as shit ain't gonna."

"The Emperor guards his Path," I returned solemnly, earning a nod after a moment of surprise, with a flicker of her eyes going over the delta tattoed onto my hand.

"Eh, different folks," she murmured, looking me straight in the eyes as she sat up, shoulders squared. "Not much to tell if you get to it, I suppose. Got unlucky with our digging and disturbed some nests of some nasty critters, which led to a bit of a fight that killed seven. That, 'course, was not when things went shit-up, but when it started to go wrong. The blood didn't attract anything that we couldn't deal with, and nothing seemed to move after we relocated our efforts for a week afterward. No, things went fucky 'cause the critters had hormonal sacks," she spoke, anger bleeding into her voice, sparking fire within her eyes as she continued. "Three guesses what happened to them. The first two don't count."

"Some idiot cut them out to make extra coin on the side?" I guessed, earning me a grunt of approval as she took another swig.

"FUCK-ing rookie mistake," Paji half-shouted, slamming her mug onto the table, spilling some of my booze. Oh no ~...the (shitty) beer. "Wasn't even an unbloodied idiot fresh from behind walls, but a guy who had been on his ninth trip. Never got told that you don't butcher shit in a Necropolis if you don't have the means to fuck off at a moment's notice, especially if the shit you take is any shit regarding hormones or reproduction. Because guess what? Critters smell more and better than us, and the fuckers parents weren't amused at us slaughtering their offspring. Collapsed a tower onto half of our camp, started rampaging within the middle of it while the dust was up, and let their other offspring hound us out of the damn Forest as we ran." Angrily, she drank the last of her drink, slamming the mug down loud enough to spook the boy serving the tavern two tables over. "But by Emperor's balls, the worst shit is that this was the single most profitable trip any of us surviving idiots made."

"And so you want to go again?" I ventured, pulling out a notebook from my pouch to draw the creatures she was talking about.

"Hell yes," she replied, grinning viciously at me, baring teeth. "Got to drink and fuck my way through a Consensual for a week straight with half my cut remaining! Of course I'm going to go again!"

Nodding, I fished out the last pen I needed, noting with some annoyance that the casing would likely fall apart on me any minute now. Those things were far too costly for how long they held up. "Then I wish you all the luck I won't need. Now, could you describe the critters for me?"

The worst part about the brains was not the horror they all had dreaded would be openly displayed. No transparent tanks were filled with human brains chained in malevolent machinery and impaled with a hundred different spears, while continuous nightmares were forced into the thoughts and memories of those imprisoned here. There was no vat with obviously fusing brains screaming out in silent agony, no rotting vestiges of what sane minds once persisted bubbled within liquids of uncertain and alien purpose, whatever spark had once inhabited them long since tortured to death a thousand times over, only to be resurrected once again.

No. The horror was as mundane as it was sickening. Each brain was held in a cube just large enough to hold the organ, each cube stacked on top of each other into rows starting at around a meter off the ground and ending at two. The Ancient's script denoted every box with numbers and letters, seemingly digital codes affixed next to the visual references to convey the specifics of the contents, though only one of us could read them in full due to her implanted Forge-Clan Eye. The whole place stank of industrial-strength cleaning solvents, and few went into the surgery areas more than once, the sight of those horrific machines and notes on the procedures too much for many to bear twice. I do not know what minds designed these machines for infants, but I take solace in their deaths.

Aside from all that, there was the center of the sickening operation. One could not see the importance of the computers within at a glance, as all was locked behind code and security that required several weeks to crack with specialized tools, but once we managed to do so?

Anger at the injustices done to thousands and how they were discarded once they could no longer deliver information for some unknown purpose. Rage for the callousness of the workers toward the prisoners dragged or carried onto the surgery tables, their jokes within the recordings recorded for all eternity. Horror at the realization that the minds within the blocks had survived the entombment of the workers by three centuries, figuring out how to talk and connect over decades...only to realize that their prisons were failing, one by one. Grief at the records of hundreds voluntarily shutting themselves off to keep an ever-dwindling number of minds alive as they floated in blackness surrounded by nothing than each other. And a crushing numbness as the final entry of the last mind was read, the date backtracking their free death three centuries after they lost their last brethren to the void.

And there was nothing we could have done, each perishing before the Empire had ever reached Tessen and made it its own, centuries between them and us.

All that was left was to know their names, give them their final rest amidst soil unscarred by the greed and evil of the Ancients, and tell their tales written by their lives and resilience against injustice, even in the darkest depths.

Tenet Rite Gained:
[Forget Not Our Names]

Available Bonuses:
55 Distributable Points from Ambit.

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. (2 Actions Locked)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the people who need help the most slap it away in rage at the sight of their "betters deigning to elevate the dirt beneath them," as some have said so eloquently.
(Cost: 6 Goodwill
Turns: 2
Chance: 42%
Reward: +4% Piety)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Collapse Their Gravity - (Repeatable)
Even with the best intentions, unfucking the BHVs, on any scale, will be a monumental task requiring many hands and more people to work with you. Although Baron Esker has found some skill in improving the BHVs, in more than one letter to Lady Selene, he remarked that it would be cheaper to burn the whole settlement down and build anew were it not for those that already lived within.
(Cost: 14 Goodwill
Turns: 4
Chance: 13%
Reward: +2% Piety, +1 Mutated Opinion (Once), Slightly Improved QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Blessed Journeys - (Repeatable)
You can say what you want, but sometimes the best option is to burn the bridge behind you and never look back. Contact whatever caravans you can to see if you can't bribe them to take on Mutated out of the BHVs they visit. Of course, while popular with the Mutated, people won't like that you are giving "criminals and scum" a free card to civilization.
(Cost: 30 Goodwill
Reward: +3% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need to shoulder alone.
(Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members must be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)

[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 10-35% Piety loss, -6 to -20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)

[ ] Feed The Masses - (Choose City)
There is a difference between feeding starving, hungry people and ensuring that all 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 worsening for the poor.
(Turns: 8
Reward: Grand Kitchen, -6 to Piety rolls, +0.5 Goodwill per Turn, 2d20 recruits, 1d6 Goodwill, 2d6 Piety.)

[ ] Establish Soup-Kitchens Within Outlying Towns
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. With the major cities now being adequately covered, with few people going through their day without encountering a Pilgrim Sponsored food kitchen, we can branch out into the smaller outlying towns, with populations in the realm of ten thousand people and less.
(Turns: 11
Reward: 60d20+80 Recruits, +0.90 Goodwill per Turn, unlocks further actions.)

[ ] Improve Your Poor Houses
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. So expand what you have built; the work still needs to be completed.
(Turns: 3
Chance: 44%
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Establish A Small Hospice Network
While a Hospice caters to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Reward: +0.12 Goodwill per Turn, 2d2 Goodwill, unlocks further actions.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Reward: +0.60 Goodwill per Turn, 1d3 Goodwill, -1 to Piety Rolls.)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight outside the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 10 Faithful
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)

[ ] A Home away from Home
While the Tree of Knowledge is the center and Home of the Pilgrims, many projects and actions to help others happen away from it; traveling between the Tree and other cities takes time and resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Reward: Local Base improving logistics and coordination.)

[ ] Localized Headquarters
Creating a shelter and expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base (Action)
Reward: Local Headquarters.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of workers is challenging, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped, like, assisting Pilgrims across Tessen to perform their duties with the necessary resources and hands.
(Required: Localized Headquarters
Turns: 6
Cost: 12 Faithful
Reward: Administrative Center.)

[ ] Build A School - (Small/Medium/Big) - (Choose City)
A place of learning, growing, and change, where 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 be shared, for it does not diminish when given to others.
(Already built within Mirn.
Turns: 3/5/6
Cost: 1/2/3 Faithful
Chance: 50%
Reward: 0.1/0.3/0.5 Goodwill, -1/3/5 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[X] Build An Orphanage - (Big) - (Zulmni) - (6/7 Turns Complete)
Many will question you building this and will push against you doing so. Screw them! These children deserve a future where they can choose their Path, not one determined by their supposed caretakers' greed and callousness! They deserve happiness, safety, and love!
(Turns: 3/5/7
Cost: 2/4/5 Faithful
Chance: 20%
Reward: 0.2/0.5/0.8 Goodwill, -2/4/7 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)

[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for caring for the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum. Your efforts in uncovering aspects of the human psyche have increased costs, and you can now help.
(Turns: 2
Cost: 4 Goodwill
Reward: Humane Primitive Asylum, +0.1 Goodwill per Turn.)

[ ] Build Another 'Consensual' - (Location)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help those who chose this Path or use it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Reward: 'Consensual,' +0.01 Goodwill, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Choose City)
The brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Reward: Upgraded 'Consensual,' +0.02 Goodwill.)

[X] Cleaning Up The Mess - (Strul) - (1/4 Turns Complete)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 50 Goodwill (75 Goodwill for all but Strul)
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)

[ ] Mausoleum of the Forgotten - (City)
Last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded, -1 Piety.)
[ ] Healing For All! (Write-In Artifacts)
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by every doctor for the next three months.
(Chance: 66%
Reward: Healers gain Influence, 5d3 Goodwill.)

[ ] A Helping Hand
Now that you can create prosthetics, more than merely creating and selling them is required. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Chance: 95/55%
Reward: Gain 2/5d2 Goodwill.

[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and with our numbers, the capability to fully take advantage of the festival for our ends in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)

[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that work towards a goal we provide for them. Nothing they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Goodwill
Turns: 1
Chance: 71%
Reward: PR)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 2 Actions, 2 Actions Locked)
[X] We Are Legion - (6/9 Turns Complete)
For we are many, and yet none. Please find us at your peril or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)

[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond what is commonly available, you can slowly pull The Lost back into the fold, saving lives and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 1.5 Goodwill
Chance: 95/-30%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[X] We Are One People! - (Locals) - (1/6 Successes)
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, unite the people, and start on the road to reconciliation.
(Chance: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Faction)
Your Training for the diplomats is as comprehensive as possible to create for the foreseeable future. You need institutional knowledge or an in-depth look into one faction to help you more.
(Turns: 2
Chance: 40% +10
Reward: +15 to all rolls involving said faction.)

[ ] 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 Part 1 - (Choose Three Factions)
With spies now available to the Pilgrims, it is time to ensure they are in place to ply their trade. This step focuses on laying the groundwork for future expansions and won't get you any detailed information. It is also more than paying some people to pass on rumors, which is standard practice within Slatnan and will raise only a few eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 2 - (Choose Three Factions)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or barrier stands in our way; nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Turns: 5
Chance: 03%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 70%, 80% for: The Military.
Reward: Chance for Secrets)
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain, and may my deed feed that which may eternally grow.
(Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)

[ ] Create A Dossier On (Groups/Topics (Max 3))
Collate all known information, history, and rumors about a group or topic of interest to ensure the Pilgrims' future actions are as well-informed as possible.
(Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. In addition, several other animals can be held here, though only the most commonly available.
(Turns: 5
Reward: Can add [Common] Animals to Units.)

[ ] Scout Out. - (Location) - (Units)
While you know that enemies exist in one location, you must know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Conquer The First Bunker Floor
Let's go!
(Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians

Possible Rewards:
Unknown Amount of Artifacts

Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms

Possible Rewards:
Weapon Artifacts
Enemy Salvage

Area Purpose:
Defensive Position
Enemy Forces:
12x Workers
2x Guardians - Trooper

Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing petabytes of information and research.

Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers

Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts

Area Purpose:
Manufacturing
Enemy Forces:
8x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Enemy Salvage

Area Purpose:
Robot Storage
Enemy Forces:
2x Caretaker-Swarms
2x Omni-Gazers
3x Guardians - Trooper
9x Guardians - Sniper
3x Guardians - Command

Possible Rewards:
A Titanic amount of low-level Biology, Medicine, and Machinery Artifacts
Chance for Lost-Tech Seeds

Area Purpose:
Greenhouse
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory
Enemy Forces:
20x Guardians - Trooper
4x Guardians - Sniper
1x Guardian - Command
8x Minor Bright-Lance Turrets
6x Medium Bright-Lance Turrets
2x Large Bright-Lance Turrets
1x Plasma-Lance
4x Plasmathrowers
12x Caretaker-Swarms
34x Omni-Gazers
4x Walkers

Possible Rewards:
Enemy Salvage

Area Purpose:
Bastion And Elevator
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it needs a dedicated Guard. So start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Turns: 1
Reward: Pilgrim Guards are assigned to the Tree, sharply increased DC for malicious actions against it.)

[ ] Make A Man Out Of You! - (Choose Trainer Unit) - (Choose Training Unit)
Now that the Unbroken returned from the Crusade, you can access an experienced and highly trained Unit. See if they can't share some of that experience with your other teams and teach them a thing or two.
(Needed Unit Training: (3/6)
Turns: 3
Reward: +1 Training Level, up to the training Units level, -1.)

[ ] Upgrade The CRPS To CREPS
With the CRPS established and securing our various facilities around Tessen, we can upgrade and expand its operations. Doing so would improve our security with more extended training for guards, intensified background checks, and qualitative improvements.
(Turns: 9
Reward: CRS - Elite Private Security, which improves the security of all facilities and Pilgrims within Tessen.)

[ ] 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 take. The Pilgrims may be idealists, but they are long used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: 0.5 Goodwill
Reward: 1 New Unit (Size 6/6) at Trained (3/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrength (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)
4 Unit-Points - Elite Training (+1 Training Level)
None, though time will change this...

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

Learning: Knowledge is Power. (3 Actions Locked)(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Aerodynamics 101 - (All Physics)
Lifting something off the ground is only half the job. For example, we have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, Additional Projects.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engine globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
Reward: Massive leap in engine know-how and airship speed.)

[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe dream for decades and centuries. Still, even a rough outline would show the original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
Reward: Reduction for all Suspendium Research.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles plaguing future attempts to create more. Above all, designing a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components are nothing to dismiss. Therefore, determining how to negate or minimize those forces will prove a godsend for future attempts.
(Chance: 99/75/53 for 1/2/3 Successes, Successes needed: 7
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another in the air, held aloft by bags filled with crystals. Bags can easily be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service ceiling of the Airship, it will increase its survival chances in a fight.
(Chance: 99/50/15 for 1/2/3 Successes, Successes needed: 1
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 7.500 Kg Lift)

[ ] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Of course, doing so may have a slight chance of exploding. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Chance: 77/-01/-30 for 1/2/3 Successes, Successes needed: 6
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 100-500.000 Kg Lift.)

[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship) - (Condition) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance of being attacked by unknown forces, 2d8 Airship Artifacts.
(Chance: 84/30/05 for 1/2/3 Successes, Successes needed: 24/12/6/1
Bonus: +50 due to Soaring Wrenches
Reward: Can recover (Ship Type+Damage).)
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Armed 200 ton): 12 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unarmed 20 ton): 50 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Component
One Pilgrim has developed a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)

[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules building a specific airship around or with those components would be safe.
(Cost: (Design Costs)
Chance:
Light (0-20.000 Kg Lift): 95/55/25 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 10/-25/-45 for 1/2/3 Successes, Successes Needed: 7
Heavy (2.000.001+ Kg Lift): -150/-250/-340 for 1/2/3 Successes, Successes Needed: 100
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Airships incur Material and Suspendium costs in their production.
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it, from Knights to armor and weapons, construction materials, or base components. Yet, only some have the industrial capacity to produce it in enough quantities, not for lack of trying but because demand always outstrips supply. Learning to make quality steel independently would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, but why stop at what you have? There is always room for improvements, even incremental ones! So see what you can do with your Vuur-Engine.
(Chance: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine.)

[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency could be better; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found some tricks and snags, which Turi estimates shaved off at least a year of effort.
(Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] Cutting Edge Technology - (All Weaponry)
When facing your enemies up close and personal, you can never go wrong with a good blade in your hand. What makes a knife great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of a Unit)

[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is well-known that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Chance: -50/-148/-278 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules promise to end a fight before it even begins, saving valuable lives. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -13/-44/-151 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)

[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. Such chemicals and ancient mentionings about how the Pilgrims could create those must exist.
(Chance: -38/-108/-196 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)

[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Chance: 52/07/-38 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range yet good accuracy, deployed before the battle.)

[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the Necropolis. Admittedly, the weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the Path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 70/45/30 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] 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 and reinforcing the hammer should give your Knight/s a powerful weapon in future fights. It would also allow you to glimpse the inner workings of Knight Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)
[ ] A Shield For Rangers - (Armor)
After researching a shield your Militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly regarding materials, but it could provide a leg up in armor.
(Chance: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)

[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts have resulted in actual, if primitive, Power Armor worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 1 Advanced Electronic and 1 Advanced Hydraulics/Armor Artifact
Chance: 25/-19/-61% for 1/2/3 Successes, Successes needed: 13
Reward: Power Armor - Primitive, further Learning Action.)

[ ] 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 be able to recreate this armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[ ] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We are still determining how many aspects can be replicated, but achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))

[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Chance: -39/-83/-127% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent considerable time researching the topic has yielded far-reaching insights into all contraceptives, allowing you to state that you have the best everyone can create outside of the Forge-Clans. Not an answer you wanted but the response you got. Therefore, the next step will be to determine what is needed to produce and alter the contraceptives you know are viable.
(Chance: 18/-38/-96 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
Unfortunately, many lose a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Chance: 61/12/-38% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold, +10% Piety)

[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge about the human body's interior eventually traced back to horrific sources. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help treatment - if only we could unlock the secret.
(Cost: Bone Mending Kits
Chance: 28/-17/-113% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, treatment improvements for all medicinal buildings, +8% Piety, +2d3 Goodwill)

[ ] Combat Stimms Round 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but only sometimes and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -88/-139/-219% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 2 - (Advanced Medicine/Chemicals)
The creation of Medi-Aid Chemicals is an excellent step in the right direction, yet one that requires close oversight and studious application without deviation from standard patterns and with severe costs if the solutions are improperly or falsely applied. Studying how and why such things happen and how to reduce the failure states will take a lot of time but should yield enough data to create a follow-up project to eliminate flaws and improve the product further.
(Chance: -13/-50/-104% for 1/2/3 Successes, Successes Needed: 17
Reward: Pain-B-Gone Part 3)
[X] Chemicals For Future! - (Biology/Chemicals) - (2/4 Successes)
It is well known that specific techniques, like salting and drying meat, enable food to last longer. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 63/-08/-69% for 1/2/3 Successes, Successes Needed: 4
Reward: Longer lasting food.)

[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash-boiled some milk on accident. It has yet to go bad, making her wonder why. Also, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 76/47/06% for 1/2/3 Successes, Successes Needed: 8
Reward: Longer lasting food.)

[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 20
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but this will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -01/-43/-89% for 1/2/3 Successes, Successes Needed: 7
Reward: Can construct humane Basic and Expanded Asylums.)

[ ] The Mind - Compulsive Behaviour - (Psychology)
Some things stood out to you while trying to understand the human mind. Some cannot help but perform specific actions under compulsion as if forced to move or act a certain way like organizing objects in particular patterns or washing themselves until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 55/11/-29% for 1/2/3 Successes, Successes Needed: 5
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - The Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
-The growing ideation of death.
-Their belief in their worthlessness.
-And many other things, we do not have a significant enough pool to say if the Black Pit causes them.
(Chance: -23/-54/-97% for 1/2/3 Successes, Successes Needed: 18
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[X] Hack The Bunker - (All Electronics/Programming) - (4/17 Successes)
The time has come. We shall fully subjugate this marvel of ancient technology and reap all technological Artifacts hidden within, even if it may take years. The prize is too great not to attempt it until we can no longer bear the burden.
(Chance: 07/-66/-182% for 1/2/3 Successes, Successes needed: 17
Reward: Unlocks the Bunker, Deactivates all active Machines.
Notice: Breakthrough Research! Every 4 Successes, the chances are raised by 45%!)

[ ] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
Having finished the Drone Manufacture, your scholars and engineers are rearing to go for another round against the mysteries of the machine. In particular, they wish to further their understanding of creating more military drones to help our field forces better.
(Chance: 11/-58/-133% for 1/2/3 Successes, Successes needed: 7
Reward: Unlock Generic Melee Spider, Generic Ranged Quadruped, Generic Melee Quadruped, Unlocks further Learning Actions.)

[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: -07/-39/-59% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)

[ ] The Code Which Lives - (Pioneer Programming/Electronics)
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)

[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. Of course, they may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Chance: -81/-247/-413% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Automation - (Pioneer Programming)
Automation is a broad term that can cover many areas of technology where human input is minimized. For example, one can use it to describe the highly sophisticated robotics used by the Forge-Clans in their steel mill and heavy-duty industries or the various simple but effective machines installed in the widespread manufactories within the Empire. Wherever a machine can do the job instead of a person, automation offers many enticing and dangerous possibilities. However, even the most ardent advocate for the idea has to recognize that, without considering how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: -18/-92/-138% for 1/2/3 Successes, Successes needed: 10
Reward: Unlocks Base/Learning Action.)

[X] Radio-Channel - (Electronics/Advanced Electronics) - (2/7 Successes)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 79/58/15% for 1/2/3 Successes, Successes needed: 7
Reward: +8 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD keeps cool via a blue-red liquid, which also contains vital components for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and see if there are any ways to improve it.
(Chance: -29/-109/-179 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increasing number of protective duties our adherents take upon themselves, we should study our foes' biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck

[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers, vastly advancing your capabilities. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)

[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! Instead, you will see that you will examine, nail down, and figure out how the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: Choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims need more knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes in the old world's ruins and return to the past style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 99/95/92% for 1/2/3 Successes, Successes needed: 1
Reward: Change the fashion around the Region, outraged moral guardians, and Tahmid styles on the Region.)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but bad luck had them written in a language none of the Pilgrims could understand. Time to hit the local libraries and linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 80/75/70% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)

[ ] Detective Courses For Beginners - (What Topic/Item?)
Well, you found something. Something you have yet to learn what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research and how you came upon that idea. If you mark a relevant artifact for this research, the Action will have better success chances.)


Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (2 Actions Locked)
[X] Prepare an Expedition - (WO-03) - (1/3 Turns Preparation= 6 Turns Expedition) - (House Mirn support: Y)
Sometimes you must dig into one location for months to fully exploit it.
(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-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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
-Doomed Fortress: Est. Artifact-grade: Lost Tech-Unique, Dice: 1d4+1 per turn, Max. Yield: 3 Turns. No danger.
-Flying Monastery: Est. Artifact-grade: Lost Tech-Unique, Dice: 2d8-2 per turn, Max. Yield: 3 Turns. No danger.

Expedition - (Flying Monastery) - (3 Turns Remaining)

[ ] Recover Airship - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Personal Cutter Cost: 5 Small Suspendium Shards
Line Vessel Cost: 1 Medium Suspendium Shard
Chance: 43%
Reward: 1 Intact Airship Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Rapid Reaction Forces Ready)
-[ ] Establish A Trade Route From (Location) To (Location)
(Reward: Anchorage (Tiny) in target Location, Increase Route prosperity.)
-[ ] Guard The Skies - (Location)
(Cost: Line Vessel
Reward: Aerial Dominance)
The Tree - Mirn - (9d5)
The Tree - Tessen
The Tree - Zulmni
The Tree - Ularn
Jokvi - Mirn
Jokvi - Tessen
Jokvi - Zulmni
Jokvi - Strul
Strul - Tessen
Strul - Jokvi
Mirn - Tessen
Mirn - Zulmni
Mirn - Jokvi
Ularn - Zulmni

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Chance: 35%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes, it is not worth sending an expedition to a location due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, there is a 4% chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[X] The Bunker's Hospital - (1/2 Turns Complete)
Holy Shit that is a lot of machines and things to loot! So get to it; you don't get to rip apart an entire fully functioning Pre-Collapse Automated Hospital daily, do you?
(Turns: 2
Reward: 20d20 Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts)

[ ] Search For Shelter Lost
The Stranger said things; he gave assurances and evidence and was taken away to prevent what was told from spreading beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long and see what remains. Your dreams now know the path...
(Chance: 45%
Reward: Find the Shelter of the Ancients.)

[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, there is a 7% Chance that the Scouting Unit will take 2d6 casualties 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 emits black smoke. What surprises await you once past the guardians? What greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts must contend with over a thousand drones!
(Chance: 71%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Pit
You are still determining what you'll find here, only sure you are the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 34%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, there is a 15% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 65%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, there is a 68% Chance that the Scouting Unit will die from being detected and subsequently attacked.)

[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody could loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained functioning. The Oasis provides abundant plant life, and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity for pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, there is a 57% Chance that the Scouting Unit will die.)

[ ] 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 Necropolis. Foolish, yet finding it could unearth treasures beyond imagination or prove a giant disappointment. PD's maps are heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
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. (1 Action Locked)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Reward: Can modify three Light Airships for exploration or trading without special projects, will generate prosperity once airships become more widespread, which rises with their availability, can be upgraded into Berth - Medium)

[ ] Laboratory Complex - Rudimentary
Some call the plans of expansion ambitious, while others call them ridiculous. Whatever the case, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success chances)

[ ] Medical Wing - Grand
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. Still, it never hurts to have the option in your mind.
(Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People before it becomes useless.)

[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Turns: 7
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Expanded)
There can never be such a thing as too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to study Artifacts better.
(Cost: 2 Scientists, 1 Engineer
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifact bonus continuously.)

[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. The problem is that you must create those by hand, a long and complicated process requiring oversight, expensive materials, and a clean environment. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 2 Scientists, 40 Faithful
Turns: 6
Reward: +80 to all Electronics Research.)

[ ] Library - (Expanded)
A library is a reservoir of knowledge and provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)

[ ] Mausoleum of the Forgotten Pilgrims
Last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 6
Reward: Final resting place for the forgotten and discarded, -4 Piety.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable.
(Turns: 2
Reward: Prosperity and increased Technological Proliferation.)

[ ] Armor The Daughter - (Armor Points)
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, hope that nobody will attack the Empire in the next three decades, or be attacked by you. Let's fix her as we live in reality; why don't we?
(Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] Pilgrim Radio
Let long-forgotten power thrum through reactivated machinery, let ancient airwaves long lain dormant once more sing with the voices of our people, and let there be one more monument to human ingenuity and progress reclaimed among the Wastes. Let song take through electronic air and humm victory over nature once more.
(Turns: 5
Reward: +2d10% Piety, +4 Recruits per Turn)

[X] Assemble A Logic Bank - (Tree of Knowledge) - (2/3 Turns Complete)
Now that you have unlocked the secrets to building computers, you should take advantage of it, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Reward: +1 Action
Warning: If all six are taken, the Electronics Workshop operates at a half commercial output.)

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

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 1 Action, 1 Action Locked)
[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near your homes and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Reward: Honey and Wax, with a large area nobody and nothing goes through.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one commissions the machines from the Forge-Clans, which you no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and listen outside the Region.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Expanded Clinics
With the minimum level of medical care distributed across Norqod, we can work on expanding the various clinics in both the scale and quality of their operation. With more space and personnel, alongside an increased pool of multiple chemicals, herbs, remedies, and on-demand vaccines, we can grow them into local focus points for fights against diseases and holding stations for more severe injuries and illnesses until space has been freed in dedicated institutions.
(Turns: 7
Reward: More people can receive treatment for illnesses and injuries, reducing mortality.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 6 General Doctors/Upkeep: 2.75 Goodwill
Reward: More medical practitioners equals fewer dead people.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Large Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with away from the settlements. (And situated in plain view of a fortification.) Expanding your area to include safe places for caretakers to rest, relax between shifts, and get themselves checked via blood testing and breath analyzers bought from Forge-Clans should up your security by a few notches.
(Turns: 9
Reward: Norqod is further resistant to plague.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Industrial Subsidies
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days where we would struggle to do so in years. Therefore, planning where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Reward: Norqod gains an Industrial District, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow the Pilgrims to create vast machine wonders and industrial products.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Academy of the Fundamentals
Hiring trained academicians to teach the basics of the understood sciences should be fine, especially if you can offer board and room to them within the academy alongside large spaces to teach and experiment on (mostly) their terms.
(Turns: 7
Reward: A barebones academy and a halt to the loss of scientific information disseminated to the public.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Enlarge The Public Libraries
Libraries are public spaces that allow people within a community to learn, expand their horizons, meet peers and family during district events, relax, enjoy a good read in peaceful silence, and even request extra prints to be done should they wish to purchase a specific book. By expanding the libraries, we chip away at everything that plagues a community, from ignorance to loneliness, while also adding opportunities for people to educate themselves further.
(Turns: 7
Reward: Growing Happiness)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Miniscule Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 17
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. But, of course, Guards must constantly patrol here, so you must build a small barrack.
(Turns: 4
Reward: Reduction in crimes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. Everything from cards to boxing, gladiator fights, racing, and betting on events. But remember: the House always wins.
(Turns: 3
Reward: Increased Happiness)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Reward: Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts, if some myths are to be believed.
(Turns: 3
Reward: Brewers)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Mausoleum of the Forgotten
Last resting place of those who no longer have any that remember them, and the final site of their remains we manage to recover from wherever they died. Let their souls walk without the chains of disturbed slumber or defiled quiet.
(Turns: 4
Reward: Final resting place for the forgotten and discarded. Increase in happiness.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Airship Trade Anchor And Depot
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Reward: Norqod gains a Trade District, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and much more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] House Dall Barracks
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Reward: Norqod gains a Military District, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. This path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] House Dall Palace Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Reward: Gardens will bring more prestige to House Dall.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] The Trail Of Rust
With the slowly increasing knowledge of how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. That is not ideal to having your head remain where it is. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for harvesting equipment.
(Turns: 19
Reward: +10 Medium Shards of Suspendium)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[X] Organized Airship Manufactory - 1 Line - (Caravaner: First 10 ships for Pilgrim use)) - (4/5 Turns Complete)
Forget making a few little ships! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

[ ] Write-In.

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)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Procure (Write-In)
(Gain various benefits, services, and insights, ranging from bonuses to Actions to Progress in technologies, and even help achieve initiatives like We Are One People.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 1 Goodwill
Reward: Chosen targets' plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 2 Goodwill
Reward: Chosen targets' plans for the next two turns are revealed.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment (What do you need/want?)
(Cost: 4 Goodwill
Reward: "Things That Fell Off A Wagon.")

[ ] The Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 1.50 Goodwill
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful for 7 (seven) 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, and unlock more moves at certain control thresholds.)

[X] Stupendously Scholastic Scholars of Science - (1 Action Locked)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 2 Goodwill
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 3.50 Goodwill
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 0.50 Goodwill
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 1 Goodwill
Reward: +35 to chosen Learning Action)
-[X] Suffer Their Arrogance- (2/4 Turns)
(Cost: 1 Faithful for 4 (four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist for 6 (six) turns
Reward: 1 Trained Scientist)
[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 20 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))

[ ] The Military - (1 Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 0.25 Goodwill
Reward: +5 to the first two rolls in the next Combat.)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 10 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors (Chosen Actions)
(Cost: 15 Goodwill
Reward: Roll with Advantage for 2 specified Actions.)
-[ ] Grease The Wheels - (Action)
(Cost: 25 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)
[ ] Forge Clan Vanar-Feer - (1 Action)
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples.)
-[ ] Engineers Galore
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful for 6 (six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight
--[ ] Malachial-Pattern
(Turns: 4, Cost: 36 Goodwill, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 68 Goodwill, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 105 Goodwill, Armor: 650/650, Structure: 80/80)
--[ ] Commission An Unique-Pattern
(Turns: 8, Cost: 20 Goodwill, Armor: 10 points for 0.10 Goodwill, Structure: 2 points for 0.05 Goodwill)

[ ] The Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 3.5 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10 until taken.)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)

[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (27/81)
(Turns: +3 per Norqod Building
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Goodwill
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)

[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Goodwill
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
[ ] Nine Tribes Council - (1 Action)
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 4.25 Goodwill
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Goodwill)
-[ ] Investigate For Heresy
(25 Goodwill)
-[ ] Ask For Help
(What, How)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. Too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
I have questions. You will answer.
(Reward: Answers.)

[ ] Shift Your Bureaucracy From (Category) To (Category)
Sometimes the need arises when efforts have to be reduced in one area and expanded in another when no additional resources are available otherwise. Today is one of those times when a shift in attention is required.
(Cost: 0.01 Goodwill
Reward: 1 Action is shifted from the first to the second category, active next Turn.)

[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In A 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. Well, you are an official religion so you can condemn them. Do so.
(Trait Needed: Arbitrator
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 too much to do and not enough hands. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, and motivate them by taking a personal interest in their work. You won't just sit around, either. Two more hands are always needed.
(Reward: +30 to 1 Action)

[ ] Cool Tempers - (Goodwill Cost) - 2 (Two) Turns cooldown.
Not everything can always be sunshine and rainbows; sometimes, shit goes sideways, and people must be reminded that failure is not the world's end.
(Cost: 5/12/30 Goodwill
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2 (Two) Turns cooldown.)

[ ] Guiding Hand
Some Pilgrims stand at the edge of fully committing to the Pilgrim faith. 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: According to the available Followers, the maximum amount of Faithful is created.)

[ ] Relax - (Can Specify What Activity)
All work and no play makes hairs grey and is quite unpleasant.
(Reward: The chosen Hero relaxes, avoiding burnout and bad traits.)

[ ] Write In

Let me know if you spot any mistakes or have questions so I can provide a better experience.

AN: Am sick, so smaller update. :sad:

A moratorium will be until 06.03.23 at 17:00 CET.
Voting will be closed on 12.03.23 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 13.03 at 17:00 CET if no one has rolled yet.
Updates will be online on 22.03.23 at 17:00 CET.
 
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"But their efforts could be directed into places where their labors would yield more fruit than what they are doing now. Even four hands can only work like four hands. Words placed into the Houses' ears have more weight than one drug addict cleaned and lifted from the trash."
The issue with the Houses is that lots of people would also work against any change. Only a few want to make things worse, but many would prefer to keep the status quo. The Houses themself first among those.

Because for those in power, the status quo is lucrative. The status quo is familiar. The status quo is safe.

"I found it awe-inspiring when my great-grandfather showed me a sketch he had made in his youth's scavenging adventures. The vibrancy of life there had made him smile even nine decades later, and he had ensured I had all the inspiration of what it looked like when I told him I wanted to paint the cathedral onto our walls."
Some form of life-extending mutation? I guess the great-grandfather was 20 or something during that trip, which would make him now 110.

Never got told that you don't butcher shit in a Necropolis if you don't have the means to fuck off at a moment's notice, especially if the shit you take is any shit regarding hormones or reproduction. Because guess what? Critters smell more and better than us, and the fuckers parents weren't amused at us slaughtering their offspring.
That sounds like the scavenger education, or of anyone going into the Necropolis, is a bit ad hock. Might be something to look into. Just gather everything the various scouts or veterans have to say and shift through everything until we get a basic handbook.

And then look into developing stuff that helps with common problems. Like something that screws with an enhanced sense of smell.

"Hell yes," she replied, grinning viciously at me, baring teeth. "Got to drink and fuck my way through a Consensual for a week straight with half my cut remaining! Of course I'm going to go again!"
Sidenote; we really need to build more Consensuals. But there are still a few cities without orphanages...

No. The horror was as mundane as it was sickening. Each brain was held in a cube just large enough to hold the organ, each cube stacked on top of each other into rows starting at around a meter off the ground and ending at two.
That reminds me of the game Scorn and the flesh-eggs on racks. Just less fleshy. And without the victim moaning or shuddering.

And there was nothing we could have done, each perishing before the Empire had ever reached Tessen and made it its own, centuries between them and us.
...That explains why the Walkers didn't care.

Tenet Rite Gained:
[Forget Not Our Names]
Hmm, three different categories for building Mausoleums. I guess the Faith version would be for cities or other places, the Tree version for a Pilgrim version near the Tree of Knowledge, and the Norqode version would be for the settlement?

Would the brains end up in the Tree Mausoleum or the Norqode Mausoleum, due to that being the nearest settlement to where they "lived"? Or does it not matter, aside from who else visits the Mausoleum?

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. (2 Actions Locked)
Two Action slots are locked but we finish the orphanage during this Turn. Could start another project with a Personal Action but then we would have to do something else to boost the Herbalists.

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 2 Actions, 2 Actions Locked)
Besides the locked projects... Probably more for the Lost and training our Diplomat-Corp.

@HeroCooky If we get Diplomat-Corp training for all Local factions, would we then get a +15 bonus to targetting them with 'We Are One People!'? Or would the Common People be enough for that?

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
I'm tempted to train another unit for our next Chapter expansion, but that takes only 1 Turn and could be done with a Personal Action. Probably the Menagerie?

Learning: Knowledge is Power. (3 Actions Locked)
All locked but we should finish the chemicals during this Turn. Another round of full focus on the Bunker should bring it down far enough to reliably get 2 Successes from then on, without putting everything on it.

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (2 Actions Locked)
Has also everything locked. But we could do a scouting project as a Personal Action. Search For Shelter Lost has a relatively good chance without any explicit penalties.

Even the Smokestack could reach something like a 95% Success Chance with a rested Aria. Maybe beyond 100% if we focus Rare Odds and Ends on it and roll well.

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (1 Action Locked)
Finishes the next Logic Bank during this Turn. Probably going to start the Mausoleum as a Personal Action.

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 1 Action, 1 Action Locked)
Trail Of Rust for future airship production. Next Turn is probably the Scientific Complex.
 
You know, it's been a long time watching, vaguely, but I guess I'm going to stop lurking and start commenting. Particularly because I don't need to handle all the complicated Materials calcs. Now, an important point to remind people:

-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Reward: +1 Turn of Progress)

It's time to button mash and exploit the hell out of that.
 
Hi, long time lurker to this quest. Just wanted to say how good yall have been doing.

just wanted to offer up an opinion. We should really REALLY study how to make proper steel in industrial quantities. The fact that we are making our own robots and electronics without proper steel tech should tell you how messed up we are. we have sandcrete but apparently dont use proper reinforcement on it?.

We need to unlock our industrial potential with steel, because steel is the basis for almost everything else. steel allows for construction of tall buildings to preven urban sprawl, allows for general tools and precision tooling, as well as stuff like mass produced cutlery for that sweet sweet increase in standard of living (dont forget the people in our holding are cooking with open fire pits or maybe some clay furnaces, its time we give them some proper steel oven yeah?). steel allows us to mass produce steam engines, lay railway track for trains (or wagonways if we arent ready for that) .

this is not to say that we must abandon our other objectives like schools or community kitchens, but getting our material science up to par with our electronic skills willl make it so that automation is rolled out at an indistrial scale rather than a cottage industry.
 
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Would the brains end up in the Tree Mausoleum or the Norqode Mausoleum, due to that being the nearest settlement to where they "lived"?
They'll be buried in the one near the Tree, as the records of their origins show they are from all around the continent.
karmaoa said:
If we get Diplomat-Corp training for all Local factions, would we then get a +15 bonus to targetting them with 'We Are One People!'? Or would the Common People be enough for that?
The Common People would be enough, since they are the overarching group for all Local Factions.
This should be three actions. Our new doctrine gives an extra Diplomacy action.
That is already included. You went from 3 Diplo to 4 Diplo Actions.
 
just wanted to offer up an opinion. We should really REALLY study how to make proper steel in industrial quantities. The fact that we are making our own robots and electronics without proper steel tech should tell you how messed up we are. we have sandcrete but apparently dont use proper reinforcement on it?.
We have steel though. Slatnan has access to steel, the tech is for us to make it ourselves instead of buying it from others as we do now.
 
Hiatus Notice
Small heads up; I am sick (again), so I'll push the updates three days away to rest and recover. Having a Cold sucks. :sour:

Edit: This is now a hiatus announcement. After a few months of steadily decreasing weight and health of my cat, we had to make the decision today to let him go in peace into the beyond before his life becomes one filled with pain. This made a bad week into a miserable one. As such, I will take an undefined hiatus from all my projects to properly mourn and process his death. I may update to take my mind off of things and distract myself, but I won't be able to do so on schedule.

Hug your pets. They won't be around forever.

While writing this proto-plan I noticed the issue that it is nowhere listed which buildings have guards/Adventurers stationed with them now.
I'll fix that in the next few days.
karmaoa said:
Also, can we still send Martyris on exploration/scouting projects or did he quite those now?
He quit them all, focusing on his family+faith/position instead.
 
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Given that we have so much Faith stuff to build, why don't we shift a Diplo action into Faith?
Mainly because we started with 3 Action slots and had 2 locked into long-term projects(We Are One People! and We Are Legion). We now have 4 Action slots but 2 are still locked and most projects take 2 Turns or longer.

We could switch an Action slot around but that means we could end up with all Diplomacy Action slots locked for 1 Turn. Given that we need Diplomacy Action slots to coordinate with other factions during catastrophes...

It's time to button mash and exploit the hell out of that.
We are limited to 3 or 4 uses or quality problems start to crop up. People stepping on each other's toes cause trouble, who knew?

just wanted to offer up an opinion. We should really REALLY study how to make proper steel in industrial quantities.
How to make steel is known to the Empire. The Learning project 'Steel Casting' outright mentions industrial magnates. We could figure out how to make our own steel but that wasn't too urgent until now. With the airship production picking up speed we might have to look into getting our own Steel Foundry, though.


...While writing this proto-plan I noticed the issue that it is nowhere listed which buildings have guards/Adventurers stationed with them now. Might have to add that somewhere. In exchange, we got a few interesting new Actions/projects, though.

Also, can we still send Martyris on exploration/scouting projects or did he quite those now?


[] Plan
-[][Faith] Build An Orphanage - (Big) - (Zulmni) - (6/7 Turns Complete)
--[][Faith] Seek Mutated Help - (...0.1 Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
-[][Faith] Cleaning Up The Mess - (Strul) - (1/4 Turns Complete)
-[][Diplomacy] From The Brink - (0/1 Turns Complete) - (-1.5 Goodwill)
--[][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
-[][Diplomacy] We Are One People! - (Locals) - (1/6 Successes)
--[][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
-[][Diplomacy] We Are Legion - (6/9 Turns Complete)
-[][Diplomacy] School The Diplomat-Corp - (Specialized) - (Common People) - (0/2 Turns Complete)
--[][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Action Chance +10, 6FF)=+31
-[][Martial] Guards! Guards! - (Orphanage - (Big) - (Zulmni), 4X???) - (0/1 Turns Complete)
-[][Learning] Hack The Bunker - (All Electronics/Programming) - (4/17 Successes)
--[][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 4[ENG] +56, 2[SC] +24, 1[TSC] +18)=+143
--[]Papers With Recurring Numbers +20 to Common Programming=+20
-[][Learning] Radio-Channel - (Electronics/Advanced Electronics) - (2/7 Successes)
--[](Scientific Theory +15, Electronics Workshop +30)=+45
--[]
-[][Learning] Chemicals For Future! - (Biology/Chemicals) - (2/4 Successes)
--[] (Scientific Theory +15, 3 [DOC] +18, 1 [SUR] +12, [Library] +5)=+50
--[] 1x Larva Vivisection Reports +20 to Advanced Biology, 2x Bunker Hospital Artifacts +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery, =+60
-[][Archeology] Prepare an Expedition - (WO-03) - (1/3 Turns Preparation= 6 Turns Expedition) - (House Mirn support: Y)
-[][Archeology] The Bunker's Hospital - (1/2 Turns Complete)
-[][Tree of Knowledge] Assemble A Logic Bank- (Tree of Knowledge) - (2/3 Turns Complete)
-[][Holdings] The Trail Of Rust - (0/19 Turns Complete) - [Sandcrete]
--[] 3 X Hire Contractors - (3 Turn of Progress)
-[][Holdings] Organized Airship Manufactory - 1 Line - (Caravaner: First 10 ships for Pilgrim use)) - (4/5 Turns Complete)
-[][Aria action] ???
--[] (We Can Do It! +10, Trauma: Common People Purge Survivor -5, Object of Veneration +5 to Diplomacy/Norqod, 6FF)=+5 (+10 to Diplomacy)
-[][Martyris action] Too Much To Do - (Tree: Mausoleum of the Forgotten Pilgrims - (0/6 Turns Complete))
-[][Martyris action] Too Much To Do - (Faith: Seed Shadow Sanctums - (0/2 Turns Complete))
--[] (Adjudicator +25)=+0



-[] Merchants - (All Are Free Actions)
-[] Procure (Write-In)
-[] The Adventurer Guild - (1 Action)
--[] Investigate - (???) - (-2 Goodwill)
-[] The Union Of Herbalists - (1 Action)
--[] A Helping Hand - (Healers) - (Preserved Neuron +5 to Biology)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance- (2/4 Turns)
-[] The Military - (1 Action)
--[] War Lessons - (Rust Scouts) - (-0.25 Goodwill)
-[] Forge Clan Vanar-Feer - (1 Action)
--[]-
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (Build An Orphanage - (Big) - (Zulmni))
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Action) - (27/81)


Goodwill cost: 0.1 Goodwill+ 1.5 Goodwill+ 2 Goodwill+ 0.25 Goodwill+ = 1.85 Goodwill
Current Goodwill: 182.63 Goodwill
Remaining Goodwill: 182.63 Goodwill - 1.85 Goodwill = 180.78 Goodwill


Hmm, that leaves 23 Faithful unassigned. Also not sure about what to do with Aria, and some of the other Action slots.
 
We could switch an Action slot around but that means we could end up with all Diplomacy Action slots locked for 1 Turn. Given that we need Diplomacy Action slots to coordinate with other factions during catastrophes...
On the other hand, we are not facing a catastrophe right now (*knock on wood*) nor does it seem to have one brewing on the horizon. Meanwhile our ability to help people is being actively hampered by out lack of actions.

Plus, We are Legion is going to finish soon so that will free up another action.
 
On the other hand, we are not facing a catastrophe right now (*knock on wood*) nor does it seem to have one brewing on the horizon. Meanwhile our ability to help people is being actively hampered by out lack of actions.

Plus, We are Legion is going to finish soon so that will free up another action.
We just managed to get a free action for Diplomacy thanks to our new Doctrine. It kind of defeats the point if we just shift it to another action.
 
We just managed to get a free action for Diplomacy thanks to our new Doctrine. It kind of defeats the point if we just shift it to another action.
I mean, I see it as us being able to take an action away from Diplomacy without losing any effectiveness in that category. It's just that I don't see us needing 4 Diplo actions at the moment. There is no emergency we need to coordinate, and after We are Legion finishes there's not a lot of long term projects left to do, and the short term actions are not super critical either.

Compare that to Faith, we need to: Build more orphanages, schools and Consensuals, fix the BHVs, erode the gang culture and maybe even look into establishing a new chapter since that gives us a massive bonus to Piety reduction. There's just so much to do that I feel that Faith could use an extra action more than Diplo does.
 
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You'd think at this point, Martyris could use a Relax action. Separately, a thought that occurred to me. Is it possible to sell off salvage locations to House Mirn for Goodwill? At this point we have a bunch of untouched Mundanes that we're not ever going to hit up, so if we can get something out of them, I'm all for it.
 
I am better now than a week before, though it will take a while to get back into the swing of things. This turn will be an irregular update with no schedule.

That said:
You can now cast your votes.
 
[X] Plan More Suspendium and finishing projects
-[X][Faith] Build An Orphanage - (Big) - (Zulmni) - (6/7 Turns Complete)
--[X][Faith] Seek Mutated Help - (...0.1 Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
-[X][Faith] Cleaning Up The Mess - (Strul) - (1/4 Turns Complete)
-[X][Diplomacy] From The Brink - (0/1 Turns Complete) - (-1.5 Goodwill)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
-[X][Diplomacy] We Are One People! - (Locals) - (1/6 Successes)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
-[X][Diplomacy] We Are Legion - (6/9 Turns Complete)
-[X][Diplomacy] School The Diplomat-Corp - (Specialized) - (Common People) - (0/2 Turns Complete)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Action Chance +10, 6FF)=+31
-[X][Martial] Guards! Guards! - (Orphanage - (Big) - (Zulmni), Airship Line: Caravaner, Airship Line: First Son, Norqod Radio Station - (Entertainment and News), Medium Quarantine Area) - (0/1 Turns Complete)
-[X][Learning] Hack The Bunker - (All Electronics/Programming) - (4/17 Successes)
--[X][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 4[ENG] +56, 2[SC] +24, 1[TSC] +18)=+143
--[X]Papers With Recurring Numbers +20 to Common Programming=+20
-[X][Learning] Radio-Channel - (Electronics/Advanced Electronics) - (2/7 Successes)
--[X](Scientific Theory +15, Electronics Workshop +30)=+45
--[X]
-[X][Learning] Chemicals For Future! - (Biology/Chemicals) - (2/4 Successes)
--[X] (Scientific Theory +15, 3 [DOC] +18, 1 [SUR] +12, [Library] +5)=+50
--[X] 1x Larva Vivisection Reports +20 to Advanced Biology, 2x Bunker Hospital Artifacts +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery, =+60
-[X][Archeology] Prepare an Expedition - (WO-03) - (1/3 Turns Preparation= 6 Turns Expedition) - (House Mirn support: Y)
-[X][Archeology] The Bunker's Hospital - (1/2 Turns Complete)
-[X][Tree of Knowledge] Assemble A Logic Bank- (Tree of Knowledge) - (2/3 Turns Complete)
-[X][Holdings] The Trail Of Rust - (0/19 Turns Complete) - [Sandcrete]
--[X] 3 X Hire Contractors - (3 Turn of Progress)
-[X][Holdings] Organized Airship Manufactory - 1 Line - (Caravaner: First 10 ships for Pilgrim use)) - (4/5 Turns Complete)
-[X][Aria action] Guiding Hand - (0/1 Turns Complete)
--[X] (We Can Do It! +10, Trauma: Common People Purge Survivor -5, Object of Veneration +5 to Diplomacy/Norqod, 6FF)=+5 (+10 to Diplomacy)
-[X][Martyris action] Too Much To Do - (Tree: Mausoleum of the Forgotten Pilgrims - (0/6 Turns Complete))
-[X][Martyris action] Too Much To Do - (Faith: Seed Shadow Sanctums - (0/2 Turns Complete))
--[X] (Adjudicator +25)=+0


-[X] Merchants - (All Are Free Actions)
-[X]-
-[X] The Adventurer Guild - (1 Action)
--[X]-
-[X] The Union Of Herbalists - (1 Action)
--[X] A Helping Hand - (Healers) - (Preserved Neuron +5 to Biology)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance- (2/4 Turns)
-[X] The Military - (1 Action)
--[X] War Lessons - (Rust Scouts) - (-0.25 Goodwill)
-[X] Forge Clan Vanar-Feer - (1 Action)
--[X]-
-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Build An Orphanage - (Big) - (Zulmni))
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Action) - (27/81)


Goodwill cost: 0.1 Goodwill+ 1.5 Goodwill+ 0.25 Goodwill+ = 1.85 Goodwill
Current Goodwill: 182.63 Goodwill
Remaining Goodwill: 182.63 Goodwill - 1.85 Goodwill = 180.78 Goodwill

Ugh, still sick so I probably missed something but it should be good enough. Feel free to mention if something seems wrong or bothers anyone.
 
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