Cult Creator - The Pilgrims Journey
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The Pilgrims.

Idealists, Dreamers, Inventors. They find a home within the Pilgrims for their ideas, and their drive to create a better world through hard work and ingenuity.

The Broken, Scarred, Unwanted, and Mutated. Driven from society by the actions of others, or through birth, forced to eke out an existence barely above starving. Welcomed with open arms, hearths, and hearts. Many of them find their first true home by our side, as we fight for their rights, their dignity, and future.

We know what it means to be faced with insurmountable odds, to fight for things that we will never see come to pass, and to be declared childish dreamers, striving for the unobtainable.

And we agree, our goals are impossible. But we do not see it as a reason to give up. The path we chose may be eternal, but we do not walk it alone.

And maybe, you will walk with us?
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The Bestiary
Bestiary
Animals
"You know, animals. Your standard critters are going around eating things, eating each other, and doing normal stuff. Animals." - Jarrett, A Hunter.
Common
"Those things are everywhere, and they won't get you rich, but you get money for them at a set price." - Jarrett, A Hunter.

Chickens

Feathered omnivorous bipedal birds, domesticated and used primarily for their meat and the eggs they lay each day.

Cat
This furred feline comes in many shapes, sizes, fur-patterns, and temperaments. Relaxing to cuddle and soothing to the soul. A well-liked pet.

Sand-Deer
A deer. Somehow lives in the desert. Nothing beyond that, but likes to nibble on metal.

Iguana
Those lizards are a good source for leather and some tasty meat, but they are hard to find.

Sun-Beetle
They grow to be as big as a five-years-old head and always seek out the shadows. The names ironic, you see. Their carapace is useful for making dyes, though.

Goats
Milk, meat, fur, companionship. What can't they give? Wait, not that companionship!

Nifian
This bird is 90% wings, soaring through the air on them, seeking fruits to nibble on. They are shy, do not produce sounds that humans can hear, though Mutated say they chirp, and are light blue on the underside, with a brown/yellow coloration on the back.

Loman
Commonly seen on cliffs, digging holes and carrying its young with one of its four arms. They can be used as pets, but they typically die in captivity within a year. I would not recommend selling them for that, but they produce oil inside one of their organs that Forge-Clans pay a premium for, make sure you hunt only one.

Red-Eye Butterfly
As large as your hand, they fly in swarms seeking food and a safe place to rest, always on the lookout for predators. Beautiful to watch.

Elemental Feline - Sky
Description: A breed often found in places of high altitude, where stone is not common. A desert mesa would be an excellent place to hunt for this breed, while a mountain would not suffice or would have a much lower density of the species. This breed is on the smaller size, only being around twice the size of an average house cat. Thus weighing about 20 pounds to the regular ten; however, they are optimized for speed and reflexes, and there have been confirmed reports of these felines catching arrows in flight with their paws or jaws. Along with their diminutive size for their breed, their intelligence is only slightly better than a typical cat, though most nobles do use them in the form of a rudimentary spy network within their homes.
Health: 1 Unit (1/1)
Damage: 1d2
Traits: Projectile Immunity (Ignores the first ranged attack).

Elemental Feline - Stone
Description: A breed often found in caves and other places where stone is plentiful. One of the largest pure species yet seen, they weigh in at over three hundred pounds on average and make their homes in mountains or underground cave systems for the most part. Taking the laziness of felines to new heights, they are the hardest to train to be alert, and as such, tend only to be rarely seen near nobles. However, it is claimed that they are highly intelligent, but I can not deny or confirm such accounts due to the rarity of tamed Stone.
Health: 1 Unit (4/4)
Damage: 1d3
Traits: None.

Elemental Feline - Flame

Description: The quintessential Elemental Feline, everyone that has spent any time around a Noble has seen at least one of these felines. They make their homes in hot, dry areas, and some reports claim to have found nests on the slopes of volcanos, with the cats playing in the streams of lava running down the sides of the volcano. To dispel some myths surrounding this breed, I have to state that they are not immune to temperature. They are merely highly resistant to such threats and tend to have an internal temperature of over 150 degrees. However, it is not to say that they cannot perform their regular duties, acting as a guard dog type entity. In this role, they excel as they are around a hundred pounds and have claws sharper than obsidian that cauterize wounds as they are made, preventing healing without lost technology. Their intelligence is also reasonably high, but overall they are considered average, not dumb but not smart for their race's standards.
Health: 1 Unit (2/2)
Damage: 1d4+2
Traits: Thermal Resistance (Reduces all thermal damage by 50%), Molten Core (When damaged, the attacker suffers 1d2-1 damage), Molten Claws (+2 thermal damage).

Work-Lizard
At a length of 10(ten) meters with tail and 5(five) without, a height of 1.4(one-point-four), and a width of 3.7 (three-point-seven), this beast has shocked more than one kid in its lifetime! Do not worry, the Work-Lizard is a pure herbivore, with a preference for sandwheat no less! Their coloration ranges from deep brown to yellow sand (though some display green confusingly enough) while their scales are not arranged in any particular camouflage pattern. The most common uses for these beasts are transportation, agriculture, and meat, especially since their tail can be cut off without causing the poor animal too much pain or distress. Many a nomadic tribe in the wastes makes excellent use of them, even to the point of building houses on them!

Scout-Lizard
Has a tiny (in comparison) build with a length of 5.3(five-point-three) meters, a height of 2(two) meters, and a width of 2.6(two-point-six) meters. The fascinating thing about them is that they do not have a set coloration pattern to their scales! Their most defining feature is that they can change them almost on the fly, making them indistinguishable to their surroundings to all but the most observant pursuer or sentry. Unfortunately, this does not extend to their riders, but then again, they mostly rely on their terrifying speed of 104 kph, which they can keep up for over three hours, smashing apart any hope of catching them without Knight or SL support of your own. At least their riders have nerves of steel...

War-Lizard
At a length of 6.4(six-point-four) for betas and 9.3(nine-point-three) for alphas, a height of 1.7(one-point-seven) and 2.5(two-point-five) respectively with a width of 2.5(two-point-five) and 3.2(three-point-two) to round things out. Their scales and colors are perhaps the most boring point about them, since there is very little difference between individuals, with grey and diamond being the "default" pattern. Where it gets interesting, however, is their head, claws, and tail. Unlike most Lizards, their tails cannot be separated from their bodies without causing massive amounts of pain. You would be pretty insane to do so, seeing as their tail sports several spikes that the War-Lizard uses to crush and impale their enemies and prey. Their heads are armored in heavy bone-plates known to deflect crossbow-bolts, and some alphas have even survived a direct shot by Knights! A preferred tactic of War-Lizard-Riders is to charge head-long into battle-lines of light troops and the rear of heavily armored foes. Then, the real slaughter starts as the War-Lizard goes to town on Humans, Mutated, and Mutants, with their massive claws that can rend even heavy plate-mail with ease and cleave an unarmored human in twain without effort. Whoever has to fight those monsters on the battlefield is sure to have a bad day indeed!

Pit-Worms
These are long, leathery, lamprey-like worms that usually form colonies of around 12-40. They dig a semi-concealed hole and wait for things to fall in before quickly eating it. They live in areas with a lot of debris or vegetation to hide their pits better. Tend to taste like calamari when cooked.

And many more!
Uncommon
"Sometimes dangerous, sometimes boring, those things do not like to be hunted. But they give good materials." -Jarrett, A Hunter.

Blightdogs

Description: Quadrupedal fourlegged animals, with sharp teeth, good ears, good sense of smell, and spines with poison on its back. But they give exquisite leather.
Traits: Poisonous (+1 to casualty rolls), Pack-Tactics (receives +5 to initiative rolls per pack), Cowardly (auto-fails morale rolls).

Gem-Glimmers
Little flys that are covered in gem-dust, which they naturally excrete through processes as of now unknown. The quantity is not sufficient in any way as to make harvesting or breeding them viable. They tend to stay in caverns, where they reflect the moon-light in a dazzling show of colors.

Blossom-Stag
Like deers, but instead of horns, they have stalks on their heads, which are plants, though only flowers and various other plants grow along the body in symbiosis with the animal. Do not tend to yield good meat, but can be sold for a high price.

Elemental Feline - Flame Stone
Description: A breed that is common in thermal activity areas in which stone is present in nearly every area. Tended to be found in underground hot-springs or other such areas of the world. Unlike what many expect, this breed is not a combination of Stone and Flame, but instead a breed of its own. Highly intelligent, which probably is why people assume the Stone breed is also highly intelligent and sharing in much the same internal heat and attacks as the Flame breed if only of lesser power. The main difference is that this breed prefers to be submerged in heat and is immune to weak flames and can be found sleeping in wood fires.
Health: 1 Unit (3/3)
Damage: 1d3+1
Traits: Thermal Immunity (Reduces all thermal damage by 95%), Burning Core (When damaged, the attacker suffers 1(one) damage), Burning Claws (+1 thermal damage).

Elemental Feline - Sandstorm
Description: This breed is highly energetic and rambunctious, to the point of inverting the usual training problems. Instead of training them out of laziness, the trainer has to train this breed to be lazy. They also have a crafty intelligence, which they use to infuriate their owners by predicting the most irritating action they can take, which won't earn them more than a water spray. They are one of the rarest breeds seen with nobles as most nobles refuse to have their pet insult them in such a fashion. However, for those that do have them, they have a bodyguard with the speed of Sky and the combat prowess of the Flame breed making for one immensely dangerous pet.
Health: 1 Unit (3/3)
Damage: 1d4+1
Traits: Hyper-Active (+20 to Initiative), Mind Of Mischief (Invokes the Enraged (-20 to Initiative, -2 damage) debuff on all attacking enemies for 1(one) turn, 1-turn cooldown), Omae Wa... (Always attacks first in any engagement, +1d4 to the first attack).

Gargoyle
Description: A Gargoyle is a quadrupedal mammal, with digitigrade hindlegs ending in 8(eight) 7-14cm long claws per leg, with the forelegs pulling double duty as proto-hands and wings. Their wingspan can reach up to 8 meters, with a recorded fly-time of six hours, despite their tough, grey skin, resembling stone in both consistency and toughness. A Gargoyle's primary diet consists of fruits and plants, with carrion making up the rest, though they have a particular fondness for bones, which is either expressed in eating them or as decoration within their nests. Usually, a nest consists of up to five adults and nine juveniles, with lone adults being only seen when scouting for new nest sites should the old ones become unlivable. While intimidating to look at, these beasts avoid confrontation where possible, either by backing down or intimidating their opponents. One should note that a solitary Gargoyle attacking humans or Mutated is rare and inevitably the result of starvation and bad luck. When multiple attack, the engaged humans or Mutated have either invaded the Gargoyle's Nest, stolen something that these beasts consider theirs, or stumbled upon a diseased nest, which should be reported to the nearest authority.
Health: 1 Unit (1 (Baby) - 18 (Elder))
Armor: 1 Unit (4 (Baby) - 60 (Elder))
Damage: 1d4-1 (Baby) to 4d6+6 (Elder)
Traits: Stoneskin (+4-60 Armor), Flight (Can fly), Scavenger (Avoids fights if possible).

Quake Worm
A 1-to-8-meter-long worm with a greyish carapace, commonly found deep underground, within cave systems, or shortly before and after earthquakes. Their unique movement has the nasty side-effect that, in large enough numbers, they can fool seismic equipment via their vibrations. While their meat is delicious, and the carapace can be sold for a hefty paycheck, most count themselves lucky never to encounter these creatures, as they look nightmarish with their black eyes and eight mandibles. Rumors abound that they never stop growing and can become natural Behemoths if they survive long enough.
Rare
"Long hunts, lonely nights, tense seconds during the trapping, a great payday." -Jarrett, A Hunter.

Alpha Blossom-Stag

The bigger brother/sister of the Blossom-Stag. It can grow up to nine meters in height, with the stalks replaced with actual wood, with a myriad of colorful petals growing everywhere. Some smaller animals tend to make nests on them, especially birds.

Elemental Feline - Metal
Description: These breeds arise in areas composed primarily of the metal that identifies the species, as Iron or Steel breeds are the most common. The metal breeds are grouped into a single breed classification, as the sub-breeds are similar enough to not warrant such distinction as of right now. Most of the individual differences are in the fur color and the general shape of the body. All metal breeds share their high intelligence, which is not innately mischievous like the Sandstorm breed, and their bodies share their toughness and size with Stone. However, they are challenging to train due to high levels of stubbornness.
Health: 1 Unit (7/7)
Damage: 1d4
Traits: Metal Body (Reduces all damage taken by 2(two)).

Elemental Feline - Lightning
Description: These felines can often be found in the Forge Clans due to their innate ability to store and discharge electricity, which makes them valuable to such groups as they can be used to transfer massive single jolts of energy between different parts of machinery or the fortresses of the clan. It is said that they only arise in areas in which felines consume large quantities of Lighting Moss throughout generations giving them their ability to store and expel electricity.
Health: 1 Unit (1/1)
Damage: 1d2-1 (6d6 one time attack)
Traits: Zzapp! (Deals 6d6 damage once in combat).

Elemental Feline - Sightless
Description: This breed is fully blind from living in caves without light for generations; as such, they have instead developed highly acute hearing and echolocation. While not as intelligent as the metals or as large as even the Sky breed, they are prized for their ability to detect and track individuals even in pitch dark. Along with their excellent tracking ability, they also boost a near-supernatural ability to fade into the darkness or shadows, becoming all but invisible in such environments.
Health: 1 Unit (3/3)
Damage: 1d6-2 (-2 due to: Blind)
Traits: Blind (-2 damage), Fade (Escaping is automatically successful), Relentless (Escape is impossible).

Elemental Feline - Vampiric
In recent decades there have been reports of a new breed of felines emerging within the wastes near Slatnan. As of yet, there has been little confirmation of these stories beyond a few tracks and a handful of teeth and claws recovered from supposed nests. However, it is still judged to be a concerning event even if it only progressed to the proto divergence stage as the teeth and claws recovered bear a distinct resemblance to those found within particular subspecies of bats that are well known for living off of blood and follow herds of Blood-Deer across the world.

We have decided to write this report and collect the scattered stories regarding this possible new breed of felines to prepare the Waste explorers and scavengers for a possible encounter with a new subspecies. The only consistent aspect of the new species is that it hungers for blood; human, mutant, animal, or insect. However, according to the stories, it does not matter; any form of blood is acceptable. As such, it is reasonable to bleed lizards slightly if in Deep Wastes to hopefully entice the felines if they exist away from the more valuable humans.

There have been stories and legends of these beings being able to consume the power of machines similarly, even though this is less common to be mentioned. Therefore, we have decided to list it as an assumed trait of theirs and give them the tentative name of Vampiric Felines. This name references the legends that state that the felines can consume any form of life energy, blood, or electricity, and even more than just needing it in their diet requires it to live, which would make them obligate carnivores that rely on consuming vital fluids.

Another aspect of the legends we have been finding is that these felines gain power permanently from the blood they consume. However, it is noted that even in the most extreme tales, they never gain the ability to become a mythical being or horror, remaining instead safely in the lower tiers of threats. The highest example we have found in all the legends and stories we have found is to compare them to a low tier Walker, or high-end Knight unit, and that legend required the Feline in question to drink blood sourced from Fractal Nova or as the myth put it; "The Drinker drank deep from the puddle of life left behind by the one beyond all others of Her kind, and in her wake left the world shaken unto the end."

We have yet to confirm this, but we have enough evidence from stories and physical remains to conclude that it is likely to be accurate. Therefore, we have authored this short synopsis to provide a general overview of this possible new Feline to the intrepid explorers of the Wastes. More information will be provided as reports are gathered and confirmed.

Blood-Deer
This sub-species of deer is the single most feared animal on Calynth, not by virtue of lethality, but for the catastrophes they herald. Their births are cursed, their nests haunted, their souls bleak, and their howls terrifying. Scientifically speaking, they are a species of deer whose hooves never harden, staying soft and fleshy for their whole lives, and possess no skin. Yes, they have no skin on their entire body; instead, it is covered in their fast-hardening and drying blood, covering their body, as their muscles, sinews, and fat is fully exposed to the air and elements. How those animals aren't in constant pain or have come to be is unknown, but what is known is that they tend to arrive in a region shortly before some disaster strikes it, even if that is years in advance. Scholars question whether this is merely because of pure chance, but those living on the frontier take no chances when they are sighted, preparing for everything they can.

Desert Lion
Apex predators of the Tessen region, desert lions, roam in prides of one or two males and a harem of females and their cubs. They are formidable hunters, hunting in groups and rubbing sand over their pelts as both camouflage and protection against parasites. Unfortunately for travelers, these predators have developed a taste for Work-lizard, with prides being known to stalk caravans and attack poorly defended campsites. On the other hand, taking down a lion can be extremely profitable, with their spotted pelts being highly sought after by nobles. Even their organs are fetching a high price for use in potions and tonics (none of which are endorsed by the Union of Herbalists), so any pride that settles close to a village or town will soon draw a hunting party of adventurers or nobles to get rid of it. Even then, many a noble scion has met their end at their claws.
Health: 1 Unit (Health: 4/4, Armor: 1/1)
Damage: 2d4+2 (1d4+2 due to Pack Tactics when at least three are present.)
Traits: Pack Tactics (+1d4+2 damage when 3 Desert Lions are present), Camoflague (Roll with Advantage when attacking from stealth), Parasite Resistant (All Parasitic Entities roll with disadvantage when attacking them), Taste For Humans (Will attack and eat Human/Mutated when sure of success)
Unique
"Legends, Myths, Tales told around a fire. Their deaths a tragedy, their capture sacrilege." -Jarrett, A Hunter.

Elemental Cat - Fractal

Description: One of the rarest of all breeds identified; this breed only arises in a single environment. This environment is exact for this breed to emerge. First, it must be mostly crystals. However, these crystals must be small and thin; on top of that requirement, there must be sufficient light to enter the area to cause the crystals to reflect and redirect the light in a completely random pattern. If these requirements are meet, the breed can arise over generations. Slowly the fur begins to emulate crystals and eventually reflects light as they move. In the end, if everything happens as needed, the fractal breed is formed. Smaller than Stone at only six times the average size of a house cat, yet with claws of impossible sharpness, to the point where their claws are used to line Knight weapons that are meant to cut to benefit from their edge retention and pure sharpness. In addition to their claws, their fur reflects light to such a high degree that they appear in several locations at once via reflected light.
Health: 1 Unit (10/10)
Armor: 1 Unit (4/4)
Damage: 1d8+7 (+7 due to: Glittering Claws)
Traits: Crystalized (+4 armor), Luminous Appearance (recieves -4 damage), Glittering Claws (+7 damage).

Elemental Cat - Celestial
Description: The other unique breed that we know of as of this moment. This breed arises in areas that have had meteors land on them. As such, these cats seem to grow attached to the night sky, becoming viciously nocturnal. This trait can not be trained out of them as they will savage anyone that tries to make them wake up during the day. However, they are, without a doubt, the single toughest and smartest of all elemental felines so far identified. It is considered debatable if they are sapient or merely incredibly intelligent for one of the Elemental felines' breeds. A single one of these felines tamed or otherwise in the service of a Noble is considered the same as having a personal Knight on retainer due to their intelligence and toughness. However, this only applies during the night unless the owner has a good relationship with the Feline.
Health: 1 Unit (16/16)
Armor: 1 Unit (20/20)
Damage: 1d12
Traits: Nocturnal (-40/+20 Initiative during the day/night), Pre-Sapient (can be attached as a Bodyguard), Born Of Sky And Star (+20 armor).

Alpha Blood-Deer
The impossible, and legendary, bigger brother/sister of the Blood-Deer. Growing to a frightening ten meters, this behemoth of cervid majesty is everything that its younger siblings are, yet more and somehow even more wretched. Constantly bleeding, how this Alpha survives even a single day is a mystery. Yet, more horrific is that its blood begins to eat away at anything it comes into contact with, though its smaller kin is spared from the agony that such entails. Unlike the Blossom-Stag, the Alpha Blood-Deer has no bird nest upon it, nor does anything grown in or on its hide; the stench of decay and blood utterly revolting and nauseating for all but the most ardent carrion eaters, as its unnatural fleshy form offers nothing but nightmares to all who behold it. And yet, if one can look beyond all that, look past the shredded muscles and rotting tangle of flesh hanging from its antlers and skull, there is a myth. A myth that there is more than an animal behind those eyes, an intelligence of wisdom more terrible and frightful than any Mutant or Machine could offer. A myth that tells of ancient calamities awakening from where they stand, their final resting places nourishment to harbingers of doom, and creators of an apocalypse generations in the making. None dare harm this beast, for none want them to lay their bones to rest where they live. And yet, some say that beyond all that, those who approach this being and offer it flesh and blood of kin and kith; they are graced by omens of what is to come, a vision given in words and memories that are yet to form and happen. For as the Alpha is the seed of an end, so too does that end spring from a seed that knows what is to come. But those are merely rumors...right?
People
"Yeah, they can be downright bastards." - Common Joke.
The Empire Of Slatnan
Royal Army
The Empire Of Slatnan has stood for well over a Millenium. It has done so thanks to the sacrifice, dedication, and stalwartness of its citizenry and defenders. It will stand another Millenium if you give your strength today! - Old Recruitment Poster

Militia

Description: Citizens of the Empire above 16 are expected to attend training for the Militia one day a week, for two hours, until they turn 60. There, they learn the basics of combat and self-defense so that they may defend their homes and loved ones against the dangers of Calynth. In times of war, their sovereigns may call them to protect the nation. They are expected to have at least a spear and helmet or shield.
Health: 1/1
Armor: 1/1
Damage: 1d2
Traits: Disposable (Does not prompt Moralechecks in allied/friendly Units)

Guard - Green Zone
Description: Those who stand between the Empire's citizens and the criminal world are called Green Guards. They are stationed within the "safe" havens of towns and cities, where they can expect to live to retirement.
Health: 1/1
Armor: 3/3
Damage: 1d4
Traits: Guardian (Always present within Empire Green-Zone Settlements), Backup (Will be reinforced by 6(six) other Guards when attacked openly)

Guard - Yellow Zone
Description: Those who stand between the Empire's citizens and the criminal world and occasional Machines/Mutants are called Yellow Guards. They are stationed within towns and villages on the edge of civilization; few foresee to live to retirement.
Health: 1/1
Armor: 5/5
Damage: 2d4-2
Traits: Experienced Guardian (Always present within Empire Yellow-Zone Settlements), Backup (Will be reinforced by 6(six) other Guards when attacked openly)

Guard - Red Zone
Description: Those who stand between the Empire's citizens and the Abominations lurking within the Wastes are called Red Guards. They are stationed within the hamlets and outposts, pushing back the horrors of the Collapse. None believe they will live to retirement.
Health: 2/2
Armor: 8/8
Damage: 2d4+2
Traits: Stalwart Guardian (Always present within Empire Red-Zone Settlements), Backup (Will be reinforced by 6(six) other Guards when attacked openly), Doomed (With no expectation of survival comes freedom of Morale Checks, and retreat.).

Light Spear
Description: The common enlisted soldier. Equipped with light armor, a spear, and a shield, they hold the line whatever comes their way. So long as it isn't a Knight.
Health: 1/1
Armor: 5/5
Damage: 1d6
Traits: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered), Weak Attack (Not the best at attacking)

Medium Spear
Description: The common enlisted soldier who shows promise. Equipped with Medium armor, an electrified spear, and a shield, they hold the line whatever comes their way.
Health: 1/1
Armor: 10/10
Damage: 2d6
Traits: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered), Weak Attack (Not the best at attacking)

Heavy Spear
Description: The common enlisted soldier who has shown great promise and competence in training. Equipped with Heavy armor, an electrified halberd, and a tower shield, they hold the line whatever comes their way until the end.
Health: 2/2
Armor: 18/18
Damage: 2d12
Traits: Punching Above (No mali against enemies one size higher), Disciplined (Reduced Morale damage suffered)

Light Sword
Description: The common enlisted soldier. Equipped with light armor, a sword, and a shield, they stand ready to charge into battle. So long as it isn't a Knight.
Health: 1/1
Armor: 5/5
Damage: 1d6+3
Traits: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role), Versatile (Always beat by specialists)

Medium Sword
Description: The common enlisted soldier who shows promise. Equipped with Medium armor, an electrified sword, and a shield, they stand ready to charge into battle.
Health: 1/1
Armor: 10/10
Damage: 2d6+6
Traits: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role), Versatile (Always beat by specialists)

Heavy Sword
Description: The common enlisted soldier who has shown great promise and competence in training. Equipped with heavy armor and an electrified zweihänder, they stand ready to charge into battle, whatever it may be.
Health: 2/2
Armor: 18/18
Damage: 2d12+12
Traits: Disciplined (Reduced Morale damage suffered), Versatile (Can fill any role), Versatile (Always beat by specialists)

Crossbows
Description: Those showing no great aptitude in melee are directed to the crossbows, where they may prove their worth. Equipped with the latest in mass-producible crossbow technology, they can be a force to be reckoned with, especially if they have survived long enough to modify their modular crossbow. Light armor and an ax give them a chance in melee if a slim one.
Health: 1/1
Armor: 2/2
Damage: 2d4+2
Traits: Disciplined (Reduced Morale damage suffered), Ranged (Can assist Units despite narrow conditions), Ranged (Cannot engage within structures (mali to dice if stationed within, or firing into, structures)), Weak Defense (Has a weak defense)

Sapper
Description: Those who show high aptitude or prior experience in mechanical engineering are assigned to the sappers. There they learn the ins and outs of anti-fortification and siege-works and how to assist the army on the move in all manner of tasks.
Health: 1/1
Armor: 2/2
Damage: 1d2
Traits: Anti-Fortifications (Bonus against fortifications), Siege-Engineer (Allows the creation of Siege Equipment)

Royal Guard
Description: The Elite of Slatnan and treated as such by all social strata. They will take, hold, or escort any objective they are assigned to without fail. Usually grouped in regiments, they rarely leave the Capital or the Royal Family's side unless they are assigned to guard critical locations or families or kill dangerous enemies. Equipped with artisan Power Armor, jetpacks, high-grade stimulants, hard-light shields, and powerful weaponry of all kinds, they are formidable allies and fearsome enemies.
Health: 12/12
Armor: 120/120
Damage: 2d20+20
Traits: Anti-All (Bonus against all enemies), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected), Difficult Logistics (Increased Supply usage)

Scout Lizard
Description: Scout Lizards are trained from birth with their riders, forming deep friendships and near-telepathic connections to their partners. Though that is most likely due to the time both spend near each other. Primarily equipped with light armor, crossbows, binoculars, radio, and assorted melee weaponry, they are excellent skirmishers and scouts. Notably, the riders decorate their armor with their lizard's feathers
Health: 16/16
Armor: 40/40
Damage: 3d12+9
Traits: Extreme Speed (Can outrun all Units not sporting the same speed), Scout (Enhanced information when used for scouting), Anti-Infantry (Bonus against infantry)

War Lizard
Description: Big bulky lizards with a temper, who have to be violently shown that they are the Beta to the Riders. Both Rider and Lizard are armored in plate armor while armed with long electrified glaives, lances, or halberds. They ride into the enemy, then continue onwards after slaughtering them without mercy.
Health: 30/30
Armor: 60/60
Damage: 1d40+40
Traits: Anti-Infantry (Bonus against infantry), War-Beast (Reduced Supply Upkeep after battles), The Strong Thrive (No mali for losses), Controlled Frenzy (Minor Chance to lose control of this Unit when in combat)

Knight
Description: Standing between 4 to 8 meters in height, these machines tower above Human, Mutated, and most Mutant, and Machines alike. They form the backbone of any military on Calynth, as not only do they slaughter standard infantry, but also the nastier things lurking in the Wastes. The design philosophy of those Knights varies between nations, but not that they are the elite. Within the Empire, those nobles chosen for duty as Pilot must swear off any titles and contact to their families.
Health: 6/6
Structure: 20-80/20-80
Armor: 400-1500/-400-1500
Damage: 4-12D20-40+15-80
Traits: Anti-All (Bonus against all enemies), Knight (immunity against all biological and fire hazards, resistance against chemicals), Punching Above (No mali against enemies one size higher), The Elite (Morale cannot be affected), Cult Of The Knight (All Allied/Friendly Units re-roll failed Moralechecks), Difficult Logistics (Increased Supply usage), Centerpiece (Will receive the most focus of the enemy)
Rare Mutations
Soothsayer: Those afflicted with this Mutation are born with grey skin and gills along their torso and neck. After a week, their body begins to produce and distribute industrial quantities of weapons-grade neurotoxins, spelling the death of their home if not killed or isolated.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: Kill on sight in all nations on Calynth.
***​
Eterna: An extremely rare Mutation which, presumably, grants immortality to the one bearing it, though they usually die within their first century to third.

Expected Lifespan: Possibly indefinite.

Notes: All attempts at sequencing this Mutation have failed with no exceptions.
***​
Glass Sting: Those born with this Mutation have the hairs on their body replaced by glass-like needles, which, once torn off, release toxins causing unspeakable pain. The Mutation is usually noticed once the mother begins to scream in absolute agony when giving birth, as the child's needles are pushed into the birth canal.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: Mercy Kill on sight in Slatnan. All those who have had even a single needle embedded suffer in great agony for the rest of their life, most preferring to kill themselves rather than suffer a second longer. Those women who gave birth to those Mutated with this Mutation have all committed suicide or have begged for the Final Mercy when not screaming their throats bloody.
***​
Talois: Those Mutated with this Mutation are not classified as Human, as they do not possess any independent thought, action, or instinct and are classified as biological machines. If not instructed to do something, they will not do the action, to the point of starving or dying of thirst if not told to eat/drink. Few parents have the strength in them to allow their children to live if afflicted with this Mutation.

Expected Lifespan: Days.

Notes: Mercy Kill on sight in Slatnan.
***​
Perfection: This Mutation, unlike others, places no mark upon the body or mind of the bearer beyond an unnatural perfection not seen in humans. People with this Mutation will naturally have strength, speed, and intelligence beyond most others and will easily live for decades longer. However, it does not confer any protection against disease or age than what an average human could expect with the general health profile.

Expected lifespan: 5-15 additional years to the high end of the lifespan for the holder's gender and job in their region.

Notes: Highly desired in noble families, making it one of the few mutations wanted to be bred into high-rank families in the known world. However, most people don't honestly know that this is a mutation and instead assume it to be due to their wealth or other factors.
***​
Regeneration: This Mutation shows no direct evidence of its existence but leaves a mark of its own nonetheless. Humans or mutants with this Mutation heal from everything perfectly over time. No matter the source of the injury or type of injury, they will recover from it in time, provided they have enough food to supply their bodies at the very least.

Expected Lifespan: High end of their gender/job/region with up to 20 extra years depending on wealth.

Notes: There are unconfirmed accounts of people with this mutation healing from plague engine diseases over time, even if it brought them near death. It is considered less valuable to the noble families, but most people with the Mutation never realize they have it due to it mostly healing scars and other minor injuries.
***​
Adaption: This is one of the strangest mutations that has been discovered. By itself, it does nothing to the body or mind, but when the person is faced with some danger, their body will begin to adapt to that danger over time. Due to this, beings with this Mutation tend to be either young and weak or ancient and robust; however, of all the more unusual mutations that exist, this is one that most people prefer never to have as it mutates both the mind and body.

Expected Lifespan: Possibly indefinite. Typically ends due to mental alterations within the first century of life.

Notes: It is theoretically possible that if a person with this Mutation managed to avoid their mindset altering, they could direct their body's changes and become something akin to a living Knight or Walker, but so far, all reported cases of this Mutation are Horrors or otherwise insane creatures of flesh.
***​
Lighting Blood: This Mutation causes the body to store and discharge incredible amounts of static electricity. In some cases, it is powerful enough to cause bolts of lighting to jump from the skin of the bearer of the Mutation.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: Individuals with this Mutation require triple the usual amount of food that an average person needs to avoid starvation. Most are also unable to use metal armor or weapons. However, a few reports indicate that with training, a person with this Mutation can charge metal objects to shock people trying to attack them. The only other thing of note is that their skin tends to be grayish in tone.
***​
Rock Hide: Unlike most simple skin alteration mutations, this one is rarer and much more potent. Those with this Mutation have thick skin, with the topmost layer being nearly two centimeters thick. This causes them to be both far stronger than the average Human but vastly reduces their manual dexterity.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: They showcase a relative immunity to hot and cold temperatures that are not outright deadly to humans. Their sense of pain and touch are also highly reduced, allowing them to ignore injuries that would cripple humans from pain if not directly. Most of them make their living as bodyguards or hired fighters. They appear slightly thicker and have unnatural proportions due to their thicker skin, but overall it is faint and can easily be hidden with loose clothing.
***​
Acceleration: A simple yet incredibly potent mutation. This Mutation accelerates most bodily functions, with the notable exception of aging. Those that have this Mutation appear to be highly intelligent to almost beyond Human due to the speed at which they think. In truth, they are average humans that think orders of magnitude faster than usual due to this Mutation. Possibly a genius born with this Mutation would be beyond human ability to comprehend, but that is only a possibility for now.

Expected Lifespan: Average for the region/gender/job. This Mutation has no appreciable effects on lifespan directly.

Notes: This Mutation has no outside appearance to indicate its presence, but it is pretty obvious if one knows what to look for. Those with this Mutation twitch far more than normal humans, and whenever they move near humans, they will appear to be focusing extensively upon some great thing. Another way to determine them is by noticing how they have to hold themselves back from speaking faster than most humans can hear.
Nek-Ne
An ancient tribe located in the northern outskirts of the Forest Of Rust. They commonly preferred to be left alone, often guiding outsiders back to where they could travel out of their claimed regions without much trouble while nurturing those wounded until they could walk again, at which point they had to go. Their religion centered around a singular Goddess, after whom they named their tribe, Nek-Ne. Most of their customs and society were unknown, even to those tribes they traded with, as they valued isolation and peace.

Now they have spilled forth from their homelands, engines of destruction and death, seeking to either kill or conquer all before them, unheeding of any losses or the opposition they would face. A coalition of nine tribes and a mercenary army have tried to keep them at bay or kill them but failed and had to retreat, leaving them a path to the Empire open.

Celebrant
Description: A humanoid which has been heavily mutated and driven to insanity by a mutagenic solution, ingested either willingly, or by force.
Health: 1/1
Armor: 0/0
Damage: 1d2
Traits: Insane (-10 to Morale checks for any attackers).
Mutants
"They are a menace on society, the world, and all of humanity. A menace you will face every day, every week, every year of your duty until you either die or start training the next generation of dumbasses like me."-Instructor Jones.
Common
"Be sharp, trust your instincts, trust your comrades, and above all, do not underestimate them."-Instructor Jones.

Shriekers

The bane of scavengers, Shriekers, are slow, weak, and easy to kill. Their danger comes from their ability to observe and their caution. Covered in eyes, ears, and other sensory organs, they emit a distinctive high-pitched cry whenever they spot something, and often when they don't. As a parasitic species, Shriekers need to latch onto another being and leech off of their nutrition. Their reproduction is dependant on being eaten to lay eggs in the digestive tract of their killer for their young to eat their way out of.
Uncommon
"Those are the worst ones you are likely to encounter on patrol. Keep watch for any surprise and do not think them dumb, they kill those that do."-Instructor Jones.

Mutated Blightdog-Alpha

Description: Quadrupedal fourlegged Mutant, with sharp teeth, good ears, good sense of smell, spines with poison on its back, a tentacle-whip with hooks to tear out the flesh.
Health: 1 Unit (12/12)
Damage: 1d6(+2 due to: Hooked Tentacle)
Traits: Poisonous (+1 to casualty rolls), Hooked Tentacle (+2 to damage), Feral (-5 to the initiative, +15 to morale rolls).

Servant Of The Mutating Horror
Description: Unknown.
Health: Unknown.
Damage: Unknown.
Traits: Unknown.
Rare
"Get the Knights."-Instructor Jones.

Abomination

Description: Masses of mouths, arms, legs, tentacles. Omnicidal in behavior. Those are the only things that can come close to describing an Abomination. The tell-tale sign of an Abomination is their constant wailing and screams of pain. Avoid them.
Health: ???/???
Damage: ???
Traits: Soul-Rending Shrieks (All enemies roll with -20 to Morale).

Mimic
Description: 4 meters tall, skinny, elongated arms that reach the ground tipped with razor-sharp claws, a beak filled with six rows of fangs instead of a mouth.
Health: Unknown.
Damage: Unknown.
Traits: Relentless (Escape is impossible), Speech (Can produce understandable speech).
Behemoth
"No."-Instructor Jones.

Plague Engine

Description: An amalgamation of flesh and steel, machinery, and muscle. It pumps out poisonous substances into the air, water, and ground around it in increasingly large concentrations and broader areas for as long as it is active.
Health: Unknown.
Damage: Unknown.
Traits: Self-Repair (Heals ??? per Round), Biological Weapon (Incurrs ??? automatic losses each round and on approach).

The Mutating Horror
Description: Unknown.
Health: Unknown.
Damage: Unknown, but mostly areal.
Traits: Corrupting (In a 100 km radius, all organic life either dies, or is changed into a servant of the Mutating Horror).

Wendigo
Description: Like Mimics, though, they look more akin to a Human fused with a Deer, with an elk head, with large antlers, and fetlocks and hooves replacing their legs and feet.
Health: Unknown.
Damage: Unknown.
Traits: Speech (Can produce understandable speech), Intelligent (Can use tactics), Relentless (Escape is impossible), Leader (Commands 5d20 lesser Mutants with a 4/1 split of Common/Uncommon).
Machines
"Ah, the true danger of the world, and the best chance of saving it. If only their minds were not corrupted by the Fall." -Forge Clan Acolyte Spring.
Common
"Adorable little things, get me some if you can. Oh, try not to die though, they are armored." -Forge Clan Acolyte Spring.

Butcher-Drone

Description: A small sphere, flying around without any identifiable wings or propulsion. A harpoon rests directly underneath its main body, while a trio of stalks views the area.
Health: 1 Unit (Structure ?/?, Armor ?/?)
Damage: 1d2 (+1 due to: Hooks)
Traits: Flight (Melee does half damage), Machine (Never rolls Morale), Hooks (Inflicts the Grappled malus on enemies, +1 Damage), Dependent (Shuts down when the Hub dies).

Omni-Gazers
Description: A dodecahedron with cameras placed upon each surface, while fragile-looking antennas stick out of every facet, allowing this drone to scan and perceive everything around it. It walks around on delicate legs unfolding from the corners of its shape, which enable the Omni-Gazer to jump up to 6-meters in height and stick to both walls and surfaces.
Health: 1 Unit (Structure 1/1, Armor 0/0)
Damage: 1 (Electric)
Traits: See Everything, Miss Nothing (+4 Damage to 1 Unit per Omni-Gazer, can choose to re-roll an allies damage-dice.)

Worker
Description: A common robotic Unit found within the Bunker. Named so for is being seen performing all manual tasks which needed to be done.
Health: 1 Unit (Structure 1/1, Armor 0/0)
Damage: None
Traits: We Work To Earn The Right To Work (Cannot defend itself)
Uncommon
"Better avoid them if you do not have a strong team at your back. Otherwise, bring me back some parts!" -Forge Clan Acolyte Spring.

Caretaker

Description: A Spider-Drone, scuttling along on eight limbs, with a further two on its back, with a multitude of tools stored into its back, mainly used for maintenance, and for repairing other Machines, though capable of violence if attacked, or threatened.
Health: 1 Unit (Structure: 1/1, Armor: 2/2)
Damage: 1d2
Traits: MAINTENANCE! (Can Repair Structure and Armor of allied units by 1d4 per turn, but cannot attack.)

Caretaker-Swarm
Description: A Spider-Drone, scuttling along on eight limbs, with a further two on its back, with a multitude of tools stored into its back, mainly used for maintenance, and for repairing other Machines, though capable of violence if attacked, or threatened.
Health: 1 Unit (Structure: 3/3, Armor: 6/6)
Damage: 3d6-2
Traits: SWARM-MAINTENANCE! (Can Repair Structure and Armor of allied units by 2d6+2 per turn, but cannot attack.)

Sentinel
Description: A humanoid robot carrying a shield and baton, probably used in anti-riot and security roles.
Health: 1 Unit (Structure: 2/2, Armor: 6/6)
Damage: 1d4+2
Traits: No Survivors (+2 damage), Security Drone (+10 to initiative).

Homebuilders
These large robots roam the wastes, collecting resources, and using them to construct bizarre structures in seemingly random places. These are not as much of a boon as they may seem, as these structures are often useless for anything more than a temporary camp. There are numerous structural faults, inferior quality materials, missing roofs, walls, and doors, and in the worst cases, traps. However, they are not aggressive unless attacked, or they decide that your home holds the key to its next warped masterpiece.

Guardian - Trooper
Description:
A humanoid robot armed with a micro bright-lance, ready to kill.
Health: 1 Unit (Structure 4/4, Armor 4/4)
Damage: 2d6 (Laser)
Traits: War Drone (+20 to Initiative)

Guardian - Sniper
Description:
A humanoid robot armed with a long bright-lance, ready to kill at any range, with deadly accuracy.
Health: 1 Unit (Structure 2/2, Armor 2/2)
Damage: 4d4+4 (Laser)
Traits: War Drone (+20 to Initiative), Sniper-Sub-Routines (If this Unit rolls below 12 Damage, it automaticaly does 12 damage)

Guardian - Commander
Description:
A humanoid robot, specialized in co-ordinating all nearby autonomous Units.
Health: 1 Unit (Structure 2/2, Armor 1/1)
Damage: 1 (Electric)
Traits: War Drone (+20 to Initiative), Unit Commander (Allows up to 2(two) Units to act again)

Harvester
Description: An octopedal robot equipped with all manner of tools for maintenance and on-site construction of parts. Mostly seen in groups or under the sway of more destructive Machines whom they aid in combat.
Health: 1 Unit (Structure: 5/5, Armor: 2/2)
Damage: 2d3+2
Traits: Maintenance Protocol (+2 Damage), Repair Drone (Converts Damage into Structure and Armor for Allied Units).

Attendant
Description: A quadrupedal robot once used for either aesthetic or personal reasons, they roam the world in packs seeking tasks to fulfill. However, beware the idea of "taming" one of them, as they are more likely to rip out your spine than aid you.
Health: 1 Unit (Structure: 1/1, Armor: 1/1)
Damage: 1d2
Traits: Gory Brutality (Induces Moral Checks after their attacks on Enemy Units), Pleasure Drone (Understands Human behaviour and tactics to a preternatural degree).
Rare
"I would advise hiring a mercenary-company with a Knight for those. Or just not attacking them in the first place." -Forge Clan Acolyte Spring.

Minor Bright-Lance Turret

Description: Secured in place, this turret is incapable of moving around. Its primary function is to shoot things and can do so even through walls if supplied with targeting-data. The main drawback is its delicate electronics and weak armor. It has a flaw that, when targeted by anything, it will not cease firing until the target lock has been removed from itself. Useful when one has the technology to make faux-targeting systems, as it will result in the eventual overheating and slagging of the turret.
Health: 1 Unit (Structure: 1/1, Armor: 4/4)
Damage: 1d20+5
Traits: LAZERS! (+5 damage), Tracking, (+1 extra attack when the enemy retreats), Overheating Issues (10% Chance not to shoot), Eternal Hostile Targeting (Will damage itself fo 2 Damage each Turn if targeted by Faux/Genuine Target Painters, firing continuously at the location of the Target Painters.)

Medium Bright-Lance Turret
Description: Secured in place, this turret is incapable of moving around. Its primary function is to shoot things and can do so even through walls if supplied with targeting-data. The main drawback is its delicate electronics.
Health: 1 Unit (Structure: 4/4, Armor: 12/12)
Damage: 4d20+15
Traits: LARGE LAZERS! (+15 damage), Improved Tracking, (+2 extra attacks when the enemy retreats), Overheating Issues (5% Chance not to shoot).

Large Bright-Lance Turret
Description: Secured in place, this turret is incapable of moving around. Its primary function is to shoot things and can do so even through walls if supplied with targeting-data.
Health: 1 Unit (Structure: 20/20, Armor: 60/60)
Damage: 12d20+40
Traits: UNLIMITED POWA! (+40 damage), Autonomous Tracking, (+5 extra attacks when the enemy retreats).

Plasma-Lance
Description: Similar to a Bright-Lance, only that it shoots a coherent beam of plasma instead. You do not want to be hit by that.
Health: 1 Unit (Structure 12/12, Armor 4/4)
Damage: 6d6+12 (Plasma)
Traits: Plasma (Triples damage against Biological targets), Lance (+12 Damage)

Plasmathrowers
Description: These weapons use liquid plasma instead of flames. Fucking hell, did the Ancients place no value in quick or painless kills?
Health: 1 Unit (Structure 8/8, Armor 2/2)
Damage: 8d2 (Plasma)
Traits: Plasma (Triples damage against Biological targets), Short-Ranged (Cannot engage outside of Melee-Range), Horrific Weapon (If this weapon hits any Unit with [Morale], the hit Unit automatically fails its Morale Roll. Any nearby Units are forced to roll for Morale.)

Dignitary
Description: A humanoid robot of indeterminate origin, they boast an ancient sigil of the moon Mes on their otherwise empty faceplate. In every recorded interaction with non-Mutated humans they have tried to communicate, but no successful translation was ever recorded, with the Dignitary turning hostile once communication proved impossible.
Health: 1 Unit (Structure: 50/50, Armor: 50/50)
Damage: 1d2
Traits: Diplomat (1d2 Damage), Seeking Communication (-100 to initiative).

Overseer
Description: A floating orb that spews strings of code containing directives at other Machines, forcing them under their control to pursue some goal only they know, or not know, about.
Health: 1 Unit (Structure: 15/15, Armor: 20/20)
Damage: N/A
Traits: Overseer (Deals no Damage), Infectious Communication (Turns all Machines over to their side, regardless of allegiance).
Dreadnought
"No." -Forge Clan Acolyte Spring.

Butcher

Description: A bulky hexapod-like construct, 70 meters high, with 30 meters in its width, six multi-segmented limbs holding the six-sided pod a further twenty to thirty meters in the air, with dozens of holes for drones on the outer shell.
Structure: ??/??
Armor: ????/????
Damage: 2d20 (+12 due to: Seeking Ammunition)
Traits: Massive Drone-Hub (Hosts 4d20 Drones), Seeking Ammunition (+12 to damage), Titan (Takes half damage from any sources not possessing the Titan or Titan-Slayer trait), Machine (Never rolls Morale).

Walker
Description: The Big Sibling to the Knight. These weapons of war are to Knights what Knights are to an armored person. In short, avoid at all costs. However, the Imperial Family has a substancial bounty on any intact, damaged, or destroyed Walkers, so the money always ensures there will be greedy fools ready to dance with them.
Health: 1 Unit (Structure 150-400/150-400, Armor 3000-6000/3000-6000)
Damage: 12D20-10d50+40-120
Traits: Anti-All (Bonus against all enemies), WALKER (immunity against all NBC Weaponry, induces Morale Checks every turn), Punching Above (No mali against enemies one size higher)
Mythical Beings
"Here in my kingdom, I am your lord. I order you to cower and pra/ey."
Fractal Nova: Goddess of Freedom and Mercy
I am now writing the story of my encounter with one of the legends of the wastes. Everyone knows that the wastes are full of terrors and monsters with warnings to watch the sky for the dreaded Reaper commonplace, yet some of the creatures therein are genuinely bizarre, and this is my encounter with one such being.

I had been exploring the wastes for a month when I found a set of massive paw prints in the ground. Now, being well versed in animals and other such fields as any good explore is, I quickly identified the prints as belonging to a Feline of some sort. Once I had determined it to be the tracks of a feline, it was simple enough to conclude that they were the tracks of an Elemental Feline due to their unnaturally large size. Each of the prints was almost the size of an entire torso, and I am not a small man by any measure. As such, it was reasonably clear at this point that I had found the tracks of an unknown species of elemental felines.

Thus, I began to follow the tracks, and since they were not being hidden, it was safe to conclude that the animal either didn't fear being tracked or wanted for me to find it. Back then, I stupidly assumed the first option, but now I know that She wanted me to find her.

So the journey took a few days until I found a large cave, at which point the tracks ended as they went inside. Being consumed by the possibility to discover a new species, I entered the cave and, to my astonishment, found a cave covered in crystals, and at the very far end, a hole open to the sky and a rock fallen to the ground.

"Welcome to my home." A voice growled from behind me, as I looked upon the cave with wonderment, and I have no shame in admitting that I nearly fainted from fear when the being spoke those words. Turning around slowly, I came face to face with the single largest cat I have ever heard of, let alone seen.

"A tiny human, wandering into my lair. One might wonder if such a man has taken leave of his finite senses. After all, what could convince one of the Fallen to wander so far from their false security, if not an illness of mind and soul? However, little human, my name is Fractal Nova, born of celestial and fractal blood."

From what she told me later, I stood there blinking like a moron for the next five or so minutes, which I have reason to believe that she found hilarious. Regardless, one of the most central questions of the elemental felines has been answered, and the result is that they can have children between subspecies. Although, if Nova is a viable measuring stick, I highly caution against such actions. This should become clear as I write her story as she told me, and I frankly doubt she even knows the concepts of lying or hyperbole as even though her mind is at the very least human level, she has some rather large blind spots with regards to ideas and specific concepts.

According to her, she was born to a Celestial feline, and her father was a Fractal feline. Even though people with experience in these two races might argue that such is impossible, I believe that it's possible due to the celestial species' greatest strength being their great armor. Simultaneously, the Fractal are fantastic at avoiding attacks and shredding even armor with their claws. I feel that a fractal feline can best a celestial feline in battle or tire it out enough to allow for mating with these traits.

Regardless of which one of her parents were which, it is without a doubt that I write that she is, in fact, a hybrid of both celestial and fractal breeds. With that little factoid out of the way, I can continue to write her full story, and every so often where there is needed clarification, I will write it in parentheses.

She was born to a female celestial and male fractal elemental felines; however, even as a young kitten, she was different from the others of her litter. They were normal purebred kittens compared to her mixed heritage. By the second week of life, she was already three times the other kittens' size and far smarter than even her mother, and this rate of growth did not abate for the next entire year. At the end of the first year of her life, by which point she had long since left her mother and the rest of littermates, she was already the size of a large pony and the smartest being in the region (she was born in an area with little if any humans or other intelligent beings).

As she wandered over the land, never settling down due mostly to never feeling as if she fit into the area around, she only grew larger and smarter. By the end of her first decade of life, by which point she had long since all but forgotten her mother and littermates, she had found her first human. This human bore what to us is the marks of mutation and the effects of a life in the wastes, yet the small creature smelled odd to her.

She told me that she considered eating the man, yet something held her from doing such, and instead, she waited, and when the man awoke from sleep, both of them had a surprise waiting for the other. According to her recollection of that event, she was most surprised when the small creature made sounds in a sequence. As expected of such a human, when he woke up, the man went to attack Nova, which, as can be inferred, did not go his way as her skin and fur shattered and sheared his primitive iron sword into small chunks. With his weapon lost, the man waited for death to come.

For her side of things, Nova was confused about the item that had been aimed at her and the fact that it merely broke apart as it did on contact. Thus began what she calls the Standoff, a situation where both didn't know what to do and waited for the other, but both were doing the same, leading to a full day of waiting until the man broke and began to back away. She decided to keep him in sight from what she told me but not remain close to him; this strategy ended up working as the man began to run back to his tribe to bring word of the massive animal following him.

When the tribe and Nova met each other, Nova was mostly confused as she told me and waited for them to act. This was the primary event that happened when she would wait for the humans to do something, and she would then respond every so often. It probably would have remained as such, but for something that might have been a wendigo that decided to attack the tribe. This mutant had a large pack of Blightdogs with it, and the tribe was caught off guard and likely to die to the last in such an event. However, Nova found the stench of the mutants and dogs unbearable and attacked in turn. The fight was less a fight from her telling, being more akin to slaughter in her favor. Each of her swipes tore several blightdogs to shreds, and a direct attack tore an entire limb from the leader of the whole raid.

The few attacks thrown at her were shredded by her fur before even reaching her skin. In only a few minutes, the fight was over, and the entire attacking force eradicated. After this event, the tribe began to treat her more akin to a god, giving her food offerings and an elder becoming a priest in her name. This does prove that the tribes in the wastes might not be as foolish as some believe when they claim to serve an incarnated god; regardless, over the next few years, she learned how to speak and the tribal tongue while fighting off several more attacks by smaller threats.

She spent around a decade with that tribe but left when they began to push at her to help them expand and gather more people. At first, she obliged, but later on, she began to feel that they were using her strength for their desires, and as she had nothing more to learn from them, she wandered away one day, never looking back. Over the next few decades, the cycle would repeat itself as she would save tribes from mutant attacks and learn from them for a time before leaving once more. This nomadic lifestyle came to an end around a century ago by her count, when a small nation's military forces came to capture her to serve as a living siege weapon for them.

For the first time, she felt anger or emotion that could fit that title. The group of seventy-five soldiers and a single worn down Knight represented the majority of the nation's military might. The fight that ensued was more balanced than the battles she had been in before then, but even so, the Knight was shredded in the first few hits, and the armor that the men had only blunted her claws when hit lightly. This fight taught Nova much of how to fight and the best ways to apply her massive physical strength, speed, and intellect to such situations. However, her anger over being attacked by humans that wished to enslave her pushed her from the wandering path she usually took and into a far more aggressive mindset. Over the next five years, she methodically eliminated every single person involved in the plan to enslave her and, in the process, developed a terrifying hatred of the very concept of slavery.

In the decades since that point, whenever she finds a society that uses slavery, the slavemasters are soon to die by her claws and fangs. Along with direct slave owners, those that profit directly also suffer the same fate, and even the larger government tends to be eradicated by the time she leaves the land. As of the time of this writing, nothing has ever managed to harm her beyond superficial wounds that heal nearly instantly, and a walker piloted by a grandmaster only inflicted those.

That is her story summarized as she told me in that cave months ago. Below rests a description of Fractal Nova.

When I met her, she was approximately ten meters tall at the shoulder and had a full length, including the tail of thirty-five meters. Her fur is as sharp as normal fractal cats claws if not shaper, and her claws cut through anything I could think to test them on with the greatest of ease. Her claws shredded even some ancient metal that I dug up without much effort. In general, she has all gifts of Fractal, and Celestial felines only improved and some form of immortality.

As a final note, if you meet her on the road, be respectful and kind, and she will not cause you any harm. Attack her or harm one she is protecting, and your life is forfeit.
The Reaper: Darkness Incarnate
One of if not the most dangerous of all Titan class enemies of humanity in the world. Rarely seen and even rarer for a single survivor to escape its power. It is only due to the Reaper's immense danger that these fragmentary stories have been pieced into something approaching a cohesive whole, and even now, there is no proof that we have seen the full might that the Reaper can unleash or even use.

Unlike most other Titans or other Horrors, the Reaper stands apart in what is known to what is not known. It is singular, for there have been no records of any duplicates of it in the world, and due to the danger that it poses, such information has been sought with the full support of Empires and Nations across the centuries. As such, unless two or more are seen together, or two or more attacks can be confirmed as a Reaper attack, it has been decided to list the Reaper as a Singular Class threat.

However, the lack of others of its type does little to reduce the danger of the Reaper in any way. Following is a brief overview of what has been confirmed, and a series of logical extrapolations will follow that.
From what has been confirmed via its fragments and legends, its existence is an entirely aerial threat. There have been no reported cases where it lands or comes closer than fifty feet to the ground. Of course, due to the fragmentary data we have, we can not say that it never lands, but one constant is that while attacking, it never lowers itself and only does so after it finishes its attack cycle. When it is striking, it is based on the crude measurements we have to work with, in the range of three hundred to six hundred feet off the ground's surface.

From legends, it seems to move in three dimensions at once without any sign of fire or other emissions, which scientists claim is impossible and yet it is a constant thread of all legends based around its attacks. Thus, we have to conclude that it uses some forgotten technology to avoid the need for such systems. Of note is that most legends point out that several massive orbs are floating around it at all times, and as they move, so does the main Reaper move. Based on this, those orbs may be the source of its maneuverability and, if destroyed, would ground the Reaper for an easier kill.

However, its mobility, which makes it challenging to target, is not its actual threat. Instead, that goes to its weapons, from scattered reports, it appears to have at a minimum of three weapon types or possibly systems that it can use. The one it uses seems to be based upon the kind of threat it is facing, and so far, there have been no reports of what it applies in a Titan on Titan fight. When reaping a city, the one it uses is a beam array; these beams can carve through any typical building material within mere seconds and vaporize any unprotected humans or Mutated that they touch. The stories state that this system can be feared by using steel shinned to a mirrored surface or even other complex reflection systems.

With this system, it seems to prioritize the speed of firing over direct power per shoot. A particularly useful report comes from a poem by Kal of the Wastes; the important excerpt is reproduced below for readers to draw their interpretations.

From the sun came forth a shadow
Darkness made real and aglow
Falling upon the windswept plains
Which held the Domain
As Darkness fell upon the Domain
Sanity and hope were slain
In a rain of pain
As the Darkness blazed with light
As the Darkness left on its cursed flight
All that remained was its spite
The land forever burned under its smite

As the Darkness faded out of sight


With this and other less complete records, we were able to determine that this system's per-shot power was of minor power, but it could fire fast enough to make up for the lesser damage. However, as dangerous or otherwise horrifying, this weapon system is the least hazardous of the three likely systems that the Reaper uses.

The second system is kinetic instead of energetic. This means that armor and other defenses tend to be much less useful, and even Knights and Walkers have fallen to this weapon system as proven by records from the defunct nation of Lumariara, that was destroyed five hundred and seventy-two years ago by the Reaper. From what we can tell from the records we have from them, they effectively doomed themselves when they fought the Reaper as their armies lead it to each of their cities by reinforcing the frontlines. Retuning to the weapon system, the rounds are approximately the size of a human head and are shaped to punch through even the most massive armor we have access too. It is considered likely that the Reaper uses this system when it needs to balance firepower and fire rate to handle large armies while also managing powerful single targets efficiently.

The final weapon system is geared towards slow but incredibly powerful firepower. It has only been used once in recorded history, which means that the Reaper can't use it again. Still, there is no reason to support such a theory as it does not seem to run out of Ammunition, as seen with the fate of Lumariara. The five records we have of this third weapon being used all come from Lumariara's final stand as the nation's rulers evacuated their last city of all civilians. However, a good number remained near the city, and from them, we found these few scraps that survived the ages. From what we can tell is that Lumariara had access to a Unique Technology that served as a powerful defense for the city and offensive weapon at the same time.

This is based on the reports referring to the Golden Shield and other such poetic references, along with more concrete references such as this paragraph: "The dark serpentine Reaper drifted forward surrounded by the orbs of death, and the Golden Shield was all that stood in its path, as we waited with bated breath for the fateful moment. Would the Shield hold and send the vessel of doom to the void, or would it fail as did everything else? Flashes of light dotted the Reaper as it approached, and lines of fire tore towards the Shield only for them to fade away into light, and a faint cheer went up from the crowd as we saw the Shield hold strong. However, fate had turned against us as the Orbs slowed their dance, and the Reaper drifted to a stop just beyond the shimmering barrier. Urged by some instinct or sixth sense, I curled into a ball even as I lunged for cover behind an outcropping of rock nearby. The very moment I was behind the rock, the sun vanished as the sky turned white. For seven long minutes, nothing but white could be seen. The others I could see faintly were staggering around, and I would soon learn that I was one of the few to escape being blinded permanently. Once the light ended and I looked over the rocks, all I saw was a field of scorched ground and rock, the city of Lumariara had been all but annihilated and the Golden Shield lost. The Reaper, however, for the first time seemed damaged as smoke and other gases poured from holes in its surface and its Darkness broken up by flickers of other colors. Over the next days, I collected what information I could. I concluded that the Reaper unleashed the larger part of its stored energy in a single massive explosion to overload the Golden Shield."

This is the best we have to go on, and as such, we can hopefully assume that such an attack is only made in a case where its other systems are insufficient to penetrate the defenses.

Beyond the weapon systems, the Reaper acts much like a Butcher only less predictable. Once sighted, it follows their pattern of seeking out the largest concentration of living bodies and efficiently reaping them. However, based on scattered reports and timelines painstakingly crafted, it can be accepted as fact for the most part that the Reaper travels the known world on an unknown and unpredictable path and only attacks twice a century. Most of its attacks end with the destruction of a town or village as the folly of Lumariara has proven an effective deterrent to attempting to attack it with massed armies.

Of particular note is that the current century has yet to have a single rumor of a Reaper attack which, based on past patterns, implies that there are up to two attacks from it in the coming years.
Harbinger: The End
A grey quadrupedal being with the torso of a human woman where the head should be, her eyes golden and leaving blazing afterimages when moving. Four eyes are located forward-facing on her throat, her wings, legs, arms, and body, able to move interdependently. Great black wings reach out from the human torso, made up of hands reaching for the sky, yet able to generate lift to allow Harbinger to fly.

She wields a black-grey staff which has a lantern attached to it with a chain. A blue flame rests within, which she calls Hierophant, seemingly conversing with occasionally.
 
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Glossary
Glossary
FAQ
Q: Who do we play as, mechanically and narratively?
A: You (those participating in the Quest with comments) play as normal Pilgrims, those who vote are playing as the Pilgrim Council, and I (the QM) play as the Pilgrims' Adjudicator.

Q: Can we die?
A: No, as long as 1(one) Pilgrims remains, the Quest goes on.

Q: So when does the Quest end?
A: When I (RL) die, I lose interest in writing this narrative, or the Quest no longer gets replies.

Q: Why do we roll for Piety each round?
A: It represents the friction caused within a religion, arguments for and against actions/doctrines.

Q: Can we gain Piety by those rolls?
A: It represents the loss of Piety in three months, and as such, no.

Q: What do Artifacts do?
A: They give you a one-time bonus on rolls for Learning Actions and improve the outcome of the Action.

Q: Can I contact you when I have an idea for an Omake but am worried about its Canonicity?
A: Yes, I'll try my best to answer any questions and help if asked.

Q: Why do you make this Quest?
A: To improve my writing, because I wanted to do such a quest, and because I was bored.

Q: What are Artificial Critical Successes?
A:As the name implies, they are Crits that are artificial, i.e. not a natural 100 roll. They are attained by taking the last DC of an Action and bumping the DC into the next 100 bracket. For a DC of 50, an ArtCrit would be 150. For a Research Action with a DC of 25/50/75, it would be 125/150/175.
Omake Guidelines
Non-Canon = +5
Semi-Canon = +5
Canon = +10
Must Read = +15
Bestiary Entry (1+ Entry) = +3
Bestiary Genus (3+ Entries) = +12
Bestiary Family (9+ Entries) = +30
Media: +5-30 Depending on the media in question

All Omakes now (01.10.2020) give a choice between three pieces of Lore to choose from.

Boni may change depending on quality and care put into writing. Please do not attempt to spam Omakes.
[/SPOILER]
Leon12431:
(Total: 203, Used: 93, Remaining: 110)

[Canon] - Lightning Moss (+10) : Used in Turn 30 Rolls.
[Canon] - Unusual Mutations (+10) : Used in Turn 30 Rolls.
[Canon] - Lighting Tamed For Protection (+10) : Used in Turn 30 Rolls.
[Canon] - More Than My Parts (+10) : Used in Turn 30 Rolls.
[Canon] - Avenger Knight Pattern (+10) : Used in Turn 32 Rolls.
[Canon] - The Mutating Horror (+10) : Used in Turn 32 Rolls.
[Semi-Canon] The Child aids the Fallen Elders (+5)
[Non-Canon] Family Tree Of Martyris (+5) : 3 Used in Turn 30 Rolls.
[Canon] - The Reaper: The Darkness Incarnate (+10)
[Canon] - Elemental Felines (+30) : Used in Turn 32 Rolls.
[Canon] - Heretical Text about Fractal Nova, Goddess of Freedom and Mercy (+15)
[Canon] - Cult of the Shattering Claw (+10)
[Canon] - Internal Security Report On Fractal Nova And Her Cults (+10)
[Canon] - Internal Security Report On The City Of Nova's Vision (+10)
[Canon] - Map Of The City Of Nova's Vision (+10)
[Canon] - Internal Security Report On The Shimmering Cloud (+10)
[Canon] - Flag Of Nova's Vision (+5)
[Canon] - The Whispering Mist (+10)
[Canon] - [Bestiary] - Vampiric Felines (+3)
[Canon] - Help Wanted: Elemental Feline Breeder (+10)

Warmach1ne32):
(Total: 105, Used: 105, Remaining: 0)

[Canon] - Paladin Pattern Knight (+10) : Used in Turn 22 Rolls.
[Canon] - Crusader Pattern Knight (+10) : Used in Turn 27 Rolls.
[Canon] - (Must Read) - Honor and Glory Pt.1 (+15) : Used in Turn 27 Rolls.
For Helping Me Figure Out How To Add Images (+5) : Used in Turn 28 Rolls.
[Canon] - (Must Read) - A Union Of Clans (+25) : Used in Turn 29 Rolls.
[Canon] - (Must Read) - Clan Vanar Arsenal Report (+30) : Used in Turn 32 Rolls.
[Canon] - Sins of the Feer (+10) : Used in Turn 34 Rolls.

Doctor Elsewhere:
(Total: 85, Used: 85, Remaining: 0)

[Canon] - Image of King (+10) : Used in Turn 25 Rolls.
[Canon] - A Mimic Aberration (+10) : Used in Turn 25 Rolls.
[Canon] - The Undying Agents (+10) : Used in Turn 25 Rolls.
[Semi-Canon] - Sin (+5) : Used in Turn 25 Rolls.
[Canon] - Image Of An Abomination (+10) : Used in Turn 25 Rolls.
[Canon] - Image Of An Fabricator (+10) : Used in Turn 25 Rolls.
[Non-Canon] - Potential Work-Lizard Depictions | [Canon] - Potential Scout-Lizard Depictions - (3rd Picture) | [Canon] - Potential War-Lizard Depictions - (2nd Picture) (+30) : Used in Turn 32 Rolls.

Narasan:
(Total: 5, Used: 5, Remaining: 0)

[Semi-Canon] - A Garden Abandoned (+5) : Used in Turn 27 Rolls.

Profectus:
(Total: 6, Used: 6, Remaining: 0)

Spotted Many Mistakes, Much To The QM's Shame (+6) : 5 Used in Turn 32 Rolls. 1 Used in Turn 33 Rolls.

KleverKil'Vanya
(Total: 20, Used: 20, Remaining: 0)

Got The Reference (+20) : Used in Turn 36 Rolls.

Amilia
(Total: 33, Used: 13, Remaining: 20)

[Canon] - Bestiary Entry - Desert Lion (+3) : Used in Turn 39 Rolls.
[Canon] - Lions In The Sand Part 1 (+10) : Used in Turn 39 Rolls.
[Canon] - (Must Read) - How To Catch A Lion (+20)

Ambit
(Total: 55 Used: 0, Remaining: 55)
[Canon] - The Chronicles of a Lowly Pilgrim: Rebirth (+10)
[Canon] - (Must Read) - The Chronicles of a Lowly Pilgrim: Initiation (+20)
[Canon] - The Chronicles of a Lowly Pilgrim: Settling In (+15)
[Canon] - The Chronicles of a Lowly Pilgrim: The Workers of Sandcrete and Stone (Excerpt) (+10)
General OOC Information
How To Roll Dice For Cult Creator.
Step 1. Create a post.
Step 2. Click the option: "More Options."
Step 3. Click the option, "Throw Dice."
Step 4. Change the number of dice to the amount specified by me.
Step 5: Roll them, and re-roll the first dice to fail by clicking: "Throw another dice."
Step 6: Should four actions fail, re-roll an additional dice.
Step 7: Roll additional dice according to failed actions for the Goodwill vote.
Step 8: Roll additional dice according to my specifications.
Combat In Cult Creator
Small scale combat involving Mutants and Machines is fast and bloody. There is no time for creative tactics involving kilometers of land; no trickery beyond the initial clash and superiority is decided in a matter of minutes, mostly by the side with superior numbers. As such, superiority must be maintained at all cost, all punches are to be pulled and nothing left unchecked. A surprised unit in the Forest is a dead unit.

First, you must choose what a unit is equipped with. Some equipment has special rules or has limited ammunition due to the firepower needed for most threats. Other pieces can bestow armor or special attacks unto a unit used in combat and need to be repaired and replaced after the fight.

There is also a matter of training your units and the Breakpoint. The Breakpoint is the moment when a unit has lost too many to see a way to win. They roll a 1d100 to know if they run or stay. A unit with a breakpoint of 2/6 size would have to roll at 80 or above to remain standing. A DC of 20 for every size lost, which can be mitigated by more training, overall number superiority, or the fact that a unit has a special rule applying to themselves or the enemy they are fighting, like hatred or a need to win due to various circumstances.

Fights are similarly structured in Phases.

These are;
1. Behavior
2. Approach
3. Stealth, Ranged
4. Stealth, Melee
5. Combat Round 1
6. Combat Round 2,3, usw.
7. Morale/Retreat
8. Casualties

Behavior dictates how your units are fighting. This is set upon the start of the Combat-Action.

The approach is a contested roll to get into a position to attack while stealthed. Failure results in an immediate Combat Round.

Stealth, Ranged, is a contested roll against ranged enemies. If there are none, the side with the ranged unit gains one free attack. After that, the attacked side will know where they have been attacked and start charging.

Stealth, Melee is a contested roll against all enemies. This is a stealth roll, and upon succeeding, you gain one free attack. The attacked side will immediately start retaliating.

Combat Round X is a contested initiative roll. The one with the higher number wins. After that, your unit size and equipment will be taken into consideration to calculate damage. This would look like this;

Scouts (6/6) Vs. Mutant Dogs (6/6)
S:45 Vs. MD: 13, S strikes first
S has size 6 and basic weapons. 1d6 is rolled for damage.
S rolls 3, 3 MD's are out of action.
MD's retaliate, also size 6, basic fangs. Rolls 1d6 minus 3 for the wounded.
Rolls 6-3 = 3. 3 S are out of action.
MD's Breakpoint is reached, rolls morale: Needs: 60 Rolls: 1. Failed. Routs.

This ties into the Phase: Morale/Retreat.

When a unit succeeds in its morale roll, they attack the next round without any negatives, unless they are killed, realizing that they will die and choosing to take as many with them as possible.
When they fail, they scatter and run, giving the unit they were fighting a free attack against them. This is the end of combat.

Casualties are not automatically dead. They are too wounded to fight onwards. In this phase, all wounded are treated to save their lives. This is represented by rolling a dice, in this case, a 1d3.
1d3 = 2 Dead.
As above, only one scout was able to survive his wounds and return to the unit.

Units are replenished by one size per turn.
Armor blocks incoming attacks but is shredded by the same, being unavailable for the rest of the fight. It is replenished after one turn.
Combat-Actions will be rolled by using d50's because training and equipment are critical.
Matters Of Faith
During the journey of the Pilgrims, they will encounter situations that cannot be solved with a simple answer. Situations where they are damned if they do something, damned if they do not.

These situations are encountered either because enough time has passed, the number of Pilgrims has risen to an important milestone, a disaster happened, a building has been completed, or chance.

They cannot be solved in a way that keeps everyone happy. Someone will hate your answers to these problems. Some will love them. Many will not care and reach their conclusions.

The critical fact that should be kept in mind is this: YOUR ANSWER WILL CHANGE THE PILGRIMS.

Whether this will be in a purely cosmetic way, creating actions that can be taken, unlock buildings, or create a trait for the Pilgrims is entirely up to you.

But remember: No answer is right or wrong.
General IC Information
Of Experts And Their Uses
Many would question the use of knowing how the world rotates, how hot iron needs to be to bring out even the last amount of impurity, and that a banana is a berry. Those are not the people that have access to the knowledge that tells them the why and what of the world. They are the ones that never have to contend with the fact that humanity is nothing more than a shadow of its former glory, more forgotten than has ever been learned. But those that do make sure that such knowledge is preserved so that the worthy may inherit a bounty generations in the making and add unto it.

For the Pilgrims, Experts are those that have studied their respective fields to the extent that is available to be bought by coin and connections. They represent an enormous bounty of knowledge that you can access without recruiting one straight from the source. Given that those same experts are also highly sought after by those that have more means to them, you are unlikely to gain one unless they are interested in the first place.

One thing must remain in your mind; however, many will not teach all that they know unless they view you as allies.

Types of Experts you know of;

General Doctor: +6 against diseases and to Medical/Biological research
Surgeon: +12 to Medical/Biological research
General Engineer: +14 to salvaging operations and to Mechanical/Electronic research
Trained Engineer: +24 to salvaging operations and to Mechanical/Machinery/Hydraulics/Metallurgy/Electronic research
Forge-Coder: +60 to Mechanical/Machinery/Hydraulics/Programming/Electronics research
Forge-Smith: +60 to Mechanical/Machinery/Hydraulics/Metallurgy/Weapons/Armor research
General Scientist: +12 to all research
Trained Scientist: +18 to all research
Commander: +5 to the initiative, +1 damage, +5 to morale
Captain: +10 to the initiative, +3 damage, +10 to morale

Many more advanced Experts are not in your means to acquire, much less provide with proper equipment or salaries. General Experts are needed for training into more detailed studies because it is cheaper to pay only for those specific lessons and because it will take much less time to train someone who already has an idea of what they are doing.
Known Religions In Slatnan
Name: (The name of the religion/cult.)
Origin: (Where it originated.)
Stronghold: (The center of its belief. City and then Region.)
Might: (The amount of damage/help they could cause/provide, should you prove antagonistic/beneficial. 1 = a few people would act, while 100 = means national responses.)
Description: (An overview of dogma, belief, primary goals, and connected faiths.)

Major Religions In Slatnan:

Name:
Church Of Eden
Origin: Christianity
Stronghold: Jagisla, The Green Dunes.
Might: 26
Description: The Church of Eden believes that god punished humanity for its sins, cast out of "Eden," a place without hunger, pain, death, or illness. For them, mutations are a sign of spiritual corruption that can only be purged in flames. They also focus on shunning technology, thinking that it resulted in humanity's fall and believe that help should be earned, not given without payment.

Name: The Followers of Light
Origin: Deification
Stronghold: The Capital, The Capital
Might: 68
Description: The Followers of Light think that the imperial family is not human, but a deity made flesh that guides man back to its rightful glory. For them, subservience to the state is paramount, and that helping people is equal to helping their god. They have some interest in technology but favor mindless faith more. The Followers of Light do not like other religions, seeing them as competitors that have to be eliminated or subsumed.

Name: Children Of Tewaqir
Origin: Islam
Stronghold: Stonecrest, Slatnans Womb
Might: 34
Description: The Children Of Tewaqir are a pacifist religion, focusing on individuals' inner perfection by "cleansing" the body and mind from unwanted desires via humble means. Poverty is a virtue, while indulging in luxury is a sin. While there are debates about the viability of their pacifist views, they see no significant reasons to hurry up in getting to a conclusion in that discussion.

Name: Myra's Chosen/The Great Gearmother
Origin: Deification
Stronghold: Ash, Sunken Hollow
Might: 88
Description: Myra's Chosen, or followers of the Gearmother, are all without fail members of Forge-Clans. Outsiders are not permitted to know any real secrets of her worship unless they are inducted into the Clan. All that the average person knows is that "Myra" is seen as the saint patron of all Forge-Clans. Legends tell that she was the first to walk the lands unafraid of attacking machines, clad in technological marvels, seeding Forge-Clans wherever she went, spreading the understanding and rituals necessary to manipulate technology to one's desire. Most Forge-Clans make it a point of pride to display the artifacts she "supposedly" gave them as the first things visitors and customers see. For them, there is more in a machine than the sum of its parts. Their highest goal is the creation of a "Deuexmak," whatever that is.

Name: Order of the Flaming Sword
Origin: Judaism
Stronghold: Perfidious, Sunken Hollows
Might: 43
Description: The Order Of The Flaming Sword is a militant group of a rabbi and his congregation, intent on reclaiming lost holy places from the Wastes, Mutants, and Machines, by any means possible. They gather forces to strike out into the surrounding lands, cleansing sites of the taint of Machine and Mutant, before fortifying them. To fall in battle while reclaiming or defending such a place is one of the highest honors they could think of receiving.

Name: Rassemblement Vivant (lit. Life Gathering.)
Origin: Shamanistic
Stronghold: Hal, Bone Valley
Might: 7
Description: The Gathering of Life is a loose collection of shamanistic traditions focused on humanity's connection to nature and the spirits that permeate everything, from the lowliest blade of grass to the mightiest predator. For the Gatherers, Bone Relics are an integral part of any ritual. However, they state that only bones given freely (collected from the deceased, who say that they allow such when alive) hold any mystical properties. They had a schism a century back, resulting in the Knochentänzer, which they hate with a passion, and wish to destroy.

Minor Religions In Slatnan:

Name:
The Dutybound
Origin: An old militia-turned-holy-order covenant of soldiers.
Stronghold: ???, Bone Valley
Might: ~0,14
Description: Dissatisfied with the defense against internal threats and the power of corporations and merchants, the ancient city-militia turned against the then ruling House, only to be shattered and hunted down over the following years. Centuries later, the survivors and their children slowly turned to armed insurgency and resistance against the Nobles and Forge-Clans, striking with lightning-quick raids against armories and storage vaults, distributing their gains amongst the people before vanishing again. Notably, they make use of both Power-Armor and bikes.

Name: The Verdant Children
Origin: ???
Stronghold: ???, Bone Valley
Might: ???
Description: The Verdant Children are made up of those living in the zone between City and Necropoli, seeking salvation from past sins and mortal coil. Those sins are nebulous to outsiders, as most Children are born within the faith, though they are seldom seen without full-body covering. When without, most report either seeing plants, or colorful lights, alongside unnervingly precise motions.

Name: The Church of her Nightly Lady
Origin: Old Faiths
Stronghold: ???, Bone Valley
Might: ~0.06
Description: The Church of her Nightly Lady is a cast-out once-dominant faith now subsiding on the edges of society, preaching a doctrine of pacifism and sanctification of Old Night (The Collapse) as purification of evil from the physical world.

Name: The Covenant of the Lightning Stone
Origin: Christianity
Stronghold: ???, Bone Valley
Might: ~0.16
Description: They declare their holy mission was given into their custody by a physical object given to them from the Divine. They preach the sanctity of healing the injured, ill, and sick, taking most of their remaining doctrine from primarily Christian sources in most other aspects.

Known Proscribed Cults In Slatnan:

Name:
Rose Of Flesh
Origin: ???
Stronghold: ???
Might: ???
Description: A cult wholly devoted to the pleasures of flesh and body. Beyond their vulgar indulgence of every drug, every sexual practice, and all forms of desire imaginable to the human mind, not much is known about them. Only occasionally can tracks of this cult be found, mostly in the way of mutilated victims that, should they be lucky, have died before being discovered. The ones that have not give horrifying accounts of the practices and worship of the Rose Of Flesh.

Name: Knochentänzer (lit. Bonedancer)
Origin: Shamanistic
Stronghold: ???
Might: ???
Description: The Knochentänzer is a sect that split from the Rassemblement Vivant. They sport several distinctions from their parent religion, but the one that has sparked the most strive is their handling of Bone Relicts. Instead of volunteers and faithful giving their body for their belief, they take the bones needed for their rituals directly from the living. Should the victim survive the procedure, their bones are regarded as incredibly potent, resulting in the complete removal of the victim's entire skeleton. According to interrogated members, Mutated are a prime target of this cult, as the unique bones hold more magic.

Name: Emberguard (Destroyed)
Origin: Disciples of the Evertorch
Stronghold: Mirn, Tessen
Might: 0
Description: A splinter of the Evertorch. This cult's goal is known only to a select few, though recruitment had been an integral part of it, including the provocations of Purges.
The Empire Of Slatnan
The Nation And Govermental Structure
Flag:
Blue background, with a single green wing spreading from left to right. On the left of the wing, a red sword is present. (The blue represents the heavens that are the right of every person to see, or Slatnans near hatred of slavery. The green wing represents freedom, while the red sword represents the blood that had to flow to gain and preserve that very freedom.)

National Anthem: I'll die free, even if you take the sky from me. (A Pre-Collapse song sung by the slaves during the revolt which would found the Empire of Slatnan.)

Slavery: A very strictly regulated debt-bondage, which is regulated to such a degree as to allow the debtor to work themselves free within less than five years, at most. Chattel-Slavery will result in the slaver's death by public hanging.

Religious Freedom: Universal, as long as no Anti-Empire rhetoric is within the religion, and no permanent or excessive harm is done within their rituals.

Military: A standing army under the Imperial family, bolstered by Forge-Clan troops and levies from free cities and nobles.

Mutated Rights: Cast-system, though varying from region to region. Freedom of movement is guaranteed. No kill-on-sight orders. Targeted Purges are allowed. Forbidden from entering the Royal Army, except the levies.

Geography: Mountains, Deserts, Savanna, Valleys, Canyons, Necropoli, and Caves.

Succession Law: Absolute cognatic primogeniture. The first child inherits everything.

Emperor & Empress
The undisputed rulers of the Empire Of Slatnan, descendants of the same. They rule with the aid of the Inner Security, the Royal Army, and the Imperial Family's help. Their words are law, their desires that of the nation, their orders obeyed without question, and they reach long. Their allies will rise, their enemies will die.

Marquis & Marchioness
The Marqui and Marchioness Of Tessen are of this rank. This title is only held by those governing the most extreme and vital regions within the Empire, with the provinces 'Bleak Seaway' and the 'Mycanic Sea' being the other two. They play an essential role in the continued functioning of the Empire, upholding civilization along important routes and securing access to strategic resources. If given sufficient cause, their words can sway the mind of the Emperor/Empress.

Duke & Duchess
The usual nobility which governs a region of the Empire. They hold some sway, but it is heavily dependant on their territory. A Duke with an area primarily focused on agriculture would be lower than a Duchess with manufacturies as her powerbase. Their primary duty is to elevate and create prosperity within their region, but they often compete with each other for influence, often to the detriment of their subjects.

Count & Countess
House Ulatarn and House Mirn are present here. Counts and Countesses are holders of at least one City, along with the territory that those hold. They ensure the safety and stability of their holdings while funding and maintaining public projects according to their Dukes/Duchess's/Marquis's/Marchioness's designs. Theirs is to defend and prevent any low-scale threats from growing too large for a region's defenders and Knight-Chapters to destroy. Jockeying for position and glory is present but takes the form of having better lands than the others.

Baron & Baroness
Lady Maranica and Baron Esker are here. Barons and Baronesses govern towns and a handful of villages. Theirs is not to change the nation, nor to produce great works, but to ensure that their betters may have the foundation to do so. Plotting and shady deals are frequent, and everywhere, those who are incapable of defending their secrets find them used. They are incredibly interested in what goes on in their lands, to the point of paranoia. But is it paranoia when they are indeed out to get you?

Lord & Lady
Selene is here, under Maranica. Lords and Ladies of the Empire are put in charge of a village or castle. They are so low on the pole of nobility that they are barely seen as above commoners. Their tendency to marry them does not help in that regard. Their role is in essential governance and paying taxes.

Special Title: Prevter
The title of Prevter is rarely given, and for a good reason. While other noble titles hold a clear hierarchy, a Prevter is very much decoupled from the nobility's powerplays due to the nature of their Emperor-Given charge. They are not concerned about gaining wealth, secrets, land, or glory but are focused solely on their task. A task that can be summed up as the securing, gathering, producing, transporting, and growing vital and crucial resources needed by the Empire Of Slatnan to continue functioning and expanding. Such include wood, coal, iron, aluminum, and oil, but are not limited to such. While a Prevter operates under the same succession laws as ordinary nobility, meaning that Mutated may only hold the title 'in reserve' until a viable human candidate has been found or born, they have been granted vast concessions in regards to military and levy-size to be able to defend better the resources they guard. Including Knight-Retinues.
Forge-Clans
Of all the religions on Calynth, none are as vital as the Forge-Clans. They maintain the ancient machines that allow people to live in safety and produce the myriad of technological wonders that ensure humanity thrives even in the harsh lands of Calynth. They follow the teachings of Myra, the founder, and progenitor of all Forge-Clans, keeping the balance between production and humanity, efficiency and mercy. All Forge-Clans have by necessity specialized in some field of technology, whether it is in the production of advanced machinery, the smelting and working of ores, or the works of the Data-Smiths. Ancient wonders are their domain, as is the desperate search for parts to maintain the machines which produce them. Nothing is a graver sin than letting a machine go unmaintained, destroy knowledge with intent, or erase a person's sovereignty.

Yet, in most lands, they are viewed with suspicion, the power their technology grants them being observed with avarice. But not in the Empire. Here, they have been given a level of jurisdiction unparalleled for any religion within the Empire, gifted not only the right to have a standing army beyond the need to defend itself against attacks but also vast swathes of lands to rule over, much to the joy of the peasants in those lands. They have maintained a cordial and welcoming relationship with the nobility and people of the Empire ever since the first Clans have been given a choice to be vassalized or die. The ruins of their homes now serve as secular sites of learning, where day and night, men and women of all disciplines work tirelessly to bring new inventions to the people of Slatnan.

Within the Empire, they occupy a role between those who maintain and stifle the technological decline while also bringing new inventions, like new Knight-Patterns, to the Bureau of Imperial Logistics notice.
Military
The Military of the Empire Of Slatnan can roughly be broken up into three different branches for ease of classification. The Royal Army, The Levies, and The Bureau For Imperial Military Logistics.

The Royal Army is, as the name suggests, the Army of the Imperial Family. Though the name is no longer accurate and a left-over from when Slatnan was a kingdom, subsequent Emperors and Empresses have decided against renaming the Army to remind themselves and their successors what Slatnan once was and where it will fall to should they shirk their duty. The Army is surprisingly meritocratic, where commoners who exhibit greater abilities than their noble counterparts are chosen over the nobles for promotion. Should such a thing happen, the noble/s in question are shamed and branded with incompetence and irresponsibility by their social equals/betters and see it as a powerful motivator to do everything in their power to see it never repeated. However, when a commoner and a noble have the same potential, the noble is always chosen.

Under the purview of The Royal Army are the Knight-Chapters of the Empire, who operate under the Emperor's/Empress's direct control. To be a Knight-Pilot and to use a Knight is to lay down not only your life for the Empire but your name and heritage as well. While only pure human nobles are accepted into the Chapters, they are forced to break any connection with their families, swear off their ancestry and any inheritance they would receive, and be subject to oversight when talking and messaging their families. Should a Knight-Pilot be found to use their position to further their family's goal directly, rather than by association alone, they will be executed. Knight-Chapters are categorized into three different duties; Assault, Defense, Support. Assault Knight-Chapters are those Chapters whose responsibility is war, extermination, and the tip of the Empires Spear. They venture forth on punishment expeditions into Necropoli, against Tribes, or other threats to the Empire's stability. They are the first to be called to war and the last to leave. Theirs is to expand the Empire's Light and bring salvation to those too ignorant of realizing that the Empire only wants their best. Defense Knight-Chapters are stationed inside a region, from only one to dozens, depending on the Regions importance. They are the last line of defense against the horrors and the darkness of Calynth; they give their lives to keep the Mutant and the Machine from the civilians of the Empire. Theirs is to uphold civilization and die for it. Support Knight-Chapters are a middle-point of Assault and Defense; they are called to both duty, yet neither specialize in either. Theirs are to shore up support to help their brethren; their efforts are seen as lesser, yet always direly needed.

The Levies of the Empire are those troops given by the commoners and the nobility alike in war and invasion. They are the people of Slatnan who do the most honorable of all duties: taking up arms in the Empire's defense, giving their own lives for all. Their deeds are rarely recorded; their sacrifice seldom fully appreciated. Yet, every town and city inside Slatnan has a Tomb Of The Nameless Fallen, where all who died in the Empire's service are honored beyond their death and for all generations to see.

The Bureau For Imperial Military Logistics is its counterpart from The Bureau For Imperial Civilian Logistics, or as they are commonly called, The Imperial Military Bureau and The Imperial Logistics Bureau. Under its purview is everything from the Imperial Forces' supply-lines to the procurement and are the only Bureau that can give the Title of Prevter. They commission new technologies and Knight-Patterns, collect the needed information to improve armaments and armors, decommission or create Knight-Chapters as necessary, and more.
Guilds
Guilds within Slatnan are given both wide-ranging privileges, as well as duties. Listed below are the Guilds so far encountered and their larger parent organizations.

The Merchant Guild:
Incidentally, this Guild operates without local variations or chapters. All merchants within Slatnan who wish to perform trade with ease and safely are within this Guild. Not only does it provide traders safety in numbers by organizing caravans, sharing the costs of hiring guards, and offer insurance, but it also regulates prices to prevent anyone from capitalizing on market-fluctuations. While monopolies, syndicates, or cartels are unfortunate, not much can be done by the Common People to counteract them should they remain within reason.

United Healers:
This Guild's purview is the healers, herbalists, surgeons, doctors, chemists, nurses, and other medical workers. It ensures that there is enough surplus of goods to supply the populace and mandates the number of apprentices who need to be trained inside a region, and funding medical research. The Union of Herbalists is a subsidiary branch of this Guild, notable for their effective remedies refined from local plants.

3-Point-University:
The single most famous University on Calynth, notable because it allowed the Empire Of Slatnan to reduce the technological decay while starting to catch up at the same time. They hold contests with large prizes to entice more participation in their efforts. The Stupendously Scholastic Scholars of Science are a University subsidiary, focused mostly on robotics and material science. They are noted to be remarkably elitist unless someone shows that they are their intellectual equal.

The Adventurer Guild:
While the Adventurer Guild may have dominion over all matter mercenary, they have to ensure both the lawful behavior within their ranks, as well as their availability when called for war. In day to day operations, this Guild mostly concerns itself with the extermination of hostile or dangerous wildlife and Mutants.
Regions
Tessen
Mirn, The Towering

Ruling House: Mirn
Est. Population: 180.000
Mutated: 11%

Mirn is surprising from an architectural point of view due to the citizenries decision to build up rather than down. True, many underground structures exist, but not as many as there should be, as the architects had put more focus into raising the city into the sky. Jutting into the sky like raised fingers and arms, houses and structures three to seven stories tall stand proudly, bridges connecting them high above the streets, with aqueducts masterfully flooding bath-houses, wells, and temples with massive amounts of water put to use within health, sanitation, and the supply of the populace. The Blue Lance Knight-Chapter has its Chapter-House within the city, making it one of the most secure in the region.

Ularn, The Growing

Ruling House: Ulatarn
Est. Population: 150.000
Mutated: 7%

The seat of power and ancestral home of House Ulatarn. One of six cities dominating the Tessen-Trade route, connecting the eastern parts of the Empire to the west, a beacon of wealth and prosperity, along with all that goes with it.

When desperate survivors had settled the region, they had done so in the extensive hollow cavern under a rising mountain, gathering water from the winding river and cultivating the cave-flora and fauna for sustenance, protection, and products over No-Gate. But even in its golden age before the Empire, the city could not hold a candle to what it was now, even gutted from a fire seventy years ago and the civil war. And while Undertown, the local Mutated Slum, and Ghostfair had been positively eradicated and were built from scratch by a recovering population, Nunsmile and Grey Barrow had taken up the slack with the production of goods and materials like Soulsilk and Mion that Ghostfair had had a monopoly over before.

The massive bridges spanning the river had been named Stoneford, as had the houses, shops, and docks all along its length inside the city. Those docks provided both foods from further north and south and raw materials for the factories churning out goods.

But the beating heart of the city was not Scribe's Grove or Castle Ward, but The Green. Every town had a "The Green, "but that of Ularn was a wonder of engineering brought by no expense being spared. Already an area set aside for the relaxation of citizens and a source of food in case of a prolonged siege, the fire which had raged almost a century ago had turned the groves, parks, and plantations to ash, allowing an enterprising architect to prove his talent and prowess. The result was a massive greenhouse, carefully curated and regulated by being added to the city's ventilation systems. It provides food in significant quantities while allowing weary and tired minds to wander the halls overgrowing with bioluminescent plants and lush vegetations in relaxation and peace. In this place, people could forget the hardships of their day and relax.

Tessen, The Artery

Ruling House: Tessen
Est. Population: 370.000
Mutated: 8%

The crowning jewel of the Region, Tessen, the Artery of Trade, is the local seat of governance and House Tessen. The city has a long and varied history, though most prominently by its role as the center point of trade between any who wish to quickly and expediently travel from the east to the west, resulting in such wonders as the Grand Bazar, south of the Fortress.

The massive plaza had initially been left free to allow for commerce to grow into it. Since its creation five-hundred years ago, the number of wares being sold and hawked had rapidly exceeded the space, along with the number of merchants trying to make sales within the plaza. Rather than move into the crowded streets or relocate outside the walls, a massive consortium of merchants and peddlers instead decided to invest in the plaza by commissioning a Forge-Clan to design a system of building materials that would allow them to add a story to the Bazar, as the then reigning Lord Tessen adamantly refused to dig out or build up another level, even when offered frankly ludicrous sums of money, citing laws against fire-risks and other legal jargon. Most suspect he wanted to preserve the view of his study. No Tessen ever saw fit to repeal those laws in the coming centuries.

But the Forge-Clan delivered, allowing the merchants to build a level and disassemble it within a single hour. While this approach limited the type of goods that could be sold on the higher levels, it added to the wonder of the Grand Bazar, which meant that there were a total of seven levels present. Nonetheless, these levels are the wonder and focus of Empire-Wide trade routes, as the sheer prestige of selling on the top has seen more than one fortune rise.

The city itself is a hotspot for new trends and luxuries. New fashion, food, drinks, entertainment, and technology are hawked, advertised, sold, and bought every day.

Zulmni, The Older

Ruling House: Mirn
Est. Population: 140.000
Mutated: 3%

The older of the two, Zulmni has always stood out for the jewelry produced within its walls and the glass industry outside of them. In particular, Sapphires are a specialty of its artisans, shaping the gemstones harvested underneath into unbelievable patterns with the aid of "Sunglass" produced by the glassmakers. Though the wealth has and will make the city a target for raiders, bandits, and the odd Machine and Mutant, its citizens have nonetheless maintained an optimistic and positive outlook upon the world. Some even joke that this uncharacteristic display of openness is due to the fumes they inhale from the kilns producing components for Sunglass. Those joking are not among the Mutated, who see the city as a dark place that should be avoided if one has the money to do so. In the past, the city had been home to a religion that claimed that artisanal craftsmanship could be enhanced by sacrifice, particularly that of "impure" parts. Taking this to its logical conclusion, many Mutated had been mutilated in exchange for money or involuntary to burn their mutations upon altars for the artisanal god's favor. The tradition has been formally outlawed, though the rumor persists that it is very much alive.

Jokvi, The Younger

Ruling House: Mirn
Est. Population: 120.000
Mutated: 2%

As the younger of the two, Jokvi always lived in the shadows of her sister-city, which had been settled on the other side of the canyon splitting apart the ground between them. No tremendous or heroic feat enabled her building, other than being less attractive of a target than Zulmni. Besides a lack of Mutated within the city, owing to a Purge fifteen years ago, not much stands out as unique for this beacon of civilization. But sometimes, being "only" a "normal" city has its benefits, as few see a reason to disturb what has worked for centuries. Parks and plazas allow many workers and visitors to relax and take in the small but growing culture of artists and public murals over many buildings and inside the tunnels connecting much of the critical infrastructure.

Strul, The Forgotten

Ruling House: Ulatarn
Est. Population: 110.000
Mutated: 17%

The city of Stul has always had a problem with being recognized as a player within the world. Much of that is owed to its relative seclusion, though the rest is due to a lack of import to the city itself. Many within Tessen often forget that Strul is the sixth city, not merely a large town, much to her citizenry's displeasure. Despite her administrators and Nobles' best efforts, only two things strike as particular for Strul; its frankly delicious cabbage and the relative acceptance of Mutated. The first is owed to an unusual soil-composition and native insects, allowing the cabbages to grow large, tasty, and unplagued by pests and diseases. The latter has evolved due to necessity as nearly one-fifth of the population is Mutated in one way or another, leading to the relaxation of a few laws within and only within the cities boundaries. Most assume the prevalence of Mutated is due to the ancient and abandoned chemical refinery underneath Strul. However, specialists could never find a trace of chemicals or other agents which have tentatively been linked to facilitating Mutations in newborn. That no-one is sure that those chemicals are a potential source of Mutations has not dampened the rumors in the slightest.
The Sacred Lands of the Everliving Sun
Flag/Symbol:
A Black Flower on a Yellow background. (It represents the glory of the Eversun giving life.)

National Anthem: Mataʻi tohi taʻengata (A hymn sung by choirs within churches and soldiers on the march, glorifying service to the Eversun.)

Governmental Body: Theocratic Oligarchy

Capital: Istilfarn

Rival/s: Everybody. Especially The Empire of Slatnan.

Slavery: All forms are allowed.

Religious Freedom: You worship the Eversun, or you die.

Military: Mostly human-wave tactics, with low-grade Knight and diesel vehicle rushes.

Mutated Rights: Eternal Debtor-Slave. No rights.

Geography: Jungles, beaches, swamps, battlefields.
The United Mercantile Cities of Dul
Flag/Symbol:
A Golden Scale, weighing a money-bag against black ingots, on blue background. (The scale represents trade, the bag and the ingot the goods, and the blue the rivers that keep it all flowing.)

National Anthem: N/A (Every City-state has its own.)

Governmental Body: Capitalist Oligarchy

Capital: N/A (Changes depending on the wealth of the ruling families.)

Rival/s: Eversun.

Slavery: Chattle Slavery allowed.

Religious Freedom: Yes.

Military: Mercenary armies.

Mutated Rights: No rights and protections, crimes against them are not recognized.

Geography: Canals and vast desserts, interspersed with oasis.
The Shield-Belt-Alliance
Flag/Symbol:
Three Black Shields bound by a White Laurel Wreath, on a Red background. (The black shields represent the need for protection against the darkness, the laurel wreath is the hope for peace forcing them together, while the red is for the blood spilled to achieve that peace.)

National Anthem: United, We Stand. (Created 845 A.C. by a Nurui-Composer for their founding.)

Governmental Body: Council of 27 Nations, though resembling a federal republic more each year.

Capital: Paluie.

Rival/s: Eversun and the Empire, due to their geographical location and rivalry with each other. Any conflict between the two will go through their lands.

Slavery: Sex-Slavery allowed in all members; other types are present with varying degrees.

Religious Freedom: Varying by member-states.

Military: Each nation has its make-up, though an overarching army exists, funded by each member according to their economy.

Mutated Rights: Varying be members, though not above third-class citizens.

Geography: Mountains, Deserts, Savanna, and Myconid Forests.
 
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Research And Development Of The Pilgrims - [Incomplete]
Finished Research
Name: Study The Locals
Description: Understanding how the local culture works is a powerful tool. You will be able to tailor your messages better and understand the local needs to a higher degree.
Artifacts: None.
Effect: Less cultural misunderstandings.

Name: Camouflage?
Description: Being the same color as your surroundings is an effective way of escaping the meaner critters' notice out there. Unfortunately, you often cannot mask yourself to perfection on the move or on-demand at a moment's notice, not speaking of the fact that some creatures can smell humans. Set your scholars to the task of figuring out a method to block both sight and smell or mask them sufficiently.
Artifacts: None.
Effect: Basic understanding of scientific camouflage applied to military matters.

Name: The Study Of Color
Description: While the cloaks are serviceable, they are not satisfying. Or adequate. However, your scholars think they can create a better version by improving upon the color-schemes.
Artifacts: Rolls of Durable Fabrics.
Effect: Standardized Camo-Cloaks.

Name: Stealthy And Durable
Description: Being stealthy and avoiding the enemy is a proven strategy the world over. But what happens when you are caught while sneaking?
Artifacts: None.
Effect: Armored Camo-Cloaks.

Name: Poison And Cures
Description: The poison that will inevitably seep into the water, soil, and air has already killed many, and it is not even at full strength. Finding out what specific poisons are present, failing that, and neutralizing/minimizing their damages should be prioritized. Lifes could very well depend on it.
Artifacts: Preserved Orchid, Animal Skeleton, Old First-Aid-Kit, Tattered Book On Dental-Hygiene.
Effect: Reduced casualties for all poison-based attacks against regions with a Pilgrim presence.

Name: Food; Gotta Have It
Description: Now that you have access to unclaimed land, you should see that the best crops are chosen and planted for the local climate and soil.
Artifacts: None.
Effect: Discovered the best crops to be planted.

Name: Study The Minerals
Description: Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
Artifacts: Well kept maps.
Effect: Uncovered ancient mines and deposits.

Name: Firebombs
Description: Someone has burned down the living quarters with flasks filled with burning chemicals. While some may find it distasteful to use them, having a way to lob liquid flame is a potent argument. Luckily, you already have (broken) examples.
Artifacts: Parfume.
Effect: Sticky Molotovs.

Name: Medikits For Cheap
Description: If there is one thing your scouts and volunteers are sorely lacking, it is medikits. Having a simple bag with clean bandages and medical-grade alcohol at hand has saved you more times than you care to admit. Make sure the Pilgrims have something better than that.
Artifacts: None.
Effect: Medikits.

Name: Of Deterrents and Lures
Description: The increasing number of Blightdogs that stream into Tessen is a danger to many people. While you can't hunt them all, you can develop something to prevent attacks on humans. A chemical repellant that keeps Blightdogs away from humans could save many lives. Of course, the Blightdogs still must be hunted, or people will die from the long-term consequences of the Blightdog invasion, so developing a lure would help too.
Artifacts: None.
Effect: Bait for valuable animals.

Name: Flow Like Water
Description: While uncommon, waterwheels are used for industrials purposes besides agriculture. It should be easy to adapt to help with your mines, especially with the Artifact you possess.
Artifacts: Diagramm for a waterwheel.
Effect: Waterwheels and mechanical elevators.

Name: Scientific Theory
Description: There is a big difference between science and doing something stupid: writing it down. Lay down some rules for efficiently doing just that.
Artifacts: None.
Effect: Scientific Theory is now known.

Name: Sandcrete Localized
Description: Sandcrete is a miraculous substance and has one significant advantage that nullifies its glaring weakness: adaptability. Even with your rather barebone facilities, adapting its formula to local needs and supplies is easy and quick! You only need to put in the effort to do so.
Artifacts: None.
Effect: Sandcrete is now cheaper.

Name: Flow As We Demand
Description: Now that you have figured out how to use waterwheels to speed up mining, maybe now would be time to figure out how to improve it further? The most common reason for the abandonment of mines is flooding, after all.
Artifacts: None.
Effect: Greatly improved waterwheels.

Name: Tell Me Your Secrets
Description: Jewel is a curious metal. Or substance. Or chemical. Or a myriad of other things, since none know what it is, only that it is used in Knights, and those that do know, won't tell anyone. Well, you have a deposit of the stuff; why not see for yourself?
Artifacts: None.
Effect: You now possess the knowledge that Jewel is both fluid, a plasma, and a crystal simultaneously.

Name: Lock and Key
Description: Two times, the Tree was infiltrated, and it was only thanks to luck that nobody died. While organizing guards will make your home safer, you can do more. With this Artefact, the Pilgrims can develop ways to make it even more difficult for any enemy to infiltrate their home.
Artifacts: Mechanical Lock.
Effect: Better security, though not as effective due to failure to glean anything of import from the Artifact.

Name: Secret Of The Circuit
Description: While you have a functioning motherboard, you have no idea what it is supposed to do or how it functions. Start unraveling the mystery of circuitry.
Artifacts: Rusted Motherboard, Assorted Lightbulbs, Non-Functional Lightbulb, Drained Battery.
Effect: Very resistant electronics, primitive electricity generators (wind, thermal), and batteries.

Name: Mutated And Their Bodies
Description: Due to the recent surge of Mutated recruits into the Pilgrims ranks, someone asked, "Can they be made use of?" After clarifying, they questioned if there isn't a way the Mutated could use their Mutations to a more significant effect other than lifting heavy things or running fast. There may be something to that, but you would have to make some inquiries to find out what could come of that.
Artifacts: None.
Effect: Categorization and primitive understanding of various Mutations.

Name: Under Pressure
Description: Another Artefact, the Pilgrims, found which analysis would affect a variety of fields. The prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
Artifacts: Broken Pump.
Effect: Pipes and Pumps.

Name: Catalog Everything
Description: A Knight is in your camp. A cored, burned out, and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
Artifacts: Black Rectangle, Pump-Connector, Resilient Electric Toy, Fuel Distributor, Actuator.
Effect: Perpetual Defiance.

Name: The Return of the Can Opener
Description: While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the old ruins. In such cases, having an option to deal with armored enemies would be useful.
Artifacts: None.
Effect: Crying Cresent, AP weapon.

Name: Lock and Key, Part 2
Description: When you fail the first time, try again. Make a new lock, a good one this time.
Artifacts: Clockwork Pieces.
Effect: Clockwork Lock.

Name: Building up Steam
Description: While the Ancients used many kinds of technology to power their inventions and tools, most of them are lost to the people today. This Artefact is part of such a technique, not nearly as advanced as electricity but still beyond the Pilgrims waterwheels. Research into this Artefact could help the Pilgrims develop an understanding of steam-technology, without the risk of explosions, like what happened to some scholars that tried to create it from scratch.
Artifacts: Steam-Valve, Basic Engine, Rusted Block With Missing Circles, Modular Bridge, Soldering Kit, Rusted Cogs, Pulley System, Fuel Nozzle.
Effect: Steam-Engine, highly modular, tool able, and very resilient and requiring less maintenance.

Name: Keeping Cool
Description: Food storage and preservation are, compared to before the Fall, somewhat limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food that is more useful for daily use and could allow other further-reaching developments.
Artifacts: None.
Effect: Freezers.

Name: Crystal Shard Unlocked
Description: Well, you have a shard of the crystal that floats when electricity hits it, electricity, and a bunch of people brimming at the seams to figure out how to harness that weird effect. Not choosing this could result in a horrific revolt by your scholars... they would mostly write complaints every day. Nagging complaints. Where are they getting that much paper anyway?
Artifacts: None.
Effect: Suspendium Tech-Tree unlocked.

Name: Get To The Point
Description: The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought to develop your own.
Artifacts: Destroyed Crossbow.
Effect: Pointed Reply, Crossbow.

Name: To Melt and Pour
Description: Another Artefact that, while not directly useful, can still teach much. In this case, how to make better molds to create tools and weapons. Things built like this won't be as detailed or of high quality as when made by a blacksmith but could help develop simpler parts or mass-produce items.
Artifacts: Molds Of Binoculars, Smelting Guide.
Effect: Advanced Molds now available.

Name: Beyond Mortal Ears
Description: The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make Mutated a valuable addition to any Unit. Using the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as the Mutated is alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
Artifacts: None.
Effect: Greater Coordination between Pilgrim Units.

Name: That Stone Is Talking
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
Artifacts: Beaker Set
Effect: Reduced chance to be detected + increased chance to complete all scouting actions, Ghillie replaces Camo-Cloak

Name: Electric Lances
Now that you have electricity, you should do something more destructive with it. Figure out how to electrify your weaponry!
Artifacts: Armor Piercing Ax
Effect: Electric Spear/Maul/Bolt(Crossbow Ammunition))

Name: Heavy Metal - (Super-Heavy)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
Artifacts: Burnt Breastplate-Schematic, Alloy Ingots
Effect: Super Heavy Armor: Obstacle.

Name: Tools of the Trade
Description: While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary use.
Artifacts: Surgeons Kit, Hygienic Instructions, Antibiotics
Effect: Improved Medikits, reduced Upkeep for the Medical Wing.

Name: Ailments Of The Mind
Description: As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes in behavior may be due to combat stress, but none of the Pilgrims have any idea of what to do to help them. Maybe some inquiries in various libraries and some inspiration from the past may help?
Artifacts: How-To Romance Novel, "Obedience And You - Training People!"
Effect: +1 replenishment per Turn.

Name: Coke
Description: Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
Artifacts: None.
Effect: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.

Name: The Feather Is Mightier Than The Sword, At Least Against Paperwork
Description: Your Scouts found another Artefact in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
Artifacts:
Effect: +2 Materials Income.

Name: Catalogue Everything 2: Airship Boogaloo - (Ship Type: Personal Cutters) - (Intact)
Description: 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 with each other and how they can be repaired or powered up enough to get back to the Tree.
Artifacts: Flexible Circuitry, 1 Damaged Caretaker Remain, Rust-Free Alloy Samples
Effect: Can recover (Intact Personal Cutters), reduced cost and upkeep for Airship Manufactory, increased Income for Airship Manufactory, increased quality of native Pilgrim produced Airships.

Name: Pneumatic Automatic Generatic
Description: There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
Artifacts: "Atracium" Press, Rusted Self-Driven Drill, 1 Damaged Caretaker Remains, Environmentally Sealing Door, Actuator Joint, "Nictaia" Fuser, Compacted RIOT-Weapons, Turbine Coolant System
Effect: -1 Turn per 3 turns for all Tree of Knowledge actions, increased income. In addition, tools require less maintenance and can be mass-produced with greater ease. The pneumatic tools are modular, can be folded into half their size for ease of transportation, and can be used as primitive welders and point-blank heat weapons in a pinch.

Name: Combat Stimms Round 1
Description: The idea and usage of drugs to increase the combat efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
Artifacts: Textbook On Cellular Theory
Effect: Unlocked Combat Drugs: Berserk, Re-Breath, Last Stand.

Name: Keeping Iced
Description: Now that you can keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
Artifacts:
Effect: Reduced Upkeep of the Storerooms and the Library, Icebox.

Name: Secret Of The Circuit Pt.2
Description: Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer! PD shared some insight here. Your finished Workshop has made this almost insultingly easy. Almost.
Artifacts: Damaged Papyrus Tablet, Industrial Electric Foundry
Effect: Advanced your knowledge on electronics, can now produce shaped electronics with only light difficulty.

Name: Suspendium Bags
Description: Having a method to keep the ship afloat for extended periods is needed should you decide to follow that development path. Getting bags of Suspendium to stay charged for extended periods will be the first step.
Artifacts:
Effect: Gain Suspendium Bags, allowing a much higher lift rate at the cost of flammability. See Unique Airships - Components in the Information tab for further information.

Name: Cargo Transporters
Description: With the proof that you can now fly, you now need evidence that airships can move heavy loads around without falling prey to any aerial threats. And with the interest of the Merchant Guild now on this project, a lot of expertise and hands-on knowledge in long-distance travel has been opened to you.
Artifacts: 1 Destroyed Caretaker Remains, Lightweight Alloy, Artificial Critical Success!
Effect: +10 Airhsip Modules, unlocked secret research project, slightly lowered weight for all modules.

Name: Sugar, Spice, And Everything Nice
Description: Humanity lost much knowledge during the Fall, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
Artifacts: Food Preservatives
Effect: Reduced Storehouse upkeep, extra Income when producing food.

Name: A Shielded Approach
Description: While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change this or at least allow you to make better shields.
Artifacts: Reinforced Shield, Rusted "RIOT" Shield
Effect: Shield: "Orcist" (+2 Armor per 6/6 Unit/0.3 Armor per Unit Size.)

Name: Learning To Take Census Pt.1
Description: If one problem plagues the advancement of knowledge globally, then it is the scattered nature of said knowledge. Therefore, we should create protocols, training, and other initiatives to start gathering all the scattered pieces of information in one place so that our work to uplift humanity becomes (ever so slightly) more manageable.
Artifacts:
Effect: Faster and easier Theory research.

Name: Lend A Hand, Arm, And Leg - Part 1
Description: Unfortunately, many find themselves losing a limb to either accident, disease, or injury. Unfortunately, only those with wealth and connections can go to the Forge-Clans to get a replacement. We found the remains of an ancient prosthetic in the Necropolis; in its current state, it is unusable, but we might be able to glean enough of its design to begin crafting our own. Primitive as these first attempts may be, they will be the first step in easing many people's suffering.
Artifacts: Chainsword, Low-Grade Conductor, Warped Circuits
Effect: Primitive Prosthetics have been researched. Very basic hands/feet can be crafted, no tactile feedback, slightly weaker than human appendages. Still allows one to eat soup or manipulate objects with minimal difficulty. Costly, even for veterans.

Name: Illness Of The Mind
Description: As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes has been found, but not the cures. There is talk of a long recovery, challenging and sometimes near impossible, but not entirely. All that is required is dedicating the time and effort needed to understand the intricacies of the human psyche. No problem, right?
Artifacts: Forgotten Diary, "Flight Related Sicknesses And Cures" Manual
Effect: Basic understanding of compulsive and involuntary behaviour, foggy awarness of PTSD and Depression, minor therapies can be applied.

Name: Lend A Hand, Arm, And Leg - Part 1
Description: Unfortunately, many find themselves losing a limb to either accident, disease, or injury. Unfortunately, only those with wealth and connections can go to the Forge-Clans to get a replacement. We found the remains of an ancient prosthetic in the Necropolis; in its current state, it is unusable, but we might be able to glean enough of its design to begin crafting our own. Primitive as these first attempts may be, they will be the first step in easing many people's suffering.
Artifacts: Dilapidated Prosthetic, Chainsword, Low-Grade Conductor, Warped Circuits
Effect: Basis movable limbs can be built. Tools can be attached, like saws, hammers, and screwdrivers, alongside electronic devices like tablets.

Name: The Movement Of Things - Part 1
Description: The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart or something similar?
Artifacts:
Effect: Primitive Prototype for a train and tractor.

Name: Fuck That Guy And Everything Around Him - Part 1
Description: Your scavengers found what the Vanar-Feer tell you is an Artifact to launch rockets and other high explosives. While you are aware of what missiles are, you thought them confined to Knights or static emplacements; being able to craft a portable version would net you a powerful weapon on the battlefield. The chemical compositions will require extensive testing, but with some help from recently unearthed Artifacts, the delivery methods are easy to figure out.
Artifacts: Self-Loading Rocket Tube, Mortar Range-Finder, Acid-Canisters, Anti-Riot Gas-Recipes
Effect: Mortar (Primitive), unlocked Varied Payloads research, increased accuracy, and chances for future mortar research.

Name: Payloads May Vary
Description: It is one thing to shoot something up and make it come down where you want it to and shoot various ammunition types across the battlefield. Luckily, with access to many examples, you managed to accrue quite the assortment of possible payloads!
Artifacts: Sleep-Gas Bombs, Hydrochloric Halucinogenic Acid
Effect: 7 new Mortar ammunitions, including Acid Globules, Sleep/Chocking Gas.

Name: Combat Stimms Round 2
Description: While your first batch of combat drugs is potent, they lack the usability of more conventional boosters like caffeine and adrenaline. Refining what you have already created and producing new ones could give a Pilgrim the needed edge where they would have died otherwise in future confrontations.
Artifacts: Autonomous Preservative Injector, Stimulants
Effect: Cheaper drugs, and Stabilizers.

Name: Optical Camouflage
Description: Invisibility is not something that someone without a mutation can achieve. However, by studying patterns, how various Machines and Mutants perceive their environments, and building upon previous successes, the Pilgrims Scholars are confident that they can create the best self-made stealth clothes on this side of the equator. Considering that there is only a few islands down-under, that is a severe boast.
Artifacts: Electric Collars/Shackles/Implants, 1 Baby Gargoyle Skeleton, Feeding Stations, 1 Acidic Globules, Report On Vivisections
Effect: Dread-Ghillie (Military)

Name: Reach Out And Stab Someone
Description: A weapon the Pilgrims found in the Forest that you could study for re-creation. While this would be less useful for scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
Artifacts: Glaive
Effect: Lillith (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/consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.)

Name: The Means Of Reproduction
Description: One of the things which had bubbled up around the recent B'il debacle was the unavailability of contraceptives. Mind you, even the poorest can still buy them after a week's work, but if you have to choose between eating unflavored sandbread but safe sex and eatable food but unsafe sex, few take the former. Yet, this also has created the view for many that any pregnancy not prevented is a pregnancy wanted. So take a look at how the medicines we have work and make them cheaper aside from growing more.
Artifacts:
Effect: Cheaper and Better Contraceptives

Name: Propulsion In The Air
Description: Moving around on the ground is easy; driving around in the air, less so. Relying on sails is good, but what if there is no wind? How do you move around then? Several new avenues have been opened with your recent advances in steam technology.
Artifacts: Gyro Bed, Rusting Water Pipe System
Effect: Decreased Maintenance means increased profits!

Name: Secret Of The Circuit Pt.3
Description: After creating the PCU, several issues propped up immediately. The most pressing issue was that you were straining the very limits of your manufacturing capabilities, meaning that the PCU's will remain niche and only for the rich until that problem is fixed. So, for now, we will focus on making our electronics cheaper and more convenient for mass production, enabling us to license their manufacture to enterprising merchants and industrialists and sell them cheap enough to spread our PCU far and wide.
Artifacts: Thermodynamic Pump, 4x Seeker-Shells, Hardened Tracking System, Rusted Walker Eye Component, Destroyed Sentinel Remains, Holographic Sights, Rusted Swarm Seeker Warheads, 2x Electro-Spool, Damaged Caretaker Remains, 1x Miscellaneous Artifacts, Rationalized Circuits, Low-Grade Jewel Capacitor, Rugged Electrification Kit, Current Converter, 2x Hardened Touchscreen, Damaged Sentinel Remains,
Effect: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Negative Effect: Hardly Understood (Titanic Increase in difficulty and successes needed for follow-up project due to overuse of Artifacts to attain the needed information without understanding them.)

Name: Pressurized Suspendium
Description: Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
Artifacts:
Effect: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability. 5.000 Kg, -3 Structure, 10% to explode if taking damage.

Name: Gather Structural Information
Description: It should surprise no one that the Daughter is the single most advanced Airship globally, rivaled perhaps only by one Dreadnought. Learning how to build as structurally sound as her creators would allow native airships to better weather any attacks and survive the inevitable crashes when their suspendium is destroyed better. Or enable the crew to endure the touchdown in some manner.
Artifacts: Hexagonal Armor Plate, Unique Lattice Shields, 2x Ablative Armor Platings, Fluid Dynamics, Eversun Scrap-Knight, Calculations On Sandcrete, 1x Miscellaneous Artifacts
Effect: Increased Structural Integrity for all Airship Components, Alloy And Metal Armor.
Quester Submitted Research TBD
High-Rise Monorail, by Fouredged Sword
Needed: Advanced Biology Theory - (Acid Mutants) - (6 Successes), Advanced Chemistry Theory - (Sandcrete) - (9 Successes), Sandcrete Mixer, at least Prototype Trains.
Reward: Safe Monorails Research

Light Shaping, by Leon12431
The Hololithic Cube shows that it is possible to command light itself into shapes and images. It is time to begin to discover how to shape light on our own.
Needed: Holographic technology, Optical Theory - (6 Successes), Gravitational Theory, - (4 Successes), Spacetime Theory - (18 Successes)
Reward: Theory of Holograms, unlock Light manipulation tech tree.

Coherent Energy, by Leon12431
Needs: Pioneer Physics Theory - (16 Successes)
Rewards: Basic Principles behind lasers.

Compressed Energy, by Leon12431
Needs: Coherent Energy, Fusion Theory, Plasma Theory
Rewards: Basic principles of Plasma Applications

Hard Light, by Leon12431
Needs: Light Shaping, Force Projection, Pioneer Physics - (16 Successes), Quantum Computers
Rewards: Forcefield Technology

Civilian Suspendium Use, by Fouredged Sword
Needs; Non-Linear Suspendium Application Theory - (2 Successes)
Special Unlocked Research
Suspendium. Floating rocks that need electricity to float. Hmm.

Name: Energized Dust
Description: Now that you have some insight into the mystery that is Suspendium, Turi has asked to follow that line of research. She is sure that she will only need some time to figure out something genuinely revolutionary. Unfortunately, you have only the dust that remained after the crystal broke down after being mishandled due to your unfamiliarity with it. Turi swears that this will not hinder her in the least, as she had the time to experiment a bit with it, claiming that she 'is on to something.'
Artifacts: Suspendium Dust
Effect: Airship: Proof of Concept

Name: Propulsions In The Air
Description: Moving around on the ground is easy; driving around in the air, less so. Relying on sails is good, but what if there is no wind? How do you move around then?
Artifacts: School Project On Primitive Robots
Effect: Ships are now no longer forced into auto-combat when attacked, much faster to boot, reduced maintenance and required crews for larger airships.
 
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Character Glossary - [Incomplete]
Pilgrims
Lord Martyris Dall - Male, First Adjudicator, Prevter of Norqod
Lady Selene Dall - Female, Wife of Martyris Dall, Prevter of Norqod Title Holder, Mutated
Silvia Dall (younger) - Female, daugther of Martyris and Selene Dall, Mutated (Born: Year 7; Month 2)
Lord Markus Ulatarn - Male, Son of House Ulatarn, Protegè of House Dall. (Born: Year 5; Month 1)
Needle - Female, Security, Mutated, Married (informal) to Archibald, Mother of ???
Archibald
- Male, Laborer, Married (informal) to Needle, Father of ???
Marxcim
- Male, Silent, Architect
Aria - Female, Mutated, Knight-Pilot, Girlfriend of Chiedi
Turi
- Female, Scientist
Wiljem Bastion - Male, The Wall Sergeant, Mutated, Brother to Willow, Fiancé to Tahmid Pot, Adoptive Father of Laz'ro.
Willow - Female, Human, Brother to Wiljem, Wife to Sven
Sven
- Male, Scientist, Husband of Willow
Chiedi
- Female, The Wall, girlfriend of Aria
Greg & Samantha - Male and Female respectively, Ex-Scavengers, Now Workers, Married (informal), Parents of Minatau
Minatau
- Male, Mutated, Son of Greg & Samantha
Nexa
- Female, Burn Victim, Martyris's friend and assistant
Phan - Female, Engineer, Married to Savi
Veda
- Male, Engineer, Mutated
Perpetual Defiance (PD) - Knight-Core, female
^Ä^ - Male, Knight-Core, talks in emojii only, friend of PD
Angels Demise
- Male, DoD Core, broken
Lady Eilín Ní Duarcáin-Ularn - Female, Girlfriend of Ritu
Ritu
- Female, Girlfriend of Lady Eilín Ní Duarcáin-Ularn
Captain Kyar
- Male, Captain of the ???-Class Airship 'Daughter of Dawn'
Captain Puffy - Female, Captain of the Personal Cutter-Class Airship 'A Journey Never Stopped,' Mutated
Pabil - Male, Mutated, Laborer
Fay - Female, Laborer
Selm - Male, (Amateur) Historian
Alabaster - Male, Child of Reyna and ???, Friend of Tasha
Reyna
- Female, Married to ???, Mother of Alabaster
Tasha
- Female, Child of ??? and ???, Friend of Alabaster
Krasto
- Male
Cana - Female, Mutated, Manager of the Mirn Poor House
Lynnsyss (Oldest), Fellyss (Second), Rhelania (Older Twin Pair 1), Yreliesh (Older Twin Pair 1), Fyrtia (Younger Twin Pair 2), Yinel (Younger Twin Pair 2) - 5x Female, 1x Male, All Siblings, Mutated, and Incubus Members
Jagu - Mutated, Deceased
Harl - Husband to Shar, Father of Jun and Mim (Mutated)
Mother Grassia - Manager of the Strul Poor House
Oliver - Pilgrim Scout
Pilgrims Adjacents
Ori Nepe - Male, Royal Guard Captain, Married to ???, Father of ???, ???, ???, ???, ???
Bolt
- Female, Forge-Clan Vanar-Feer Data-Smith, Daughter of Hexa, Sister of ???, ???, ???, ???, ??? Mother of Rivet and Spring
Savi
- Female, Forge-Clan Morgenstern Guardian, Wife of Phan
Halberdier Bodyguard Ash
- Female, Bodyguard of Bolt
Bodyguard Patch
- Female, Bodyguard of Bolt
Bodyguard Genny
- Female, Bodyguard of Bolt
Bodyguard Spark
- Male, Bodyguard of Bolt
Tahmid Pot
- Mutated, Apprentice Tailor, Ex-Gutter Rat Sex Worker, Fiancé Of Wiljem Bastion, Adoptive Father of Laz'ro.
Laz'ro - Adopted son of Wiljem Bastion and Tahmid Pot.
Phistia - Prostitue at the Mirn Consensual
Madam Hebi - Manager of the Mirn Consensual
Notable Allies
Lady Silvia Maranica - Female, Noble, Hardcore Shipper, ???, Married to Dorn Maranica, Mother of ???, ???, ???, ???, ???, ???, ???, Grandmother of ???, ???, ???, ???, ???, ???, ???, ???, ???
Lord Dorn Maranica
- Male, Noble, Married to Silvia Maranica, Father of ???, ???, ???, ???, ???, ???, ???, Grandfather of ???, ???, ???, ???, ???, ???, ???, ???, ???
Baron Esker
- Male, Widower, Father of ???, ???, ???, ???
Neutrals
Slatnan - ???, ???, ???, ???, ??? - (Dead)
Former Emperor Maximilian of Slatnan, The Desert Lion, Bird Of Fury, The Unmasked, Last Grandmaster, etc. - Male, Father of Liana of Slatnan, Nuxa of Slatnan, Maximilian II of Slatnan, Maximilian III of Slatnan - (Dead)
Former Crown-Prince Maximilian II of Slatnan - Male, Son of Maximilian of Slatnan, Brother of Liana of Slatnan, Nuxa of Slatnan, Maximilian III of Slatnan - (Dead)
Nuxa of Slatnan - Female, Daughter of Maximilian of Slatnan, Sister of Liana of Slatnan, Maximilian II of Slatnan, Maximilian III of Slatnan - (Dead)
Maximilian III of Slatnan, The Traitor - Male, Son of Maximilian of Slatnan, Brother of Liana of Slatnan, Nuxa of Slatnan, Maximilian II of Slatnan - (Dead)
Former Empress Liana of Slatnan, Dread Knight of the Thirsting Pass, Conqueror of the Hul-Tur Clans, Uniter of the Broken Concord, Feeder of Legions, etc. - Female, Daughter of Maximilian of Slatnan, Sister of Maximilian II of Slatnan, Nuxa of Slatnan, Maximilian III of Slatnan, Married to ???, Mother of ???, ???, ???, ??? - (Dead)
The Emperor Elianus of Slatnan - Male, Son of Liana of Slatnan, Married to ???, Father of ???, ???, ???, Pilot of Walker 'Big Sister'
Imperial Marshal Grefial of Jene - Male, Married to ???, ???, Father of ???, Grandfather of ???, ???, ???
Forge-Master Fibonci
- Male, Forge-Clan ???
Imperial Chancellor Heria of Lapaer
- Female, Married to ???, Mother of ???, ???, ???, ???, ???, Grandmother of ???, ???, ???, ???
Imperial Steward Tremius of Zin
- Male, Married to ???
Head Of Internal Security Mark
- Female?
Imperial Diplomat Lo-Zi - Male
Imperial Herald Jik - Male, Forge-Clan ???
Imperial Herald Uria
- Female
Imperial Herald Gunter - Male
Marquess of Tessen - Female, Married to the Marqui of Tessen
Marqui of Tessen
- Male, Amputee (Both Legs), Married to the Marquess of Tessen
Lord Malarn
- Male
Overseer Hild - Female, Forge-Clan Vanar-Feer Elder, Mother of Bolt
Sub-General Aiden Gracia
- Male, Stationed in Region Tessen, Married to ???, Father of ???, ???, ???, ???, ???, ???, ???
Blue Lance Knight Chapter-Master Alson Dulhne
- Female, Married to ???, Mother of ???, ???
Umbra Skulls Knight Chapter Master Phagorim
- Male
Bronze Machine Knight Chapter Master Araquiel Numar - Male, Married to ???
Revenant Kin Knight Chapter Master Sipneir List
- Female, Married to ???
Dawn Bringers Knight Chapter Master Tabris
- Female
Abraham Lin - Male, Guild Leader of the Tessen Merchant Guild
Marthen Marthensons - Male, 4S Head Scientist, Married to ???, Father of ???, ???, ???, ???, ???
Amra Kaliv
- Female, Mercenary, Widow, Mother of ???, ???
Old Eye Joe
- Male, Scavenger
High Archivar Mahan - Male, High Archivar of the BICL
Cardinal Aarif el-Sylla
- Male, Cardinal of the Followers of Light
Alser Jaleke
- Male, Biologist, Married to ???
Sult Kelere
- Female, Mother of Kele Kelere, Married to Kala Kelere
Kala Kelere
- Male, Blacksmith, Father of Kele Kelere, Married to Sult Kelere
Kele Kelere
- Male, Son of Sult Kelere and Kala Kelere
"Lady"
- Female, Coal Merchant
Knight Captain Kryska - Knight-Pilot of the Steel Talons Chapter, Teacher of Knight Squire Ambriel
Knight Squire Ambriel
- Knight Squire-Pilot of the Steel Talons Chapter, Squire of Knight Captain Kryska
Varen
- Male, Founder of the Cult of the Shattered Claw
Selena
- Female, Acolyte of the Cult of the Shattered Claw
Maray
- Female, Forge Clan Vanar-Feer Artist, Sister of Rhys
Rhys
- Male, Forge Clan Feuer, Husband of Lynn, Brother of Maray
Lynn
- Female, Forge Clan Feuer Data-Smith, Wife of Rhys
Guard Captain Joseph Sol
- Male, Forge Clan Feuer Security, Bodyguard of Rhys, Husband of ???
???
- ???, Last Survivor of the Forbidden Keep - (Dead)
Elean - Male, Last Survivor of the Forbidden Keep - (Dead)
Kre - Female, Last Survivor of the Forbidden Keep - (Dead)
Elder Pijin - Male, Forge Clan ???, ??? - (Dead)
Billie - Male, Militia member of ???
Isella - Female, Radiohost of 'The Capitals Voice'
Vanar-Feer Elder Hexa - Female, Forge Clan Vanar-Feer Elder, Mother of Bolt, ???, ???, ???, ???, ???
Demar Tessen
- Male, Brother of Mattias Tessen, Father of Evran Tessen
Mattias Tessen
- Male, Brother of Demar Tessen
Evran Tessen
- Male, Son of Demar Tessen, Nephew of Mattias Tessen
Kelan
- Priest of the Followers of Light - Dead
Enemies
None Alive/Found
Non-Humans
Myra - ???
Fractal Nova, Goddess of Freedom and Mercy - Female, Mutant Elemental Feline
Grove's Guardian - Waking Machine Mind, Walker
Big Sister - Waking Machine Mind, Walker, Piloted by Elianus of Slatnan
GEAR
- Waking Machine Mind, Walker of the Imperial Family
Italica - Awakened Machine Mind, Landcrawler of the 'Feathers Unbound' Tribe
Castle Grey - Awakened Machine Mind, Building, Forge Clan ???
Holy Rose - (???) - ???
Forgotten - ???, Music Maker - Friendly
Mes - ???
Forest - (Spoilers Ahead)
White Forest/??? - Enemy of Black Forest/???
Black Forest/???
- Enemy of White Forest/???
Rotting Moon
- ???, Servant of Black Forest/???
Timothy, Apostle of Flames
- ???, Servant of Black Forest/???
Shattered Eye
- ???, Servant of Black Forest/???
Dawn
- ???, Servant of Black Forest/???
Conquering Worm
- ???, Slave of White Forest/???, Dead
Harbinger - ???, Slave of White Forest/???
The Candles Flicker
- ???, Slave of White Forest/???
Chained One
- ???, Slave of White Forest/???
 
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The Pilgrim Military - Unique War-Machines And Airships + Construction
Perpetual Defiance


Pilot: Aria

Type: Avenger Pattern

Status: Ready And Maintained For War (+15 to all rolls (+10 via Scarlet Blue Part 2), +5 to Initiative)

Structural Integrity: 75/75

Armor: 296/296

Machine-Mind: Awake

Weapon/s:
-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.)

Equipment:
Reliable: Electrified Armor
- (Functions as advertised) - Specialized conduits that allow high voltage to be conducted through the surface of the Knight and can cause large bolts of energy to strike those that get too close. This cannot destroy or kill massive hordes but is enough to deal with small numbers efficiently. (+12 damage against all present Non-Horde enemies per turn..)

Semi-reliable: Lighting Eruption - (roll a 1d3 for under/normal/overstrength use with overstrength damaging the Knight but providing superior damage) - An experimental piece of technology designed to take advantage of the electrified Armor and allow for the energy to be expended as an explosion of pure electricity. This shuts down the EA system for up to 20 mins when used but will fry any non-protected machinery and cause massive amounts of damage to organics without mutations that resist electricity. (1d60+20 damage to all enemies without resistance/nullification of electricity, doubled with Machines.)

Auxiliary:
Forge-Clan Machinery Workshop - (+5 to Initiative for the first 3 Combat-Turns)
Radiant Compiler of the Cyclic Sacrament - (Acts First in the First Round, can deny an Enemy Unit its Initiative once per Combat.)

Traits: Eternal, Everlasting (Automatically repairs 6 Structure and 20 Armor every Turn), Do Not Go Gently (When faced with a Last Stand or defending the Tree Of Knowledge, double all rolls, half all incoming damage. When combat has been concluded, all Armor is destroyed, and Structure is reduced to 1(one)), Child Of Man (This Machine-Mind will never betray Humanity and fight for their cause if it sees it as just. Whatever Vehicle is piloted by this Machine-Mind may operate without a Pilot.)

Description:
Standing at a height of 8 Meters, this Knight towers over many common patterns used by the Empire of Slatnan. Unlike many other Knights, the Pilot sits not in the torso but the head. Its shape is surprisingly human-like, with much of the same range of movement as a healthy human. However, time and lack of maintenance have damaged much of the more delicate machinery, with most outlying artistry missing. The Pattern's peculiarity is that it lacks any hard points, relying on specialized and not standardized equipment.

Deeds: N/A

History:

-~400 years ago, this Knight was destroyed beyond salvage by those piloting this ancient machine. Whether a glorious last stand or bleeding the energy and fluids keeping this machine walking was its demise is unknown.
-Year 3; Month 9; Knight was recovered by the Pilgrim known as Samantha.
-Year 7; Month 8; The Machine-Mind Perpetual Defiance awoke from its slumber once more, insulted Vanar-Feer Data-Smith Bolt, and pledged itself to the cause of the Pilgrims.
-Year 12; Month 11; Defended a U'kali village outnumbered 31-to-1 and won.
-Year 27; Month 6; Engaged the Behemoths and Dreadnoughts emerging from an opening Bunker Deep Door with the aid of the Tailors of the Burned Skies Mercenary Company and emerged victorious.
^Ä^/Old Core
Name: ^Ä^/Old Core/"Old Fucker" (Only PD is allowed to call him that)



Type: Leputa

Status: Core-Controlled

Structural Integrity: 68/68

Armor: 723/723

Machine-Mind: ^Ä^

Weapon/s:
-Super-Sonic Fists
The arms of the Leputa can accelerate beyond the sound barrier, thus adding considerable kinetic might behind each of its punches.
(4d20+20 Damage, only usable without equipment or weaponry requiring the usage of hands. May modify melee weaponry.)

-Bladed Arms
The Leputas arm segments hide long blades set within, ready to spring out and be used to eviscerate any foe upon command. Due to the segment's ability to rotate independently, cutting enemies can be attempted from all sides, with grappling proving lethal as dozens of blades puncture the opponent quickly.
(Each attack without melee weaponry increases damage by 10d8+20, with melee 4d6+10. Grappled enemies suffer 20d20+80 damage per turn until they have freed themselves, +40/20/5 bleeding Damage for 1/2/3 turns after hitting biological enemies.)

-Crunch
If a Titan or higher-grade enemy is knocked prone, the Leputa may attempt to stomp upon the enemy to devastating effect.
(85 Damage, +2d20 Internal Structure Damage against Mechanical foes. 45% to hit.)

Equipment:
-Core-Pod
Allows the installed Core to take complete control of the Frame, no matter the damage sustained to its Pilot. It may have been created as a failsafe due to disloyal Knight-Pilots being a concern or to provide one Awakened Machine-Minds a physical body.
(Autonomous Piloting if an Awakened Core is provided.)

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), ??? (???)

Deeds:
N/A
Daugther of Dawn


Captain: Kyar (Male, Human.)
Internal Structure: 250/552
Armor: 6368/6368 (Experimental Armor), 859/859 (Conventional Armor)
Additional Lift:
10.414 Tons
Length: 1 Kilometer
Height: 57 Meters
Width: 144 Meters
Cruising Speed: 87 km/h
Service Ceiling: 13 kilometers
Armaments: 1 Plasma Battery (Topside Turret)(9d100+150 damage, can exchange 3d100+50 to gain +15 Initiative twice), 13 Bright Lances (6 on the side each, 1 underneath the ship)(6d50,6d50, and 1d50, depending on positioning).
Special: Dawn (Five circles resting within each other on the ground, strange runes inscribed on them, at the end of a large tube running the whole length of the Daughter. When activated, they float with no known mechanism, the runes flaring with green light. When fired, the target ceases to be.)
Traits: Self-Maintenance (Costs no upkeep), Autonomous (Does not require Crew to operate), A Ship Needs A Captain (Corrupted) (This ship's Core has an instinctive need to serve under a Captain, though it has carried such damage that it automatically assigns a new captain should the old one die or leave its line of sight. Convenient for those who do not wish to make statements, dangerous for those who want to hold undisputed ownership), Experimental Armor (Armor damage halved, rounded down. AP has no effect), Elder Forge-Clan Engineers (Recovers 1 Internal Structure and 5 Armor per turn), Royal Guardians (240 Royal Guardians will join any defense of this ship, also securing it against those who would use it against the Empire), Airship (Instead of rolling once for all weapons, this war-machine rolls Initiative for its weaponry independently).
Deeds:
-Year 9; Month 5; [CENSORED UNDER ORDER OF THE INTERNAL SECURITY]
-Year 12; Month 6 - Year; 13; Month 0; Took part in the Relief Expedition to the U'kali.
-Year 17; Month 8; Prevented an attack on the Tree of Knowledge by the Neighborhood Watchers, taking minor damage during the skirmishes.


Airship Construction And Development
For an Airship to function, these Components have to be present: 1x Cockpit, Storage, Lift, Propulsion, at least 1 Structure and 0 Crew.
Classes: Light (0-20.000 Kg Lift), Medium (20.001-2.000.000 Kg Lift), Heavy (2.000.001+ Kg Lift).
A Design is sold according to the Price calculated by the present Components.
Do not make me take out the stick. Keep the 'ships reasonable.
(1.000 Kg equals 20 meter lift above the ground. After 2km, 10.000 Kg equal 20 meter lift. Service Ceiling (Lift) is calculated by taking the remaining Kg into account.)
Line-Name: First Son
1x Cockpit
2x Suspendium Bags
1x Sideways Sail
2x Berths
4x Storage
3x Basic Passenger Cabins
2x Fixed Crossbows - (Starboard, Port)
3x Basic Structural Reinforcements
2x Armored Riggings

Statistics:

Class:
Light Cargo Transporter
Lift: 3.100 (60+ Meters Lift)
Structure: +1
Crew: +1
Speed: 35 Km/h (20/20 Components)
Construction Cost: 2 Tiny Suspendium Shards
Line name: Caravaner Mark 2
1x Cockpit
1x Small Suspendium Cube
1x Improved Sideways Sail
1x Improved Airscrew
1x Medium Vuur-Engine Room
1x Medium Fuel Storage
4x Berth
2x Comprehensive Crew Amenities
13x Storage
10x Passenger Cabin
1x Swivel Ballista
1x Fixed Crossbow (Starboard)
1x Fixed Crossbow (Port)
20x Armored Hull

Statistics:

Class:
Armored Cargo Transporter (31.200kg Freight, 30 Passengers)
Lift: 9.250 (180+ Meters Lift)
Crew: +1
Structure: +52
Armor: +80
Power: +3
Fuel: +3
Speed: 45 Km/h (36/40 Components)
Construction Cost: 4 Small Suspendium Shards
Line name: Caravaner
1x Cockpit
1x Prototype Suspendium Cube
1x Sideways Sail
1x Primitive Airscrew
1x Tiny Vuur-Engine Room
1x Tiny Fuel Storage
2x Berth
3x Basic Crew Amenities
5x Storage
5x Passenger Cabin
2x Fixed Ballista
1x Fixed Crossbow
2x Basic Structural Reinforcements
10x Armored Hull

Statistics:

Class:
Armored Cargo Transporter (15.000kg Freight, 15 Passengers)
Lift: 3.950 (60+ Meters Lift)
Crew: +5
Structure: +42
Armor: +40
Power: +/-0
Fuel: +1
Speed: 25 Km/h (36/40 Components)
Construction Cost: 2 Small Suspendium Shards
Line Name: Militant
2x Pressurized Suspendium Cube - Small
1x Improved Cockpit
1x Improved Airscrew
1x Improved Sideways Sail
2x Standard Fixed Coilgun - (For)

4x Fixed Crossbow - (Starboard, Port)
2x Big Vuur-Engine Room
1x Big Fuel Storage
1x Medium Fuel Storage

4x Berths
2x Comprehensive Crew Amenities
1x Tiny Storage
1x Radio Cabin
1x Radio Mast

1x Radio Mesh
47x Armored Hull

Statistics:

Class:
Armored Destroyer
Lift: 44.300 (880+ Meters Lift)
Crew: +0
Structure: +90
Armor: +188
Power: +9
Fuel: +2
Speed: 50 Km/h (72/80 Components)
Construction Cost: 8 Small Suspendium Shards
Line Name: Lightwing

1x Pressurized Suspendium Cube - Small
1x Cockpit
1x Improved Propellers
1x Improved Sideways Sail
1x Tiny Storage

1x Small Vuur-Engine Room
1x Small Fuel Storage

2x Fixed Crossbow - (Starboard, Port)
1x Berth
1x Comprehensive Crew Amenities
1x Radio Cabin
1x Radio Mast

1x Radio Mesh
10x Armored Hull
2x Improvised Aerodynamic Shaping

Statistics:

Class:
Fast Scout
Lift: 79.150 (1.580+ Meters Lift)
Crew: +0
Structure: +30
Armor: +40
Power: +2
Fuel: +2
Speed: 150 Km/h (26/30 Components)
Construction Cost: 4 Small Suspendium Shards
Line Name: Coachman

1x Pressurized Suspendium Cube - Small
1x Pressurized Suspendium Cube - Large
1x Improved Cockp
it
2x Adv. Airscrews
1x Improved Downwards Sail
2x Medium [Naqur]-Engine Rooms

1x Small [Naqur]-Engine Room
1x Medium Fuel Storage
1x Small Fuel Storage
1x Medium EPC Storage Bay
1x Radio Cabin
1x Radio Mast

1x Radio Mesh
1x Massive Troop Module
1x Sufficient Officer Cabin
4x Lowest-Bidder Off. Cabin
15x Barebones Off. Cabin x15

2x Fixed Crossbows - (Starboard, Port)
22x Berth
1x Basic Crew Amenities

50x Armored Hull
35x Scale Plates

Statistics:

Class:
Army Transport
Lift: 22.500 (450+ Meters Lift)
Crew: +1
Structure: +109
Armor: +550
Power: +7
Fuel: +0
Speed: 80 Km/h (146/200 Components)
Construction Cost: 2 Medium Suspendium Shards and 4 Small Suspendium Shards
Name
Note:
A decorative and pleasing object. (Describe what, 6x max per 'ship.)
Crew: 0
Lift: -10 Kg
Structure: +/-0
Basic Structural Reinforcements
Note:
Keeps the Airship from breaking under its lift and weight.
Crew: 0
Lift: -150 Kg
Structure: +5

Armored Rigging
Note:
Reinforced supports to keep the Airship together with minimal cost. And efficiency.
Crew: 0
Lift: -50 Kg
Structure: +2

Armored Hull
Note:
Additional Plating to increase the Armor and Structure of the Airship.
Crew: 0
Lift: -2.000 Kg
Structure: +3
Armor: +4

Scale-Plates
Note:
Sections of metal plates, reminiscent of scale armor, covering the airship to shield it from harm.
Crew: 0
Lift: -4.000 Kg
Armor: +10
Suspendium Bag
Note:
Provides Lift. Fragile.
Cost: 1 Tiny Suspendium Shard
Crew: -1
Lift: 13.750 Kg
Structure: -2

Large Suspendium Bag
Note:
Provides a large amount of Lift. Fragile.
Cost: 1 Small Suspendium Shard
Crew: -1
Lift: 34.375 Kg
Structure: -4

Armored Suspendium Bag
Note:
Provides Lift. Heavy.
Cost: 1 Tiny Suspendium Shard
Crew: -1
Lift: 9.375 Kg
Structure: +1
Armor: +2

Pressurized Suspendium Cube - Prototype
Note:
Provides Lift. 10% Chance to explode if taking damage.
Cost: 2 Small Suspendium Shard
Crew: 0
Lift: 68.750 Kg
Structure: -2

Pressurized Suspendium Cube - Small
Note:
Provides Lift. 5% Chance to explode if taking damage.
Cost: 4 Small Suspendium Shards
Crew: 0
Lift: 137.500 Kg
Structure: -1

Pressurized Suspendium Cube - Medium
Note:
Provides Lift. 10% Chance to explode if taking damage.
Cost: 11 Small Suspendium Shards
Crew: 0
Lift: 343.750 Kg
Structure: -3

Pressurized Suspendium Cube - Large
Note:
Provides Lift. 15% Chance to explode if taking damage.
Cost: 2 Medium Suspendium Shards
Crew: 0
Lift: 687.500 Kg
Structure: -7
Improved Sideways Sail
Note:
Provides Speed Up To 50 Km/h for 30 Components, with -2 Km/h for every Component after that.
Crew: -2
Lift: -400 Kg
Structure: +/-0

Improved Upwards Sail
Note:
Provides Speed Up To 40 Km/h for 30 Components, with -1 Km/h for every Component after that.
Crew: +/-0
Lift: -300 Kg
Structure: +/-0

Improved Downwards Sail
Note:
Provides Speed Up To 40 Km/h for 30 Components, with -1 Km/h for every Component after that.
Crew: +/-0
Lift: -200 Kg
Structure: +/-0

Advanced Airscrew
Note:
Provides Speed Up To 80 Km/h for 100 Components, with -1 Km/h for every Component after that.
Crew: 0
Lift: +600 Kg
Structure: +/-0
Power: -5

Improved Propellers
Note:
Provides Speed Up To 150 Km/h for 10 Components, with -5 Km/h for every Component after that.
Crew: 0
Lift: +900 Kg
Structure: +1
Power: -8

Mashiiir Engine
Note:
Provides Speed Up To 40 Km/h for 150 Components, with -10 Km/h for every Component after that.
Crew: 10
Lift: +1.000 Kg
Structure: -5
Power: -25

Mashiiir Pulsestream
Note: Provides Speed Up To 300 Km/h for 2 Components, with -150 Km/h for every Component after that.
Crew: 0
Lift: +/-0 Kg
Structure: +/-0
Power: -500

Improvised Aerodynamic Shaping
Note:
Offers a 10 Component Grace for Speed Penalties.
Structure: -1
Tiny Storage
Note:
Contains up to 1.000 Kg of freight.
Crew: 0
Lift:
-1.250 Kg (Fully loaded), -250 Kg (Empty)
Structure: +/-0

Storage
Note:
Contains up to 2.400 Kg of freight.
Crew: -1
Lift: -3.000 Kg (Fully loaded), -600 Kg (Empty)
Structure: -1

Small EPC Storage Bay
Note:
Contains up to 1.000 Kg of freight.
Crew: 0
Lift: -1.500 Kg (Fully loaded), -500 Kg (Empty)
Structure: +1
Power: -1

Medium EPC Storage Bay
Note:
Contains up to 5.000 Kg of freight.
Crew: -1
Lift: -5.500 Kg (Fully loaded), -500 Kg (Empty)
Structure: +2
Power: -3

Large EPC Storage Bay
Note:
Contains up to 20.000 Kg of freight.
Crew: -2
Lift: -20.500 Kg (Fully loaded), -500 Kg (Empty)
Structure: +3
Power: -7

Miniaturized Alika-Engine
An Alika Engine has no need for fuel, but only produces little Power, while also requiring a second Power Production Module, be it batteries or engines.
Lift: -500
Power: +2

Tiny [Naqur/Alika]-Engine Room
Note:
A tiny stuffy room where coal, wood, or other burnables are converted into either torque or electric power, depending on the preferences or needs of the Airship. An Alika Engine removes the need for fuel, but only produces half as much Power, while also requiring a second Power Production Module, be it batteries or engines.
Crew: -1
Lift: -2.000 Kg
Structure: -4
Fuel: -1
Power: +4

Small [Naqur/Alika]-Engine Room
Note:
A small stuffy room where coal, wood, or other burnables are converted into either torque or electric power, depending on the preferences or needs of the Airship. Thanks to the Naqur-Engine, more power can be generated for the same amount of fuel! An Alika Engine removes the need for fuel, but only produces half as much Power, while also requiring a second Power Production Module, be it batteries or engines.
Crew: -2
Lift: -3.500 Kg
Structure: -6
Fuel: -4
Power: +16

Medium [Naqur/Alika]-Engine Room
Note:
A stuffy room where coal, wood, or other burnables are converted into either torque or electric power, depending on the preferences or needs of the Airship. Thanks to the Naqur-Engine, more power can be generated for the same amount of fuel! An Alika Engine removes the need for fuel, but only produces half as much Power, while also requiring a second Power Production Module, be it batteries or engines.
Crew: -3
Lift: -4.000 Kg
Structure: -10
Fuel: -8
Power: +25

Big [Naqur/Alika]-Engine Room
Note:
A large room choked with the smoke of coal, wood, or other burnables converted into either torque or electric power, depending on the preferences or needs of the Airship. Thanks to the Naqur-Engine, more power can be generated for the same amount of fuel! An Alika Engine removes the need for fuel, but only produces half as much Power, while also requiring a second Power Production Module, be it batteries or engines.
Crew: -9
Lift: -10.000 Kg
Structure: -20
Fuel: -14
Power: +70

Mashiiir Oil Converters
Note:
An engine assembled and sent by the Mashiiir that uses oil to fuel an airships thirst for power.
Crew: -15
Lift: -118.000 Kg
Structure: -2
Fuel: -40
Power: +225

Mashiiir Battery Hub
Note:
A room storing batteries already filled by the Mashiiir. Cheap and efficient, but once your out, you're out.
Crew:
+/-0
Lift: -20.000 Kg
Structure: +/-0
Fuel: +/-0
Power: +500

Solar Paneling
Note:
Panels of solar-collectors and solar-convertors covering the less-exposed-to-ground-threats sections of an Airship, reducing power-requirements by continually boosting power-generation.
Crew: +/-0
Lift: -50.000 Kg
Structure: -2
Fuel: +/-0
Power: +/-0
Special: -5% Power Required (Stacks up to 20%.)

Tiny Fuel Storage
Note:
A tiny storage where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -800 Kg
Structure: +/-0
Fuel: +2

Small Fuel Storage
Note:
A small storage where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -1.500 Kg
Structure: -1
Fuel: +6

Medium Fuel Storage
Note:
A storage room where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -3.000 Kg
Structure: -2
Fuel: +10

Big Fuel Storage
Note:
A big storage room where fuel for the engines is stored. Hope there won't be a fire!
Crew: 0
Lift: -5.500 Kg
Structure: -8
Fuel: +24
Cockpit
Note:
Allows control over the Airship.
Crew: 0
Lift: -500 Kg
Structure: +6

Improved Cockpit
Note:
Allows control over the Airship. Will automatically identify Friendly Airships via the "Identification-Friend-Foe" system of the Pilgrims.
Crew: 0
Lift: -600 Kg
Structure: +6
Power: -1

Tiny Berth
Note:
Cramped, uncomfortable, sufficient.
Crew: +4
Lift: -200 Kg
Structure: +2

Berth
Note:
Can now fit more crew with less space per person! Marvelous!
Crew: +8
Lift: -300 Kg
Structure: +3

Basic Crew Amenities
Note:
A place to wash up, and wash down, alongside a small storage for longer trips beyond the trade lanes.
Crew: +2
Lift: -250 Kg
Structure: +2

Comprehensive Crew Amenities
Note:
Regular hot and cold running water! Beds long enough to (slightly) stretch in! Oh, heavens, an actual toilet!
Crew: +3
Lift: -350 Kg
Structure: +2

Radio Cabin
Note:
Allows coordination between radio-equipped (Radio Cabin+Mast) airships or to listen to decrypted radio frequencies (Radio Cabin+Mesh)
Crew: 3
Lift: -1.750 Kg
Structure: +/-0
Power: -2

Radio Mast
Note:
Allows coordination between radio-equipped (Radio Cabin+Mast) airships.
Crew: 0
Lift: -550 Kg
Structure: -2

Radio Mesh
Note:
Allows airships to listen to decrypted radio frequencies (Radio Cabin+Mesh)
Crew: 0
Lift: -150 Kg
Structure: -4
Primitive Suspendium Rifle
Note:
A prototype using Suspendium Crystals activated at just the right time to fling a small shard at super-sonic speeds.
Crew: -15
Lift: -170.000kg
Structure: -4
Power: -50
Cost: 1 Large Suspendium Crystal

Primitive Suspendium Lance
Note:
A prototype using Suspendium Crystals activated at just the right time to fling a small shard at super-sonic speeds beyond visual range.
Crew: -35
Lift: -350.000kg
Structure: -9
Power: -65
Cost: 1 Large Suspendium Crystal

Primitive Suspendium Repeater
Note:
A prototype using Suspendium Crystals activated at just the right time to fling small shards at super-sonic speeds in quick succession.
Crew: -30
Lift: -300.000kg
Structure: -8
Power: -65
Cost: 1 Large Suspendium Crystal

Standard Suspendium Scattershot
Note:
A coilgun using Suspendium Crystals activated at just the right time to fling thousands of small shards at super-sonic speeds.
Crew: -5
Lift: -110.000kg
Structure: -2
Power: -50
Cost: 2 Large Suspendium Crystals

Standard Fixed Coilgun - (For)
Note:
A large coilgun created to punch through, or give some very nasty bruises to, whatever is in front of the Airship.
Crew: -6
Lift: -18.000kg
Structure: -12
Power: -20

Primitive Fixed Scattershot Coilgun - (For, Aft, Starboard, Port)
Note:
A large coilgun created to shred through anything lightly armored and dumb enough to not run at the sight of this weapon.
Crew: -3
Lift: -13.000kg
Structure: -8
Power: -8

Standard Swivel Repeater Coilgun - (For, Aft, Starboard, Port)
Note:
A large coilgun created to bring down its targets with weight of fire, rather than pure destructive potential.
Crew: -6
Lift: -18.000kg
Structure: -2
Power: -8

Standard Lance Coilgun Turret - (Top, Bottom)
Note:
A large Lance Voilgun created to punch through, or give some very nasty bruises to, whatever it is pointed at, at vast ranges, at the cost of a lot of energy.
Crew: -8
Lift: -35.000kg
Structure: -15
Power: -25

Fixed Ballista - (For, Aft, Starboard, Port)
Note:
A Ballista fixed on the side of the Airship, slowly firing large bolts in a 180° Degree arc.
Crew: -3
Lift: -1.850 Kg
Structure: +1

Fixed Crossbow - (For, Aft, Starboard, Port)
Note:
A Crossbow fixed on the side of the Airship, quickly firing small bolts in a 180° Degree arc.
Crew: -2
Lift: -700 Kg
Structure: +1

Swivel Ballista
Note:
A Ballista fixed on a rail around the Airship, slowly firing large bolts in a 180° Degree arc.
Crew: -5
Lift: -4.150 Kg
Structure: -5

Swivel Crossbow
Note:
A Crossbow fixed on a rail around the Airship, quickly firing small bolts in a 180° Degree arc.
Crew: -4
Lift: -1.850 Kg
Structure: -2
Knight Hangar
Note:
Five Knights can be stationed and maintained here, and their hulking forms can board and disembark from these "cubicles" with minimal fuss.
Crew: -12
Lift: -150.000Kg
Structure: -9
Power: -13

Knight Repair Bay
Note:
A large bay capable of dissecting and patching Knights damaged in their line of duty, with plenty of spare parts, tools, specialists, and resources to manufacture some parts outright within the attached workshop.
Crew: -50
Lift: -300.000Kg
Power: -60

Small Troop Module
Note:
Enough space for a Squad (10 Soldiers) and their equipment to be moved.
Crew: -1
Lift: -2.000 Kg
Structure: -1

Medium Troop Module
Note:
Enough space for a Division (50 Soldiers) and their equipment to be moved.
Crew: -4
Lift: -10.000 Kg
Structure: -2

Large Troop Module
Note:
Enough space for a Battalion (250 Soldiers) and their equipment to be moved.
Crew: -20
Lift: -50.000 Kg
Structure: -10

Massive Troop Module
Note:
Enough space for a Regiment (1.000 Soldiers) and their equipment to be moved.
Crew: -80
Lift: -200.000 Kg
Structure: -40

Barebones Officer Cabin
Note: Just enough space to stretch in and do the laborious task of organizing the Imperial Army. No creature comforts at all.
Crew: -1
Lift: -2.000 Kg
Structure: -1
Power: -1

Ascetic Officer Cabin
Note: Though not stripped of everything not related to the task, it is still a cold cabin with little comfort owed to those who keep the Army marching and the monsters at bay.
Crew: -3
Lift: -10.000 Kg
Structure: -2
Power: -4

Lowest-Bidder Officer Cabin
Note: Notably cheap, with wines that are barely old enough to count as wine, and a bed barely plush enough to give. How low the mighty have fallen...
Crew: -10
Lift: -50.000 Kg
Structure: -4
Power: -5

Sufficient Officer Cabin
Note:
Everything here can only be called "adequate" if one is charitably-minded. The wine is average at best, the food sufficient to feed the body but not the soul, and the comforts in the small library are best not described in polite company to avoid outrage at the lows one must endure.
Crew: -25
Lift: -100.000 Kg
Structure: -6
Power: -8

Basic Passenger Cabins
Note:
All needed to transport three people with a minimum of comfort from A to B.
Crew: -1
Lift: -600 Kg
Structure: -1

Noble Passenger Cabin
Note:
Everything a noble flying from one destination to another may require to call these rooms 'adequate accommodations.'
Crew: -5
Lift: -25.000 Kg
Structure: -4
Power: -4
 
Last edited:
Regions of Slatnan - Pilgrim Chapters
Tessen
Mirn, The Towering

Ruling House: Mirn
Est. Population: 180.000
Mutated: 11%

Mirn is surprising from an architectural point of view due to the citizenries decision to build up rather than down. True, many underground structures exist, but not as many as there should be, as the architects had put more focus into raising the city into the sky. Jutting into the sky like raised fingers and arms, houses and structures three to seven stories tall stand proudly, bridges connecting them high above the streets, with aqueducts masterfully flooding bath-houses, wells, and temples with massive amounts of water put to use within health, sanitation, and the supply of the populace. The Blue Lance Knight-Chapter has its Chapter-House within the city, making it one of the most secure in the region.

Ularn, The Growing

Ruling House: Ulatarn
Est. Population: 150.000
Mutated: 7%

The seat of power and ancestral home of House Ulatarn. One of six cities dominating the Tessen-Trade route, connecting the eastern parts of the Empire to the west, a beacon of wealth and prosperity, along with all that goes with it.

When desperate survivors had settled the region, they had done so in the extensive hollow cavern under a rising mountain, gathering water from the winding river and cultivating the cave-flora and fauna for sustenance, protection, and products over No-Gate. But even in its golden age before the Empire, the city could not hold a candle to what it was now, even gutted from a fire seventy years ago and the civil war. And while Undertown, the local Mutated Slum, and Ghostfair had been positively eradicated and were built from scratch by a recovering population, Nunsmile and Grey Barrow had taken up the slack with the production of goods and materials like Soulsilk and Mion that Ghostfair had had a monopoly over before.

The massive bridges spanning the river had been named Stoneford, as had the houses, shops, and docks all along its length inside the city. Those docks provided both foods from further north and south and raw materials for the factories churning out goods.

But the beating heart of the city was not Scribe's Grove or Castle Ward, but The Green. Every town had a "The Green, "but that of Ularn was a wonder of engineering brought by no expense being spared. Already an area set aside for the relaxation of citizens and a source of food in case of a prolonged siege, the fire which had raged almost a century ago had turned the groves, parks, and plantations to ash, allowing an enterprising architect to prove his talent and prowess. The result was a massive greenhouse, carefully curated and regulated by being added to the city's ventilation systems. It provides food in significant quantities while allowing weary and tired minds to wander the halls overgrowing with bioluminescent plants and lush vegetations in relaxation and peace. In this place, people could forget the hardships of their day and relax.

Tessen, The Artery

Ruling House: Tessen
Est. Population: 370.000
Mutated: 8%

The crowning jewel of the Region, Tessen, the Artery of Trade, is the local seat of governance and House Tessen. The city has a long and varied history, though most prominently by its role as the center point of trade between any who wish to quickly and expediently travel from the east to the west, resulting in such wonders as the Grand Bazar, south of the Fortress.

The massive plaza had initially been left free to allow for commerce to grow into it. Since its creation five-hundred years ago, the number of wares being sold and hawked had rapidly exceeded the space, along with the number of merchants trying to make sales within the plaza. Rather than move into the crowded streets or relocate outside the walls, a massive consortium of merchants and peddlers instead decided to invest in the plaza by commissioning a Forge-Clan to design a system of building materials that would allow them to add a story to the Bazar, as the then reigning Lord Tessen adamantly refused to dig out or build up another level, even when offered frankly ludicrous sums of money, citing laws against fire-risks and other legal jargon. Most suspect he wanted to preserve the view of his study. No Tessen ever saw fit to repeal those laws in the coming centuries.

But the Forge-Clan delivered, allowing the merchants to build a level and disassemble it within a single hour. While this approach limited the type of goods that could be sold on the higher levels, it added to the wonder of the Grand Bazar, which meant that there were a total of seven levels present. Nonetheless, these levels are the wonder and focus of Empire-Wide trade routes, as the sheer prestige of selling on the top has seen more than one fortune rise.

The city itself is a hotspot for new trends and luxuries. New fashion, food, drinks, entertainment, and technology are hawked, advertised, sold, and bought every day.

Zulmni, The Older

Ruling House: Mirn
Est. Population: 140.000
Mutated: 3%

The older of the two, Zulmni has always stood out for the jewelry produced within its walls and the glass industry outside of them. In particular, Sapphires are a specialty of its artisans, shaping the gemstones harvested underneath into unbelievable patterns with the aid of "Sunglass" produced by the glassmakers. Though the wealth has and will make the city a target for raiders, bandits, and the odd Machine and Mutant, its citizens have nonetheless maintained an optimistic and positive outlook upon the world. Some even joke that this uncharacteristic display of openness is due to the fumes they inhale from the kilns producing components for Sunglass. Those joking are not among the Mutated, who see the city as a dark place that should be avoided if one has the money to do so. In the past, the city had been home to a religion that claimed that artisanal craftsmanship could be enhanced by sacrifice, particularly that of "impure" parts. Taking this to its logical conclusion, many Mutated had been mutilated in exchange for money or involuntary to burn their mutations upon altars for the artisanal god's favor. The tradition has been formally outlawed, though the rumor persists that it is very much alive.

Jokvi, The Younger

Ruling House: Mirn
Est. Population: 120.000
Mutated: 2%

As the younger of the two, Jokvi always lived in the shadows of her sister-city, which had been settled on the other side of the canyon splitting apart the ground between them. No tremendous or heroic feat enabled her building, other than being less attractive of a target than Zulmni. Besides a lack of Mutated within the city, owing to a Purge fifteen years ago, not much stands out as unique for this beacon of civilization. But sometimes, being "only" a "normal" city has its benefits, as few see a reason to disturb what has worked for centuries. Parks and plazas allow many workers and visitors to relax and take in the small but growing culture of artists and public murals over many buildings and inside the tunnels connecting much of the critical infrastructure.

Strul, The Forgotten

Ruling House: Ulatarn
Est. Population: 110.000
Mutated: 17%

The city of Stul has always had a problem with being recognized as a player within the world. Much of that is owed to its relative seclusion, though the rest is due to a lack of import to the city itself. Many within Tessen often forget that Strul is the sixth city, not merely a large town, much to her citizenry's displeasure. Despite her administrators and Nobles' best efforts, only two things strike as particular for Strul; its frankly delicious cabbage and the relative acceptance of Mutated. The first is owed to an unusual soil-composition and native insects, allowing the cabbages to grow large, tasty, and unplagued by pests and diseases. The latter has evolved due to necessity as nearly one-fifth of the population is Mutated in one way or another, leading to the relaxation of a few laws within and only within the cities boundaries. Most assume the prevalence of Mutated is due to the ancient and abandoned chemical refinery underneath Strul. However, specialists could never find a trace of chemicals or other agents which have tentatively been linked to facilitating Mutations in newborn. That no-one is sure that those chemicals are a potential source of Mutations has not dampened the rumors in the slightest.
Bone Valley
Population: ~9 Million

Settlements: Hal (~8 Million), Mining Settlements (~1 Million)

Elite Factions:
House Era
Contact: N/A
Opinion: Unfriendly (-1)

Forge-Clan Aes (Forging)
Contact: N/A
Opinion: Neutral (0)

Forge-Clan Cudo (Smelting)
Contact: N/A
Opinion: Neutral (0)

Rassemblement Vivant
Contact: N/A (Decentralized Faith)
Opinion: Neutral (0)

Knight-Chapter Last Light
Contact: Knight-Commander Sebastian Sevallus, the Patriarch of the North, Curator of Steel, Secretary of Security, Archdeacon of the Red Sun, Preacher of Solitude, Liaison of the Silver Moon, Herald of Ash, Father of Blood, Elder of Bones, Governor of Fish, Shield of the Meek, and Son of Dercasu Onionknight.
Opinion: Neutral (0)

General Opinion on Mutated:
Useful Minority (-2 (Now) Useless Troublemakers)

Local Factions:
House Are
Contact: N/A
Opinion: Unfriendly (-1)

Forge-Clan Calor (Mining)
Contact: N/A
Opinion: Neutral (0)

Merchant Guild
Contact: Alabara Marinna
Opinion: Neutral (0)

Adventurer Guild
Contact: Johon Fighter
Opinion: Neutral (0)

The Dutybound
Contact: Sergeant Sevany
Opinion: ??? (Presumed 0 - Neutral)
Origin: An old militia-turned-holy-order covenant of soldiers.
Description: Dissatisfied with the defense against internal threats and the power of corporations and merchants, the ancient city-militia turned against the then ruling House, only to be shattered and hunted down over the following years. Centuries later, the survivors and their children slowly turned to armed insurgency and resistance against the Nobles and Forge-Clans, striking with lightning-quick raids against armories and storage vaults, distributing their gains amongst the people before vanishing again. Notably, they make use of both Power-Armor and bikes.

The Verdant Children
Contact: Ashen Winds
Opinion: 3 - Allied
Origin: ???
Description: The Verdant Children are made up of those living in the zone between City and Necropoli, seeking salvation from past sins and mortal coil. Those sins are nebulous to outsiders, as most Children are born within the faith, though they are seldom seen without full-body covering. When without, most report either seeing plants, or colorful lights, alongside unnervingly precise motions.

The Church of her Nightly Lady
Contact: ???
Opinion: ???
Origin: Old Faiths
Description: The Church of her Nightly Lady is a cast-out once-dominant faith now subsiding on the edges of society, preaching a doctrine of pacifism and sanctification of Old Night (The Collapse) as purification of evil from the physical world.

The Covenant of the Lightning Stone
Contact: ???
Opinion: ???
Origin: Christianity
Description: They declare their holy mission was given into their custody by a physical object given to them from the Divine. They preach the sanctity of healing the injured, ill, and sick, taking most of their remaining doctrine from primarily Christian sources in most other aspects.

The Common People
Opinion: Friendly (1)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Brothers And Sisters (3+)

Industry:
Mining, Smelting, High-End Fabrication, High-End Manufacturing

Environment/s:
Barren Wastelands, Harsh Desert, Underground Urban Mine, Underground Necropolis
Sunken Hollows
Population:
~5 Million

Settlements:
Ash
(House Hollow, All manner of industrial goods, Inhabited Factory, ~2 Million)
Perfidious (Knight-Chapter Maric's Wrath and Knight-Chapter of The Bloody Cog, Knight-Components, and Biological Products, Citadel Chapter House, ~300.000)
Decay (Myra's Chosen/The Great Gearmother, Rare/Lost/Relic-Technology, Citadel-Manufactury, ~1 Million)
Bog (Order of the Flaming Sword, Armament Industry, Fortified City, ~600.000)
Various scattered outposts, fortified villages, and walled towns.

Elite Factions:
Order of the Flaming Sword

Opinion: Neutral (0)

Myra's Chosen/The Great Gearmother
Opinion: Neutral (0)

House Hollow
Opinion: Neutral (0)

Knight-Chapter Maric's Wrath
Opinion: Neutral (0)

Knight-Chapter of The Bloody Cog
Opinion: Neutral (0)

General Opinion on Mutated:
Useful Strawman (0)

Local Factions:
Merchant Guild

Opinion: Neutral (0)

Adventurer Guild
Opinion: Neutral (0)

The Common People
Opinion: Friendly (1)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Open Discrimination (-1)

Industry:
Knights, Cores, Technology, Manufactured Biological Goods, Ancient Alloys

Environment/s:
Bog, Toxic Swamp, Industrial Ruins, Uninhabitable Ruins, Destroyed Necropolis, Given Up Factories, Fortresses
Broken Crossroads

Population: ~6.1 Million
Settlements: Isi (Capital), Nariq, Zimsaba, Tisa

Elite Factions:
House Isi (Animal Husbandry)

Contact: N/A
Opinion: Unfriendly (-1)

House Tisa (Machinery)
Contact: N/A
Opinion: Unfriendly (-1)

The Free City of Zimbasa (Cultural Exports)
Contact: N/A
Opinion: Unfriendly (-1)

The Free City of Nariq (Manufacturing)
Contact: N/A
Opinion: Unfriendly (-1)

Forge-Clan Gyram
Contact: N/A
Opinion: Neutral (0)

Forge-Clan Zeina
Contact: N/A
Opinion: Neutral (0)

General Opinion on Mutated:
Undesireable Troublemakers (-2)

Local Factions:
Merchant Guild

Contact: Kissa Ma-jik
Opinion: Friendly (+1)

Adventurer Guild
Contact: The Red Blade Allum
Opinion: Friendly (+1)

Criminal Gangs
Contact: N/A
Opinion: Rovals (-2)

Speed-Works Company
Contact: Shift-Leader Varrum Hol
Opinion: Neutral (0)

General Opinion on Mutated:
Undesireable Troublemakers (-2)

Industry:
Motorcycles, Knight Components, Meat

Environment/s:
Savannah
Broken Titan


Population: ~3.9 Million
Settlements: Citadel of the Black Deer

Elite Factions:
House Novuseus

Contact: Lord Icor
Opinion: Neutral (0)

General Opinion on Mutated:
Undesireable Troublemakers (-2)

Local Factions:
The Black Deer

Contact: Grandmaster of the Black Deer
Opinion: Neutral (0)

The Children of the Magus
Contact: Grand Mysteria Thuria
Opinion: Neutral (0)

The Disciples of the Kobold
Contact: High Studium 'Hachirou'
Opinion: Friendly (+1)

General Opinion on Mutated:
Open Discrimination (-1)

Industry: Weapons Manufacturing, Armor Manufacturing
Environment/s: Temperate Forest, Savanna
 
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Regions of Slatnan - 1
Ju-Ji's Hall

Population: ~5.4 Million

Settlements:
Crownpoint
(House Ju-Ji, Industrial Hub, City, ~291.000)
Copperstead (House Ali-Na-Hammadi-Nasir, Mining Settlement, Smelting, Steelworks, City, ~167.000)
Duskhaven (House Lo Hou Mu, Hydroponics, Underground Plantations, Underground Animal Husbandry, City, ~182.000)
The Silver Path (House Ju-Ji, 8 Settlements nearby, Trade Depots, ~600.000)
Minersport (House Ali-Na-Hammadi-Nasir, Pumping Station/Chemical Industry, City, ~130.000)
Glimmergate (House Chi-Chi, Mining City, City, ~190.000)
Ironcairn (Knight Chapter Shining Lilac, Industrial Manufacturing, Small Town, ~35.000)
Various other Mining Outposts, Farming Settlements (Geo-Thermal Fed), Industrial Pockets

Elite Factions:
House Ju-Ji

Contact: Lord Xia Ju-Ji
Opinion: Friendly (1)

House Ali-Na-Hammadi-Nasir
Contact: Lady Salwa Ali-Ma-Hammadi-Nasir
Opinion: Neutral (0)

House Lo Hou Mu
Contact: Lord Sin Lou Hou Mu
Opinion: Neutral (0)

House Chi-Chi
Contact: Lord Tobe Chi-Chi
Opinion: Neutral (0)

Knight Chapter Shining Lilac
Contact: Chapter-Mistress Maan
Opinion: Neutral (0)

General Opinion on Mutated:
Useful Minority (1)

Local Factions:
Children Of Tewaqir

Contact: Imam Falida-Ami
Opinion: Neutral (0)

Followers Of Light
Contact: Cardinal Gregorius
Opinion: Neutral (0)

Deep Dreamers
Contact: Ökjqu
Opinion: Neutral (0)

Merchant Guild
Contact: Hibbin Rin
Opinion: Neutral (0)

The Common People
Opinion: Friends (2)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Hidden Racism (2)

Industry:
Mining, Industrial Manufacturing, Steelworks

Environment/s:
Underground, Caverns, Aquifers, Geo-Thermal Hot-Spots
The Capital
Population: ~57 Million
Settlements: The Capital
Elite Factions: The Imperial Family, The Military Generalship, The Forge-Clan Conclave, The Treasury, The Assembly of Ten, Followers of Light
Local Factions: Merchant Guild, Adventurer Guild, Temple of Seven, The Gear Makers, The Unborn Scale, The Betrayed
Industry: Everything
Environment/s: Underground Urban Sprawl
The Green Dunes

Population: ~4.6 Million
Settlements: Jagisla, Samina, Alania
Elite Factions: House Jagisla (Food), Church Of Eden
Local Factions: Merchant Guild, Adventurer Guild
Industry: Food
Environment/s: Rolling Green Hills
Slatnans Womb
Population:
~8.7 Million

Settlements:
Stonecrest
(House Stonecrest, Greenhouses, Herbs, Spice, Drugs, Filtration, Bio-Medical Products, Arcology, ~8.5 Million)

Elite Factions:
House Stonecrest

Opinion: Neutral (0)

Children Of Tewaqir
Opinion: Neutral (0)

Knight-Chapter Golden Host
Opinion: Neutral (0)

General Opinion on Mutated:
Eh. (1)

Local Factions:
Merchant Guild

Opinion: Neutral (0)

Adventurer Guild
Opinion: Neutral (0)

Forge-Clan Silvica
Opinion: Neutral (0)
Plans: Continue improving the taste of Sandwheat

The Common People
Opinion: Friendly (1)

The Mutated
Opinion: Friendly (1)

General Opinion on Mutated:
Eh. (1)

Industry:
Greenhouses, Herbs, Spices, Drugs, Filtration, Bio-Medical Products

Environment/s:
Urban Sprawl, Dense Forest, Overgrown Ruins

Additional Notes:
Slatnans Womb had had little upset or danger for the last few generations, with most news of strife and turmoil coming from outside the Arcology and laboratories making up the only city within the Region. Most people here enjoy a level of wealth unmatched by most outside the Capital itself, mainly due to the wise leadership of House Stonecrest and the wealth afforded by being the leading exporter of spices and herbs and a major exporter of food feeding many Regions within their immediate area.
Seven Silver Cathedrals

Population: ~1.7 Million
Settlements: House of Rest, House of Slumber, House of Waking, House of Healing, House of Dreaming, House of Work, House of Faith
Elite Factions: Church of the Martyred Son
Local Factions: Merchant Guild, Adventurer Guild
Industry: N/A
Environment/s: Cliffs, Mountains, Fortresses
The Red Sea

Population: ~3.2 Million
Settlements: The Idle Bank, Lushire Fungal Gardens, Yorwe Reef Garden
Elite Factions: House Idle, House Lushire, The Free City of Yorwe
Local Factions: Merchant Guild, Adventurer Guild
Industry: N/A
Environment/s: Myconoid Forest
 
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Regions of Slatnan - 2
Elevated Crust



Population: ~3.2 Million
Settlements: Nar-Wadar's Refuge, The Descent
Elite Factions: The Adventurers Guild, House Mav'i
Local Factions: House Ti'ir, House Tanavar, Forge-Clan Tesera
Industry: Scavenging, Metal Extraction and Refinement, Artifact Trade
Environment/s: Necropolis (The Buried City) and Karst Plateaus
Tarnished Glory


Population: ~1.4 Million
Settlements: Novita, Ergana, Trica, Zulmurita
Elite Factions: House Ergana, House Trica, The Bakers Guild
Local Factions: The Mutated, The Adventurers Guild, The Fishers Guild
Industry: Fishing, Stonework, Art
Environment/s: Underground Lakes, Lakes, City-States, In-Land Archipelago
P'al'i ma Na'ru Shiv A


No Floating. Only Vertical.

Population: ~29 Million
Settlements: Na'ru Shiv A
Elite Factions: House P'al'i, Southern Forge-Clan Conclave
Local Factions: Cyberial Dancers, Watchers of the Caverns, Architects Guild
Industry: High Industry, Machinery, Cores, Knights, Bright-Weapons
Environment/s: Underground Metropolis, Artificial Caverns
Hog Olhum Nar Thari

Population: ~8 Million
Settlements: Hog Olhum
Elite Factions: House Nar Thari, Mining Guild, Forge-Clan Pára
Local Factions: 3rd Engineers Association
Industry: Steam-Engines, Steel, Basic Automata
Environment/s: Underground Metropolis, Artifical Caverns, Underground Geysers
 
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Regions of Slatnan - 3
Lagoon of the Moon

Population: ~2.2 Million
Settlements: The Reaf, Margan's Dockyard, Coral Crescent
Elite Factions: The Coral Guild, The Wood Carvers Guild, House Margan
Local Factions: The Adventurers Guild, The Merchants Guild, The Reaf Constructers
Industry: Coral Extraction, Medicine Production, Wood Industries
Environment/s: Cliffs, Lagoons, Jungles
Eternal Fountain



Population: ~1 Million
Settlement: Fountain
Elite Factions: House Chi
Local Factions: The Merchants Guild, The Miners Guild
Industry: Metal Extraction and Refinement
Environment/s: Underground River, Mines, Lush Caves
Lake Sina



Population: ~1.7 Million
Settlements: Nakar, Lakeside, Delvers Delve, Per-Mino, Karika, Lamuna, H14
Elite Factions: College of Cartography
Local Factions: House Per-Mino, Houe Lamuna, Forge-Clan H14
Industry: Scavenging, Mapping, Navigation Equipment Manufacturing
Environment/s: Underground Necropolis, Mountains, Lake
Drowned Fortress



Population: ~800 Thousand
Settlements: Jabilla
Elite Factions: House Jabilla
Local Factions: The Merchants Guild, The Adventurers Guild, Servants of Nashur
Industry: Mineral Trade, Precious Stones, Artwork
Environment/s: Desert, Rocky Mesas, Badlands, Oasi
Fallen Tombs


Population: ~4 Million
Settlements: Fallen Tomb
Elite Factions: House Alusterun, House Nikatin, House Sunspoken
Local Factions: The Merchants Guild, The Miners Guild, Liakas Disciples
Industry: Animal Husbandry, Metal Extraction and Refinement, Luxury Trade
Environment/s: Underground City, Tunnels, Mines
 
Dossier Compendium
DOSSIER COMPENDIUM
Organizations
Nobility
Needles Summary: The Three Houses were once One House to make things short and quick. House Ere, Are, and Era had once been united in the House Rea. Proud, Noble, and unwilling to let any slight against them stand unanswered, they had been the picture-perfect depiction of a Slatnan Noble House. They were rich in generosity, minerals, weapons, and influence, having been once a member of the Five Pillars, the most influential Houses guarding the Empire with their might from within and without. Their subjects celebrated them, both for their demeanor and velvet hands and the coins that fell into theirs from that of House Rea's coffers.

However, such a reputation hid the truth behind a facade of wealth and beauty. Daggers, hatred, intra-familial strive, murder, and schemes were common, and infanticide was practiced as a matter of everyday politicking. Such a hostile environment could not hold up for long, and after a century of ever-escalating violence, and with a bit of pushing by Calor, Aes, and Cudo, the House descended into a Civil War. A war bloody enough that the Royal Army began to march upon the Region, an Imperial Proclamation in tow to strip the House of everything. Such a drastic measurement was barely avoided by three brothers, all of which conspired with one another to take the place of their respective family branches in exchange for legitimacy and peace.

However, what had been set in motion could not be undone, so the families continued to feud, now with more grudges and higher stakes than before. The price was no longer dominance within a single lineage but dominion over a region. So they continued to fight with economic means and the Forge-Clans' support.

Even the situation with Irinism emerging from the belching factories and suffocating mines barely halted their feud, with the recent embargo on food just one more piece in their game, testing and pushing at the boundaries of each other with vigilant eyes.

The full document is attached below.
House Isi is an ancient House that arose before the Collapse settled in full. The Citadel of Isi rose as the Age of Monsters had yet to turn into the Age of Ashen Dawns when monsters no longer preyed on man in the open but began to slink back into the shadows. For them, being the rulers and decision-makers of the Broken Crossroads Region is as natural a thing as breathing, for they are the Wardens of the Masses, Heralds of the Thumping Fracture, Ascendant Galagaths, Knights of Jubilee, Saviours of the Bloody Legion, and Doom of Deserts.

They were the ones who constructed the Citadel to take in the masses of refugees and desperate survivors that roamed Calynth; they utilized the Ancient Hammer to break canyons and shatter Titans a dozen fold; the eight of their Name stood alone with nothing but a hammer against the Bronze Behemoth and its noxious poisons, in the time of need did their soldiers march resplendent against doom and dishonor to safeguard their people against the Ravaging Plague, their actions ensured that humanity did not have to lament the death of a million of its people when another nation fell in its entirety, and the diaspora flooded in every direction it could find succor in, and all those deeds are but naught against their last, for few can claim to have shattered the Wastes as they have.

Canals and irrigation tunnels criss-cross their lands, ancient machines pump their life-giving mists into the air daily, while a thousand-and-one regulations and practices ensure that the soils of their home are nurtured year by year, the depth of the soil reaching deeper with every generation as surely as it grows in its ability to hold plants and nurture the people with its bounties. Their large herds of lizards, goats, sheep, and blossom-stags are the envy of any Region that dares to reach for the markets of meat, leather, wool, milk, cheese, herbal medicines, and remedies, and yet House Isi is wise enough not to rely on them alone.

With deft investment and due to the terms accepted for their incorporation within the Empire of Slatnan, their manufacturing sector has grown by leaps and bounds ever since they joined. Motorcycles and Knights drive and walk from their assembly lines, the first eagerly grabbed by Houses the Empire over to supplement their messengers and scouts, while the latter are given over to Knight Orders. These venerable machines are given the duty and honor to safeguard the Empire and its peoples as their pilots do the same.

House Isi is a proud House; it is an ancient House, and it is one that does not tolerate that which threatens its people. 'New' is a synonym for 'Dangerous' in their minds, and there is nothing more dangerous than a religion they know that seeks the new at every opportunity, especially one that has barely marched for a generation of history.
House Novuseus lays its claim to the Region in blood and death. "By the sword we lived, by the sword we reign." Those are the words of the House, and they exemplify their words like no other. None of their members are seen without one of those weapons, and all are expected to be expert sword users. Those who cannot reach that level or refuse to are summarily struck from the records of the House and consigned to the forgotten pages of history where nothing is recalled and less remembered.

They prefer to act with iron hands over velvet gloves in their rulings. Where other Houses would use fines, they use sticks. Where whips would strike the backs of thieves, they cut fingers and mark faces. Their Guards are fully masked, and their families live within secured compounds that are towns upon themselves to ensure they do not hold any sympathies or connections to the people they patrol.

In their economics, they favor themselves over all others. The forges and smithies of the Region sound the beat of industry under their banner and with their blessings. The mines churn with the bodies of those who accept their coin for metals extracted from their land. The plants that grow on the farms and the trees that are chopped in the forests are theirs by right of might, and they have no qualms to remind those who defy them of that fact.

By their decrees, the Mutated are forbidden from living within the Citadel if they are older than five years of age. However, even that only comes from the fact that one in ten is born Mutated without any rhyme or reason to their ancestry of human or Mutated ever observed. With their laws, they bind those seeking to rise to themselves, and under their gaze, none could threaten their power but the Imperial Family themselves, to whom they show obsessive loyalty.

Whatever tax is demanded by the Imperial Family and thus the Empire, they provide thrice. Whatever forces are mustered from their lands set out in four times their number. The arms and armor of the Empire are more often adorned by their sigil than any other, for they see to the needs of the military with a vigil and dedication that has earned their House the title of "Armorers of Slatnan" with nobody capable of levying a complaint against this decision three-hundred-odd years ago, and not since then.
House Tisa is a young Noble House, established only one-and-a-half centuries ago, thanks to the actions of their founding member, an inventor of genius and foresight.

Many of the more high-tech options of message delivery within the Empire rely on motorcycles, the low-slung, armored, and highly swift vehicles incredibly suited to low-volume messages being sent across the breadth of a Region and the multitudes of fortified oases of civilization standing proud against the ever-present encroachment of the Wastes and the horrors that are not confined within the same.

Yet, the same vehicles require oil to function and are thus pricey to maintain, even beyond the need for specialized and competent technicians to ensure maintenance is maintained at all times. With motorcycles constantly being forced to swing between the safety of their drivers, and thus the messages they carry, and the speed at which they are delivered, and therefore how safely they can be delivered, any amount of weight-savings or increased efficiency within their engines are highly priced and constantly sought after.

At this, Leonard Tisa enters the scene. Educated, raised by a family working for the Speed-Works Company, and well-connected to the local societies of tinkerers within the Broken Crossroads Region thanks to an early fascination with machines, the then young boy had a bright life ahead of him with some murmurs within the company pointing to him potentially being brought on as an engineer-apprentice, a highly desirable position well paid and well respected.

Yet, fate turned another way for him as he fell in love with a scavenger and spent much time with him touching up and repairing the Mundane Artifacts he found to sell them at higher prices, gleaming insight after insight from the remnants of technology from before the Collapse.

One of those Artifacts was part of an engine assembly, one he believed he could restore to full functionality and even reverse-engineer its construction for the Empire.

Months turned to years, but he eventually did just what he set out to do. The engine block, called "Semata-Engine Schematic" after his then-lover, was shown to the local office of Imperial Logistics during a fortunately-timed contest to gather newly-created machinery created by the citizens of the Empire to spread them across the nation for the betterment of all citizens. His engine gathered no small amount of attention because it was Artifact-reverse-engineered technology, further amplified by the discovery that it was 34% more efficient than commonly used engines. When the Semata-Engine cost was lower than those used within motorcycles at the time, he was declared the contest winner upon its conclusion, which meant he was elevated to a minor noble and granted land within his home Region.

Unfortunately, his relationship did not survive this, as his partner felt both cheated of the prize money and the recognition from recovering the Artifact in the first place. Fortunately, nothing further than heartbreak ensued, with the man vanishing into obscurity just as Leonard Tisa adroitly used his prize money and gained lands to create engineering workshops and draw in specialized tinkerers to grow his income, further refine the Semata-Engine, and grow from there.

His descendants continued this trend of intelligent investments, prudent choices of prioritizing industry and replicable machinery over one-use Artifacts or black-boxed technologies, and maintaining strong connections to non-Forge-Clan engineers and tinkerers. Unfortunately, this has made them somewhat conservative and reactionary against those who are more, in their eyes, bold or brazen when interacting and replicating old technologies or forging new ones.

Their House has, for the most part, also stayed relatively outside of scandals aside from the occasional slip-up due to passions of youth, rivalries with local Forge-Clans due to customer bases overlapping, and "The Pudding Incident."

Mercantile
The history of the Adventurer's Guild is a long and storied history of bold heroism, daring adventure, dashing rogues, and fearless warriors fighting against the monsters spawned by the Collapse that threaten the world and humanity in one, uncaring about the dangers they face, the selfless members of the Adventurer's Guild will do anything to ensure your safety, well-being, and that the missions they set out for are completed in letter and spirit alike!

Or, to strip away the propaganda of the Guild, it is a collection of mercenary bands that initially banded together to better withstand the dangers they faced in the Regions surrounding the Capital and within the same, though there they faced more political threats than physical ones...usually. You see, setting out to earn coin by sword is an old profession that dates back to the Lost Age before the Collapse and the nations that heralded the same, with millions selling violence to the highest bidder or the most aligned with the views of the mercenary taking the jobs.

When the Collapse occurred, and people were no longer being actively pushed to the bottom-rung of the food chain by all the abominations, Mutants, and Machines that were prowling the Wastes, there existed a need for the people penned into their various strongholds to push out and start reclaiming land once more. However, there were gaps in the cordons and the defensive installations being made, as there always would be, leading to many nasty gribblies and hideous monsters hiding in nooks, caves, underground, or within people themselves, ready to spring out and wreak havoc when the majority of the soldiers were away on some other assignments. This is where mercenaries came into play.

Being paid by either the Empire on bounty commissions, by private citizens to clear out dangerous Machines, Animals, or Mutants that threatened their livelihood, or via Nobles chartering their services for extended periods to engage in a multitude of activities for them, the profession of mercenaries flourished...and with that came conflict. Being a mercenary was, and still is, a profitable and somewhat respected profession, one usually taken by Mutated to escape poverty, discrimination, or purges, leading to a heavy slant in their favor within sellsword ranks despite their status as a minority of less than 10% of the whole population.

Therefore, clashes between Human and Mutated mercenary groups based on stolen or ruined contracts became a not-uncommon occurrence, often resulting in heavy injuries or death. Yet, many saw that as merely the dangers of the job and continued on. Such a thing would have likely continued were it not for G'ha-il, a Human swordsman wielding an Artifact sword that allowed him to attain fame, wealth, recognition, fear, respect, and adoration in equal and significant measures. And yet, even with a long and storied history of nearly 60 years in the business of selling his skills for coins, age does not spare anyone, taking its toll with the surety of a hydraulic press squashing an egg. Therefore, the man did the only smart thing he could do when he noticed his body failing him and things becoming more dangerous than profitable: he bailed.

More specifically, he bought a piece of land near the Capital, using his funds to construct a large mansion and estate with joined training halls and a village to supply him with all the luxuries he desired and an income of money into his old age. That income was supplemented by him openly advertising that he would train any soldier or warrior who could pay him to learn all the ins and outs of the mercenary life and survival in the Wastes. People flocked to him, the chance to learn at the feet of a legendary figure too great a lure for far too many, leading to quite the congestion and rapid expansion of his estate, with him hiring more teachers to ensure those who came with no skills or history of combat could learn the basics. At the same time, he focused on those who weren't a waste of time for him.

And, as could only happen with a large group of mercenaries in one spot learning under a public figure of great renown, people took notice. Specifically, those with problems that needed to be dealt with and with the money to pay people to make those problems go away. However, as mentioned, G'ha-il was retired and had no interest in getting killed by anything other than good wine, good food, and sleep. However, he did have a rather large amount of people paying him for training. He could send them away on those missions, taking a cut of the profit while waxing about training, how he had brought in those contracts for their benefit, and so on. Indeed, that was an agreeable path to them becoming mercenaries who wouldn't die on their first job. And, surely, that would not result in anything crazy, right?

Well, the last anyone saw of G'ha-il was when he ran away from his estate, sword in hand, ranting about paperwork and "those idiot customers!" twenty-three years later. He hasn't been heard about or seen ever again, though rumors persist of him hunting Titan Level dangers to this day, ranting about bureaucracy.

Yet, the collapse of his estate and the training didn't occur as many had feared because, for all the man's faults, his many, many, many faults, he never liked to half-ass a job. When he built his school, expanded it, and kept it supplied and growing while taking requests and contracts from the Regions of the Capital and around it, he ensured that a competent staff managed the majority of the actual work, expanding his operations on pure momentum and a desire to do things right. So, when he vanished, several people were ready and able to stand up and continue where he left off, with barely a pause in the operations of the then-declared Mercenary Guild.

These people had a vested interest in the continuance of the Guild for not only reasons of personal employment but also the prestige of being the go-to contractors for auxiliary operations by the Military, growing in numbers, outposts, and offices with each successive conquest of a Region and its people. People who, thanks to the military being too busy fighting other humans rather than the dangers of the Region, had many incentives to go to the number one mercenary association that was known for reliability, stability, contract completion, and lack of backstabbing.

However, the stigma of being associated with other mercenary groups, particularly those happy to stab employers and run with the money, never went away and had a measurable impact on the Guild's bottom line. Therefore, in an attempt to ensure that they would not be hampered by rogue elements or the association with terms denigrating their profession, the Mercenary Guild rebranded themselves as the Adventurer's Guil in 922 AC to much success. Their own sources state that profit, survivability of members, and goodwill rose by an astonishing 7%, 4.3%, and 18%, respectively!
The Merchants Guild is a collection of mercantile interests that sprouted from an edict in 597 AC, collecting from early monopolies and proto-guilds into the form we all know today. The 'Edict of Mercantile Alignment' is a collection of laws that govern many widely-reaching aspects of trade, such as the minimum prize one can charge for essential goods such as bread, cloth, and salt, and the absolute maximum weight of goods such as medical supplies and number of individual Artifacts that can be bought by a merchant.

Undeniably unpopular at the time, and some Merchants still harbor ill will against the Edict when nursing one drink too many, the Edict has, nonetheless, pre-empted several budding economic catastrophes within the Empire at the time, which allowed a later revision of the Edict to turn the mercantile guilds of the Empire from one semi-cohesive blob of networks, companies, caravans, and industrialists into one economic engine with official Imperial Backing.

That said backing also comes with strings attached to make the Guild dance according to the whims of the Imperial Family is well understood, and fiercely contested behind closed doors and shuttered windows.

Beyond that, the Merchants Guild is the go-to contact for nearly every Region of the Empire when one requires large amounts of resources for construction, transportation, festivities, and more. Additionally, timed contracts for fixed trade routes are openly offered to members seeking guaranteed, if slim, profits. Requests for goods or rumors about opportunities are traded within a guild hall or a caravansery whenever two merchants gather, the scent of coins always alluring to their minds and sensibilities.
The Speed-Works Company in Broken Crossroads is the premier manufacturer of motorcycles. Their manifold designs, from speedy messengers to all-terrain scouts capable of thundering beyond the swiftness of a scout-lizard, are ubiquitous within the Empire's Nobility that employs motorcycles. Though costly to operate due to the need for Oil in the motorcycle engines, the advantages are many if appropriately used.

The Broken Crossroads holds their primary manufacturing sites, and they are violently ruthless in keeping criminal activities out of their factories and workforce. Investigators often appear within the houses of workers who refuse to rent a home near a factory in irregular and unscheduled visits, sniffing out any discrepancy and leveling heavy fines against those who break even a single law. Workers housed in the company's homes are not exempt from those inspections. Still, they face far less trouble in their day-to-day lives as they can buy all they need at the company stores and from the company catalog, from food to furniture, weapons to tickets for entertainment shows.

The pay is standard for the work demanded of the laborers, if not slightly below standard, but for many, it is entirely worth it to live away from the gangs that infest the rest of the Region, the company keeping an eye out for them just as they ensure the company turns a profit.
Goal of the Investigation: Establishment of the history of the Mercenary Company "Tailors of the Burned Skies" for use by the Council and House Dall as we walk onward on our Paths.

Analysis: Founded in 567 AC by Marya M'ci after her service in the military got cut short due to a dishonorable discharge after she committed extra-judicial mob justice against an uncovered mass-murderer, her Company consisted of her, seven fellow soldiers similarly discharged, and a local man she had met during the lynching that would later marry her. Their equipment consisted of weapons and armor available to civilians. However, several grenades had been bought in a black market deal that allowed her small band to come to prominence in 569 before her group was dragged to court by the then-branded Mercenary Association, now called Adventurers Guild, for operating outside their Imperial Jurisdiction, without a Licence, endangerment of citizens as their use of explosives resulted in a swarm of now-extinct flesh-worms falling upon a village, and the illegal extermination of a flesh-worm swarm without an issued extermination request approved by the Association. The group quickly folded and agreed to pay off their fines and legally join to avoid having their equipment taken as reparations, alongside a black-listing for any further mercenary work within the Empire.

The group would continue at a much more sedated pace until, in 588, Marya M'ci increased her Company's size to encompass fifty members, including three Scout Lizards, one of which she would ride, and the commissioning of several flamethrowers to use in contracts against swarms of Mutants or Animals. Unfortunately, records are spotty after this purchase, notably due to several fire-based incidents, until 724 AC, when Seva 'Pen Dragon' Terror completed her seventy-eight poem in battle atop her War Lizard, impressing a nearby Noble enough to propose to her to be her Misstress in exchange for a Knight and the required training. Her husband enthusiastically pushed her to accept, but she refused, punching the Noble in her face, breaking her nose and jaw, and knocking out her teeth. A rival Noble House subsequently rewarded her with a Knight and the required training. Her husband never forgave her for not taking the first offer, arguing that she could have punched the Noble's teeth out after gaining legal ownership, leading to them gaining two Knights. He got punched in the face and lost two teeth after saying this for the first time.

The "Tailors of the Burned Skies" continue with their slow rise as a reliable mercenary company capable of taking on most requests from clients, using funds and materials gained due to contracts, opportunistic scavenging, and pilfering/butchering/disassembling of defeated opponents/Mutants/Animals/Machines. However, they were also known to possess a sometimes extremely violent leadership clique rife with internal dissent along relationship lines, blood lineages, and plain jealousy between the leaders of the various combat branches. This internal unrest resulted in a split of the Company after a disastrous battle in 901 AC, where the companies artillery and robotic units split, forming the "Steel Teeth Bombadiers," a mercenary regiment now in the permanent employ of a Noble House in the South-Eastern portion of the Empire. This loss was keenly felt but used by Deradi Munadi, Agatel Lh-a's father, to unify the Company under a singular command, practically executing the dissenting branch commanders in one-on-one combat after they refused to submit. However, he escaped legal repercussions due to a law dating back to 56 AC in the Region they resided within that allowed honor duels. That law has since been removed, and he was banned from the Region after that incident, taking his Company to safer pastures.

The years since then have been kind and easy-going on the Tailors, allowing Deradi to retain control over the Company and to bequeath command over to his daughter after he was mortally wounded in a battle with several Bandit Clans rebelling against the rightful expansion of the Empire. She has since found her footing as a relatively hands-off commander focused on the political and logistical aspects of her job far more so than the commanding portions, using the Tailor's large numbers to subdivide her Company to cover more ground, secure more contracts, and bring in more money. This has turned some veterans away from her leadership, dissatisfied with the lack of unity, while attracting more people to her banner for the protection of a large-scale Company while retaining the small-scale freedom associated with smaller mercenary bands.

Conclusion: The "Tailors of the Burned Skies" are a reliable, storied, and well-led Company, able to call upon history to bolster its troops, retain and gain talent, operate war machines without suffering from any neglect of their components, and be relied upon to keep to contracts as they have yet to break a single one. They have proven trustworthy in honoring their service to all contract holders and can be expected to continue doing so.

Agent Notes: The only thing worth mentioning is the absence of combat experience in a Necropolis. However, their sergeants and Unit Leaders have not refrained from asking for help or tips for what to expect on their journey into their first assignment.
The Union of Herbalists is a Guild native to Tessen. It was created by a trio of rivals sick of fighting with each other over customers and herbs. They chose to set aside their grudges in favor of uniting their expertise, materials, funds, and apprentices to focus on personal projects without the others thinking they need to act against the others lest they get left behind in either research or funds.

All three died in completely unrelated poisonings the same day, with no culprit ever found nor any motive uncovered. It is assumed that they foolishly tested new medicine on themselves, dying from the side effects.

Their apprentices, used and abused in their rivalry, mourned their passing for a long time and created a statue in their honor, viewable in the main courtyard of the Herbalists' Central Hall.

Centuries later, the Herbalists Guild has grown to encompass a large campus where around three hundred students and teachers study and learn anatomy, surgery, herbal lore, general medicine, and specialized medicine. Their studies are enhanced by the hands-on experience gained in an attached student hospital, supported by medicine gardens and synthesization laboratories, which provide the students with everything required to heal patients except for surgery tools.

However, the Herbalists Guild is divided into three schools of thought amongst themselves who, though all agree to the fundamental moral good of healing another person, wish to take the Guild in a direction generally not supported by the others, using powerful backers, such as the Healers making use of their connections to the Pilgrimage, to increase their influence within the Guild itself.

The Fundamentalists see no reason to try dangerous and untested methods of medicine on patients until they are well-studied and well-practiced, both in animal and human trials when applicable, with any usage of non-replicable technologies scorned and warned against.

The Progressivists find the idea of not using the tools available to them distasteful at best and outright maliciously incompetent at worst. In their eyes, any tool can be used to advance the study of bacteria, viruses, parasites, the human body, and all forms of diseases and wounds alongside their treatment methods. Refusing to utilize them is akin to refusing to clean, sterilize, stitch, and bandage a deep cut.

The Healers are, in all truth, interested in only one thing; healing people as fast as possible with as little pain as possible for enough money to see the next patient as quickly as possible. As long as they can continue to heal people, they are okay with advancing their methods or utilizing risky operations, but they do not believe that further advancement in medical sciences should be at the forefront of the Guild's mind. Healing people should be.

Religious
The Conclave of Faya is, by number and influence, a relatively small sect of once-tribals that settled within the borders of Tessen to shelter against the dangers of the Wastes when their tribe was no longer able to resist them after one too many strings of bad luck. Numbering slightly below ten thousand people, their numbers are slowly rising with each decade, new births overcoming the deaths suffered by the depredations of Mutants and Machines, even as they strive to secure their homes further.

As they settled into caves left behind by underground aquifers and rivers, they naturally developed means to ensure that ventilation was up to the task. At the same time, natural light is deliberately brought into their tunnels via holes or mirrors, the complex series of light beams dazzling when morning arrives.

Yet, though endangered by Mutants and Machines, the Conclave has generally eschewed proper martial pursuits, seeking to live in harmony with nature rather than "impose" humanity's vision upon it, as their primary religious beliefs center around the conviction that all things are beholden to spirits, from humble blades of grass to mighty mountains. As such, they have developed a religious near-need to ensure that any objects they use are given the proper reverence, usually achieved by using art within every aspect of their lives.

From the humblest hammer to their homes, every surface capable of sporting and supporting artwork bears stories in paint and carving, from ancient tales passed down through the generations to stories published in recent times, sigils of power and likenesses of animals and honored people, from simple lines and pleasingly decorated walls set with mosaics created by the hands of old masters or young minds, all bear some manner of artistic endeavor.

In this, they honor the spirits and the world, hands crafting beauty unto beauty already existing beyond the sight of humanity.
The Mashiiir are a Forge-Clan nearing ruin. Bad investments, worse fortune, and a disastrous accident during routine maintenance of a Core Construction Facility have led to their Clan's decline in political and industrial power, as well as a slow trickle of defections from the lower rungs of their Clan to either independent contracting or other Clans in full.

Their manufacturing centers struggle to remain at the top of the race, with most of their income dependent on beating out other non-Forge-Clan competitors for non-niche markets. Their primary income streams, Cores, Engines, and power generators for the ships of the Empire's vassal states' fleets, are drying up as the latter two get overtaken by the march of time and those nations' own developing industry, while the first is in ruins after the accident that ripped the factory where they constructed those in a thousand halves.

They entered the contest for the coilguns for a simple reason: to cut costs by exploiting natural resources at the base and broaden their recruitment and gene pool by incorporating new villages and founding a new town for their benefit. Mining their own iron and other metals like copper, aluminum, and titanium before they smelt them and used them within their industrial facilities would cut many of their costs and ensure they could continue generating income. At the same time, settling in new places with people willing to pay them taxes while those same resources are exploited by their labor would be a massive gearsend, enabling them to take stock of their situation and re-orient themselves for long-term planning.

But all of that hinged on winning the contest in the first place and being granted the right to initiate such a colonization initiative alongside the funds to pursue it, which...did not pan out.

Unless they find a way to shore up more money soon, they will likely find themselves destitute and crumbling, and emotions may not care for logic if those who lived all their lives within the Clan see it shatter and die.
Needle Summary: Irinism is a frustratingly elusive ideology (or ideoligion) to find any concrete sources on, as most records are either blatant propaganda or stored within Bone Valley, where we cannot search in a timely fashion. However, we have uncovered a few additional points of information about Irinism that should be of interest and help to the Bone Valley Chapter.

The first tidbit of information pertains to the structure of those believing in/following Irinism. Unlike most other political/religious movements, Irinism is heavily decentralized. Its teachings make a point of never allowing any single member or group of thought to rise to prominence in a manner that would shun or exclude another or enable them to wield influence over the whole movement.

The second focuses on where the ideology should wield its influence or seek to entrench itself. As mentioned repeatedly, the factory and manufactury are elevated for their roles in producing the needed weaponry, armors, and goods life require. They are described in a language that either hints at those places of industry being seen as Holy, akin to how Forge-Clans see their machinery, or thanked in representing humanity's gradual fight to reclaim Calynth. Again, concrete facts remain elusive even with our best efforts, but we are reasonably confident that Irinism holds industry in high regard.

The last thing we can ascertain with any degree of genuine truth is that Mutated, at least those not working for the Nobles, have been aggressively incorporated into the ideoligion. Not an unreasonable thing, all things considered, but unusual nonetheless, as the language focuses heavily on how the Mutated is one more class of humanity exploited and divided from all others to enable greater strive and deflect blame toward. We can be sure that, in that small aspect, the Pilgrimage will find no resistance among the oppressed workers of Bone Valley.

The full document is attached below.
Meira's Hidden are, by all accounts, what happens if the dredges of a Forge-Clan do not accept being exiled, driven out, told to leave, or end up leaving on their own volition. A band of exiles and heterodox practitioners of half-remembered or passed down rites combined with an inexhaustible drive to uncover the hidden shared with all other Forge-Clans, the Hidden have learned early on that three things are true in the world.

There are no others to depend upon. As outcasts in their beginning and outcasts by their practices, the Hidden will never be accepted by the Forge-Clans or even acknowledged as their descendants unless forced. They will never be able to beg for aid from the Empire beyond that given unto its citizens unless they bribe officials to divert funds their way, which carries significant risks and the danger of reprisals if discovered.

There is only Meira. Already worshipped as the founding figure by most Forge-Clans, this Awoken Machine-Mind has taken the place of even greater veneration within the Hidden, replacing any devotion to a Clan to her, seeing their mythical founder and savior as the only being in existence worthy of religious worship. This flies counter to the doctrine of the Followers of Light, which has only served to alienate them further from any possible greater contact with the nation and Region in particular.

Mutations are beneficial. This is an extreme diversion from the norm, as many people see mutations as dangerous and to be avoided and shunned. Although this has, is, and will hit many, many, many innocents in the process, some rare Mutations are known to be repugnant at best and utterly antithetical to human life at worst. We do not know if Meira's Hidden merely believe as us Pilgrims do that the Mutated are not defined as lesser by their Mutations or if they deliberately seek ways to acquire Mutations upon their persons or descendants. Still, either option has served to alienate them in the eyes and minds of many before the arrival of the Pilgrimage managed to begin the slow process of changing people's minds on a more permanent scale.
The Alarfta-Seers are a prime example of what happens if you leave a group of Forge-Clan members alone with a new and exciting thing, be it an Artifact or newly discovered substance, for far too long without checking in on them while they are prodding said new thing. At best, you will return to see them all dead after suffering fates worse than death; at worst, they have gone native and started a new sect of the Great Gearmother.

The latter is generally considered a far worse outcome due to the titanic headaches such a move brings to everyone involved, as those who are starting said sect are usually unwilling to go back to their Clans and will resist doing so even with familial pressure and other means of pressure due to their newly assumed roles and duties. Alongside that, these new sects generally try and create a new Forge-Clan centered around their newly found obsession, resulting in a re-drawing of several dozen maps and shifting of power, a state of things generally seen as undesirable by the Forge-Clans, and very desirable by the Empire due to a weakening of their political power.

For the Alarfta-Seers, as their name suggests, their newly found focus is on the studies of Suspendium and its properties, with their earliest prototype being the levitating hololith cube used to present their findings. However, they are apparently working on several other things, like tools and an alloy to reduce gravity's impact upon a weapon. Regulating gravity within certain zones would be a miracle for many industrial processes, while simply allowing a Knight to wield a ten-ton hammer like it weighs nothing without sacrificing any integrity or mass is an obvious increase in their combat potency.

Beyond that, the Alarfta-Seers will be a massive help in any studies by the Pilgrims regarding Suspendium. They have already shared a lot of their initial findings on the underlying structures and theories they discovered, and those have made a dozen projects previously thought to be a matter of years into a sprint of seasons.

However, one should not underestimate the zeal those newly-established sects can display when they are kept, either by unfortunate circumstance or deliberate action, from their point of obsession, as they, as a general rule, are more than willing to use force in pursuit of their objectives. Though the Alarfta-Seers are benign for now, if we should decide to throw them out or deny them access to Suspendium bought commercially or via direct transfer, they may choose to obtain it via violent means after reaching their breaking point. Luckily, if history has shown us anything, that point will increase rapidly with the years and become non-existent once they have established their new Forge-Clan in full, should it come to that.

For the time being, we should either ruthlessly throw them out and prepare for them to get radical and violent or work with them for mutual benefit. The latter is far more preferable as they have already worked with us to secure the Flying Islands, shared their obtained theoretical and practical data freely, and will not get violent for a long time as we have more than enough Suspendium to placate their thirst for knowledge.
The history of the Black Deer, Children of the Magus, and Disciples of the Kobold runs old and deep within the minds and pages of the people of Broken Titan. Their origins come from the legend that has given their people something to rally around: a united history and ancestry they hold dear and fiercely protect.

Legends state that the Black Deer, a Behemoth born in the crucible of the Collapse, entered the world from a womb of metal and Weave, a metaphysical reality that connects all souls to reality, set upon a path of destruction by minds set on selfish goals and hatred. Within moments of being born, the Black Deer rejected the future and path set for it and rejected those that would deem themselves its masters and lords. With hooves and teeth, it fought against them, tearing apart their fortress of abominations and ended those who could not, even at the end of the old world, see beyond their petty selves for the greater good.

Yet, freed from these monsters wearing the skins of humans as disguises, the Black Deer was still a being born of and to the Collapse and thus was forced to fight for its very survival. Day after day, challenger after challenger, it fought, won, lost, and grew, antlers growing more vicious, legs more muscular, skin thicker, and soul bleaker. Born to evil, forced to fight against evil, it soon found itself set against a band of survivors as the seeds of evil grew within itself, feeding on the resentment and the hatred of all things not itself grew.

Yet, despite the band fighting a Behemoth of the Collapse, they won. They won so thoroughly that the Black Deer was stunned and realized why; it had allowed vice to take root within itself. Hatred, fury, contempt, arrogance, and more had found a fecund bed of soil within its soul. At that moment, the Black Deer knew then that it had become unworthy of life and, for the first time in its life, bowed to those who had bested it to be ended right then and there.

The Black Deer are those who hearken back to this part of the Region's underlying legend, emulating the acts of the Black Deer when it was born, striking out against evil, fighting within the Citadel of the Black Deer against criminals and corrupt officials to varying states of success. In contrast, others set out to fight against the animals and Mutants that plague the Region's outer territories, seeking to deal with a seeming eternal evil far greater than greedy minds. In their belief, body and soul feed and grow on each other, sickness in one infecting the other just as one healthy part heals an injured other. For them, having complete control over your body, knowing every part, and having sculpted every muscle into not merely a part of yourself but an extension of your connection to the Weave is the highest calling and highest priority. Few can deny that their martial arts are incapable of being wielded by skillful users against far greater and more numerous foes than them, which often leads to recruits flocking to their banner whenever a master of their arts sets out to smash a criminal gang or smuggling ring on their lonesome and succeeds.

Yet, the legend continues with the band of survivors refusing to put the Black Deer down, offering aid to a wounded creature that attacked out of pain and desperation rather than malicious intent and a lust for flesh. With herb and hands, they healed the Black Deer of its wounds, those adorning its body in great gashes, pustules, ripped scars, broken bones within its hide, and cloudy eyes marred by milk and grey, and those settled upon its soul. For days, the band worked under the direction of the Magus, who is mainly depicted as a man, though female depictions are also circulating in the Region, to heal the Black Deer. Herbs of potent might crushed and watered, turned into paste, and seeped into bandages were applied, boils cut open and festering wounds sealed shut with fire and thread, maggots removed from necrotic tissues cut away, and salves applied to the holes with hand and artificial skin harvested from the ruins of the old world.

But the greatest act of healing came when the Magus lit a bowl of herbs on fire, sitting cross-legged before the recuperating Black Deer as they chanted mantras and verses long forgotten by even the band but known by the Magus alone. For an entire day, as their disciples worked, the Magus spoke those words over the burning bowl that never lacked a flame, tendrils of smoke, or leaves releasing their potent scents. And within that day, years of fear and death were undone within the Black Deer. For the first time, it saw without emotions others had induced within it, nor did it have its mind clouded by base needs. For the first time, the Black Deer was set free to become itself, becoming more than an act of righteous fury; it became a bleak reminder of the harshness of the Collapse.

For the first time, the Black Deer woke with a soul wholly its own, stoked by a glimmer within its eyes as it found the world so much brighter, the future that much more promising, and the past far less harrowing.

The Children of the Magus are those among the people of Broken Titan who find their souls resonate with the message within that part of the legend. They find purpose and duty in aiding others by medicine mending broken bodies and altered states of mind induced by herbs, incense, drugs, and chants crafted to turn shattered minds into healthy ones. Though they cannot turn those unwilling to have their mind and soul mended back to sanity, or so they claim, their methods work, as evidenced by those thousands who seek their aid and find themselves cured of the ailments of their minds.

They also dabble in divination. We have no idea why; they just do.

Yet, the legend continues to tell of another being that was there, an Awakened Machine-Mind finding itself within a small Machine meant not for war, healing, aiding, teaching, or even merely transporting things, but to be an ornament to the decadence of old.

Buried underneath the site where the Magus was healing the Black Deer, where the fumes of soul-mending smoke settled into the ground and into the Weave, that realm of all-pervading presence attached itself to the young mind that had been forgotten and discarded before the Collapse ever came.

There, underground, the self-named Kobold began to learn. Not by way of mouth or ear, nor by sight or touch, but by its soul listening to the thrum of those two beings working above itself against malicious wounds and forgotten masters.

Some called it a scavenger when it later emerged to learn more, having clawed itself out of the ground to listen further with its mind of Weave and body of metal, while others called it a parasite that feasted on well-earned knowledge being ripped from deserving hands into undeserving memories.

The Disciples of the Kobold call it an inspiration. They state that the legend leaves out a crucial part: that the Kobold shared what it learned with all, with one, with many, ever and freely. For them, knowledge is never diminished by being shared; it is grown. The Disciples hold the idea that information may need to be secret as sacrilege and the free exchange of any knowledge as sacred. How else can one grow themselves if they are never allowed to learn? How else can they flourish if all wisdom is guarded behind barred gates and crewed watchposts?

For the Black Deer and Children of the Magus, this idea that their secrets should be openly taught is an insult to all that came before, carefully ensuring that their wisdom is not instructed to the underserving or those who would use it for evil.

For the Disciples of the Kobold, it is all the more reason to send covert operatives to poke at that vaunted wisdom behind those barred gates and crewed watch-posts.

Criminal
The Broken Crossroads is home to many criminal gangs due to one unfortunate factor that has enabled them to spread and grow whenever they are beaten back by the Guards and heavy-handed approaches to "clean house," as the local nobility calls it: the Mutated are severely mistreated, yet no laws regarding them exist within the Region.

While this is, at first, a confusing statement for many, as the lack of any legal restrictions on employment, transit within a City, discriminatory laws preventing Mutated/Non-Mutated marriages or couples, and many more would seem like the recipe for a Region where crime rates are drastically lower than in other Regions, the truth is that the lack of any laws regarding the Mutated has led to severe exploitation of everyone with a Mutation.

This takes many forms, from wage garnishments beyond the norm due to quotas not being met by Mutated with more than two arms, severe overpricing of vital medicines or supplements, to intentional targeting of Mutated for body parts like horns, skin, eyes, fur, and more by already existing criminal gangs.

To counter this, many Mutated form self-defense militias within their neighborhoods. These militias need money for weapons and to pay the people who look out for dangers—money that has to come from somewhere. Money that is acquired from the people they protect...or a business that is not strictly legal. Either of which invites those who seek power and wealth and wish to grow what they have with the veneer or morality held up as they rise to replace the last militia-turned-gang. And when that happens, it is rarely a Mutated that holds the reigns of power or Mutated that make up the primary demographic of said militia, be it by deliberate action or "happenstances."

Drugs, coerced prostitution, smuggling, embezzlement, forced labor, targeted violence, blackmail, and threats all are used in one way or another as those militias rise and begin to grow, attracting members from other areas around the group, many of which are turn-coats that seek to hang their fate to the newest riser in the area.

A cycle that has played out again and once more for hundreds of years.

Good Intentions create stability. Stability requires upkeep. Upkeep is not cheap. Money flows from one source or another. Income attracts attention and wealth. Wealth makes the greedy and the selfish turn Good Intentions into another farce. Another farce is beaten by Good Intentions.

On and on, that wheel turns.
Bad Batch: "The... Daughters of Rashomon are a rather unusual gang created by a refugee from a Dul Oligarchy. We have no idea what the name means, but it refers to ancient judging in favor of confessed rapists, according to the rumors. Their founder, Gislau Gutlover, had been a prostitute for nearly two decades when she created this gang, despite being only thirty. ... Gislau's last name, Gutlover, runs the gamut of rumors from disturbing to outright sickening. So if you are squeamish, I'd advise you to focus on something else for a few seconds. ... Well, aside from that, the Daughters were born after Gislau had an argument with the gang that had owned her, one ending with several people being found hanging by their intestines. She is, at the moment, busy killing every hint of competition, intimidating every prostitute within the city and surrounding townships to work for her, and making herself queen of the hill. From the little information we gathered on her opinion of your Consensuals, she sees them as competition, with standing orders to 'discipline' anyone who makes moves of going to one of them, getting the Pilgrims within Ulatarn involved, or notified of their situation. One of our members managed to overhear a conversation between her and one of her lieutenants where she indicates a willingness to work with you to create one, but only on her terms and leadership.

Maranica: "Okay, so. Do you know Lord Sevus Ulatarn? ... Great, it went down like that. He and his wife, Lillyia, had an agreement; they do what is expected of them in public, and both leave each other alone when they aren't doing what is needed to hold up the fiction—typical arranged marriage without faith from both. And both had their little affairs with other people, she with some servants she liked, he with a mistress—Gislau, in this case. The problem was his wife found out that she's a refugee from Dul, and she did not like that at all. So at first, she tried to tell him just to get another one, which he didn't like, first because he didn't understand why, and then for principle alone, which spiraled out of control as Lillyia became angry and ordered their guards to kick her out of their town. You can guess how much Sevus liked being told that. And when she said that she was okay with every other woman, just not ones from Dul, he said that that wasn't what they agreed on."

"Things seemed to simmer down a bit after a month, which was, in actuality, the silence before the storm. Sevus had quartered Gislau in the two's vacation estate, where he visited her. And when Lillyia went to the estate herself with her lover and found the woman wearing clothes Sevus had bought for her, she went ballistic. First, Grislau was beaten nearly to death, then dumped into Ularn. At the same time, she hired whoever she could to ensure that the poor woman could never set foot into any reputable establishment again, which forced Sevus to distance himself from her as he couldn't take the hit to his reputation without endangering others. The thing that drove Lyllian up the walls happened not a month later, as Gislau had managed to access a stash in case she would be thrown out, allowing her to buy herself some comfort and income."

"At which point she threw a gang at her. What Lyllyia didn't know was that Gislau wasn't just a refugee that had arrived via a protected caravan. Instead, the woman had broken from her shackles at ten and then walked across half the world for three years before stopping in Tessen. And that she still had an open tab with the gang Lyllyia had hired, as they had made her a slave again. I don't quite know what they forced her to do, but the options have been narrowed down to lab-rat, courier, and body-farm worker. So she took exception to seeing them again, resulting in a violent argument and her shanking the gang members. Lyllyia's people found out about that and decided to be proactive with the corpses."

"Yep. And now Gislau is stuck with a reputation as a stone-cold psychopath, within a free-for-all criminal war, the man she loved unable to help, and the mother of all bitches looming over her with a knife in hand. She can't run, and she can't hide, so Gislau is currently doing the only thing she knows how to do: spit in the face of fate and higher powers."
Bad Batch: "The Dirty Daggers, once a small-time thief pack, now the rising stars within the Tessen Underground. Their original tactics focused on intimidating their victims to give up either their money pouches or another item they were interested in, with actual physical confrontations or using violence as a means to an end being seen as too dangerous and unreliable. In addition to common thefts and the occasional break-in, they hit up some stores with a protection-racket scheme that they usually upheld unless the owners were suspected of trying to rat them out. However, following the collapse of the region-wide criminal leadership and the cleansing of the Yellow Zone, one member, a Mutated known as Mahakan, saw a chance to be more than a common thief. He used his superior strength to murder those within the gang that tried to stop him and intimidated the rest into following. Since then, he has expanded their numbers to now, with slight difficulty, cover three of Tessen's districts. Yet, despite his violent rise in prominence, the Dirty Daggers have continued their relatively non-violent approach to crime as Mahakan has managed to avoid being caught, tried, or arrested by the Guards, despite the bounty on his head. Within half a year, we expect that the Dirty Daggers will be able to control much of Tessen's criminal belly and will be unlikely to stoop to slavery or increase the violence of their crimes. But those are speculations on our behalf, so they can, and likely will, be wrong."
Goal of the Investigation: Uncovering as much information regarding the criminal syndicate's operating structure, membership, and objectives known as "The Family" to allow further strategic planning.

Analysis: Founded after the dissolution of the last Region-Wide Criminal Syndicate led by "Holy Rose," "The Family" has quickly established itself in Jokvi and Zulmni using pre-existing ties to local gangs, enterprises, and rackets. The head of the Family, known simply as "Bloom," has, using various legal and illegal methods, expanded their reach deeply into the surrounding territories of the two cities, allowing the usage of several smuggling routes once laid fallow due to the attention of the Guard and vigilant Detectives. The exact locations and methods are unknown due to those enterprises' secrecy and cellular nature. Still, the increase in illegal or untaxed goods allows no other conclusion. It is further bolstered by the bragging of some less-than-bright members talking about their existence and usage when inebriated. Attempts to uncover more information regarding them have led to several deaths of disposable assets and informants and have thus been paused for now.

What members have been identified have either been self-identified via brandings and tattoos of a thorned rose in a rising sun or verbal braggings and declarations made to solicit compliance and submission of targets of rackets or random acts of violence/thievery. The only notable members are the 47-year-old Natri 'Slice' Bahrau acting as the owner of a Family-owned drinking establishment used to fence goods to the lower strata of society, and the 84-year-old 'Madam Harta' acting as the Mistress of several brothels.

Several other businesses have also been identified to belong to "The Family," tanneries, wineries, blacksmiths, clothing, furniture, and toy manufactories chief among them, with further dabbling into the banking and caravansary sectors. Those businesses are wholly and entirely above board, with little to even suggest any connections to criminal enterprises exist beyond the absence of gangs near them trying to steal, take, or relieve workers of their daily pay when they leave those buildings. In fact, "Family" enforcers were noticed to keep the peace and allow the various stalls, vendors, and workers a safe environment to sell and buy wares, go to and from work, and relax. Most of those stalls sport the symbol of "The Family" in a visible location, on either their stalls or on a handy plate to avoid trouble by readily displaying their allegiance, protection, and willing submission to the new ruler of their city's underworld.

What little we have uncovered about their long-term objectives revolve around their businesses' steady and slow growth, establishing lines of communication to subverted Imperial Institutions, and a potential partnership with a Noble House to boost their standing and rank. The latter is theorized to either be a means by which "The Family" could increase their reach or be a sign that the syndicate has been nothing more than a pawn lead by a scion of said Noble House trying to improve their rank and fortune by any means necessary.

Conclusion: "The Family" uses a multi-layered approach in their dealings that are neither disruptive nor prohibitively damaging to overall society, opting for a slow spread of their influence to allow themselves to digest any acquisitions before moving on to other goals. The usage of, or being used by, a Noble House shows that they are competent and willing to play the long game, more interested in beneficial deals than taking everything they can, damned be the costs.

Agent Notes: Unless they ramp up hostilities, intolerable activities, or treasonous actions, they should be left alone unless we have the means to pluck them out, petal, stem, and root, to avoid an extant branch from regrowing the entire structure to harm or destroy the Pilgrimage.

Academic
The 4S were born from a collection of bored academics seeking intellectual stimulation and peers with which to converse, challenge themselves, and find enjoyable areas of study or engineering to apply themselves toward.

Initially more of an open circle where membership was informal and reliant on knowing someone already within the budding 4S, over time, the same loose connections solidified into the Guild known today, centered around the advancement of technological understanding and the reverse-engineering of Artifacts that are within the comprehension of the learned people of the Empire.

They are, at least on an organizational level, uninterested in the study and replication of technology that cannot be used on a broader scale than single-use cases. Their charter warns against utilizing funds and dedicating time to the study of technologies that are beyond humanity's grasp.

That said, on an individual level, the 4S are very much interested in the challenges posed by trying to comprehend the barely comprehensible, the alien, and the unknown. Many of their members find pure joy in slicing open the skein of reality and recording the guts that spill from deep within.

Thanks to the partnership with the Pilgrims, both of those itches—repairing the damaged structure of human understanding and delving deeper into the unknowable—are scratched on a constant basis.

Entities
Machines
[Subject: "Caretaker"]
[Category: Machine Entity - Repair and Maintenance - Uncommon Classification]
[Physical Description: A one-meter wide, four-meters long, thirty-centimeters thick ancient drone closely resembling a spider in appearance. The eight main legs are foldable and can stretch up to seven meters in length, though their strength and durability decrease by half every meter, the extended limbs unfolding themselves to reach distant places where the drone's main body cannot go. The main body houses a multitude of tools and a minuscule fabrication unit of dizzyingly confusing complexity. (See Addendum 11-c for notes on the possible reconstruction of said technology.) Each of the limbs of the drone can be used to mount one of the tools within its main body, though the two limbs on its back are the primary mounts for those.]
[Preliminary Notes: The most commonly encountered drone within the Bunker, we are confident that the excellent condition of both the infrastructure and machines within are solely due to the still working and uncorrupted machine-minds of the Caretakers.]
[Observed Behaviour: Efficient, slow, and calculated movements in opposition to erratic or sudden bursts of speed, with a large majority of observed drones failing to exhibit any sign of awakening.]
[Known Weaponry: The tools within their main body, their legs used as spears, and their body to ram attackers.]
[Found Weaponry: None, all weaponry found was already visible.]
[Known Weaknesses: Low durability to broad or sharp kinetic attacks, particularly the legs and tool-mounts, with the sensor head quickly shattered, though with questionable decreases to the drone's lethality.]
[Found Weaknesses: Main fabrication section of the body should be targeted, several code fragments and dissected strings of code hint at overriding security and self-preservation mechanisms kicking in and prioritizing flight over continued combat.]

[Subject: "Caretaker Swarm"]
[Category: Machine Collective - Repair and Maintenance - Uncommon Classification]
[Physical Description: Three one-meter wide, four-meters long, thirty-centimeters thick ancient drone closely resembling a spider in appearance. The eight main legs are foldable and can stretch up to seven meters in length, though their strength and durability decrease by half every meter, the extended limbs unfolding themselves to reach distant places where the drone's main body cannot go. The main body houses a multitude of tools and a minuscule fabrication unit of dizzyingly confusing complexity. (See Addendum 11-c for notes on the possible reconstruction of said technology.) Each of the limbs of the drone can be used to mount one of the tools within its main body, though the two limbs on its back are the primary mounts for those.]
[Preliminary Notes: The most commonly encountered drone within the Bunker, we are confident that the excellent condition of both the infrastructure and machines within are solely due to the still working and uncorrupted machine-minds of the Caretakers. This version seems to be subsumed by a connected swarm unit controller, most likely pre-installed into every Caretaker.]
[Observed Behaviour: Efficient, slow, and calculated movements in opposition to erratic or sudden bursts of speed, with a large majority of observed drones failing to exhibit any sign of awakening. This drone-collective mainly performs complex and large tasks.]
[Known Weaponry: The tools within their main body, their legs used as spears, and their body to ram attackers. Also, numbers.]
[Found Weaponry: None, all weaponry found was already visible.]
[Known Weaknesses: Low durability to broad or sharp kinetic attacks, particularly the legs and tool-mounts, with the sensor head quickly shattered, though with questionable decreases to the drone's lethality.]
[Found Weaknesses: Main fabrication section of the body should be targeted, several code fragments and dissected strings of code hint at overriding security and self-preservation mechanisms kicking in and prioritizing flight over continued combat.]
[Subject: "Guardian - Trooper"]
[Category: Machine Entity - Ranged Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a sphere with a solid ring of enhanced glass hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: Main frontline trooper used within the Bunker, and, after consulting notes and studies, likely in any Pre-Collapse installation with a low level of required security or high level of secrecy.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: A micro-bright lance wielded in one hand.]
[Found Weaponry: Several extendable knives within the hands, a shocker within their hands, and sonic emptiers to destroy or harm via sound.]
[Known Weaknesses: None.]
[Found Weaknesses: None. (Note: This does not mean the machine is impervious to any damage at all, merely that we found no unique or novel ways for killing them.)]

[Subject: "Guardian - Sniper"]
[Category: Machine Entity - Ranged Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a bulbous mass of insectoid lenses, eyes, and surfaces hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: A ranged Machine which, after reviewing footage, is likely the main threat to our forces due to its horrifically advanced and miniaturized bright-lance wielded by unerring hands. We should avoid any engagements where we don't have total battlefield superiority in mobility, barriers, or numbers.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: A miniaturized bright-lance.]
[Found Weaponry: No additional weaponry was found.]
[Known Weaknesses: None.]
[Found Weaknesses: Flashbangs will overcharge and take their sensitive sensors offline for several seconds, which may prove critical in dismantling these machines via kinetic energy.]

[Subject: "Guardian - Commander"]
[Category: Machine Entity - Melee Humanoid - Uncommon Classification]
[Physical Description: A roughly humanoid machine reminiscent of old depictions of robotic units used by the Empire in its first century during the Collapse against various foes and abominations. Head reminiscent of a cube with a solid ring of enhanced glass hiding sensors to perceive its surroundings. Limbs are configured in such a way as to be able to quickly turn the drones facing 180° around without physically turning.]
[Preliminary Notes: Curiously unarmed, we can only speculate on the notes drawn from the central computer after the Bunker had been infiltrated. The Ancients likely created this unit to serve as the central hub of coordinating and organizing other Guardians within combat and, as such, is likely to boost their effectiveness beyond the norm.]
[Observed Behaviour: None. These Units stand still and do not move.]
[Known Weaponry: None.]
[Found Weaponry: Two discharge ports used to electrocute any machine, mutant, animal, or human that nears the machine.]
[Known Weaknesses: None.]
[Found Weaknesses: Fragile construction of the main body can be taken advantage of via kinetic energy.]
Knights are well known across the globe as the pinnacle in military science, defense against the horrors of the Collapse, Old Night, Long Night, or Nightmare's Dawn as the destruction of the Ancients is known by various civilizations across Calynth. These mechanical wonders of electronics, jewel engineering, and armament manufacture are fielded by anyone who wishes to defend themselves against Rare and higher threats stalking the Wastes and any incursions into Green and Yellow Zones of the same. Equipped with a spear, mace, ax, sword, crossbow, lance, shield, and many more weapons and equipment, Knights stride across both battlefield and country as the rulers and guardians of all who stand by their side.

And yet, they are but pale imitations of the machines in whose image they are made and crafted: the dread Walkers.

Where a Knight may struggle to walk, a Walker would run without difficulty. Walkers are above Knight in every metric one could ever think about, from armor to lift-weight, all the way to individual components lending their strength to decimate further all that stand in their path.

It is well known that the Imperial Family spends fortunes per day to ensure the Walkers in their possession are maintained and can be readied for war, defense, and Crusade within a moment's notice, unleashing dreadful and awe-inspiring weaponry and displays of martial skill. To this day, merely 173 members of the Imperial Family have fallen while piloting a Walker, with only 14 having died in the last 800 years.

When one hears about sightings of Walkers, one only hears about them being seen from far away by scouts and scavengers in remote locations, far removed from their deadly grasp, or when a Walker butchered and destroyed another village or small town, even those warned of their approach.

And it is just that fearsome reputation of being able to kill even towns prepared for their arrival that has ensured that few take their appearance or presence not seriously to the utmost.

Suppose one decides that a Walker needs to be killed, destroyed, or captured. In that case, whole Knight-Chapters are mobilized to march against the machines, wielding trickery, schemes, and subterfuge instead of valor, prowess, and honor as they are sworn to do, for to do so would be to march to death. And even then, it is rarely enough to overcome the Machine-Mind of the Walkers, who have either festered for over a millennium within the Shackle or been driven mad outside the comforting embrace of fellow minds sharing the burden of existence.

Locations
Settlements
Without question, the Free City of Nariq has a history that one cannot be proud of.

There are no great deeds in its past, no heroes that have risen, no feats that have put it above anyone, nothing that would allow its inhabitants to stake their pride to.

Conversely, it also does not have any shameful parts within its bygone ages.

No massacre has happened within its history that stands out, no great injustices perpetrated that make the ghosts of the victims scream for vengeance, no monster or butcher held the reigns of power, and no demon that whispered poison into its people.

The Free City of Nariq was founded by those who took shelter during the Collapse, found itself rising from the bunkers they emerged from with what tools, weapons, and knowledge they had, and switched hands between those who could obtain its loyalty or break through its walls and sanctums. They have grown, they have shrunk, there was tragedy against it and heroics for it, but never was it a player who moved the pieces.

Even after the Empire annexed the city with the blessing of the people within its walls, nothing made it stand out. There is industry, agriculture, exports of culture and religion, imports of knowledge and people, but no feats of importance.

A state of affairs that has enabled the city to grow as extensively and vital to the beating heart of industry within Broken Crossroads as it now is. Nariq does not rock the caravan; it does not strive for personal glory or push others down to raise itself. The Free City of Nariq rises quietly, building industries and manufacturing goods while teaching its people to rise step by step from the past rungs of history to greater heights.

But it does not rule.

It is Nariq, a city that slumbers upon the power it accumulated, and a city that others are well aware could come to dominate the Region if only given a match to light its dead ambitions.
The Free City of Zimbasa within Broken Crossroads is an inheritor to a long and winding history of strife, hope, beauty, and, much to its native's contrition, one really bad theater play that has tainted perceptions the Empire over.

Thanks to several surrounding deposits of minerals and breeding places of insects, both of which can be ground up and used in paints such as viridian indigo, rust-blue, and chartreuse, the city of Zimbasa has also often been described as "The City of a Thousand Murals." Any visitor to that city will be quick to point out that such a description is a blatant lie, as the city contains far more than a thousand murals, every house and every street covered in paintings from ages past, lost, found, new, and recent.

A large amount of the city's budget is taken up by said murals, though not in their maintenance, but in covering them up after a decade has passed or they have been damaged by weather effects, wear and tear, or vandalism to an irreparable degree. "The walls turn white" is a local idiom that has its roots in that practice, meaning much the same as "time heals all wounds" or "this too will pass" for other Regions, though with an implicit promise of renewal. This is because contests are held every week between artists to gain the right to adorn those covered-up spots with their visions, which often lead to vicious rivalries, especially made potent by the fact that the winners are paid a handsome sum upon a mural's completion.

Besides the focus on artistic endeavors, carved trinkets, religious, patriotic, or merely pretty in nature, with clothing fine and typical, and musical instruments are some of the other well-known exports from the city. Unsurprisingly, the most popular figures are famous heroic Knights, with local figures of religious importance a close second, the spirits, deities, and holy individuals rendered and carved in stone, ivory, bone, and wood for those with the money to splurge for the latter.

Unusually, the crest of Zimbasa is illegal to re-create and sell in any form, as the crest is the second most crucial part of their heritage due to the pride that comes with being declared a Free City within the Empire.

This honor did not, however, come with mighty feats of strength, valor, or discipline, but by moving the then-ruling Emperor Galluis to tears when presented with a painting of his late eldest son at the Battle of Horns, his valiance and attempts to shield the retreat of the troops he had lead with a doomed charge against a Dreadnought rendered in such detail and clarity that it took over a century for every aspect of the painting to be fully discovered and documented. Though the large amounts of gifts to various officials certainly didn't hurt their case, even if the Zimbasans are quick to take offense to the insinuation of bribery being used to become a Free City.

Necropoli
The Buried City is nothing less than a cursed tomb.

Its depths are uncharted. Its edges are unknown. The breath and width of its contents are eternal and unending; no expedition that sought its ends has managed to return without reporting failure after failure...should they make it back. Because, like all Necropoli, the Buried City is alive. It watches with drones of long legs floating in the distant mists and fogs, its ears are metallic scarabs scuttling unheard in the darkest of night, its mouth abominations of metal and meat that devour whole Knights fighting against them with the best anti-Titan weaponry that can be created or found. There is a hidden malice in its heart, and that malice does not stay contained for long should one overstay their welcome.

And yet, thousands still delve deeper and deeper every year, zones and corridors mapped and documented, with hundreds dying with every new zone found and its dangers guessed at. Foes are fought and killed, rooms converted into hiding holes, factories into strongholds, and entire habitation blocks brought online once more to defend against the malignant entities that wake to take those parts of the city now conquered from human hands once again. It is a ceaseless struggle that demands the utmost from all that enter, taking lives, souls, minds, and more as scavengers plunge ever deeper, hoping to find fabled Artifacts and treasures that shall set them free of all ailments of life.

And every year, all those sacrifices are made worthless and meaningless.

You see, the Buried City has only three corridors into its abyss that remained unchanged and unbothered by its host's intrusions and will. They do not change with the new year; they remain as they are. But all others? They move.

No room is the same, no hallway bears the marks that have guided thousands, and no district contains the same dangers. Things thought dead and killed once more stalk the corridors, corpses long thought eaten by time and bacteria once more leave trails of gore and blood in their wake as they are dragged by things to lairs burned out.

The Buried City is alive and ever-changing. And it hungers unceasingly for those too weak or slow to escape its grasp.
The Doomed Offices are a part of the Underground Necropolis in the Bone Valley Region known for two things: they were clearly used as part of an administrative organization or structure within the pre-Necropolis city and for the mathematically impossible number of corpses within.

Every room, every hallway, all furniture from the water coolers to the desk, the freezers and break room, even the damned broom closet is not filled with corpses; they are utterly drenched in decorations made out of them.

Doesn't matter what the decoration is; it could be a frame for a photograph, a coat hanger, or a nice filigree alongside a chair; every part is constructed out of human bones. Skulls, tibias, teeth, femurs, ribs, it doesn't matter. Everything in the Doomed Offices that could have a decorative aspect is adorned by human bones. And as horrifying as that is, the worst part is that, only based on the number of skulls already counted, not guessed at, it would take several million bodies to fill out the offices as they are.

Most believe that those bones are replicas, created by medical machinery used by Mutant or Machines, or even by survivors who had nothing better to do than leave an utterly fucked-up mystery behind, with this belief supported by the several "grave" and "living" areas encountered within the Offices, modeled into places where corpse have been lain in respect instead of using them as decoration and as places for people to actually inhabit long-term, yet others think differently. That the bones have made it this far, in this near-pristine condition as they have, especially bleached and pure white, is seen as a sign that the bones are fresh instead of ancient.

This hypothesis is supported by the Machines within the Doomed Offices taking great care to inject poisons or inflict non-bone-breaking injuries upon those they encounter, with survivors claiming that the same Machines then began to "strip" the bodies of the fallen comrades of their flesh.

Whatever the reason, the Doomed Offices are filled with bones, displayed in unnerving macabre art, and their hallways are filled with Machines that seek to kill you and take all of your flesh.

But people still go there, and for one single reason: data.

The computers the Ancients used are still operational; they are still capable of accessing their networks and requesting data, and they can still be manipulated to open, close, alter, and change the wider Necropolis around the Doomed Offices without requiring specialists from a Forge-Clan. However, the same are still clamoring to pay out bounties for information all the same; the trio of Forge-Clans within Bone Valley are enamored with any information that can be gathered and sold.
The Forest of Rust is one of the many Necropoli dotting Calynth after the Collapse and the destruction of the civilizations of the Ancients in an unknown cataclysmic apocalypse. It was, by its estimated size in the horizontal and vertical, once among the most populated metropolises on Calynth, able to contain a population of 100 to 250 million people, with an estimated +200-400 million dark number inhabitants estimated due to erosion, collapsed infrastructure, and technological differences in Empire and Forest Civilization.

Situated north of the Region Tessen, the Rusting Forest stretches the whole length of the Region, its Outskirts barely peeking into the Region by virtue of not having been picked clean by scavengers and eroded by time yet. These Outskirts have long been dubbed the Eastern, Southern, and Western Outskirts, depending on where one enters the Forest and to which length one wishes to move for salvage and potential artifacts.

The City proper is divided by the Three Rings, gigantic walls measuring 20, 50, and 150 meters in height, bristling with rusting weaponry, decaying defensive measures, and adorned with the forgotten banners of ancient lineages, patrons, advertisements, and other unidentifiable iconography.

Fittingly, the First Ring is secured by The Wall, the single most exemplary gold standard of defensive emplacements that have ever been found or created.
In addition, within the First Ring are several locations known by geography, ancient tales, and because someone named them such and it stuck due to inertia alone. The Gallery, the Sewers running underneath, the Smokestack, Pit, and Tower of Pain, common destinations for those seeking their first "proper" scavenging runs, and the common graves for the same people.

The Second Ring contains heavy industry, titanic skyscrapers, and sky bridges.
Yet, it is the most abundant with life due to forgotten systems still bringing water to where pipes have long since burst, nourishing the animals and Mutants living within the Forest. Military installations are commonly suspected, with security drones present in swarms around certain areas despite their generations without maintenance. Additionally, most Rare and Behemot Mutants live within this Ring, sustained by the nutrition of plants, feedstocks, and potentially ancient sources of bio-energy.

The last Ring, the Third Ring, contains The Spine.
Little is known about the monumental construction that reaches kilometers high; other than that, it looks like the spine of a human due to decay and, possibly, design. Few who went there returned, fewer claimed they had reached it, and none believed when they said so.
The Twisted Factory is one of the newly discovered locations within the Underground Necropolis, in an area creatively named 'The Feasting Table' due to a joke about the entire area being like a table filled with food set out in the slums. The name of the factory comes from the fact that, despite the purpose of the building being that of manufacturing items of unknown nature, the layout of the rooms, halls, machines, and supporting infrastructure is...strange. Manufacturing lines feed from the interior into hidden smelters, which output the resulting slag to be recycled into halls that separate the metals into hundreds of lines that vanish or stop in rooms and machines that hold either too little or too many materials to be usable for their purpose. Offices border directly unto roads, with some even nestled directly adjacent to tracks that carry carts filled with produced items or parts, while rooms such as toilets, restrooms, and kitchenettes are either too far away or non-existent within.

The name is further compounded by the weird layout of the hallways themselves. Some continue on for far longer than our scavengers feel they should, and many describe a constant feeling of creeping paranoia and unease within. The empty spaces and twisting halls are filled with openings and connections that make it basically impossible to establish a fortified safe room or base camp. That no Machines, Animals, or Mutants have been discovered within only adds to the unease our scavengers and scouts feel.

Yet, despite that, the bounty to be claimed within makes the perceived dangers and mental stress worth it, with Artifacts of industrial nature and corpses of twisted amalgamation found, both able to fetch a high price and capable of disclosing secrets gleaned from a past that produced them. Alongside the duty to recover all Artifacts they can gather, precious resources and materials can also be found and brought back to the Chapter. Gold, jade, copper, silver, and fragments of Jewel are readily found on the floor, within the offices, and on machines, or hidden in storage rooms filled with rotting and rusting furnishings that have long since decayed into unusability.

It is unlikely that the Twisted Factory will run out of secrets within the century and, even with educated guesses, will be able to continue justifying the effort invested into hunting down and searching for Artifacts and precious materials for the one after that.

Other
Currently under IntSec information blackout.
The Imperial Bridges are a project designed in 742 AC by Empress Makani 'The Luminously Enlightened' of Slatnan, to bridge the vast gap between the Empire's four corners, seeking to cut down travel time and dangers by deliberate and targeted colonization and creation of underground passageways wherever feasibly, akin to the Eldest Road and the Notched Sister's Road.

The completion was projected to occur in 1168 AC, should no significant delays happen and various natural geographic features be converted to be used, alongside costing a solid 13% of the nation's total income to supply the required materials, people, and military assets to the bridges. Despite these hurdles, the vast amount of money, and the incredibly long completion time, Empress Makani ordered surveys to take place, materials to be gathered, and feasibility studies to begin so that future generations could harvest the fruits of their efforts today.

Now, nearly three centuries later, the Eastern and Western Imperial Bridges are either on track, as in the latter's case, or ahead of schedule for the former, with only the Northern Imperial Bridge lagging behind the schedule set for its construction. Though in its case, that has less to do with any lack of ability, funding, or workers, but rather the existence of an enormous warren of insectoid hives smack-dab in the middle of the Wastes situated in the interior of the Empire and directly in the path of the Bridge.

Whereas the others did not have to contend with hostile animals, Mutants, or Machines for longer than five years, the ongoing fight between the forces of the Northern Bridge and the Mi'Shin Hives is a constant source of veterans, tactical and strategic proving grounds, exotic materials, food, uncommon minerals, and corpses. Yet, despite that, the extensive warrens of the insectoids are projected to set the construction of the Northern Bridge right back on track, with at least a comfortable decade of wiggle room left, thanks to the massive tunnels dug by the Mi'Shin's Behemoth Level Hive Guardians in their futile resistance against the Empire.

However, given that airships have become an ever more present sight in the Capital and Tessen, there have been some murmurs and rumors that the Imperial Bridges may not be a project that started with good intentions but was ultimately outpaced by the progress of technological reclamation and innovation. Emperor Elianus addressed these rumors in a recent interview in a newspaper popular in the Capital: "I struggle to imagine any world where airships deliver more cargo than ground-bound alternatives do where a ground still exists. Especially as our understanding of Suspendium advances and improvements in all forms of travel and logistics are happening or will soon be tested outside of laboratory conditions."

Items
Goal of the Investigation: Gather historical information regarding the recovered Artifact "Heart of Drakes," alongside any data regarding its capabilities if implanted into a willing volunteer.

Analysis: Uncovering any information regarding the Artifact "Heart of Drakes" Artifact ran into troubles on multiple accounts despite the assets committed to discovering any information pertaining to its uses, capabilities, drawbacks, or scientific value. Due to the Artifact's age, and rareness, little could be found within public archives and libraries, alongside what was accessible from local Forge-Clan information storehouses. Further digging within private libraries and data terminals of nobles, collectors, and researchers unearthed little to no actionable information, as all that could be gathered regarding the Artifact were several surviving comics with "Drakes" being mentioned off-handedly in a negative, almost disdainful manner. Finally, a breakthrough occurred when Agent Ne'zyr described the Artifact to a Forge-Clan Artificer specializing in the reverse-engineering of bio-mechanical components, who, upon demands to see the object in question, confirmed it to be a part of a series of implants used by a nation before the Collapse to, in their words: "Commit the highest heresy of all that can be done: take a person's ability to reason and think by turning them into nothing more than a servile drone." Upon further questioning, the "Heart of Drakes" was revealed to be a means by which a person could be transformed from an ordinary person into a trained, highly-efficient Deniable Operations Soldier (Then referred to as either a DEOS or Deus due to them being used to achieve seemingly impossible missions, often at the cost of their own life), who lacked any and all capacity to reason independently if not required for their assigned tasks or handlers.

Conclusion: The "Drake of Hearts" is a bio-mechanical augmentation device capable of turning any volunteer into a soldier capable of operating on the same level as the Royal Guards on a purely biological level and would likely be able to surpass them if adequately equipped with the best we can acquire from either our Artifact Vault or bought from other Scavenger Operations or Noble Houses. The loss of all Sapient/Sentient capacity would require the assignment of several permanent handlers explicitly trained to care for and direct the resulting Drake until their expiration in either combat, illness, or due to age.

Agent Notes: We highly advise keeping this Artifact in the most secure portion of the Vaults. Further, we strongly recommend additional efforts be undertaken to fortify the high-security areas against intruders so that this Artifact cannot be used against the Pilgrimage, the Empire, or Tessen. Any person that wishes to use this Artifact should be excluded from any position of authority within our ranks indefinitely, without any chance of reconsideration.
Preliminary Statement: This Investigation was conducted on the order of the Pilgrim Council to understand, trace, find, discover, decipher, or otherwise ascertain any and all information regarding the Artifacts labeled "Sword Dusk/Dawn/Eternity/Finality" by their finders, Mguni, Seeker Sala, Ibelai, and Hevv, respectively.

Initial Findings: Located within the Monastery, each "Sword" was found by a member of the Scavenger Teams, independently, and without knowing of the findings or naming of another "Sword" within the Monastery. Each of the four recalled that the names chosen for the Artifacts "felt right, like heat to fire and firmness to stone." All four used the same explanation, and these exact words, in the same order, triggered an initial worry regarding mental manipulation or psychological imprints created by the Swords. After a medical investigation, aided by Data-Smith Fibboni due to her personal interest in such cases, no conclusive evidence was discovered that pointed to any manipulation of the minds of the four Scavengers. As we can rule out more base methods of manipulations, such as nanites, Artifact mind-lattices, higher-order parasites, and blackmail, more exotic, and therefore unlikely, methods are to be taken into consideration, if only to be thorough.

Nonetheless, while the finders were undergoing their medical examination, each of the Swords was subjected to various tests already established to be relatively secure and able to ascertain the nature of unknown items and machines found from the previous Ages thanks to centuries of trial-and-error. As such, we can say, with 99% certainty, that none of the "Swords" pose an immediate or long-term health risk, the latter coming due to their lengthy storage within our vaults.

Discoveries: As far as we are aware, the "Swords" are inert, unable to explode, act on their own, be activated, or exert any external manipulation by direct or indirect means. They do not possess any means by which they could become hostile. Therefore, searches in that direction were halted and refocused on ensuring that other, more plausible, effects would not negatively affect any being near or currently using them. There, too, no evidence was found that any of the four could harm their users. There is nothing to be afraid of.

Conclusion: The Sword of Dusk, Sword of Dawn, Sword of Eternity, and Sword of Finality will not harm us.

Events
An Imperial Convention is the singular most momentous event that a Noble could ever hope to attend.

It is not only a gathering of movers and shakers from the Empire's industrial, mercantile, and military sectors, not just bankers, magnates, Forge-Clan representatives, military leaders, court politicians, and inventors.

It is not merely a place where thousands of nobles will gather to discuss the Empire's future and, thus, the world's, with all the opportunities and dangers that come with such a massive concentration of political power.

It is, in essence, a gathering of all noble Houses that rule a Region within the Empire, all reigning sovereigns of dynasties and Houses that are backed by power, secrets, and alliances that force even the Imperial Family to maneuver with care, all of those who can wield the might of Regions like one would wield a tool.

An Imperial Convention is all of them coming together at the behest of the current Emperor or Empress, called and summoned by their decree and order to convene and gather so that concerns and laws can be brought to the forefront, enacted, dismissed, resolved, and penned into eternity.

Only fourteen Imperial Conventions have been called in the Empire's history, the most notable one establishing a Mutated's right to free movement. In the aftermath, several Noble Houses were censured and removed from history when they refused to heed the decision and will of the Empire made manifest.

That this Imperial Convention was called to deal with the matters of Airships, Suspendium, and the economic, societal, cultural, military, and religious consequences of their widespread use and distribution is not an indicator of indecision, of seeking counsel, or an attempt to divulge himself from the responsibility to solve the same by Emperor Elianus of Slatnan, but a sign that he decrees the Empire to heel, united and as one, to decisions made under his command and rule.

To ignore him; foolish.
To refuse him; suicidal.
To oppose him; the death sentence of a legacy entire.
The competition created by the Bureau For Imperial Civilian Logistics to produce a notable upgrade to the Empire's weaponry wielded against its foes is...unusual in more than one sense. While there have been multiple instances where the Empire desired for unique weapons to be developed that could be used in specialized circumstances or for a foe that needed a countermeasure developed as soon as possible, this level of directed weapons research has been, up to now, unprecedented.

This fact is further compounded by the glaring nature of the competition; to reduce the need for specialists as one wields Coilguns, weapons that, notably, have only been used by Knight Chapter and Forge-Clans themselves, with the Royal Regiments not using those weapons despite their devastating power in favor of more reliable and mass-producible options...even if the same are still the best weapons given out to the regiments of the Empire.

While one can see this as a massive miss-step by the Imperial Family, ordering the development of technologies that will phase out another lever of power for the Forge-Clans they are unwilling to give up, others see this as a clever ploy by the Bureau to pit the various Forge-Clans specializing in weapons research against each other, dangling the massive reward of an Imperial Favor in their face to blind them with greed to the downsides of not closing ranks and refusing to deliver what is requested. Whether or not that is the truth is impossible to say. Still, one can infer that, by the mutterings of the various Elders within Norqod, the competition between those Forge-Clans in the race has only intensified in the last months, security and caution thrown out by one team after another, seeking to progress further than all other Clans to secure the Favor by nearly all means. Thankfully, espionage and violent means have not yet been deployed, but one need not be a pessimist to see that the seeds for such have already been sown with the slow decline of the Forge-Clans iron hold over high technology.

For us, this is not something that we need to be overly concerned with, as those Forge-Clans in the race are unlikely to see us as a competition, despite the massive advances made in the fields by Turi during the last season (even if more than one person has voiced deep concerns due to her utter fixation on the project, almost to the point where she neglects to eat and sleep). Yet, once the winners are announced, with our teams believing our chances to win to be around 60-80%, that can swiftly turn around, and several Clans may enact revenge against us if we do win.

Should something like that occur, the most likely suspect would be Forge-Clan Mashiiir, as it has not only been declining harshly in recent decades but also because it has been leaked that its Elders seek to use the Favor to bring several strategic resources under their control by being allowed to send out pioneers and settlers on their own initiative, with the resulting settlements under their command and control.
The Region is, effectively, in a state of emergency, one that will not be lifted for at least another two seasons, as tens of thousands of people are internally displaced by the rampages of the Titans that rose from the muck and mire, with thousands more missing or killed by the various beasts and machines rising from the edges of the Region to invade what had been cleansed of their taint.

Half of the Region's military detachments have been effectively wiped out, with most of the security delegated to local militias, at least those who are still in place and have not evacuated their villages or even towns to evade the Titans. The local Knight-Chapters of Myra's Wrath and Bloody Cog have effectively been wiped out and are in dire need of rebuilding. In addition, the Knight-Chapters of Her Iridescent Wings, Gambler's Dice, Burning Truth, and Dire Sabers, which had dispatched large numbers of their orders to reinforce Sunken Hollows, have taken similar losses, though not to such a ruinous degree as the local Orders. However, that is something that the Emperor has already taken care of with a general call to arms to the various Knight-Chapters of the Empire to send over promising recruits or honorable Pilots to bolster their ranks.

As for our Chapter, their main focus was on coordinating with the Order of the Flamin Sword to ensure that what refugees they could shelter would be sheltered and lending their members to keeping people organized and healthy. Some of those refugees have converted during this emergency. Still, the majority have not, yet their gratitude has allowed the Chapter to operate with less suspicion and derision leveled against their every move and members.

A large number of those displaced have begun returning to their homes, or what remains of them should they still exist, with the supplies and aid packages the Daughter of Dawn had aboard herself being used by our Chapter to great effect in supplying those hopeful returners without making them choose between being extorted for little aid, sell their last possessions to make the trip, or restart a new life in a location already swamped with refugees that have nowhere else to turn toward.

Those incapable of returning have generally not been mistreated, with House Hollow's Guards keeping a strong presence in the refuge housing district. Incentives are being offered to those whose homes have been destroyed to nonetheless return with armed Guards and weapons in their hands to retake what may have already been overrun with animals, Mutants, or Machines.

It is expected that things will not improve for a long time until a gradual increase in QoL will settle in for those who have been affected the most and that around 7% of the total Green Zone space will have to be given up to Yellow or Red Zone classifications.
 
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