Turn 7: Year 1; Month 6; Too Many Choices
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 107
-Faithful: 2/3
-Followers: 104(29 unoccupied)

Materials: 18.98(+2.04 per turn)

Goodwill: 9

Piety: 50% (No effects)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination facility (Basic) 100 Pilgrims receive water in case of a drought.


After the meeting with Lord Malarn, the news that you would receive military support for digs had spread like wildfire through the camp. This was compounded by the fact that the scouts that were surveying the Western Outskirts came back with six locations that had seemingly escaped everyone's notice and had even on a cursory glance many treasures that just waited to be uncovered by those willing to do so. The archeology-corps is already planning routes and calculating how many supplies they need, as well as how long they can afford to stay. The scholar-corps is similarly excited about the prospect of getting so many new things to study, and have already planned out a section in the Tree of Knowledge to serve as a laboratory with room to expand when it becomes necessary. The fact that they do so shows you that they believe that the Pilgrims will have not only a future but a great one to boot.

Further stoking the great mood is the fact that you finally finished training the missionaries to an acceptable level of competence, as is shown by the fact that many have already made connections with the outlying villages and a few in Mirn. This has already led to many ideas being discussed about the next step the Pilgrims should take in that direction. Establishing soup-kitchens, further training in speaking and rhetoric, and even building inns for travelers to increase the income of the Pilgrims and expand your own reach, are all ideas that are being discussed all day long.

What is not so great is the fact that the drought has finally hit in full effect. While the desalination basins (you really should get a name for those) produce enough water to supply almost every Pilgrim, you worry about the fact that this is no longer the case as you have reached a milestone that you did not believe you would. 100 Pilgrims, a high number to be sure, but one many already speak of as being only the first step to new heights. Nonetheless, there is one Pilgrim who had caught your attention during the celebration.

One Maxcim Kavlin, an artist and a mute. He had apparently, from what you could glean from his gestures and drawings, not had an easy life. His parents were bandits, and as such, he was always viewed with suspicion and distrusted. After being chased out of a village he was selling his art in, for suspected heresy, he had to leave everything he owned behind, and if it were not for a Pilgrim sharing his meal with him, he would have starved to death. Maxcim was intrigued by the tale of the Pilgrims, what they want to accomplish, and went to see what this was all about. When he arrived at your camp, he spent some time just watching, talking, and sometimes helping people who struggled with their work. The time between that was spent reading the Good Book, and discussing the meaning of your words inside it.

When you talked with him, he pointed out multiple sections that could be improved and some that were his favorites since they resonated with his own believes and credo. Over the last two months, he slowly became a feature in the daily work, and your talks with him proved to be both relaxing and intellectually stimulating. Then, he came to you requesting to be a full Pilgrim. For him, the willingness of the Pilgrims to help others for no payment and their wish to help others through their work was inspiring and something he wants to both do himself and build upon it.

The fact that he has practically taken over the base-management and has already filled half a book with sketches for rooms, decor, and layout of future expansions is something that is probably entirely coincidental. Not like the fact that he could carve an entire mountain to his design had influenced his decision. Still, the "Forest" theme he had chosen does look nice.

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

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

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 50%
Reward: 1d12-4 Recruits)

[ ] A Pamphlet For You
Write some simple pamphlets to introduce the Pilgrims to the wider consciousness and (hopefully) get people interested in you. This would also help in introducing yourself to a group.
(Chance: 80%
Cost: 1.5 Materials
Reward: 1d6 Recruits, +15 to Personal Introduction, permanent boon)

[ ] Establish A Soup-Kitchen
The easiest way to get people to trust you is by providing them with food for free. This will be not only an easy way to improve the standing of the Pilgrims but also ensure that you have a base to start more complicated operations, like orphanages, healing-houses, and schools.
(Chance: 95%
Cost: 4 Materials Upkeep: 1 Material
Reward: 1d3 Recruits, +0.01 Goodwill per turn, unlocks further actions)

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

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

[ ] Write In

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

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 30% for Nobility and Churches, 50% for Military
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Create A Diplomat-Corp - (Basic)
Speaking is hard. Doing so with people that seem to see you as nothing more than a temporary nuisance barely? That requires either immense strength of will, massive charisma, or proper training. Unfortunately, you will have to do with haphazard training.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 75%
Reward: Basic Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 35%
Reward: Better information and possible counters against the plans of one faction.)

[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 50%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

[ ] Write In

Learning:
Knowledge is Power.

[ ] Study The Locals
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.
(Chance: 90% Successes needed: 1
Reward: Reduced penalty for recruitment actions, unlocks additional faith actions.)

[ ] Study The Land Locked By Drought
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)

[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Write In

Archeology:
The secrets of the past will illuminate the future, may we learn from their mistakes.

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 5 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 65%
Takes 2 Turns
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

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

[ ] Write In

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

[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Takes 2 Turns
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 3.5 Materials Upkeep: 0.2 Materials
Takes 2 Turns
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)

[ ] Administration Center - Basic
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 2.5 Materials Upkeep: 1 Material
Takes 2 Turns
Reward: +1 Personal Action, Unlocks Too Much To Do)

[ ] Expand The Desalination Basins
Water is something that no one can live without. Ensuring that the Pilgrims have an ample supply of it is not only wise, the expansion would also yield enough salt to provide for the needs of the Pilgrims and enable you to sell the surplus.
(Cost: 7.5 Materials
Takes 2 Turns
Reward: 250 Pilgrims can be supplied with water, 1d4 Materials through salt sales per turn, unlocks further buildings)

[ ] Write In

Personal:
Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (1 Action)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 50% for Locals, 30% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Name Yourself
Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)

[ ] Write In

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

Voting will be closed on the 15.04.20 at 17:00 CET.
The decision for Goodwill use is on the 16.04.20 at 17:00 CET
Updates will be online on the 18.04.20 at 17:00 CET.
 
Rumour Mill Turn 8
Free Food!
The Pilgrims have espoused the cause of being kind for the sake of being kind. Now, they have followed their words with actions and have started a soup kitchen in the city Mirn. Already over 200 People are eating in it every day, and more are gathering in queues to receive free meals. Some assholes have tried to take advantage of this, but they have been shown that while the Pilgrims are idealists, they are not afraid to deal with those who take undue advantage of this.

House Ulatarn Finally Opens The Cisterns.
House Ulatarn has opened the cisterns to help the people in this drought as they should have from the beginning. Why they have refused to do so is still a hotly debated topic, with those who know the real reason being drowned out by those who talk only to talk. At least we now have water.

Fulkan Iron-Works Under Investigation.
The Fulkan Iron-Works had recently finished their expansion and made it known that they are searching for more workers. But only a single week later, they were forced to close their gates to allow an investigation by the Adventurer Guild. No reason has been given yet, but tales of mutants have reached the public. Whether they have only broken into the building or have been used as slave-labor has not yet been confirmed, should they be the reason for the investigation.
 
[Canon] - An Excerpt Of The Book: Biologicum Mutationes, By Alser Jaleke
It is an unfortunate truth that our world is cursed with the presence of the Mutants. They are a vile mockery of humanity and all that we stand for. Elongated limbs beyond reason, multiple limbs in sets or horrific places, such as eyes on arms or legs and feet on the back, poison, venom, and a multitude of other horrible and disgusting combinations too vile to describe are all too common. Unfortunately, I am a scholar and do not have the excuse of the common folk to not do so under my upbringing and level of education. As such, I have to endeavor to endure this crime against nature that the Mutants are and describe the multitude of mutations that they have shown to exhibit.

But, I fancy myself a scholar that does nothing in half-measures, and as such, I will dedicate the first half of this book to the Mutated. Now, there are undoubtedly some less educated individuals reading this that have no idea what I am talking about and ask themself: "Mutated? I thought they are Mutants?" To those I have to say: There is a difference. For you see, the Mutants that I talked about in the introduction are the end of the scale of mutations that exist in our world. The Mutated, on the other hand, are those unfortunate enough to fall in the middle between those standard deviations from the human baseline, such as dwarfism and albinism, and the other end of the vile Mutants.

These Mutated are cursed by the many mutations that change their appearance but are not in the grasp of the insanity that the Mutants are known for. Indeed, most are by all accounts only humans that have a bizarre appearance, would it not be for the fact that they share most of those markers with their lesser and much more violent brethren; the Mutants. There are many ways that a Mutated differs in appearance from the standard human form. The most common are described below and are further detailed and specified in the following pages marked at the identifier to ensure that you, dear reader, can peruse them with greater efficiency.

Skin, pg. 13-27
There are many variants in the Mutated when one looks at the way that their skin differs. From fur or scales that only grow in patches or cover their entire body, the ability to mimic their environment by changing the color of their skin, to those that have unusual skin-colors, such as a deep red and green.

Bone-protrusions, pg. 27-36
Those protrusions are most commonly positioned along the arms, legs, or chest, forming a crude type of armor, jut out of forearms forming "blades," or create "crowns" or antlers on the heads of the Mutated.

Tails, pg. 37-52
This is a hotly debated topic among those who study human biology, for there is evidence that humans once had tails, and as such, those who have them should not be classified as Mutated, merely "devolved." In the nature of scientific objectivity, I have chosen to include them in this book to explain further why tails with pink fur or blue scales are not something that our ancestors once had, dammit, and should be classified as a Mutation!

Eyes, pg. 53-55
Unusual colors such as red or purple, cross-slitted, square, or "+" pupils, or those whose rainbow-skin has melted into the leather-skin of their eyes.

Teeth and tongue, pg. 56-76
While the variations in this category are not as diverse as in others, the displayed stability and uniformity are highly impressive. The most common forms are fangs, sharp canines instead of incisors, and forked tongues as some examples.

Hands, arms, legs, and feet, pg. 77-92
Multiple phalanges are the most common, but digitigrade legs with accompaniment bone-protrusions and claws are the most well known in this category.

Hair, pg. 93-95
Unusual colors such as green and blue, or thick spines instead of hairs are included here.

Internal Bonesstructure and Organs, pg. 96-214
The real meat of the Mutated can be found here, for many live their lives, not knowing that they are Mutated at all. There are many unique and varied variations, such as multiple livers, lungs, hearths, or other organs for numerous purposes. Many a Mutated also sports unique bone structures aiding, or supporting other mutations, or reinforcing the already existing structure.

Reproduction, pg. 215-239
One of the mysteries of the Mutated is the fact that there is no unifying way to identify how they are created or born. There can be generations of normal healthy humans before a Mutated is born, or two Mutated can give birth to a healthy human. This section mostly contains speculations and can, as such, be skipped by those seeking only hard facts.
 
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Turn 8: Year 1; Month 9; Getting Stuck In Work
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 115
-Faithful: 2/4
-Followers: 111(11 unoccupied)

Materials: 13.59(+1.11 per turn)

Income = 2.22 Materials:
2.22 Followers

Upkeep = 1.11 Materials:
1 Soup kitchen
0.11 Drought Upkeep

Goodwill: 9.01 (+0.01 per turn)

Piety: 62.5% (+10 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination facility (Basic) 100 Pilgrims receive water in case of a drought.

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

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

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

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

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

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

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

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

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

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

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

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

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

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

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

[ ] Write In

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

[X] Create A Diplomat-Corp - (Basic)
Speaking is hard. Doing so with people that seem to see you as nothing more than a temporary nuisance barely? That requires either immense strength of will, massive charisma, or proper training. Unfortunately, you will have to do with haphazard training.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 75%
Reward: Basic Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)

Learning: Knowledge is Power. (Choose 1 Action)

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

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

[ ] Study The Land Locked By Drought
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)

[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Write In

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

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

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

[X] Administration Center - Basic
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 2.5 Materials Upkeep: 1 Material
Takes 2 Turns
Reward: +1 Personal Action, Unlocks Too Much To Do)

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 1 Action)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 55% for Locals, 35% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

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

[ ] Name Yourself

Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)

[ ] Write In

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

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

Voting will be closed on the 20.04.20 at 0:00 CET.
The decision for Goodwill use is on the 21.04.20 at 0:00 CET
Updates will be online on the 23.04.20 at 0:00 CET.
 
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Rumour Mill Turn 9
Free Healing! In the future, maybe.
Helping people is a noble goal. But sometimes one has to ask whether or not someone should have some certificates before doing so. The authorities think so. While the Pilgrims are dealing with a glacial bureaucracy, the sick and injured go untreated. Maybe someday, the will to help someone will be enough to help them?

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

Fulkan-Ironworks foreclosed under slavery accusation!
It seems that last year's investigation by the Adventurer-Guild has borne fruit, and the Fulkan-Ironworks have been found guilty of slavery. Not the somewhat understandable one by using Mutants and forcing those beasts to contribute to society, but the one with the Mutated. While there is a minority that advocates this type of slavery, the majority believes that there is enough humanity in them to prohibit such practices. The owner of the Fulkan-Ironworks is now put through the imperial justice-system, the outcome clear for everyone: Death.
 
Turn 9: Year 2; Month 0; Flooded, Literally And With Options
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 122
-Faithful: 2/5
-Followers: 117(-8 unoccupied)

Materials: 9.43(+0.34 per turn)(3.00 taken by: Small Hospice)

Income = 2.34 Materials:
2.34 Followers

Upkeep = 2 Materials:
1.00 = 1 Soup kitchen
1.00 = Administration Center - Basic
1.50 = 1 Small Hospice Locked until completion

Goodwill: 3.02 (+0.01 per turn)

Piety: 57.5% (+5 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination facility (Basic)
-100 Pilgrims receive water in case of a drought.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do
Over time, the Pilgrims have struggled a great deal with even the most mundane task. Be it outside interference, the disapproving gaze of lady luck, or the fact that enthusiasm cannot replace knowledge. The Pilgrims have become accustomed to failure. They have dealt and accepted it in a curious way, one they call:

(Choose one)

[ ] Fail Faster
Failing is not something that should stop you; rather, it should motivate you to try harder at the next try.
(Failing an action now gives the next roll +15)

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

[ ] Fail Forward
The failures of yesterday do not only hold the answers to past problems but to future ones as well.
(Should an action be completed with +X points from a previous fail not used to complete it, they are used for the next failed action in that turn and count for the +10 to the next roll.)

***​

The year had started so well. Finally, there was rain, and the scouts had managed to find two sites in the sewers that looked like they could yield some interesting things, while they managed to map out the patrol-pattern of the Walker to the point that an expedition could go through the sewers without running into it. There was also the matter of Alisha Aadesh, a recent convert that had joined the Pilgrims about five months ago. Her story is one of a woman seeking a better life out of the bitter poverty of those that have o family to rely on. She had joined to receive the free food and had stayed when she realized that her actions could help more than only herself. She had volunteered at the soup-kitchen more than anyone and had become somewhat of a known face there. You just hope that you can help provide that future many like her look forward to.

At the Tree, your miners had finally been able to dig out the administration-center, basic as it is. Now there are shelves, tables, chairs, and an archive to organize better and document the activities of the Pilgrims. One fantastic side effect of the fact that you now use paper, ink, and charcoal in significant quantities is that you can put down the contributions of the Pilgrims and put them against the upkeep of your record-breaking, two facilities. This has created somewhat of a headache for you, mainly because the Pilgrims barely make black numbers. You still have a decent-sized cushion to build or promote things, but you should avoid doing anything that would increase upkeep unless you find a way to make some decent money, cheaply at that. The expansion of the desalination basins is probably the cheapest option that will get you some reliable income while scavenging a site in the Forest will get you some artifacts that you could sell to get some money now.

On a sideways note, your diplomats are trained enough that you had them help your scholars in getting enough materials for their experiments. This did not exactly go well, seeing as your scholars almost accidentally started a brawl, with only the diplomats being able to prevent things from going out of control. This has demonstrated that they are good enough to handle some more risky operations and introductions, but they have used up a good portion of the goodwill that you had accumulated over time. Still, training is done for one, and the others have collected enough materials, designs, stories, and expertise to be sure that they won't take longer than half a year at most.

That is where the good news end, however, as the bureaucracy in Mirn seems to block all attempts to establish a hospice. You cannot fault them, seeing as the Pilgrims aren't trained as doctors. Still, you hope that this will be solved soon, having to tell someone injured that you are not allowed to help, dampened the mood of the Pilgrims. Compounded by this is the fact that the entire area is currently being flooded like all the rain of the last year has decided to show up now with a vengeance. This has already led to the rivers going over their banks, farms being destroyed, and everyone is generally miserable, seeing as the ground has turned into mud. Thankfully, the Tree is located in an elevated position and was dug in such a way that the water cannot pool into even the roots. A small mercy, at least, seeing as you now have a lot of paper, scrolls, and books in your admin-center. Still, you should probably hurry to provide the rest of the Pilgrims with proper accommodations, as it is unlikely that the weather will be better for the foreseeable future, and no-one likes sleeping in the mud.

***​

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

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

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

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

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

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

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

[X] Establish A Small Hospice - Locked
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30% +10 Next Turn
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

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

[ ] Write In

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

[ ] School The Diplomat-Corp - (Expanded)
Now that you have diplomats, you could send them out to do some work. Alternatively, you could spend some time getting them to train to develop a better understanding of the human psyche, local customs, and all that stuff that diplomats do.
(Takes 2 Turns
Chance: 70%
Reward: Trained Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches, 70% for Military
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 45% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)

[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 60%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

Learning: Knowledge is Power. (1 Action Locked)

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

[X] Camouflage? - Locked
Being the same color as your surroundings is an effective way of escaping the notice of the meaner critters out there. Unfortunately, you often cannot mask yourself to perfection on the move or on-demand at a moment's notice, not speaking of the fact that some creatures can simply smell humans. Set your scholars to the task of figuring out a method to block both sight and smell, or mask them sufficiently.
(Chance: 50% Successes needed: 1
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, and permanent bonus in ???)

[ ] Study The Land
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)

[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Write In

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

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 5 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SE-02: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 1 Turn. No danger.

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 65%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 50%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 50%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 45%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 80%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 30% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Write In

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

[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Takes 2 Turns
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 3.5 Materials Upkeep: 0.2 Materials
Takes 2 Turns
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Takes 2 Turns
Reward: +1 Action to the specified section)

[ ] Expand The Desalination Basins
Water is something that no one can live without. Ensuring that the Pilgrims have an ample supply of it is not only wise, the expansion would also yield enough salt to provide for the needs of the Pilgrims and enable you to sell the surplus.
(Cost: 7.5 Materials
Takes 2 Turns
Reward: 250 Pilgrims can be supplied with water, 1d4 Materials through salt sales per turn, unlocks further buildings)

[ ] Write In

Personal:
Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

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

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

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

[ ] Name Yourself

Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)

[ ] Write In

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

Please note: I f----d up the number of followers. It is now corrected and won't have any outcome other than my failure to keep my system straight. Also, you now have one more Faithful than you should have.

I decided to put a moratorium into place to allow people to discuss their plans, now that you have effectively +2 Actions per turn, should you forgo the personal section and the fact that you have to be careful about finances since the hospice will put you into the red once it is up. The moratorium will enable you to ask questions about mechanics, the world, and lore, allow me to ensure that any plans are viable and make write-ins into legal actions. It will also let me put lore into a timeframe that does not interfere with my writing-time for the updates. Should you believe that this is too stressful or makes voting inaccessible to you, let me know. If the majority agrees, I will go back to the old update-system.

A moratorium will be until 25.04.20 at 17:00 CET.
Voting will be closed on the 27.04.20 at 0:00 CET.
The decision for Goodwill use is on the 28.04.20 at 0:00 CET.
Updates will be online on the 30.04.20 at 0:00 CET.
 
Last edited:
Rumour Mill Turn 10
Unrest in the Mutated-District
After the revelation in the last months that the Fulkan-Ironworks used mutated as slaves, the local population has voice vocal protests over this blatant attack on their livelihood. This has started to result in brawls over the region over as those who are in support of slavery are clashing against those against it. The nobles seem reluctant to disperse the protesters and have adopted a "wait-and-see" approach to this.

Much activity from the Pilgrims
It seems that the Pilgrims are going to be busier than ever. They have build a hospice, are expanding their desalination-basins, are meeting with the merchants, hiring mercenaries, and buying supplies. Rumour has it that they are preparing for a multi-year expedition into the necropolis. Most think that this is foolish, but a few await the news about their failure or success eagerly.

Dams are built around the rivers.
After the catastrophic flooding of the last three months, barriers are being made to contain the rivers and prevent any from flooding the farmlands and houses of the people. Hopefully, these measures are going to be able to stop the downpour. However, many people have already had to flee their homes to avoid the rising waters and are now seeking shelter by family or the cities. Hopefully, nothing will incite violence or cause greater unrest.
 
Turn 10: Year 2; Month 3; To Give Peace, To Give Solace
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)

Trait: Fail Better
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Ressource Statistics
Members: 129
-Faithful: 2/5
-Followers: 124(-1 unoccupied)

Materials: 2.27(-1.02 per turn)(7.50 taken by: Expanded Desalination Basins)

Income = 2.48 Materials:
2.48 Followers

Upkeep = 3.5 Materials:
1.00 = 1 Soup kitchen
1.00 = Administration Center - Basic
1.50 = 1 Small Hospice

Goodwill: 7.13(+0.11 per turn)

Piety: 55.5% (+5 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Contact: Abraham Lin
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Common
Forgotten Soldiers Helmet - 1.14 Materials - +5 to armor tech
Forgotten Soldiers Breastplate - 4.04 Materials - +5 to armor tech
Forgotten Soldiers Spear - 3.03 Materials - +5 to weapon tech
Intact Metal Walker Toy - 1.00 Materials - +5 to metal tech
Rare
N/A
Lost Tech
N/A
Unique
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination facility (Basic)
-100 Pilgrims receive water in case of a drought.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do
The dust had turned into mud, one fact that the six-strong group dearly hated. For days they had slogged through carefully prepared routes, had rested at prepared caches, and had watched out for mutants, machines, and worse. Amidst those six, however, was one person that was unfazed by the slog through ankle-deep mud, the constant worry of being attacked, and the downpour of rain.

"Samantha spies with her eyes, something that is ... brown", the figure at the front spoke in a happy tone, in direct contradiction to the mood of the rest of the group.

"Oh my god, shut up," a voice came from directly behind her, between exasperation and anger. "Everything here is fucking brown. The buildings, the streets, our clothes. EVERYTHING!"

"Gregor shut the fuck up! Do you want us all to die here? Stop screaming!" a voice from the back quickly spoke out as they nervously scanned the nearby houses and towers.

"But she does this shit every, single, time, we are out here. And why does she have to say her name every time she speaks? It is infuriating," came the quick retort.

"Samantha would like to remind Gregor that he had agreed to leave Samanthas speech-pattern alone should she find an artifact before Gregor."

"That was two months ago. My agreement does not extend over two months!"

"So, Gregor would let Samantha talk for two months as she wants if she would find a single artifact?"

"Fine, I agree, but there is no way th-," Gregors talking was interrupted as Samantha quickly walked to the other side of the street and went into an alley.

"What is she doing?"Don't know; maybe she saw something?"Unlikely, she most likely just wants to get away from Gregor", came the confused replies to Samanthas actions.

That is until she came back, wearing a helmet, breastplate, and spear. No one talked for a long moment until Gregor spoke up.

"You planned this, didn't you?"

"Yes, Samantha found these two weeks ago. She just had to make Gregor agree to let Samantha speak as she wants. Wich should be six months for three pieces", came her supremely smug reply.

"Woman, I will stab you," came the deadpan reply of Gregor.

"Samantha is confused, Gregor only carries an ax? You need a spear or sword to stab someone, don't you?"

Her only reply was the exasperated groan of Gregor, walking off to bang his head against a wall, and the laughter of everyone else.

***​

It is difficult to describe what you are feeling right now. So many things have changed in the last two years, so many things have stayed still the same. There is the fact that your scholars are still trying to figure out how to create effective camouflage. The Merchant Guild is always greedy, trying desperately to get any and all artifacts from anyone they can reach. People are still hurting the world over. But, times are changing, you can feel it in your bones.

The Merchant Guildmaster Abraham Lin is a good man if focused on making a profit. He has had a look at the artifact you had excavated in WO-05, a fully functional metal-doll of a Walker. This little piece of history is worth much to the right people. Fortunately, he knows who wants it and has the means to pay for it. Over the talks and negotiations with him, you managed to create a rapport and convince him that the Pilgrims are trustworthy. During these talks, you managed to get him to agree to give the Pilgrims a loan should you need it, as well as create the opportunity to order some technologies like printing presses and make contracts to buy goods in bulk exclusively from the Guild, which will help in your upkeep.

During the negotiation, you have also overseen the preparations for your first two expeditions. They have not only gone better than you have expected but also way faster, and many have taken to working both longer and harder to see them be successful. At the end of this period, you have seen one of them off, hoping that they will return in one piece and healthy after six months in the Forest. Thanks to the success of your scavengers, morale is high, even with the neverending downpour of rain.

However, the most significant point of interest was the completion of the first hospice of the Pilgrims.

It is not much, only three dozen beds ready for the injured and dying. But for some, it is more than they could ever have hoped for. It is hearth-wrenching seeing the elderly, man, woman, and children alike in a building, waiting for death or healing that they could never have received otherwise, praising you for something that should have been commonplace. And while some who enter leave with fresh bandages, cleaned wounds, and words of advice, some do not leave alive. Those are the ones that have no one else to turn to, no family, no friends, and no money to pay for proper care. Those are the ones that depress you the most, the sheer relief that they feel while talking with a Pilgrim about their life, or lack thereof. The thanks they speak to their caretakers even as they are dying or in pain. Those are moments that you are sure will stay with both your volunteers and you. They have instilled in you a will to help more people as you have done here. No one should have to die alone and unwanted, never being able to take solace in another soul willing to hear their woes and the story of their life.

And if the Pilgrims have anything to say about it, no one will.

***

FAITH - THE PLEASURE OF FLESH​

There is one truth that no one can escape: where there is demand, someone will supply. For the Pilgrims, this had mostly consisted of food, fuel, water, and various other knick-knacks that a tiny village worth of people needs and wants until now. Now there was the fact that one of the Pilgrims had chosen to perform one of the oldest professions of Humanity: Prostitution.

For yourself, this was not something that had ever crossed your mind. Sure, they existed, but the possibility that one of the Pilgrims would make such the primary way of earning their money had simply not been on your mind. Until one did so and created a massive problem in doing so.

While the Pilgrims have no problems with someone expressing their sexuality, as long as it does not involve children, the dead, animals, and is consensual, there is the fact that the person in question is known to be a Pilgrim to their customers. This could lead to problems, as some will inevitably decry the Pilgrims being a den of sin, while others will applaud and support the progressive stance of the Pilgrims.

In this, there is no easy answer, some will hate what the official stance of the Pilgrims will be, some will love it, and some won't care about it. You can only hope that whatever will be done about this, will not hinder the case of the Pilgrims too much. Or lead them astray from their path to help Humanity. All you know is that this will change the way that the Pilgrims are seen and how they view themselves.

[ ] (Write-in Argument)

***​

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

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

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

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

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

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

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

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30% +10 Next Turn
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

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

[ ] Write In

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

[ ] School The Diplomat-Corp - (Expanded)
Now that you have diplomats, you could send them out to do some work. Alternatively, you could spend some time getting them to train to develop a better understanding of the human psyche, local customs, and all that stuff that diplomats do.
(Takes 2 Turns
Chance: 70%
Reward: Trained Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches, 70% for Military
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People, Cults or The Merchant Guild)
Reward: Chosen organizations support-network unlocked.)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 45% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)

[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 60%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

Learning: Knowledge is Power. (1 Action Locked)

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

[X] Camouflage? - Locked
Being the same color as your surroundings is an effective way of escaping the notice of the meaner critters out there. Unfortunately, you often cannot mask yourself to perfection on the move or on-demand at a moment's notice, not speaking of the fact that some creatures can simply smell humans. Set your scholars to the task of figuring out a method to block both sight and smell, or mask them sufficiently.
(Chance: 50% Successes needed: 1 + 10 to next roll
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, and permanent bonus in ???)

[ ] Study The Land
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)

[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Write In

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

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 4 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SE-02: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 1 Turn. No danger.

[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes) - Locked 2/3 Turns
[X] Prepare an Expedition (WO-05)(1 turn)(House Mirn: No) Ends in 2 Turns

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 65%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 50%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 50%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 45%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 80%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 30% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Write In

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

[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Takes 2 Turns
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 3.5 Materials Upkeep: 0.2 Materials
Takes 2 Turns
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Takes 2 Turns
Reward: +1 Action to the specified section)

[X] Expand The Desalination Basins - (1/2 Turns)
Water is something that no one can live without. Ensuring that the Pilgrims have an ample supply of it is not only wise, the expansion would also yield enough salt to provide for the needs of the Pilgrims and enable you to sell the surplus.
(Cost: 7.5 Materials
Takes 2 Turns
Reward: 250 Pilgrims can be supplied with water, 1d4 Materials through salt sales per turn, unlocks further buildings)

[ ] Write In

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

[ ] Merchants
-[ ] A Small Loan

(10 Materials loaned for four turns at 25% interest)
-[ ] Buying Stuff
(Write in technology/machine/other you want to purchase. Locked to maximum Common technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk
(Reduce upkeep of one(1) structure by 0.1 Materials, can only be taken once a turn.)

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

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

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

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

[ ] Name Yourself

Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)

[ ] Write In

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

A moratorium will be until 03.05.20 at 17:00 CET.
Voting will be closed on the 05.05.20 at 17:00 CET.
The decision for Goodwill use is on the 06.05.20 at 17:00 CET.
Updates will be online on the 08.05.20 at 17:00 CET.
 
[Canon] - The Evolution Of Society
Society is ever-changing, ever-evolving, and never sits still. New developments in culture, technology, law, and changes in the environment all influence how a community develops or adapts. In many cases, this is a change that occurs over decades and centuries; people are getting used to changes over generations. However, The Collapse is the most prominent case of forced change.

During The Collapse, there were many practices and cultural ideas that were wholly and suddenly detrimental or, at best, hindering, to the survival of humanity. Many ancient sources suggest that women especially were seen more along the lines of a second-class citizen, an idea that would get you a thorough beating if voiced today. Most shockingly, many of the justifications for this treatment is not based on the fundamental differences in body, but ingrained beliefs over millennia. These include; women only being able to care for children and unable to grasp the sciences. Similarly, skin-colour has played a vital role in the way a person could go about their life, accept jobs, or even participate in crucial functions of the government, an idea completely alien to many.

It is a prevailing theory that during the chaos of The Collapse, many either let go of such ideas to increase their chance of survival or that they deliberately pushed for a change among the surviving communities. The most likely way this has occurred is still practiced today, this being the idea that your ability to do something is more important than your skin color or gender. During this time, the idea of raising a person to perform a single role, such as knights or rulers, was pushed to the forefront of the ordinary person's mind. It was a simple idea, providing a strong foundation for any group of survivors and has since then ensured that many could live their lives in freedom. All for the low price of giving those that have been groomed from birth for war and leadership with money, loyalty, and troops.

However, not everyone has benefited from these changes for the simple reason that humanity has to apply blame. As such, most of the guilt fell on the Mutated and Mutants, those who are unable to counter such accusations effectively. While the Mutated number around 8% of all humans, they are viewed as lesser, both by many religions and by many people due to their close resemblance to Mutants. This has resulted in them being pushed into slums in cities and being forced to live on the edge of villages when they are not outright forced away or killed at birth. The justifications for this behavior is founded in the belief that mutations are a sign of spiritual corruption that can be spread from one "infected" person to another, even when no conclusive evidence has been found.

So, while many advancements have been made, in some aspects, society has fallen back on bad habits. A "Sidevolution" if you will.
 
[Canon] - Mutants Of The World
This is meant as a guide to the most common forms that Mutants take the world over. Do not take it as gospel for the forms you will encounter or that these are the only forms that exist. You have been warned.

Common Forms:

These are the most common forms that have been observed amongst Mutants, most having the intelligence of a particularly dim golden retriever.
The most common aspect that all Mutants share is the fact that their skin either looks melted or burned. It is unknown what has caused this, only that those that display such skin are in obvious pain at any one moment.
Further are grossly elongated limbs that have multiple joints, especially amongst the arms.
Spikes along the spine or head, either immobile or having the ability to shoot them at attackers.
Poison or venom sacks, allowing a mutant the ability to shoot globs of poison at enemies or use fangs to inject it.
Claws have also been observed among many Mutants.

Uncommon Forms:

The uncommon forms are mostly encountered as leaders of Mutated and have the intelligence of 4-year-old children.
Gas sacks that either grows on the outside, releasing a noxious and poisonous gas at will or puncture, or inside, to be released after being set aflame with special organs inside the mouth.
Multiple mouths all along the body, most either vestigial, useless, or connected to the stomach.
Tentacle like appendages, covered in spines and hooks to grasp prey.
Vestigial wings that are used for communication.

Rare Forms:

These forms are not well documented and consist of "species" among the mutated with varying levels of intelligence, mostly in the range of 8-14-Year-old humans. It is stipulated that they are not Mutants, but military projects due to several unique and consistent features among them. The two most well known are Abominations and Mimics

Abominations are masses of mouths, arms, legs, tentacles, and many other variations. Those Forms are mostly omnicidal in behavior and have the strength and healing-abilities to back up their aggressive behavior. They mostly shamble along on confusing and unpredictable paths, eating anything that they encounter, and attack anything that seems alive. The tell-tale sign of an abomination is their constant wailing and screams of pain.

Mimics are 4 meters tall, extremely thin, and have elongated arms that reach to the ground, tipped with razor-sharp claws, and have a beak filled with 6 rows of fangs instead of a mouth. Their preferred method of hunting is taking advantage of their ability to mimic both their environment and sounds. Those sounds include wounded animals, screams of pain, voices, lullaby, and, according to some linguists, announcements that "facility 6 has been breached". The most terrifying aspect of them is the fact that when they are not ambushing you, they walk extremely slowly until they are about 10 meters away, at which point they explode in speed and start wailing on their prey with claws, punches, and beak. Further compounded by this is their seeming inability to let go of prey once they have started hunting it. Following them over distances of well over 200-km.
 
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