*faction discovers ship that could destroy armies and cripple entire nations*
*everyone holds breath to know what mad group has control of the apocaliptic weaponry*

the faction:

 
We are not that cute. Remember that everyone important knows what we did to the COE.

On the other hand, we may have made purges a non-option at least for Tessen. I don't think the lords will be willing to sanction the one thing that will piss off the faction with the fully functioning warship parked in their back-yard.
That's a victory in and of itself.
 
We are not that cute. Remember that everyone important knows what we did to the COE.

we actually tried to befriend them a couple times,they insisted on trying to fuck us over
we responded in defense,not in agression

but yeah,our warship makes any active hostility against us nothing short of stupid

they are lucky the pilgrims are wholesome and not a conspirators like their counterpat the eversuns
 
Last edited:
Turn 39; Year 9; Month 3; SHE... HE... They? They. THEY RISE!
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 814
-Faithful: 6/26
--1/2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 787 (137 unoccupied)
--Recruitment: (+22 per turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(7 Due to: Poor-House - (Mirn, Tessen, Jokvi))

-Dead: 1 (Suzuki - Combat - Infection)

Materials: 63.59 (min. +21.50, max. +120.50 per Turn.)

Income = 132.22-231.22 Materials:
14.22 = Followers
2.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-7.00 = Brothel 'Consensual' - (Mirn)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
23.00-32.00 = Silver Mine
48.00-81.00 = Jewel Mine
6.00-24.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 110.72 Materials:
12.70 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
6.10 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.55 Due to Buying Goods In Bulk)
0.60= 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
1.46 = 1 Expanded Hospice - (-0.15 Due to Buying Goods In Bulk, -0.60 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!)
7.10 = 3 Poor-Houses - (Mirn, Tessen, Jokvi) - (-0.35 Due to Buying Goods In Bulk)
0.55 = Brothel 'Consensual' - (Mirn) - (+0.55 Due to Guardians For Hire)
2.50 = Print Shop - Smut
4.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk)
0.49 = Daycare - (-0.15 Due to Buying Goods In Bulk)
0.90 = Medical Wing - (-0.15 Due to Buying Goods In Bulk)
1.87 = Living Quarters - Grand - (-0.15 Due to Buying Goods In Bulk)
0.97 = Storerooms - Grand - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
5.86 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.45 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +4.40 Due to Steam Engine)
1.35 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
11.46 = Unit Upkeep
40.00 = Taxes

Goodwill: 32.83 (+0.49 per turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.01 = 1 Small Hospice
+0.06 = 1 Expanded Hospice
+0.30 = Poor-House - (Mirn, Tessen, Jokvi)
+0.05 = School - (Big) - (Mirn)
+0.01 = Brothel 'Consensual' - (Mirn)
-0.02 = Print Shop - Smut

Piety: 83% (+30 to all rolls for Heros with the Adjudicator Trait)
Rolls (-9):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-1 (Daycare)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+4 (Followers, +1 every 150)

Suspendium: 0 Shards (1 Medium needed in 5 (five) Turns.)
+2 Tiny Shards (Crystal-Path)
Conversion:
24 (Tiny) - 1 (Small)
20 (Small) - 1 (Medium)
16 (Medium) - 1 (Large)
12 (Large) - 1 (Big)
8 (Big) - 1 (Gigantic)
4 (Gigantic) - 1 (Titanic)
(These are not to be seen as indicative of the actual size, merely their mechanical representation and conversion therein.)

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

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

House Ulatarn
Opinion: Friendly (1)
Plans: Invasion/???

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Neutral (0)
Plans: Suspendium/Daughter of Dawn

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Quietly preparing for the invasion of the Nek-Ne Tribe. Already, multiple Knight-Chapters are being summoned to intervene in the coming conflict.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|1/5 Hel's (25 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|1/7 Hel's (25 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|1/5 Hel's (25 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|1/15 Hel's (375 Knights Total)|Assualt-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Opinion: Neutral (0)
Plans: Getting Suspendium.

Church of Eden
Contact: N/A
Opinion: Rivals (-2)
Influence Inside Tessen: 301
Plans: Very much trying not to strangle every Pilgrim they see. One priestess couldn't resist when faced with a Mutated member, leading to some fascinating consequences, even if the Church hurriedly denounced the act to save face in the eyes of the law. Some of their hardcore members were not happy about that.
Information Network: Rank 2.
Boni: +15 on all Diplomatic rolls

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

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

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Information Network: Rank 1.
Mood: Happy. Nothing of consequence has happened to impact their lives much, though the attempted murder is currently a favorite discussion topic.

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

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Foundation (Neutral (0)|54% Control|Cheaper Actions)
- Healers (Ally (3)|46% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friendly (1)
Plans: Open Approval.

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/75 Members/Reliable Mercenary Company)
Plans: On Contract
-The Scavenger Organizations (Leader: ???/??? (???)/??? Members)
Plans: ???
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: Not making any move right now; being under the control of InSec will do that.

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

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Not a little scared about the attempted public murder, seeing it as an indication that a Purge could happen. Weapon-sellers are quite happy about that, making a tidy profit from their paranoia.

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Common Armor
Reinforced Shield - 2.23 - +5 to Common Armor
Mechanical Pencil - 1.95 - +5 to Common Mechanics
Chocolate Recipe - 1.03 - +5 to Common Chemicals
Hygienic Instructions- 1.31 - +5 to Common Medicine
Chainsword - 1.24 - +5 to Common Mechanical
"Obedience And You - Training People!" - 1.34 - +5 to Common Psychology
How-To Romance Novel - 1.85 - +5 to Common Psychology
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Elaborate Costume - 0.63
Ancient Torah - 0.44
Antibiotics - 1.26 - +5 to Common Medicine
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Fluid Dynamics - 1.47 - +5 to Common Physics
Rare Pigments - 0.49
Cracked Lenses - 0.35
Ancient Music Instruments - 0.42
Instant Noodle Recipe - 0.94
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilapidated Prosthetic - 5.19 - +20 to Advanced Electronics
Textbook On Cellular Theory - 5.47 - +20 to Common Biology
Layered Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
Industrial Electric Foundry - 9.64 - +20 to Advanced Electronics
Turbine Coolant System - 8.88 - +20 to Common Hydraulics
Hardened Touchscreen - 5.32 - +20 to Advanced Electronics
Holographic Sights 6.48 - +20 to Advanced Weapons/Electronics
Scale-Plate 6.62 - +20 to Advanced Armor
Unique Lattice Shields 6.98 - +20 to Advanced Armor/Metallurgy
Compacted RIOT-Weapons 7.31 - +20 to Advanced Weapons/Mechanics
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
Armored Autoinjector - 5.89 - +20 to Advanced Armor/Medicine/Chemicals/Biology
Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Acid-Canisters - 7.03 - +20 to Advanced Weapons/Chemicals/Metallurgy
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
Anti-Riot Gas-Recipes - 7.38 - +20 to Advanced Weapons/Chemicals
Untranslated Book - 5.77 - +20 to Advanced ???
Lost Tech
Gutted Core - 17.04 - +50 to Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Forgotten Diary - 19.24 - +50 to Advanced Psychology
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Advanced Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Helmet- 17.22 - +50 to Advanced Armor
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube- 20.00 - +50 to All Physics/All Machinery/All Hydraulic/All Engineering/All Programming/All Metallurgy/All Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Advanced Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Advanced Electronics/Pioneer Medicine/Pioneer Biology
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that was used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can spend 12.5 Materials on reducing building times of one building by 1(one) Turn, per Turn by adding [Sandcrete] to said action.)

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

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

-Grieving Echo
A Zweihänder sized for a Knight. On every surface, names are engraved, along with how they died. The phrase: "One Wielder, One Name, One Duty, One Death" is inscribed in the middle of the blade. PD connected to the sword and immediately exclaimed ownership over the zweihänder. Her explanation was: "Every woman needs a fun toy, and this thing is one!"
(2d40+30 Damage, cannot equip a shield.)
Military
Units (5/6)
Tech-Scouts
Description:
A small force of scavengers, adept in the arts of stealth and searching for new spots to scavenge.
Health: 6/6 (Size 6)
Armor: 6/6
Damage: 1d6 (+2 damage ignores armor and 2 AP when melee, 4 AP when ranged.)
Training: Trained (3/6) - (+5 to the first two rolls in the next Combat.)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
---Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Trait/s: Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Special Rule: Cannot take a scout action if this Unit is used for military purposes.

***​

The Unbroken
Description: A large force of volunteers sent out to fight for the Empire of Slatnan in the Starlight Crusade. They have repeatedly proven that the bonds forged in the crucible of war are among the strongest there are, routinely going above and beyond if it meant saving one of their own.
Health: 12/12 (Size 12)
Armor: 9/9
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0 (Melee) (against Biologicals/Mechanoids) (3 AP)
Training: Soldiers (4/6) +5 to all rolls - (+5 to the first two rolls in the next Combat.)
Breakpoint: Unbreakable
Equipment:
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a 35 or higher difference, you gain one free attack. +1 Armor (0.45 for every size of the Unit)
-Bloodletter (Special Melee): 1 Damage per Size, Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns.
--Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.04 Materials per Unit.
-Smokebomb(Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.05 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.6 Materials per Unit.
Trait/s:
Forged In Fire, Cooled By Blood (Does not Break), None Left Behind (All casualties are ignored if the damage taken is under 6(six)), Veterans (Does not necessitate Goodwill Upkeep in The Empire Of Slatnan), Advanced Coordination (All Pilgrim Units gain a +4 co-ordination bonus for every Unit present in a battle, which cannot be provided by a Unit at half-strength and below.)
Upkeep: 0.48 Materials per Turn, max. of 0.15 Materials per Combat.

***​

The Wall
Description:
A group of six Pilgrims, armored and armed with the best that their faith can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 6/6 (Size 6)
Armor: 34/34
Damage: 1d6+1d4 (+3 against Machines, 2 AP)
Training: Militia (2/6) - (-5 to Initiative)
Breakpoint: 2/6 size remaining in Combat
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 1.00 Material Upkeep.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-Firebomb (Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
Trait/s: Fiery Speeches (Morale is rolled with Advantage)
Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.

***​

Knight - Perpetual Defiance

***​

Airship - Daughter Of Dawn
Equipment
-Ghillie (Standardized): (Melee) If the stealth-roll has a difference of 20 or higher, you gain one free attack.
(Ranged) After attacking, If the stealth-roll has a 20 or higher difference, you gain one extra stealth attack.
+0.3 Armor per Size, 0.42 Materials per Size (2 Armor for (6/6) Size).
-Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. (Ranged) After attacking, If the stealth-roll has a 35 or higher difference, you gain one extra stealth attack.
+0.5 Armor per Size. 2.78 Materials per Unit (3 Armor for (6/6) Size).
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.07 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.16 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, -5 to first melee roll for the equipped Unit, Ammunition for 15 Turns. 4.19 (6/6) Materials per Unit.
-Firebomb (Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next Turn. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage, a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.03 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.55 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield or equipment. 0.02 Materials per (6/6) Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.11 (6/6) Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.14 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.80 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 9.03 Materials per (6/6) Unit.
-Electric Maul: +1 Electric Damage, Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine)), Crush (+2 Damage), 1 damage ignores armor, 5.83 Materials per (6/6) Unit.
-Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor, 3.44 Materials per (6/6) Unit.
Unique/Notable Assets
-Artifact Reclamation Order
Ashleaf Tea
- +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (19/60 Growth) - (6d4)
1x Black Root - (3d4+2)
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Desalination Basins - (2d4+1)
1x Inn - (Eye of the Beholder) - (2d4+4)
1x Brothel 'Consensual' - (2d4-1)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (1d4+9)
1x Silver Mine - (Mined) - (3d4+16)
1x Jewel Deposit - (Mined) - (3d12+45)
1x Common Suspendium Theory
Holdings
Temple Holding: Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked.
Cons: Buildings take one extra Turn to mine and set up.

Desalination Basins - Seep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.

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

Medical Wing

- Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.

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

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

Storerooms - Grand
-Up to 900 Pilgrims can survive for twelve months under siege conditions.

Metalsmiths Abode - (Expanded)
Lowered costs for all equipment, increased chances for all research, rolls with Advantage for all study of melee weapons/equipment made of metal.

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

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

Sandcrete Mixer
Vastly reduces the needed Materials for shortening building Turns.
Village Holding: Norqod
Prosperity: Non-Existent

Mood: Average

Permanent Inhabitants: Some
-Tendency: Small Uptick

Security: Yes.

Features:
-Basic Quarters

Special:
-Tree Of Knowledge: Pilgrim appointed as Governor
-Royal Guardian Barracks: Supplies the Royal Guardians onboard the DoD.
-Forge-Clan Enclave (Specialists): Investigates and Repairs the DoD.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims
Health: 4/6 (-2 permanent)
Armor: 56/56 Armor
Training: Trained (3/6)
Breakpoint: Unbreakable
Equipment:
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor.
-Obstacle (Prototype): Power Armor: +56 Armor, -50 on stealth rolls, 9.53 Upkeep.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be accompanied by one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to obtain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

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

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

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

Mutated Wife - Prevter Selene Dall
Well, she is back to her usual self, if a bit more conscious about her surroundings, and participates in the militia's drills. But for all that, she is still marked by her experience, even if she doesn't want to be. Her sex drive has not suffered the least bit during all this, so at least she can relax that way? Or during your night-walks, the stars are much clearer above the Tree than in the city. She is currently dealing with the fact that four Royal Guards have taken up bodyguard duties for her and Silvia, citing orders from the Emperor.

Child: Lady Silvia - Mutated Girl - 2-Year-Old
Your first child! She is, in every aspect, perfect! Her legs and ears are like her mother's, even if her fur is entirely obsidian. She has two horns growing above and swinging around her head in a tiny semi-circle, looking like a regal crown with the spikes atop (even if it makes putting a shirt on a pain), framing her golden hair. She does have a relatively long tail, furred like a Sweden forest cat (the fur is obsidian again, though white spots have started appearing), which means you need to get a tailor for her pants. Her laughing and smiles melt your heart, and she has this cute habit of putting her tail into her mouth like a snow leopard. She is also blind, which makes teaching her how to read and defend herself a real challenge. You found a seller for braille books and a guide on how to read them, so you can confidently say that she will be able to read when grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down. She just had her second birthday!

Founder, And First Arbitrator
You have founded the Pilgrims and were appointed as the Arbitrator, the final voice in any argument, and a watcher for those who would turn the Pilgrims against their ideals. Hopefully, you will prove the trust placed in you right.
(This Hero will add the Piety bonus/malus to all his rolls. Relax is not needed.)
Aria
Aria, Knight-Pilot of The Pilgrims, Pilot of Perpetual Defiance
Health: 6/6
Armor: 1/1 Armor
Training: Squire (2/6) (-5 to Initiative)
Breakpoint: 4/6
Equipment:
-Dagger: 1 Damage per size (1 total)
-Leather Armor: +1 Armor.
-Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Uses the stats of PD in Combat until she is destroyed.

Traits:
Mutated:

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

Mutation: "???" - Terminal Haircut - (3/10):
Aria has metallic gray hair can do little more than move about, generate mild electric shocks, and vibrate to create simple tones. They also provide an ill-defined extra sense that mainly seems to cause mild headaches, or at least that's all that Aria has been able to discover. But maybe there is more?
(+6 to all rolls made with PD.)

Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+5 to all rolls after using a Knight in Combat.)

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

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

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

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You will gladly fling a light into the future, at the cost of your life.
(???)
"Okay, let's make best possible speed back towards the Tree," Captain #4 spoke into the room where the other Captains had gathered and stowed their supplies. The Core was stunned for an eternal moment before being ripped out of surprise by the massive wave of excitement and euphoria flooding him. The Captain had given an order. The Captain Had Given An Order!

HE HAD ORDERS!!!

With all due haste and speed, he activated every single system inside the Daughter, revving up her engines to provide the maximum amount of speed possible, warming them up for the task ahead. As the weapons spooled up to defend the Captains against any threat, he realized that no information about the exact location of the 'Tree' existed in his databases. Well, no sweat on the Captain's backs! He would extrapolate that data on where they had gone and wing it from there, monitoring their reactions to guide him towards their intended location! His cyber suite spooled up, connecting to the few still working networks in Abilla, crashing through their flimsy excuses of firewalls, spooking a badly damaged medical Core, and accidentally deleting some files on its way out. They surely wouldn't be missed, and even if not, the attending technician could always restore the factory setting! Anyways, the way that his Captains had taken was tough to follow, thanks to a surprising lack in the maintenance of surveillance devices. However, he could get a quick direction after reviewing the last 1.233.792 hours recorded (just to be sure) and figure out the path they had taken.
u.u
With a massive groaning and shattering of rusted machinery, debris, and the surprised squawking of colossal birds with a stony skin, the berth atop him pulled apart. He only had to send the request 78.913.579 times! Ignoring how some of the weird birds flapped away from him, he rose the magnificent body of the Daugther into the sky, shooting at the trio of birds that didn't get the message that this was a highly classified military installation and not a nesting place. Once free from any obstruction, the engines on the Daughters back ignited, sending her forwards at over 139 km/h in one go, redlining the engines for the sake of speed.
o.u?
"SAMANTHA DOES NOT LIKE WHERE THIS IS GOING!" One of his captains screamed, holding onto a pillar as the whole ship accelerated explosively. "SHUT UP, SAMANTHA!" Another Captain shouted back, flung out of the room by the same acceleration.
O_O???
***​

PD was, to be honest, very bored at the moment. Aria had gone to Mirn to a therapist for her nightmare, the crew of Forge-Clan Engineers had finished their maintenance and tuning of her, and most work to be done within and outside the Tree didn't need a Knight for its completion. The small amount of work that did had been done within a few short hours. Nothing major, only moving a few large batches of sandcrete or its components towards their respective intended positions. Wandering without aim, she slowly went through her files once more, trying to decipher a tricky equation that Turi had given her the day prior. She hadn't solved it until now, mainly because she had been quite bored of such math, but also due to a lack of interest in the topic at hand. Sighing, she shook her head, what she wouldn't give for some good old fashioned excitement now.

Something hummed in the air, slowly growing louder. Curious. Then PD received a transmission.

\[T]/

"The hell-," she said to the confusion of a few Pilgrims present, before an enormous ship burned over everyone's head, deafening all with the screaming of its engines casting flames into the sky.

Screams of panic and terror emanated from everybody, some dropping everything they held to sprint back into the Tree's now dubious safety. Others who were of more level mind tried to either direct the near stampede into some semblance of order or grabbed a child standing around, frozen to the spot and staring at the now drifting ship turning towards them. With quick action, PD began to use her voice to thunder over the panicking people, screaming them into a far more coherent mass that wouldn't be liable to trample each other in terror. Before she could move on her own towards safety, a booming voice emanated from the airship, giving her, and many Pilgrims, pause.

"-E ARE IN SO MUCH SHIT GREGOR! SO MUCH SHIT!" A female voice shouted, only to be replaced by another male one. "I FUCKING KNOW SAMANTHA! JUST HELP ME STOP THIS FUCKING THING!"

As all Pilgrim heard more and more of the panicked conversation, PD stared upwards while the ship slowed to a stop. Then, slowly, the realization set in that the squad of scavengers, which were sent to scout out the hidden berth, had returned inside an active Airship.

"WHAT THE FU-"

***

The Region of Tessen
In the City of Tessen
Within the Palace of House Tessen

"Lady Tessen!" A voice came from the doors to her bed-chambers, interrupting what was about to be the start of an enjoyable night. Cringing, she tried to ignore the hammering on the door, hoping that whatever fool of a servant was trying to disturb her and her husband would stop. "Lady Tessen! A communication from the Emperor is pending in the main hall!" he continued to shout, hammering the door with increased fervor. Groaning, she let her head fall onto the bare chest of her husband before quickly standing up and clothing herself to an acceptable degree. "One night, just one friggn night," she murmured angrily, securing her chest plate as she gave her husband one last look, pointing a finger at him. "Don't go anywhere," she said, ignoring how he rolled his eyes sarcastically while wiggling his bound hands. Opening and closing the door to her bed-chamber, she nearly bowled over the man standing in front of her as she quickly walked into the hallway, intent on hearing this missive as fast as possible.

"Why, by all the gods of the world, is the Emperor's Office using the radio to issue me commands right now? And why," she growled while walking, glaring at the poor man who nearly recoiled as if struck, "is such an ordinary occurrence something that requires me to be present? I have issued explicit orders not to be disturbed." "Th-the office?" He replied with momentary confusion on his face, before realization set in, a slight look of awe on his face. "My Lady, this is not the Office!" he said as they entered the main hall. "It is the Emperor himself," he reverentially whispered, as artificial light hit both of their faces, the Main Hall awash with dancing Hololithic figures, symbols, and machine-ghosts.

The sight nearly made her stop, only her extensive courtly training ensuring that she did not gawk like those courtiers present and awake at the late hour. As if sensing her nearing presence, music began to play, the beginning notes of the national anthem, stopping once she had reached the designated spot marked onto the hall floor. Slowly, fractures of geometric figures began to coalesce, forming a larger-than-life depiction of Emperor Elianus of Slatnan frowning down at the gathered crowd. "Lady Tessen," he began to speak, "your appointed Region has crossed my desk a disturbing number of times, in a worrisome tendency to be found inside dossiers informing me about potential risks to the Nation. One such thing was the recent discovery of the resource known as 'Suspendium,' by House Dall aligned scavengers." He began, causing no small amount of suppressed whispers, as many, her included, began to worry what new madness the Pilgrims had unleashed upon the world. "In a similar vein, House Dall had been granted an Artifact Reclamation Order for the procurement of vast amounts of the newly discovered strategic resource, one which it was intent on using to its near breaking point by claiming a newly discovered Artifact."

Lights in the city began to flicker before shutting off, as Bright-Lances powered off, no longer receiving enough power to remain idle in the case of an attack. Hidden batteries and generators began to hum to life, funneling monstrous amounts of energy towards the Palace.

An image appeared in the outstretched hand of the Emperor, showing a strange ship or vehicle, an x attached towards a large cylinder. "This is the newly discovered Artifact—the Daugther of Dawn, a Pre-Collapse Air-Warship," he spoke in a neutral tone. "It is imperative that this ship is not only secured for the Empire but also studied and repaired for the good of the Nation. As such, a large contingent of the most competent Forge-Clan Engineers will soon arrive within the Region. You will escort them with all due haste to the Tree of Knowledge, where the ship has laid anchor."

Titanic machinery, long since unused but kept well maintained, begins to hum with life, spooking those few entrusted with the knowledge on their make and secrets. A ring starts to vibrate with electricity, as the power of a city and over five decades is funneled into creating a massive screen of energy. A foot emerges, then the rest of the body, holding a banner aloft richly decorated with accolades and stories. Dozens of bodies begin marching in lockstep out of the portal after the standard carrier.

"To ensure the safety of the ship, a regiment of Royal Guard has been dispatched via the Gate-Way." Gasps of shock and awe are heard, the reveal of the use of such an ancient and costly machine paling more than one face. "Their families and needed infrastructure will follow with the Elders. You are to ensure that the Regiment will quickly find their way to the ship. It should not bear mentioning that any action, which would endanger said ship, is discouraged." The projection blinked out with that last order and threat, as the sound of marching boots began to sound in the courtyard of the Palace. With a pale face, Lady Tessen rushed outside to witness the madness which had unfolded in the last five minutes.

Once outside, she saw the gleaming armor and weapons of the Royal Guards, their banner which nearly dragged on the floor from its accolades despite being held aloft by a woman stretching it high into the air, and the image of a rabbitaur prominently displayed. "ROYAL REGIMENT RABBITAUR PRESENT!" An officer shouted into the night, and as one, the Guards saluted her with a crashing fist onto their armor, nearly deafening her with the noise.

In the safety of her mind, she could only scream: "WHAT THE FU-"

***​

The newly inaugurated Bishop Johannsen stared at the paper in front of him. Then at the man who had given it to him. Then at the report once more. With a steadying breath, he calmly reached into the drawer to the left side of his desk, pulled it open, retrieved a large bottle with clear contents, opened it with the flick of his thumb, and drained it in one go to the expanding eyes of the messager. With one last gulp, the Bishop began to cough violently, trying to get enough air into his now burning lungs, the bottle lying discarded on the floor. With one desperate finger, he pointed at the newspaper's enormous lettering displaying an official declaration of the Emperor regarding the Pilgrims, the image of a titanic ship clear for all to see.

"WHAT THE FU-"

***​

Ori Nele was a proud member of the Royal Guards, prouder to have continued the tradition of both of his parent's families tradition to manage to join into the prestigious elite-formation (except his mothers fathers father, who had been born mutated, and as such, was ineligible.) He had joined the Army when he had been just old and strong enough not to be laughed out of the recruitment-office. His rise through the ranks was as meteoric as his penchant to gain the unfavorable postings in the boonies of the Empire, where he would inevitably have to fight pitched battles against horrors swarming out of every nook and cranny to kill everyone.

His bad luck and penchant for accidental heroics aside, Ori had soon found himself in the tiny pool of recruits who were deemed skilled enough to pass the muster for the first round of selection. The three weeks which followed were the most challenging, brutal, and exhilarating ones he had ever had. Every single day, the instructors pushed his mind, body, and spirit to their very limits, and then some, cracking and remolding him into the perfect soldier, fit to serve Her Majesty for life. Then tragedy had hit, and Empress Liana of Slatnan had died, days before he would have been sworn into the Rabbitaur Regiment, the third oldest Royal Guard Regiment still existing, the other two having been wiped out five-, and two centuries ago respectively. Yet, he had had the honor to be sworn in by the newly crowned Emperor Elianus two weeks after the fact and to be among the Regiment sent along with him towards the Crusade. His usual luck had resulted in him being raised to Captain of the Regiment. After the said Captain and all sergeants before him had died, leaving him as the sole survivor of a horrific battlefield-promotion chain. However, his conduct and the rescue of over 5.000 soldiers had ensured that deeds and the Emperor's signature backed the promotions.

And now, he would have to earn that trust, having re-built the Regiment from the survivors and promising recruits, now tasked by the Emperor's command to guard a strategic asset to the Nation. An asset so important, they had been ushered through the Gate-Way, instantly teleported across the Empire in mere moments. Unimpeded and welcomed by Lady Tessen herself, they had soon made the best possible speed towards the 'Tree of Knowledge' where the ship had been parked. Seeing as they had no other troops to babysit, he and his soldiers could make full use of their Power Armor, sprinting with well over 53 kilometers for hours on end, eating up a distance, and nearing their destination after three days.

They found an impressive village built inside a multicolored cliffside, behind a towering tree with white leaves. And an enormous ship hovering near silently above, causing some of the younger recruits to break with their radio-silence, oohing and aaahing at the scene. A quick ping silenced them and allowed him to order a formation march into the area proper.

They only had one chance to make a first impression.

***​

You are Silvia Dall.

You had only ever known the vast sounds and feel of the people at home all your life. The strong presence of your father, the warmth he exuded when he played with and taught you. The gentle songs and comfort of your mother who sung you to sleep and brushed your fur in the way you loved. How the two always seemed to move heavy objects when they thought you asleep. The towering form of aunt Needle, her sharp and dangerous legs hiding a woman who cared deeply for her husband, her children, and all those she considered friends and family. The rumble of PD, complaining about the risks of having a child near her, yet never protesting in earnest. Arias funny feeling hair, and her clear laughter. The cat's soft and hard fur, the vibrating purring rattling your whole form, and the way it always seemed to follow you around. It was always exciting to find new smells, hear new things, play, and laugh into the world.

And then a wave of new, scary smells arrived. They smelled of blood, death, and metal. Of course, your thoughts were too simple at the age of two to understand what was happening then, but the outcome would stay with you for the rest of your life.

The salute in front of your mother.

The unrolling of the Emperor's banner over the sides of the Daughter.

The unrolling of a banner displaying a white upside-down mountain, on a blue banner, wrapped in a laurel-wreath, the new symbol of House Dall. Your House.

And the things which followed.

***​

Bolt was in a panic, as only a Forge-Clan acolyte could be who just destroyed the favorite decade-old tool of their master. Unfortunately for poor Bolt, her situation was far bleaker and much more delicate, as her Elders had informed her only a week prior about the incoming wave of Elders comprised of the best Engineers this side of the Southpole. The prospect of having over five-hundred Elders nearby, all ready to grumble and scoff at her work, offering advice and wisdom during that, while complaining about every single facet of life, was enough to make her consider packing her belongings and kids, and then book it over the next mountain. However, she had a duty to her Clan and the Pilgrims, so she could not leave. Even if her bodyguards had already calculated how far they could travel if they set out at dawn, had supplies ready, and silently pleaded her to run before it was too late. She would never forget the looks of utter hopelessness in their eyes, seeing the spark of happiness die at the certainty of what was to come. It did not help that the crew of Engineers working on PD had bolted themselves, citing a lack of specific parts to get away before anyone could object to that blatant lie.

And it came. In a wave of grumbling, chattering, complaining, and binary sounds, all discussing the countryside and the giant ship hovering above the cliff, the dispatched contingent of Elder-Engineers arrived. Preparing for their arrival had taken all of Bolt's attention, setting the right people to the right tasks, ensuring that the Pilgrims-Council knew the proper customs. That Needle reinforced the secure areas with additional forces; all technological creations were triple checked for any faults, or worse, rust, informing everyone of the apocalypse that would shortly follow. She hoped it would be enough, and the Pilgrim's tolerance and acceptance of others would not snap today for the first time in a violent manner.

Having left behind their less important creations, families, and bulky tools in Norqod where they would create 'proper' accommodations, the mass of experience and legends marched on, fascinated by the massive, silent, hovering shape of the Daughter hanging overhead. And as they neared on the compact road, kicking up an enormous dust cloud in their wake, Bolt stealthily used a recently acquired modification to her goggles to zoom in on the nearing Elders. She immediately regretted doing so, as she spotted the symbols of Clan Eisenzahn and Feuerspäne, the two foremost experts in restoring ancient technology, and incredibly conservative, among many other Clans, few belonging to those whose mere existence was not a bane in the Vanar or Feer side. Tightening her grip on the shoulders of her children, Bolt spoke in a quiet tone, yet one both knew not to oppose. "No matter what they say, you stay silent," she said, earning intimidated nods from the small children before her, cowed by the mass of people heading towards the official welcoming party of the Pilgrims and her.

Having walked close enough that one could feasibly start to speak to them, Martyris, Myra rest his brave and foolish soul, stepped forward to welcome the Elder to the Tree. Opening his mouth to deliver the prepared speech Bolt had shoved down his throat, he was cut short as the leading woman shouting "BAH!" causing many to stop in their staring and look with confusion at her. Before Martyris could even close his mouth, the woman continued, pointing a deadly spear at the elevator visible outside the Tree. "Who in their right mind designed those abominations against common sense and the good, old, tested designs any Clanner worth their tools have access to?" Disapproving grumbling followed her statement directed at the elevators while approving grumbling was directed towards the speaking woman. Raising a hand to perform a gesture of respect, Martyris was once more cut short in his attempt at diplomacy. "How long do you expect them even to hold up before serious maintenance, younging?" The woman asked, leveling a frown at Martyris, who could only answer in confusion at the unexpected turn of events. "A... decade?" He replied, showing his inexperience with Forge-Clan elders set in their ways, as he had shaped his answer like a question.

"A decade?" the woman spoke up, resulting in much more grumbling about the foolishness of the youth and how they weren't so sloppy in the 'good old days' way back when. "That needs to be rebuilt from scratch then," she concluded, continuing onwards despite a raised hand from Martyris. "And we'll make it last a proper two centuries, not worth building it otherwise." Noises of approvement followed, as the mob of Elders slowly began to disintegrate into smaller groups, their apparent patience for the introduction having been used up. Now, they began to go around and grumble in complaint at anyone nearby, complaining about the shoddy work displayed. Bolt saw a few of the Elders wander towards the training field with growing horror, where the Pilgrims' recruits practiced in the newly created Obstacle armor. Knowing that Wiljem would lead the exercise, Bolt began to rush over there with all due haste, giving over her children to her bodyguards, having been forgotten by the Elder still complaining to Martyris. The man did not like it when people insulted the progress and accomplishments of the Pilgrims, and as they were exercising in new and untested armor, the conflict was programmed.

Why couldn't she have accepted the invitation to join the Military when she was younger? It would have been better for her health.

***​

There was nervous energy among the martially inclined Pilgrims. For months now, ideas and plans for a potential assault to TOP-03 had been drafted, discussed, changed, and theorized at all hours of the day. Those who had officially joined or were a part of the military branch of the Pilgrims were training with a new zeal, trying to be in the best possible shape they could be once the call for the assault would go out. Among those, six people had qualified for a unique honor among the militia, to receive the newly developed armor Obstacle.

The massive armor encased the wearer in the toughest, yet lightest, alloy that humanity could find and work, Neuionum, but due to costs supported by other, cheaper metals. They would be hard to kill and harder to remove from a spot they did not wish to leave. Armed with several grenades each, they also wielded the newest addition to the Pilgrim's arsenal; the Electric Spear. Enhanced via deadly electricity, sharpened and designed into tools of death, those spears would give even the hardest of veterans a pause and make them re-evaluate their chances for a fight with this newly raised Unit.

One among them, a Mutated man named Wiljem, stood out from the rest of his comrades in arms. Born to wealthy and influential parents, his status as a Mutated and Bastard saw him kicked out of their home into the streets. Even after being lucky enough to be raised by a loving widow, tragedy struck again, killing the kind woman and orphaning him once more at the age of seven. Having lived on the streets for another three years, he was found by his twin Willow, who sought to escape her parents' abuse and scrutiny. Their lives did not improve, as the Humans would not tolerate Wiljem, and the Mutated were never truly relaxed around Willow, expecting some treachery or trick to be revealed once they would show kindness to the orphan, leaving them on the streets. Yet, for all the hardships and strife they had to endure, they found happiness in their daily lives from the presence of the other. Until they were fourteen and a Cult entered the Region.

In the second year of the Pilgrim's arrival in Tessen, their fortunes began to change, as Willow, now sixteen, learned of the Pilgrims from a wandering preacher, receiving food and aid for an injury without any recompense expected. Willow would join the Pilgrims after talks and discussion with the preacher, bringing her brother along, as he feared for her safety among the Cult. For over a year, he expected the other shoe to drop, some hidden evil to reveal itself, the Pilgrims to demand recompense for their kindness, only to realize that as people could choose to be shitty, they also could decide to do good. When he realized that, he vowed to, in his own words, 'make the world a less shitty place to live.'

One of those attempts had been him trying to join the Crusade volunteers, but his sister feared for him and begged him to stay, causing him to cave. Though, with a new threat heading towards Tessen, he was adamant in his desire to defend his new home. So, he ended up volunteering for the new Unit, was tested, and accepted within a heartbeat. Not only diligent in all his duties, he excelled in leadership and keeping his fellow volunteers motivated with encouraging words and genuine, open compassion, causing them to go above and beyond, again and again, his passion and certainty in their success spurning them onwards to improve evermore.

Having passed the selection alongside five others, he was currently on the militia training field, running laps around the track, shaking the earth with every single step he took, alongside that of the rest of his Unit. "HALT!" One of the scholars called out, causing the six armored and armed people to slowly come to a stop, kicking up even more dirt and dust. "Yes? Is something wrong?" Wiljem asked the approaching man, careful not to make any quick movements to stay still inside the armor, using this unexpected pause to rest after the exhausting training. "Yes, there is," the man called back, now fishing out a tablet from his pocket, rapidly tapping away at it, before looking at Wiljems right leg and the, presumed, picture on his tablet. "Okay, how did they fuck up that so much?" The man mumbled, now looking intently at Wiljem's right leg with a much more critical look upon his face. Wiljem, for his part, remained still, wondering what was happening or why the man was looking like someone forced him to eat raw sand-bread.

"Sorry about that, but you will have to sit the next part out; your legs are busted," the man explained, cocking his head in confusion, worry, and a tiny bit of respect. "I don't even know how you managed to move with your legs like that," he added, shaking his head, before gesturing at the people standing to the side of the field, shouting at them to gather tools to fix the damage. Unconcerned, Wiljem walked out of the way of the track, gesturing the rest of his team to continue the exercise. Nodding, they once more began to walk off and continue their run around the course. "Okay big guy," a woman with green skin called to Wiljem once he arrived at the scholar's open tent, "let's get you out of that tin-can, why don't we?"

***​

The 'Office' of Needle was as much mystery as open secret to the Council and the common Pilgrim. Located near one of the taverns built inside the Tree, one could not describe her office as secure, but only if they were fool enough to underestimate both her ability to defend herself, as well as her hidden guards in the nearby rooms. Having been elected as the one responsible for the Pilgrims' security of all operations and holdings, she was usually busy with the organization of said things defense and legality. Today, though, was different, as the woman sitting in the chair before her could attest to, having given Needle the scroll with some very detailed orders. Looking up from said scroll, Needle narrowed her eyes at the woman with mistrust. "Mark, was it?" she asked, continuing once she received a nod. "I will be honest. What makes you think that I hold the authority to order DOD towards Jokvi? You could have just as well gone to Martyris with these orders, seeing as he is required for every Council session as the Arbitrator."

"Because Captain Ori is currently in an intense debate with said Prevter and his Wife, over the need to station bodyguards with him, her, and their child, alongside numerous security and logistical debates," Mark answered with a monotone voice, looking unperturbed about the faint hostility emanating from the Mutated in front of her. "And as a councilor, you hold the authority to drag him away from such debate, to enforce His Majesties edict with the needed speed and subtlety." With a snort of disdain, Needle gestured to the door. "Alright, I'll convince the others to do your 'tour' and get DOD to Jokvi against the Tribe up north. Now, if you were so kindly, get out."

***​

"Salt?" Selene asked Aria, holding the small green container towards her, having set the tea beforehand. "Yes, two spoons, please," Aria answered with a sincere smile, fiddling with a fork to suppress the urge to dig into the slice of cake before her. Quickly scooping out the requested two spoons, Selene set the ceramic back, careful to avoid any spillage, and sat down herself, noting with some amusement her friend's excitement. "Dig in, Aria, not every day you get to celebrate a life-day!" She encouragingly spoke, scooping a bite from the cake on her plate, watching Aria do the same. A few short moments of blessed peace reigned, where both women enjoyed the treat before them, content in the other's presence.

Sadly, even the most delicious of cakes get eaten, and the most enjoyable of teas will be drunk, leaving silence behind, pushing both women towards talking about their lives and recent happenings, both in their slice of the world, as well as the wider one they found themselves inside. Selene spoke about the troubles and drastic changes to her life after the Royal Guard had appeared, with their Captain forcing bodyguards upon her, husband, and child, punctuated with glowers at the man and woman standing just far enough away as to not intrude upon her talks. Aria countered this with her recent troubles of calming PD down before she resolved to go charging up the cliff and plow straight into the DOD to interface with a potential Core as sophisticated as herself or conduct a thorough search for an 'old friend' before the ship was declared safe for such actions. Such lighthearted banter continued, with both sides bringing up ever more petty and unreasonable demands and complaints; before long, both were barely able to speak a word out of laughter. But as the cake gets eaten, so too does the ribbing end, eventually turning to a point Selene was concerned about, seeking a way to help her friend without being too intrusive.

After a few tries to gain that information covertly, Selene decided that blunt was the better part of speech and directly asked Aria how her session with the therapist went. "Oh, that," she started, sounding unconcerned, though a little embarrassed.

A well-furnished office. Thick carpest cushion the sound of one body hitting the floor. Three people hidden behind gas-masks enter the room. The man sitting in the chair remains unaffected by the gas, offering a short nod before leaving his office. One begins checking pulse, setting the unconscious woman's body, securing her for the part which will follow shortly. The other two begin to set up a machine, one taking out several long needles filled with clear fluids, as the other started to unhook cables and small tubings. At a nod, both begin to position the unconscious woman in a spread-eagle position. One begins to inject her with the syringes one after the other, spaced apart over several minutes, as the other two carefully weave the metallic gray hair, inserting the braids into the tubes. Arcs of electricity begin to spar as soon as they enter, soon floating in the middle of the electric arcs.

The connected machine begins to hum at a nod from the man with the needles, soon replaced by distorted sounds and flickers of light and colors. A short calibration clears up the static, giving off a crystal clear picture. Memories are hastily reviewed, scenes of camaraderie, joy, stress, hard work, boring nights, and short moments of terror discarded until they find the one they sought.

A warning fills the room, with all three tensing at the meaning, implications, and
consequence of the message to all life. One holds a finger to his ear and begins to speak in a monotone voice: "This is Mark. Panopticon failure is imminent. Recommend enactment of contingency 'Lost Night.'" With a precise gesture, all three start packing the machine in once more, resetting the woman's hair into her previous style, laying her onto the ample cushions provided. Once all evidence of the three's existence were removed, one begins to smear a salve over the small wounds left by the needles, which start to heal so fast that the eye can follow them, as another dabs another balm onto her face, resetting the disturbing clothing before leaving with the others.

All three pass the man outside, nodding in unison, beginning to stow their suspicious masks, as the sole remaining one once more enters the office, sitting onto the chair as if nothing had happened.


"Well, I think it went okay? The therapists said that nightmares were not uncommon for those who first enter a Necropolis, and many of those going on the expeditions confirmed that. He showed me some meditation techniques to calm myself, and well," Aria continued, now blushing slightly, coughing once into her fist. "I slept through half the session once he did so." "No way!" Selene gasped in fake shock, laughing as Arias buried her face in her hands with a groan.

***​

As time passes, as it is known to do, things change. People move on from tragedy, experience new things, fall back into old routines and build new monuments as old ones are razed to the ground. The planet circles the sun as the moons do the planet, the seasons change, life dies and is re-born, people rejoice and despair, books are sold or burnt. Everything is in constant change, whether forward or backward, to the side or into stagnation born from comfort.

And one of the things that had changed was the Pilgrims and their numbers, beliefs, and how they expressed themselves with them. As a philosophy grows, so does its variations, reflecting those that had adopted, preached, and discussed it. For the Pilgrims, it was no different, as people came together to discuss and reflect, argue for and against views, and dissect others' points for faults and danger to what they held sacred and as a fundamental part of what it meant to be a Pilgrim. Though the Pilgrims were by no means pacifistic, such change inside a religion was usually a herald for schisms, bloodshed, and strife, when sister raised weapons against brother against friend against leaders and so forth, however, not for a religion whose central teaching was rooted in humanity's fundamental goodness, whose members were told to do the right thing, even if it was hard, no, especially if it was hard.

And so it came, that as the years went by, more people joined and devoted themselves to the Pilgrims Way, revelations and allies appeared, as did foes and obstacles, so too did the schools of thought on which way the Pilgrims should develop. One of those schools managed to prevail with arguments and discussions, working to create upon the foundation lain by the Founder and creating another facet and expression of the Pilgrims.

What is the facet which is now held close to heart by many Pilgrims?
(De-coupled from the regular vote, can choose now. Approval Voting is allowed.)​

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

[ ] We Rise, United
Why do we fight with our fellow brothers and sisters in this world merely because of their looks? Why are children killed or abandoned, innocents arrested and hanged for crimes they did not commit based upon things they have no control over? Why are those among us shunned whose bodies are different? Why is such an excuse to kill, torture, take, and exploit? It is utter insanity, and it has to stop! What does it matter if a man has scales on his arms, a woman antlers upon her head, a child wings? They, too, stand side by side when their homes are attacked in defense of others, even when those have been shunned and reviled at all times. How many have died for this madness, how many more have to die before we realize what tragedy, what horror it is to do so? Humanity always fell when divided, ever rose when united, so let us end this utter travesty of hatred, let us stand shoulder to shoulder against the darkness which feeds upon our divisions, lest we die alone and beset by enemies at all sides.
(We Are One People is now an auto success and costs no Materials. Once either The Common People or The Elites have a +3 opinion on the Mutated, it will no longer fall, and all tensions will start to be eradicated with time. Mutated now start at +2(Friends) relationship in new Regions, -1 to -3 relationship damage to relevant factions with opposing tenets. Piety loss now 1 per 100 Followers.)

[ ] Deeds, Not Words
It is easy to speak of meaningful change, a safer world, and hope. One can promise a world without strife and sickness, war and death, one where we stand united in purpose and deeds, with ease from a chair inside a warm room, well-fed, clothed, and secure. Less so when you live in the streets, hunger and thirst a constant companion, as are fear and desperation. Others preach and talk about virtues and morality to the starving and sick, who have nothing left to give or lose, disdaining them for the very acts they do to survive. It is not what we should strive for; to preach endlessly about our virtues and condemn those who failed by the necessity of life. We will change the world into a place worth living in, one single step at a time if necessary, but we will create a better future for all, even if we have to die for it.
(Gain 100 Points to allocate towards any Action. Can no longer recruit actively, all actions no longer give recruitments not passive. Piety loss now 1 per 100 Followers.)

[ ] A Light In The Dark
There are many horrors on Calynth. Humans whose only goals in life are to pillage and plunder, to kill and destroy what others have built. Mutants who seek out civilizations to cast down into the sands of history, to be forgotten and discarded as myths. Mythical Beings who laugh like thirsting gods at our attempts to regain our world from the Wastes. Diseases unleashed from tanks and bunkers of the past to ravage entire nations, leaving only the hollow bones and empty streets of cities behind. But where darkness is, so too, there is light. Some go into the dark to fight for those huddled in fear behind them. Others venture deep into plague-struck regions, offering medicine and aid at their peril; ancient vaults are opened, which contain miracles of science that save millions of lives a single day. There are precious few havens of safety and peace for the weary, the oppressed, those who have lost everything they had left. There is no nobler deed than to offer protection to those who have none, to aid those who cannot help themselves, and to shine a light in this bleak world. Ours is not to heal the world in one fell swoop but cast away any belief of failure and go forward undaunted, lighting hope wherever we go and walk.
(80% chance to spend Goodwill at a 0.5 to 10 ratio to turn a failure into a success. The Common People start at 2(Friends). Faith Actions are rolled with advantage. Cannot take any action furthering strive. Piety loss now 1 per 100 Followers.)

***​

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 2 Actions)
[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: Automatic Success
Reward: 1d20+3 Recruits)

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

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

[ ] Establish A Soup-Kitchen - (Choose City) - (Not Mirn)
Another soup-kitchen allows you to feed more people, which also makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per Turn, unlocks further actions, COE loses 1d50 Influence)

[ ] Establish Soup-Kitchens (Bulk)(Ularn/Tessen)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per Turn, 1d3-1 Goodwill, 3d40 COE damage.)

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

[ ] Expand You Poor Houses - (Choose City)
While you have a house where some people can work themselves out of the holes society left them in, many will need the same. Get to expanding what you have built; the work is not done.
(Turns: 3
Chance: 42%
Cost: 15 Materials, Upkeep: +5 Materials
Reward: Poorhouse - (Expanded), +1 Permanent Recruitment, COE loses 3d30 Influence, +0.15 Goodwill per Turn.)

[ ] Establish A Small Hospice - (Choose City)
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 40%
Cost: 3 Materials Upkeep: 0.75 Material
Reward: +0.01 Goodwill per Turn, 1d5-1 Goodwill, unlocks further actions, COE loses 1d20 Influence)

[ ] Expand Your Hospices
While you have acceptable Hospices, there are many things you can improve; capacity, treatments, things like that. Better get to it!
(Cost: 5 Materials per Hospice, Upkeep: +0.85 Material per Hospice
Reward: +0.05 Goodwill per Turn per Hospice, 1d5+1 Goodwill, COE loses 1d30 Influence)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 7 Materials
Chance: 85%
Reward: Healers gain Influence, 1d3 Goodwill, COE loses 1d40 Influence.)

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

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

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

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

[ ] Build Another 'Consensual' - (Choose City)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help out those who chose this path or make use of it. People sell their labor and time for money, so punishing those whose work is sex is crazy.
(Turns: 2
Cost: 6 Materials
Reward: 'Consensual,' 2d40 COE damage,+0.01 Goodwill, 2d4-1 Materials income by charging entry from patrons, unlocks an upgrade.)

[ ] Build Upon A 'Consensual' - (Mirn)
Unexpectedly, the brothel you built seems to have rapidly gained a reputation as a high-class establishment. While good for your purse, less suitable for those who have less than 'expert talents' within the industry. By building new floors and digging some down, you could make enough space for all who tried to work in the Consensual but had to be turned away due to all rooms being full. It would be costly but will help those trying to escape forced sex-labor but have no other applicable working skills. You would need to step up the security, though.
(Turns: 3
Cost: 20 Materials, Upkeep: 6 Materials
Reward: Upgraded 'Consensual,' 1d20 COE damage,+0.02 Goodwill, +3d4 Income for the Consensual.)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A report in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)
[ ] Shouldn't we hug-bomb the newbies?
The Emperor has seen fit to saddle us with several hundred guests, many of whom, to put it diplomatically, present likely sources of friction. Others clearly have their own agendas. Well, fine. The Pilgrims are quite possibly the nicest, friendliest group of people on the planet. Let's roll out such a welcome mat that the Forge-Clan Elders forget to grumble, the soldiers make retirement plans, and that asshole spymaster gets really fricking confused.
(Cost: 7.20 Materials
Chance: 99%
Reward: Confused soldiers, very confused Forge-Clan Elders, extremely confused Mark, no friction, chance for ???)

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

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

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and comply with any official and legal requests to ensure no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 65% for Nobility and Churches (choose The Emperor, Church of Eden, The Followers of Light, The Bureau For Imperial Civilian Logistics), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

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

[ ] Infiltrate Part 1 - (Choose Faction)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade. This step is mostly focused on laying the groundwork for future expansions and won't get you any detailed information. It is also nothing more than paying some people to pass on rumors, which is pretty much standard practice within Slatnan and won't raise too many eyebrows. Still, even basic knowledge may allow you to plan farther ahead.
(Cost: 3 Materials
Turns: 3
Chance: 80%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 2 - (Choose Faction)
Further infiltration of chosen organizations will reveal far more secrets and allow far riskier actions to be taken. It will be a step over the law, though, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 12 Materials
Turns: 2
Chance: 55%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)

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

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

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (1 Action Locked)
[X] Tour With The Daughter
Mark 'requested' that the Daugther is taken on a tour through the region to show off the new addition to the Empire's Military (even if only via levy) to soften the shock and confusion from the ship's appearance.
(Required Unit: Daughter of Dawn
Reward: The Daughter is shown off to the people, stopping in Jokvi last.)

[ ] Scout Out.
While you know that enemies exist in one location, you do not know what forces they represent and how many. Remedy that.
(Takes 1 Unit - (Specify which)
Chance: 75%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Attack TOP-03 - (Choose Unit/s) - (Choose Enemies you will try to draw into fighting)
Now that you know what you will be attacking, you have to strike.
(Chance: 60%
Reward: Combat Round Initiated.)

[ ] Guards! Guards! - (Specify Building)
While the Tree of Knowledge has some security, it doesn't have a dedicated guard. Start training a few Pilgrims as guards so that you don't have to worry about thieves or, even worse, saboteurs.
(Cost: 6.5 Materials, Upkeep: 0.55 Materials
Turns: 1
Reward: Pilgrim Guards are assigned to the building, sharply increased DC for malicious actions against it.)

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

[ ] Build An Armory - (Grand)
Having a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive Action against attackers, is just plain common sense. You feel that this is the maximum of a militia you could operate without raising suspicion.
(Turns: 4
Cost: 24 Materials
Reward: Can supply and equip 18 Units. Unlocks further actions)

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

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

[ ] Complete Some Contracts - (Specify Unit)
When you have no use for your Units, you could send them to the adventurer guild to gather both experience and money. You would have to pay an entry fee to the guild first, but buying one for the Pilgrims, in general, would simplify the whole process, instead of buying one for every Unit.
(One-Time Cost: 4 Materials
Chance: 90/50/10%
Reward: 2/4/8d4 Materials.)

[ ] Pump Those Legs! - (Choose A Unit-Name)(Choose Equipment)
You have things people want. Some of those are not the kind to kindly ask for a price, but instead, take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize them in a military unit.
(Cost: X(Equipment) Materials, 0.5 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (Choose 1 Action, 1 Action Locked)(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Having a method to keep the ship afloat for extended periods is needed should you decide to follow that path of development. Getting bags of Suspendium to stay charged for extended periods will be the first step.
(Needed: Suspendium Shard - Tiny
Cost: 7.55 Materials
Chance: 81/70/59 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Suspendium Bags, allowing a much higher lift rate, at the cost of flammability.)

[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: -81/-170/-259 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)

[ ] Cargo Transporters - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
With the proof that you can now fly, you now need evidence that airships can move heavy loads around without falling prey to any aerial threats.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 12/-16/-42 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Light Cargo Airship)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Warships/Cargo Crafts/Line Vessels/Personal Cutters) - (Ship Damage) - (Security Forces) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Unnarmed 200 ton): 14 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 60 Intact (<80%), 4 Damaged (<60%), 16 Destroyed (<20%)
(Cost: 44/37/28/19 Materials
Chance: -09/-93/-177 for 1/2/3 Successes, Successes needed: 49/37/25/11
Reward: Can recover (Ship Type+Damage).)
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: -20/-87/-234% for 1/2/3 Successes, Successes Needed: 7
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] Coke - (Common Chemicals)
Coke is used ubiquitously within the Empire for all kinds of tasks, but primarily for steel creation. You should figure out how to produce the Coke yourself; it would make Upkeep cheaper for many things.
(Chance: 69/54/44% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), all Steam Engines, and Steel Foundry, increased Chances for all Steam Engine research.)

[ ] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
Now that you have the absolute basics of electronics and how to generate them, it is time to look into much more advanced forms. Maybe even in producing your first usable computer! PD shared some insight here.
(Chance: 44/25/-01% for 1/2/3 Successes, Successes needed: 13
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)

[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 24/-28/-76% for 1/2/3 Successes, Successes needed: 7
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising its Income.)

[ ] MORE STEAM! - (Advanced Hydraulic/Advanced Machinery/Advanced Metallurgy)
You have a steam engine now, yes, but why stop at what you have? There is always room for improvements, even incremental ones! See what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -60/-114/-265 for 1/2/3 Successes, Successes needed: 26
Reward: Improved Steam Engine resulting in D20's instead of D12's.)

[ ] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
The Vuur-Engine uses steam to power various applications via mechanical means. Said plainly: it turns a wheel. Sure, you have found some novel ways to use that, but there must be more, shouldn't there? Like driving a cart, or something similar?
(Cost: 16 Materials
Chance: 25/-14/-52 for 1/2/3 Successes, Successes needed: 7
Reward: Primitive Prototype for a train and tractor.)

[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on how to maximize yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 13/07/00% for 1/2/3 Successes, Successes needed: 12
Reward: Increased Income from your farms, ???)

[ ] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)
There are few things more unpleasant than mining. And you have been digging into a cliff for years by now. Something needs to be done about that, either by building outside or inventing tools that make mining less tiresome. Someone suggested using pneumatics, and it's not like you have anything to lose by researching this.
(Chance: 35/11/-34% for 1/2/3 Successes, Successes needed: 12
Reward: -1 Turn per 4 turns for all Tree of Knowledge actions, +2d4+4 Miscellaneous Sales.)
[ ] BURN IN HOLY FIRE! Pt.1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition aquired a surprisingly intact flamethrower from the necropolis. The weapon may not be as good as those produced by the Forge-Clans today, but seeing as this version was intended for civilian use, that can be excused. No pre-collapse goverment wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will be able to start down the path of creating Pilgrim designed flamethrowers, and all their uses in warfare and pest-removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 35/10/-15 for 1/2/3 Successes, Successes needed: 5
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] Power Armor - Primitive - (Advanced Electronics/Advanced Hydraulics/Advanced Armor)
Somehow, without even meaning to, the combination of ancient schematics, PD, the 4S, and your efforts, have resulted in actual, if primitive, Power Armor as worn by Elite Troops of the Forge-Clans and the Royal Army. It represents the height of what you can currently create; the costs too prohibitive, though due to several inventive and robust components, the maintenance is luckily easy and, notably, cheap. The single suit you have created has been used to develop cheaper ones to be worn by your Units. Figuring out a way to mass-produce, or at least not so costly, produce them would massively help contend sites within the Forest Of Rust.
(Cost: 24 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: -48/-102/-156 for 1/2/3 Successes, Successes needed: 17
Reward: Power Armor - Primitive, Reduced upkeep for all industrial buildings, further Learning Action.)

[ ] Optical Camouflage - (Advanced Chemical/Advanced Biology)
Invisibility is not something that someone without a mutation can achieve. By studying patterns, how various Machines and Mutants perceive their environments, and building upon previous successes, the Pilgrims Scholars are confident that they can create the best self-made stealth clothes on this side of the equator. Considering that there is only a few island down-under, that is a severe boast.
(Chance: 21/-31/-97% for 1/2/3 Successes, Successes needed: 12
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, replaces Ghillies(Standardized))

[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
Finding this weapon was a stroke of luck! After all, making a weapon for Knights is much more complicated than giving them a big metal piece! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 99/99/85% for 1/2/3 Successes, Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 99/99/95% for 1/2/3 Successes, Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 99/99/89% for 1/2/3 Successes, Successes needed: 1
Reward: A better shield.)

[X] Ailments Of The Mind - (Psychology)- (3/6 Successes)
As your returned volunteers settle into their lives once more, it has become apparent that something is wrong. Some dislike the close nature of crowds; others are frightened by loud noises or have frequent nightmares. The answer to these changes in behavior may be due to combat stress, but none of the Pilgrims have any idea of what to do to help them. Maybe some inquiries in various libraries and some inspiration from the past may help?
(Cost: One Psychology Artifact
Chance: 26/16/06% for 1/2/3 Successes, Successes Needed: 6
Reward: +1 replenishment per Turn)
[ ] Combat Stimms Round 1 - (Medicine/Biology/Chemicals)
The idea and usage of drugs to increase the combat-efficiency of soldiers is not a new idea. The book you found promises to negate many of the inherent risks in drug-usage, meaning that you could start using them for your units. Well, once you can produce them, at least.
(Chance: 34/29/24% for 1/2/3 Successes, Successes Needed: 5
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Suger, Spice, And Everything Nice - (Biology/Chemicals)
Humanity lost much knowledge during the Fall, some important like medical or technological knowledge, and some less obvious. Food preservation was the second type. While there are methods known even now, they come nowhere near the months or years of conservation possible before the Fall or aren't usable for every food type. Analyzing the preservatives found could be the first step towards fixing this.
(Needed Artifact: Food Preservatives
Chance: 51/32/13% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Your Scouts found another Artefact in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 60/45/35% for 1/2/3 Successes, Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Keeping Iced - (Electrical/Mechanical)
Now that you have a way to keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 20/-25/-75% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and others, that are only necessary materials and not proper tools or procedures. This artifact research should improve the Pilgrims' ability to heal various wounds and develop advanced protocols for their customary use.
(Needed Artifact: Surgeons Kit
Chance: 80/70/60% for 1/2/3 Successes, Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)
[ ] Assemble The Theorists! - (Common/Advanced/Pioneer/Specific Quester Requested Theory)
Stagnation. Complacency. Fear. Those are the three things that have hampered the progress of science the most, bar none. No longer, you say! You will see to it that you will examine, nail down, and figure out the right way in which the universe works, allowing you to not only reverse engineer the wonders of past glories but build your very own! Make it so.
(Information: Either choose an example below or add a previously discussed theory with the QM's approval.
Machinery | Weapons | Armor | Mechanics | Chemicals | Medicine | Psychology | Metallurgy | Programming | Electronics | Biology | Hydraulics | Physics | Suspendium
Chance: 30/00/-30% for 1/2/3 Successes, Successes needed: 3/9/27/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/85/55% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)

[ ] Fashion Revival - (Repeatable)
While most Artefacts found in the Ancients' ruins are beyond anyone's ability to replicate, some are much easier. The Pilgrims lack the knowledge to bring back the Ancients' technology; for now, that is not true for their fashion. Use the clothes found in the old world's ruins and get back to the past's style!
(Needed Artifacts: Clothing Related (Fancy Dress, Lingerie), they won't be used up, merely copied.
Chance: 86/66/46% for 1/2/3 Successes, Successes needed: 1
Reward: +1 permanent Material income per clothing-related Artifact and Success, changing the fashion around Mirn, outraged moral guardians)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 60/55/50% for 1/2/3 Successes, Successes needed: 1
Reward: Translated Artifact)
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the Action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action)
[X] 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-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per Turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 1 Turns.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 5 Turns. Machines nearby.
-TOP-03: [Locked - Security Systems Active - 6 Caretakers, 4 Sentinels, 1 Minor Bright-Lance Turret identified.]
-TW-01: Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 3 Turns. No Danger
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-TB-02: Est Artifact Grade: Common++/Rare+ [Airship Related] - 3d2-1 per turn, Max. Yield: 1 Turn. No danger.
-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified.]
-HB-01: Est Artifact-grade: Unkown (1d100) - 2d12 per turn, Max. Yield: 1 Turn. No Danger

-Expedition - (TW-01) - (2 turns remaining) - (House Mirn support: N)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions, so you can either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Cost: 15 Materials
Chance: 40%
Reward: 1 Large Suspendium Shard.
Warning: If this Action fails, 2d60 Pilgrims will die. Boni, Traits, and Tenets apply.)

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth sending an expedition to a location, either due to its low yield or quality.
(Chance: 99%
Reward: 1 turn in the specified location.
Warning! If the Action fails, 2% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites and return information on possible hostile forces.
(Chance: 99%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the Action fails, 1% Chance that the Scouting Unit will take 1d6 casualties due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants have taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to know. Whether or not you can access the different libraries and other book-stores is.
(Chance: 82%
Reward: Sites in The Gallery are located and mapped.
Warning! If the Action fails, the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area while the smokestack continues to emit black smoke. What surprises await you once past the guardians, what greatness lies locked away? A metric shit-ton of angry Machines, that's what! PD has warned you against going there, as your scouts would have to contend with over a thousand drones!
(Chance: 76%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the Action fails, the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, 18% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] The Field of 64
A flat area of 8x8km. Nothing is seen here other than dust, sand, and the feeling of wrongness. Yet, one has to wonder what would necessitate such a large flat area. Or what could be beneath it? PD informed you that massive machines lie beneath, purpose unknown.
(Chance: 51%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, 28% Chance that the Scouting Unit will die due to being detected and subsequently attacked)

[ ] Scout The Bonetunnels
PD informed you of a series of tunnels that run deep beneath the surface, filled with dead beings' bones and corpses. Animals, Mutants, and even Machines descend into their depths to die, leaving behind mountains of bones. What could be found here?
(Chance: 28%
Turns: 2
Reward: Sites in The Bonetunnels are located and mapped.
Warning! If the Action fails, 15% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Scout The Tenebris Library
PD informed you of the location of an ancient library, called the Tenebris by the RI. It is wholly encapsulated, and no window or light fixture illuminates the inside. Why would you build a library without lights?
(Chance: 63%
Turns: 3
Reward: Sites in Tenebris Library are located and mapped.
Warning! If the Action fails, 68% Chance that the Scouting Unit will die due to being detected and subsequently attacked.)

[ ] Search for the Zone
Your efforts to learn more about the region have yielded an unusual fruit, knowing that your Knight was most likely part of the Revival Initiative. This polity operated deep inside the Forest, scavenging for artifacts like you, but they took it a step further. They build a small town in the Necropoli. Foolish, yet finding it could end up unearthing treasures beyond imagination or prove a giant disappointment. PD's maps are pretty heavily corrupted, but she has provided some landmarks which may still exist.
(Chance: 13%
Turns: 4
Reward: The Zone can be scavenged.)

[ ] Open The Bunker
The Bunker beneath a section of the Wall has never been opened, and whatever is inside is worth all efforts to open it, without a doubt! Now you only need to find a way to open it without being swarmed by a thousand Mutants and dozens of Machines.
-[ ] Use DoD
Adds +5% to the counter, 50% Chance to destroy any benefits should the door be opened.
(Chance: 1%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)
[ ] Anchorage For Airships
Now that you have airships larger than what can be serviced on the ground, even if only by accident, a suitable anchorage should be built atop the cliff the Tree is built inside. Cargo-, and Personel-Lifts need to be hewn into the rock, alongside an expansion to the power-grid, with defensive measures atop the Tree strengthened. With the aid of the Forge-Clan Elders, this shouldn't take too long.
(Turns: 2
Cost: 48.25 Materials, Upkeep: 2 Materials
Reward: Anchorage, which unlocks further DoD actions, can be upgraded into Berth - Tiny)

[ ] Upgrade The Crystal-Path
Well, now that you have promised it, you need to keep your word and get the required Suspendium safely out of the Forest. Preferably without any deaths. This includes hiring Adventurers, Scavengers, Builders, etc., to fortify, tunnel, and patrol "safe" routes to and from the Crystal-Garden to harvest the Suspendium.
(Turns: 4
Cost: 70 Materials, Upkeep 8 Materials
Chance: 45%
Reward: 4 Medium Suspendium Shards each Turn.)

[ ] Living Quarters - Continous Expansion
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later. You are making this a passive effort, where you will add living space as needed and only some on the side, which will allow you to focus your efforts elsewhere.
(Cost: Upkeep: 6.14 Materials
Turns: 1
Reward: No more overcrowding mali.)

[ ] Storerooms - Continuous Expansion
Preparing for bad times is not only smart but necessary. Ensure that there are always enough supplies and secure storerooms to last the Pilgrims.
(Cost: Upkeep: 2.50 Materials, Restock Cost: 5 Materials per 250 Pilgrims.
Turns: 1
Reward: Can support the Pilgrims for twelve months under siege conditions before you need to gather new supplies.)

[ ] Laboratories - Expanded
Now that you have some built, it is time to expand those labs! Unfortunately, building and equipping those labs will be too costly, to put it lightly.
(Cost: 65 Materials, +7.64 Materials Upkeep
Turns: 7
Reward: Improved success-chances)

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

[ ] Medical Wing - Expanded
Expanding your Medical facilities will someday be required, but for now, it would be massive overkill. Still, it never hurts to have the option in the back of your mind.
(Cost: 40 Materials, Upkeep: 8.14 Material
Turns: 4
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 Pilgrims before it becomes useless.)

[ ] Artisanal Quarters - (Grand)
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees industrial capabilities. They will enable you to do much more fine works and help in the creation of delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 4
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Basic)
Building a Black Box (which is neither black nor a box) into the Tree of Knowledge will allow you to handle Artifacts with the care they deserve. Sterile and stocked with the best tools for the disassembly of Artifacts, putting them back together into working fashion should allow you to re-use them and learn their secrets in ways that you had not considered at the time of disassembly.
(Cost: 20 Materials, 1 Scientist, Upkeep: 4.14 Materials
Turns: 3
Reward: 5% not to use up an Artifact, can slot 1(one) Artifact to provide 10% (rounded down) of the Artifacts bonus continuously.)

[X] Electronics Workshop - (1/7 Turns Complete)
Now that you can produce electronics, you want to have as many as you possibly can. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. Excavating a space for a Workshop should help you in alleviating many of those problems. With the creation of the Vuur-Engine, the production of power-generators is now within your grasp.
(Cost: 40 Materials, 1 Scientist, 12 Faithful, Upkeep: 12.14 Materials
Turns: 7
Reward: +20 to all Electronics Research, 4d8 Materials Income (Technology Sale), increased Chances for Secret Of The Circuit Pt.2.)

[ ] Library - (Basic)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out a large space for a few dozen rows of books would be a good start when making one within the Tree. You would also make space for a bookbinder and a printer to maintain and add to your collection and preserve originals. You can add multiple floors later.
(Cost: 26.50 Materials, Upkeep: 7.60 Materials
Turns: 8
Reward: Provides 1(one) slot for Literature Artifacts, providing a 10% Boost to their bonus.)

[ ] Assemble An Engine - (Location)
Now that you have developed a Steam Engine, you should see building them for your mines or farms. Whatever you think is more pressing or profitable. But the costs.
(Turns: 2
Cost: 85 Materials Upkeep: 4.4 Materials
Reward: Turns all D4's into D12's, increases static Income by 50% rounded down.)

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

Holdings: Norqod practically does not exist, and even then does so barely on paper. A lot of work will be needed if you want to make sure that your commission is fulfilled. While labor-intensive for now, you will be able to 'automate' the village unless you want to create unique buildings. (1 Action Locked)

[ ] Dig Out A Marketplace
You do not have the space to create a full marketplace while still having it within walls to protect it from the wildlife. Digging into the ground would allow you to circumvent many such problems! Excavated in a '+' shape, three stories deep would enable merchants to purchase stalls and create enough space for civilians and services such as guards or sewers from the start. That the Tree will be the focal point of local commerce is better left unsaid.
(Turns: 4
Cost: 5.50 Materials
Reward: Marketplace, 1/4 requirements built, cheaper/better Merchant Guild actions, +1.5 Materials in Taxes.)

[X] Build A Wall - (6/8 Turns Complete)
Being put into the unique position of building a village has created the need for a wall enveloping its whole. Better start building; this could take a while, especially if you want to have sound construction.
(Turns: 8
Cost: 11.50 Materials
Reward: A Wall, increased DC for attacking the Tree, 1/4 requirements built.)

[ ] Build Service-Buildings
The village will need a guard station, at least two guildhalls, a tavern, a well, sewers, an armory, a cemetery, and an 'all-faiths'-shrine...
(Turns: 4
Cost: 4.35 Materials
Reward: The village will function without any problems, +2 Materials from Taxes, 1/4 requirements built.)

[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor the smelters. Norqod, on the other hand, can easily support such an assembly, allowing you to produce the engines cheaper while selling ordered ones. Well, once people are living in Norqod anyway.
(Requirement: Prepare Quarters, Dig Out A Marketplace
Turns: 8
Cost: 35 Materials, Upkeep: 12.75 Materials
Reward: Massive reduction to Assemble An Engine, 6d12 Materials to Technology Sales, massively increased prosperity in Norqod.)

[ ] Airship Manufactory - (Internal Use) or (External Selling)
You have found a way to fly, even if it requires the use of batteries, sails, and crystals. You only need to build the ships and decide if you wish to sell or keep them.
(Turns: 6
Cost: 40 Materials, Upkeep: 17 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships per Turn/2d40 Income per Turn)

Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] Take Out A Loan
(0-200 Materials loaned for four turns at 10% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.20 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Action)
-[ ] Guardians For Hire - (Choose Location)
(Cost: +1.3 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 6 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 3 Materials
Reward: Chosen targets plans for the next two turns are revealed.)

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

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (3/8 Turns Complete)
(Cost: 1 Faithful, 2.32 Material per Turn, for 8(eight) turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
(Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Action)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance - (Locked for 1(one), Turn)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

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

[ ] Forge Clan Vanar-Feer - (Choose 1 Action)
- [ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[ ] Engineers Galore - (Engineer)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In Reason)
You knew something like this would happen. Somehow, somewhere an organization or person would manage to draw your full ire. Not in the sense that you disagree with something they did, but what they represent and how they act in life. Well, you are an official religion, and as such, you are allowed to condemn them. Do so.
(Trait Needed: Arbitrator
Cost: All support options for the chosen organization will be void; the Leader will most likely hate you.
Reward: Opposing factions will love this act. A good enough reason can give you additional benefits.)

[ ] Training Is My Favorite Hobby! - (Aria)
Now that you have a Pilot, they need to know what they are doing. While learning by doing is certainly a way to go about it, Humans and Mutated's squishiness tends to block that within the Tree. Now all that is needed is to internalize the lessons.
(Trait Needed: Knight-Pilot
Turns: 6
Reward: Aria advances to (3/6) Training.)

[ ] Interface With The Daugther's Core - (Aria)
The Core of the Daughter seems unstable at best and worryingly manic at worst. Figuring out how to calm the Machine-Mind down and prevent anyone from taking advantage of it should be a priority, as not doing so could lead to bad things happening.
(Warning: PD will be unavailable for Combat if this option is chosen.
Reward: A conversation, maybe?)

[ ] Thoroughly Search The Daugther For The Lost Core - (Aria)
PD had informed Aria that she had received a transmission shortly before the Daughter screamed over the Tree, eerily similar to that of a Core she once knew. She would like to devote a not-insignificant amount of time to search for him.
(Warning: PD will be unavailable for Combat if this option is chosen.
Reward: ???)

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

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

[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 55%, rolled with a +15
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers - (Material Cost)
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%, +10% for 5 Materials, +20% for 12 Materials
Reward: +1% Piety, and 1 additional for every +10 rolling above 60)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: The maximum amount of Faithful is created, according to the available Followers.)

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

[ ] Write In

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

A moratorium will be until 13.02.21 at 17:00 CET.
Voting will be closed on 17.01.21 at 17:00 CET.
Boni can be assigned until 17.01.21 at 20:00 CET.
I will roll on the 17.02.21 at 17:00 CET if no one has rolled yet.
Updates will be online six days after rolling.
 
Last edited:
oh boy those votes are a harsh thing

mechanically i would go for the 100 points we can allocate between options

but narratively i would go for recognition of the rigth to decency and respect for all sentient entities (plus all the AI research)
 
What does
Can no longer recruit actively, all actions no longer give recruitments not passive.
mean? This sentence isn't parsing into English in my mind.

Regardless though, I gotta vote

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

It's my vote option after all.

My only regret is that it doesn't include mutated.
 
Last edited:
Now that I think about, we might be able to cheese things, by letting the Elders see shoddy work that irritates them so much that they show us how to do things the proper way. Inadvertently getting them to push our research forward
 
[X] Children Of The Universe

We still can pick one more when we number in the thousands, I'm hoping We Rise, United still is available by then.

[] Plan TOP-03 Is My White Whale
-[ ][Faith] Healing For All!
--[] 6FF
-[ ][Faith] Expand Your Hospices
-[ ][Diplomacy] High-End Introduction - (The Bureau For Imperial Civilian Logistics )
-[X][Martial] Tour With The Daughter
-[X][Learning] Ailments Of The Mind - (Psychology)- (3/6 Successes)
--[] PD, DoD, SC
-[ ][Learning] Tools of the Trade - (Medical/Biological)
-[ ][Archeology] Send Out The Scavengers (HB-01)
-[X][Tree] Electronics Workshop - (1/7 Turns Complete)
-[ ][Tree] Black Box - (Basic)
-[X][Holding] Build A Wall - (6/8 Turns Complete) - Sandcrete
-[ ][Martyris] Too Much To Do - Attack TOP-03 - (Tech Scouts, The Unbroken, THE WALL - (All on TOP-03, destroy the turret first)
-[ ][Martyris] Guiding Hand
-[ ][Aria] Interface With The Daugther's Core - (Aria)
-[X] The Union Of Herbalists - (1 Action Locked)
--[X] Study Sessions - (3/8 Turns Complete)
-[ ] Forge Clan Vanar-Feer - (Choose 1 Action)
--[ ] Engineers Galore - (Engineer)

Not doing anything lasting more than one turn in either diplomacy or faith since we might have to use them next turn to deal with refugees. Starting next turn we'll have to start using our research to improve our economy again.
 
Oh no, it's a mixture of dawi and tech-priests.

Knowing that Wiljem would lead the exercise, Bolt began to rush over there with all due haste, giving over her children to her bodyguards, having been forgotten by the Elder still complaining to Martyris.
Don't worry Bolt, it will only take one meeting for Wiljem to learn to put as much distance between him and the scary old people as he can. Though the image of a 1.90m tall fully armored lion-man being nagged into submission is funny.

Starting next turn we'll have to start using our research to improve our economy again.
If we roll good on income we should look into getting a steam engine for the silver mine. Or more steam in general.

Edit: Guys, we have an intact flamethrower. Who wants to go full Salamanders for our next unit?

[X] Children Of The Universe
 
Last edited:
God, though I am tempted to get the "Stand United" belief.

Step 1 - Take stand united belief
Step 2 - Start spending actions to buff the relationship with the emperor to +3.
Step 3 - Realize that we have convinced the Emperor that he's now united with us and that differences between our viewpoints will automatically start to normalize.
Step 4 - Pick another faction.

Also - A new god is born.

"All will be wiped clean!"
"All dreams will be broken!"
"Everything will rot eternal!"
"Blood for the Blood God!"
"Pleasure is Pain!"
"Have you tried not being an asshole?"
 
Last edited:
God, though I am tempted to get the "Stand United" belief.

Step 1 - Take stand united belief
Step 2 - Start spending actions to buff the relationship with the emperor to +3.
Step 3 - Realize that we have convinced the Emperor that he's now united with us and that differences between our viewpoints will automatically start to normalize.
Step 4 - Pick another faction.
That Tentet is meant to apply for the Mutated, aka no racism anymore.
 
Last edited:
[X] We Rise, United
Why do we fight with our fellow brothers and sisters in this world merely because of their looks? Why are children killed or abandoned, innocents arrested and hanged for crimes they did not commit based upon things they have no control over? Why are those among us shunned whose bodies are different? Why is such an excuse to kill, torture, take, and exploit? It is utter insanity, and it has to stop! What does it matter if a man has scales on his arms, a woman antlers upon her head, a child wings? They, too, stand side by side when their homes are attacked in defense of others, even when those have been shunned and reviled at all times. How many have died for this madness, how many more have to die before we realize what tragedy, what horror it is to do so? Humanity always fell when divided, ever rose when united, so let us end this utter travesty of hatred, let us stand shoulder to shoulder against the darkness which feeds upon our divisions, lest we die alone and beset by enemies at all sides.
(We Are One People is now an auto success and costs no Materials. Once either The Common People or The Elites have a +3 opinion, it will no longer fall, and all tensions will start to be eradicated with time. Mutated now start at +2(Friends) relationship in new Regions, -1 to -3 relationship damage to relevant factions with opposing tenets. Piety loss now 1 per 100 Followers.)

I'd be fine with Children of the Universe as well, but this has the potential to not only help the general standard of living for the Mutated population in the Empire, but also the potential to get rid of the laws/restrictions that prevent Selene, our daughter Silvia, and people like Wiljem from inheriting titles or joining professions like the Royal Guard.

To help stop the horrific practice of abandoning or even killing mutated babies, for the crime of being born with a mutation. To stop the senseless discrimination and division which distract us from the real threats that seek our total destruction.
 
Back
Top