Okay, I looked through my notes and have also found nothing. Either I thought I had it written down and forgot to do so, or plain lost that note is up to debate. But unless someone finds my OG price, it will cost 103 Materials.

Welp, that is definitely painful.

Still, I think after a few turns of deliberately focusing on income, it'll be very doable. A running airship manufactury should happily cover it.

@Amilia, you seem to remember H3roCooky'e original statement as well - do you remember where it was/how much the OG price was?
 
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Adhoc vote count started by HeroCooky on May 2, 2021 at 11:33 AM, finished with 24 posts and 5 votes.

  • [X] Plan Money Making Research
    -[X] N
    -[X][Faith] The Pilgrims Need You!
    -[X][Faith] Build Another 'Consensual' - (Jovki)
    -[X][Diplomacy] We Are One People! - (Elite)
    --[X] 6 FF
    -[X][Martial] Re-Train The Wall 4 mats
    -[X][Learning] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Personal Cutters) - (Intact) - (The Unbroken, Tech Scouts) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
    --[X] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
    --[X] Take It Apart: (Personal Cutters, Damaged): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
    --[X] SC, PD, DoD
    -[X][Learning] Coke - (Common Chemicals)
    -[X][Archeology] Prepare an Expedition (TOP-03)(1 turn)
    -[X][Tree] Electronics Workshop - (2/7 Turns Complete) [Sandcrete]
    -[X][Tree] Living Quarters - Continous Expansion
    -[X][Holding] Build Service-Buildings
    -[X][Aria] Thoroughly Search The Daugther For The Lost Core
    -[X][Martyris] Guiding Hand
    -[X][Martyris] Too Much To Do - Detective Courses For Beginners - (1 (one) Unknown Artifact)
    -[X] Merchants - (All Are Free Actions)
    -[X] Take Out A Loan (100 mats)
    -[X] The Union Of Herbalists - (1 Action Locked)
    --[X] Study Sessions - (4/8 Turns Complete)
    -[X] Forge Clan Vanar-Feer - (1 Action Locked)
    --[X] Engineers Galore - (Engineer) - (1/6 Turns Complete)
@Amilia please assign any boni until 20:00 CET.

The actions and DC are:
We Are One People! - (Elite) - DC: 40, rolled with +21
Catalogue Everything 2: Airship Boogaloo - DC: 64/138/222, rolled with +27
Coke - DC: 31/46/56 rolled with +15
Detective Courses For Beginners - DC: 65/95/125 rolled with +45
 
I need 4 1d100 for your Actions with a DC of:
40, rolled with +21
64/138/222, rolled with +27
31/46/56 rolled with +15
65/95/125 rolled with +45

The first failure is re-rolled
All others have a DC of 50 for Goodwill roll.

Further Rolls:

Danger

2d100

Artifacts:
3d2 Rare+
2d8 Airship

Piety:
1d6-5

Income:
22d4+3d12+76

The first rolls are taken as official.
I will roll on the 03.05.21 at 17:00 CET if there are no other rolls present.
 
Time to roll.

Seems like everything passed and we should be safe from danger.
Profectus threw 4 100-faced dice. Total: 274
26 26 89 89 79 79 80 80
Profectus threw 2 100-faced dice. Reason: DANGER Total: 137
55 55 82 82
Profectus threw 3 2-faced dice. Reason: artifact rare+ Total: 3
1 1 1 1 1 1
Profectus threw 2 8-faced dice. Reason: artifact airship Total: 9
1 1 8 8
Profectus threw 1 6-faced dice. Reason: piety Total: 1
1 1
Profectus threw 3 12-faced dice. Reason: income part 1 Total: 31
12 12 7 7 12 12
Profectus threw 12 4-faced dice. Reason: income part 2 Total: 31
2 2 3 3 2 2 4 4 1 1 3 3 1 1 4 4 3 3 4 4 2 2 2 2
Profectus threw 10 4-faced dice. Reason: income part 3 Total: 16
2 2 1 1 1 1 3 3 2 2 3 3 1 1 1 1 1 1 1 1
 
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[X] Plan Money Making Research
-[X] N

-[X][Faith] The Pilgrims Need You! - (1/2 Turns Completed)
+1 Turn of Progress.

-[X][Faith] Build Another 'Consensual' - (Jokvi) - (1/2 Turns Completed)
+1 Turn of Progress.

-[X][Diplomacy] We Are One People! - (Elite) - (1/4 Turns Completed)
--[X] 6 FF
Needed: 40 Rolled: 26 + 21 = 47
Success!
+1 Turn of Progress.

-[X][Martial] Re-Train The Wall
Success!
Training is 1/2 Turns complete, Wall available the turn after.

-[X][Learning] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Personal Cutters) - (Intact) - (The Unbroken, Tech Scouts) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (5/11 Successes)
--[X] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
--[X] Take It Apart: (Personal Cutters, Damaged): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
--[X] SC, PD, DoD
+4 Successes
1 Airship Hull Promised.
9 Artifacts Found.
Needed: 64/138/222 for 1/2/3 Successes, Rolled: 89 + 27 = 116
+ 1 Success

-[X][Learning] Coke - (Common Chemicals) - (3/2 Successes)
Needed: 31/46/56 Rolled: 79 + 15 = 94
+3 Successes
Success!

-[X][Archeology] Prepare an Expedition (TOP-03)(1 turn)
Success!

-[X][Tree] Electronics Workshop - (4/7 Turns Complete) [Sandcrete]
+2 Turns of Progress.

-[X][Tree] Living Quarters - Continous Expansion
Success!

-[X][Holding] Build Service-Buildings - (1/4 Turns complete)
+1 Turn of Progress.

-[X][Aria] Thoroughly Search The Daugther For The Lost Core
Success! (?)
Found CORE-^Ä^

-[X][Martyris] Guiding Hand
Success
+5 Faithful

-[X][Martyris] Too Much To Do - Detective Courses For Beginners - (1 (one) Unknown Artifact) - (3/2 Successes)
Needed: 65/95/125 Rolled: 80 + 45 = 125
+3 Successes!
Äther-Battery Revealed!
Success!

-[X] Merchants - (All Are Free Actions)
-[X] Take Out A Loan (100 Materials)
+100 Materials acquired.

-[X] The Union Of Herbalists - (1 Action Locked)
--[X] Study Sessions - (5/8 Turns Complete)
+1 Turn of Progress.

-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (2/6 Turns Complete)
+1 Turn of Progress.

Further Rolls:

Danger:

Threath: 55 = Internal Strife
Intensity: 82 = Major
Result: 7% Piety loss

Artifacts:
3d2 Rare+ = 3
2d8 Airship = 9

Piety:
1d6-5 = 1 - 5 = 0% Piety reduction

Faithful:
Needed: None. Rolled: Nothing.

Income:
22d4+3d12+76 = XXX + 76 = 160 Materials!

The update will be online on the 08.05.21 at 17:00 CET.
 
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Rumor Mill Turn 41
Rumors:

A Swift Yet Bloody End To The Invaders
It began as quickly as it ended. The failed invasion by the corrupted Nek-Ne Tribe from the northern fringes of the Necropolis has ended, beaten, not merely back, but down. With bloody steel, righteous fury, and immortal honor were the Mutants and their mad Machines exterminated and wiped from the face of Calynth. Though our soldiers remain triumphant as ever, their deed came at a cost paid by lives. For even as we met the Nek-Ne on the open fields, they slid daggers into our backs, murdering the brave and courageous with the aid of Soothsayers. Yet, their abominable plot to weaken the hearts of the Nine Tribes Warriors and our protectors was shattered when their vaunted weapons were crushed beneath the heel of Imperial Knights. And even as their horrific Machines melded with flesh tried to break our lines, they were beaten back until their heinous plot to poison and murder ever more was discovered. With swift action and no cost spared, the Daughter rushed medical supplies to the front, yet traitors held back the same until it was too late. Even so, those brave men and women did their duty until the end, triply earning their place upon the monuments within their homes. Enraged by such callous tactics, our Lizards were sent out, not only to crush any remnants of the Nek-Ne but also to enact swift justice against those that had created the Black Rain. Both tasks which they managed to fulfill speedily and mercilessly. None of the invaders now remain, and none will ever plague our lands again. Honor the fallen, for they did their duty until the end, celebrate the living, for they can share their tales!

The Nine Tribe Assembly
After the losses incurred by the Nek-Ne, their mad attempt at genocide and invasion, the survivors of the Nine Tribes are gathering near Zulmni to discuss their futures. If rumors are to be believed, many of the younger people are wary of once more returning to their ancient lands and are advocating to either shift away, seeking new grounds or seek safety in numbers, settling in a place that can sustain them all. Those more conservative or stubborn see such as a betrayal of all they stood for, wanting to shift populations between their tribes to allow all a better chance at survival while still maintaining the tribe's identity. A few advocate to either create a formal confederacy within the wastes, others to completely integrate into the Empire, and everything between any possible stance that people can take. An end to the discussion is likely to take more than a season, as duels, contests, rituals, festivals, mercantile endeavors, traditions, and marriages are expected to throw wrenches into the delicate machinery of inter-tribal diplomacy.

News From The Thousand Village War
For those seeking news further abroad than only the west and south, or plain bored of reading about the SBA, Eversun, and Dul in the newspapers, a reprieve has arrived. A long-time trading caravan has recently stopped on their twelve-year route within Tessen, sharing news about the east beyond the Crying Mountains, about the Thousand Village War. The aforementioned war has taken a turn for the strange, as for the first time in two centuries, more than three villages have banded together in something resembling an alliance. Usually, such alliances are prime targets for other villages in the region, seeking to plunder their "riches" acquired by peace or fall apart by internal strife, yet this time it is different. Either by accident, careful plotting, or sheer need, the thousand-way brawl has turned into a 43-way fight. If the sudden increase in complexity of governance and sharp decline of contested areas will see an end to the bloodshed is to be seen.

***

Internal Report:

Within the Consensual we built in Mirn, an aerial silk dancer, known as Phyrro, has vanished. The first clue that something was odd was when staff dimmed the light for her show, and the lines of her bioluminescent skin did not show. Shortly afterward, when panicked staff members searched backstage and in her room, they did not find her. What they instead found was blood, signs of a struggle, and a discarded bloody dagger. However, the most disturbing part is that another person is missing, and we have strong reason to believe that both cases are linked. Annika, the Pilgrim who is missing, was noted to have a fascination towards Phyrro bordering on the disturbing and unhealthy. She had been removed two days ago after sexually harassing Phyrro and threatening to cut her tail off if she didn't 'comply', which was stopped by nearby staff. Usually, such actions would have seen her put on trial by us for possible expulsion and an actual trial by a judge, but she vanished before that could happen. She has to be found soon, or this could turn very ugly extremely fast.

***

Spy-Network:

The Military is recovering from the recent losses incurred in the invasion, leading to a temporary rise in banditry.

The Church Of Eden is attempting to recruit more people while networking within the nobility for favors and more power.

The Criminal Organizations are cautiously returning to their regular operations within Tessen.

The Common People are glad that the recent attempt at invasion is over but are slightly concerned about the rise in banditry. The latter has seen an uptick in prices as caravans need to hire more guards to travel safely.

The Mutated are kind of confused and wary about the lack of response to the Mutant Army that had killed over two thousand soldiers. Many are going about their day-to-day life as if nothing is unusual, attempting to not provoke a reaction, but some? Some are eyeing their recently acquired weaponry...
 
Annika, the Pilgrim who is missing, was noted to have a fascination towards Phyrro bordering on the disturbing and unhealthy. She had been removed two days ago after sexually harassing Phyrro and threatening to cut her tail off if she didn't 'comply', which was stopped by nearby staff.
Oh great, now we have a possible Jack the Ripper situation on our hands. I thought our mental health screenings would've caught something like this, but the best we can do now is investigate and when/if we find her, put her on trial for expulsion from the Pilgrims.
 
-[X][Martyris] Guiding Hand
Success
+5 Faithful

Thought it was going to bring us back to 27. Oh well.
Danger:
Threath: 55 = Internal Strife
Intensity: 82 = Major
Result: 7% Piety loss
So that's what it was.
The Nine Tribe Assembly
Hmm I wonder if we can benefit from this.

News From The Thousand Village War
That sounds like a massive clusterfuck. How have they not been conquered if they are so divided?

Anyway it looks like we just got our first internal crisis! It was bound to happen eventually.


2 Airship Hulls Promised.
It should be 1
 
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-[X][Learning] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Personal Cutters) - (Intact) - (The Unbroken, Tech Scouts) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (5/11 Successes)
--[X] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
--[X] Take It Apart: (Personal Cutters, Damaged): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
--[X] SC, PD, DoD
+4 Successes
2 Airship Hulls Promised.
9 Artifacts Found.
Needed: 64/138/222 for 1/2/3 Successes, Rolled: 89 + 27 = 96
+ 1 Success
You got this one wrong don't think that adds up like that. Unless theirs something else i am not seeing. same result though.
 
I thought our mental health screenings would've caught something like this
You mental health knowledge is currently limited (mid 1960's) to PTSD/Combat related phenomena, and you don't have "screenings" as a routine procedure, only an offering of talking. If you had started within the Eversun, your psychological knowledge would be much better, about equal to today.
Thought it was going to bring us back to 27. Oh well
No, the 27 is how many Faithful you have in total. The Guiding Hand gives you the maximum of Faithful you can gain from your 'excess' members.
That sounds like a massive clusterfuck. How have they not been conquered if they are so divided?
The Crying Mountians isolate them from much stronger nations to the west, while the Wastes and Ocean shield them from the north and south respectively. East of the are weak nations more occupied with the Ghouls roaming around and the mercenaries from the Dul Citystates.
You got this one wrong
Fixed, thanks for pointing that one out. Which reminds me, a 1d100 please?
 
You mental health knowledge is currently limited (mid 1960's) to PTSD/Combat related phenomena, and you don't have "screenings" as a routine procedure, only an offering of talking. If you had started within the Eversun, your psychological knowledge would be much better, about equal to today.
Can we build up to that give time?
 
After the losses incurred by the Nek-Ne, their mad attempt at genocide and invasion, the survivors of the Nine Tribes are gathering near Zulmni to discuss their futures. If rumors are to be believed, many of the younger people are wary of once more returning to their ancient lands and are advocating to either shift away, seeking new grounds or seek safety in numbers, settling in a place that can sustain them all. Those more conservative or stubborn see such as a betrayal of all they stood for, wanting to shift populations between their tribes to allow all a better chance at survival while still maintaining the tribe's identity.

I sense opportunities for both recruitment and mediation.

Shortly afterward, when panicked staff members searched backstage and in her room, they did not find her. What they instead found was blood, signs of a struggle, and a discarded bloody dagger. However, the most disturbing part is that another person is missing, and we have strong reason to believe that both cases are linked. Annika, the Pilgrim who is missing, was noted to have a fascination towards Phyrro bordering on the disturbing and unhealthy. She had been removed two days ago after sexually harassing Phyrro and threatening to cut her tail off if she didn't 'comply', which was stopped by nearby staff. Usually, such actions would have seen her put on trial by us for possible expulsion and an actual trial by a judge, but she vanished before that could happen. She has to be found soon, or this could turn very ugly extremely fast.

.....

Needle?

We have some work for you.
BelligerentGnu threw 1 100-faced dice. Total: 42
42 42
 
You know, it is funny but INT SEC is likely to get colonized by the Pilgrims in a manner of speaking. Consider.

The Emperor is going to want to keep a major, major eye on them now. At every level. The best way to do this is to have people in positions of power on the inside. The best way to do this is to have people join and be Pilgrims. To do this well, they need to fit in. In order to fit in, they need to believe in the doctrine at some level, or at least act in a manner consistent with it. But even acting in a manner consistent with a given philosophy or religion without belief when surrounded by genuine believers is likely to create a degree of belief in you as well unless you go out of your way to avoid it. Thus, the INTSEC agents infiltrating us could come to have a degree of our beliefs. Adjusted by their need to do INTSEC things, of course.
 
You know, it is funny but INT SEC is likely to get colonized by the Pilgrims in a manner of speaking. Consider.

The Emperor is going to want to keep a major, major eye on them now. At every level. The best way to do this is to have people in positions of power on the inside. The best way to do this is to have people join and be Pilgrims. To do this well, they need to fit in. In order to fit in, they need to believe in the doctrine at some level, or at least act in a manner consistent with it. But even acting in a manner consistent with a given philosophy or religion without belief when surrounded by genuine believers is likely to create a degree of belief in you as well unless you go out of your way to avoid it. Thus, the INTSEC agents infiltrating us could come to have a degree of our beliefs. Adjusted by their need to do INTSEC things, of course.

another thing is that our religion is really secular

is literally ''dont be an asshole and occasionally we make thematic festivals about it''
by that metric most non-religious decent people would fit in our religion

what better system of belief for impartial government agents
 
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Man, the murder couldn't come at a worse time. We don't have the money to combat further piety loss as our budget is already stretched to almost capacity.

Hopefully we get options to try and deal with it, letting it go is only going to cause more damage.
 
I have very much enjoyed reading through this quest. The world is an interesting mix of Fallout esc post war apocalypse with an almost mystical feeling.

Though I do have on piece of criticism. The dialogue.

Or rather the way that the Dialogue is written.

It is very confusing when there isn't a paragraph break between different people speaking, to the point where I have been confused who was talking a number of times. Some were bad enough to the point where I just skimmed past it because I couldn't parse out exactly what was happening.

Other than that, I love the turn that this quest has taken, especially with how out of place the Pilgrims are and how fast they rose through the political climate.
 
I have very much enjoyed reading through this quest. The world is an interesting mix of Fallout esc post war apocalypse with an almost mystical feeling.

Though I do have on piece of criticism. The dialogue.

Or rather the way that the Dialogue is written.

It is very confusing when there isn't a paragraph break between different people speaking, to the point where I have been confused who was talking a number of times. Some were bad enough to the point where I just skimmed past it because I couldn't parse out exactly what was happening.

Other than that, I love the turn that this quest has taken, especially with how out of place the Pilgrims are and how fast they rose through the political climate.

church of eden: *carefully growing and pushing into society and culture over decades*

one orphan guy ,his semi-furry wife along their merry band of social outcasts:

 
Turn 41; Year 9; Month 9; Passions Of Intellect And Darker Yearnings
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of valuable technologies and machines to advance civilization
-d.) reverse-engineering lost technologies

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

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

6.) In exchange, they are allowed to partake in;
-a.) free food, water, and electricity
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare and repairs
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards 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/engineers orders

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

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

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

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

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

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree; 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.)

Second Tenet: 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? Our mind makes us human, the ability to reason and understand, 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.)

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: 858
-Faithful: 11/32
--1/2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 826 (26 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: 145.71 (min. +19.44, max. +118.44 per Turn.) - (110 Materials owed in 4(four) Turns to The Merchant Guild.)

Income = 134.18-233.18 Materials:
16.52 = 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 = 114.74 Materials:
12.70 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
5.90 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.75 Due to Buying Goods In Bulk)
2.31 = 2 Expanded Hospices - (-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)
0.80 = Medical Wing - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.01 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.47 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.19 = Laboratories - Basic - (-0.15 Due to Buying Goods In Bulk)
4.01 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
5.60 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 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: 39.81 (+0.49 per turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.11 = 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: 76% (+25 to all rolls for Heros with the Adjudicator Trait)
Rolls (-5):
-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))
+8 (Followers, +1 every 100)

Suspendium: 15 Medium and 4 Tiny Suspendium Shards (1 Medium needed in 4(four) Turns - Paid)
+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: Recovery
Owes: 1 Major Favour

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

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

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Suspendium/Daughter of Dawn

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Recovering from the recent losses incurred in the invasion, fighting the temporary rise in banditry.
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)|2/5 Hel's (50 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|2/7 Hel's (50 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|2/5 Hel's (50 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|5/15 Hel's (125 Knights Total)|Assault-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: 265
Plans: attempting to recruit more people while networking within the nobility for favors and more power.
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: Glad that the recent attempt at invasion is over, but they are slightly concerned about the rise of bandit numbers. The latter has seen an uptick in prices as caravans need to hire more guards to travel safely.

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)|55% Control|Cheaper Actions)
- Healers (Ally (3)|45% 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: Cautiously returning to their regular operations within Tessen.

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

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Confused and wary about the lack of response to the Mutant Army that had killed over two thousand soldiers. Many are going about their day-to-day life as if nothing is unusual, attempting to not provoke a reaction, but some? Some are eyeing their recently acquired weaponry...

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
Chainsword - 1.24 - +5 to Common Mechanical
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
Elaborate Costume - 0.63
Ancient Torah - 0.44
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
Cracked Lenses - 0.35
Instant Noodle Recipe - 0.94
2 Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
2 Destroyed Caretaker Remains - 4.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Lightweight Alloy - 5.22 - +20 to Common Metallurgy
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 ???
2 Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
4 Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
"Atracium" Press - 7.44 - +20 to Advanced Hydraulics
Rusted Self-Driven Drill - 6.04 - +20 to Advanced Mechanics/Programming
Malicious Scrap Code - 6.17 - +20 to Advanced Programming
"Nictaia" Fuser - 7.23 - +20 to Advanced Hydraulics/Metallurgy
Damaged Papyrus Tablet - 5.54 - +20 to Advanced Machinery/Electronics
Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
Calculations On Sandcrete - 5.26 - +20 to Advanced Physics
Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
Actuator Joint - 6.00 - +20 to Advanced Armor/Hydraulics
Electro-Spool - 6.63 - +20 to Advanced Weapon/Electronics
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
Rust-Free Alloy Samples - 6.14 - +20 to Advanced Metalurgy
Enviromentaly Sealing Door - 7.10 - +20 to Advanced Mechanics
Lost Tech
Gutted Core - 17.04 - +50 to All 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/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/Machinery/Hydraulics/Engineering/Programming/Metallurgy/Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
Flexible Circuitry - 19.04 - +50 to Pioneer Electronics
Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Electric Collars/Shackles/Implants - 19.72 - +50 to Advanced Psychology/Electronics/Pioneer Medicine/Biology
Äther-Battery - 15.90 - +50 to Pioneer Electronics/Physics/Chemicals/Engineering/Metallurgy
Turbine Injectors - 15.46 - +50 to Pioneer Hydraulics/Chemicals
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
Hexagonal Armor Plate - 18.01 - +50 to Pioneer Armor/Metallurgy
Auto-Pilot - 19.66 - +50 to Pioneer Programming
Foldable Loading Ramp - 18.37- +50 to Pioneer Mechanics
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that the Ancients used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can 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.)

-CORE-^Ä^
PD found this Core within the bowels of the Daughter of Dawn, even months after the latter was used as quarters for a veritable legion of engineers and soldiers. He seems to be an old friend, and one can hear both chatting quite often when maintenance calls, but ^Ä^'s speech is unintelligible for any human, Mutated or otherwise. Seriously, how can you hear [T]7 in speech? Otherwise, he seems perfectly fine with only being a Core, though he would like to be put into a Knight in the next century or two.
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 1d5 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 coordination 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 1d5 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 coordination 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 (2.5/6) - (-2.5 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 1d5 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 1d5 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 - (21/60 Growth) - (7d4)
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 - Continuous Expansion
- All Pilgrims can live within the Tree without any problems.

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

Storerooms - Continuous Expansion
-All Pilgrims can survive for twelve months under siege conditions. (5 Materials per 250 re-stock cost.)

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: Little

Mood: Average

Permanent Inhabitants: A few
-Tendency: Small Uptick

Security: Yes.

Features:
-Basic Quarters
-A Wall

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 1d5 before survival roll to heal any wounds. 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 keyword here, as she is a Mutated, Selene cannot hold a noble title, and she only has it until one of her children or descendants is a human. The title awarded her is 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 slightest 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 she's grown up. But you still need to figure out how she could defend herself. Maybe grenades? Her first word had been 'Dada.' You'll never let Selene live that one down.

Founder, And First Arbitrator
You founded the Pilgrims and were appointed as Arbitrator, the final voice in any argument, 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 1d5 before survival roll to heal any wounds. 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: "???" - Amplified Cords - (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: +10.)

Trauma: Common People Purge Survivor (16/16):
It has been years since the Purge, and you no longer feel overwhelmed or trapped by the feelings of terror and hopelessness as you once did. Instead, you have used that horror you survived as a drive, to see it never repeated, or minimized, for as long as you live. You may occasionally still dream about the screams, the hateful faces, and the smell of burning flesh, but 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 would gladly fling a light into the future at the cost of your life.
(???)
By now, adding onto the Tree of Knowledge was old news and an even mundaner task for the experienced crew of miners, masons, carvers, day laborers, architects, and various other assorted professionals and muscle. Miners dug here until they had gone this distance, let the carves and masons smooth the walls and correct any mistakes. Laborers provided the needed stone for the furniture inside the excavated rooms before moving on as carpenters and specialists installed cables and luxuries. Sometimes the rooms were more extensive, necessitating a much more coordinated effort to ensure they wouldn't collapse on top of everyone, like the Knight-Hangar, or much cruder methods, such as batch expanding the Pilgrims living space.

Today was such a day, yet instead of having to complete some hundred or three rooms within a few months, orders were handed down to continue expanding all the rooms, all the time, forever. A highly unusual task, but none were willing to complain about steady and secure work. The complaining started when one among their numbers had made the mistake to complain about the relative instability of the bridges connecting the various cliffsides and sections within the hearing range of a Forge-Clan Elder.

Who, of course, took that as a personal insult.

Now, after three whole weeks of arguing, those Pilgrims responsible for the layout and priority of building orders gave up trying to convince the Elder to not design an entirely new system of bridges, canals, and aqueducts hanging over the ground without touching down. Along with gardens with plants carefully arranged to grow on both sides and over to supply food, medicine, and beauty. With an outwardly deep resignation and inwardly jubilant glee, they eventually agreed to the Elders' plans in exchange for him to stop 'bothering' them about his 'extremely time-consuming project' with no ulterior motives.

The Elder quietly chuckled at the foolishness of youths to think they could outsmart their elders, leaving with a whistle and vigor in his steps, nodding with a smirk at one of his friends carrying a large stack of blueprints. He wasn't the only one with a side-hobby in architecture, and the chance to let loose with all conventions or build a brothel of all things was a scarce one indeed.

Now he only needed to figure out where he stashed the seeds for the iridescent flowers.

***​

Within the Hangars, one hall was filled with the screeches of metal being torn asunder under buzzsaws, the clanging of heavy objects hitting metal, and the sudden stop of parts after falling onto the ground. Sparks and metal chips showered men and women in protective gear while attentive Pilgrims assisted in whatever tasks they had been assigned. Scholars and artists alike carefully drew the various stages of dismantling and any piece taken from the airship, all parts equally valuable until they could be identified appropriately by those with the knowledge to do such.

Outside the hall, armed Pilgrims slowly patrolled the area in random patterns, seeking to avoid any ambushes which nearby machines could set, while also coordinating to prevent any Mutant access to the civilians behind them. Of those assigned to the task, two rested in their break on a walkway overlooking the whole area, feet dangling in the air as both silently and ravenously consumed pre-packaged food. Even with preservatives and salt added to prevent the meat from spoiling and fresh vegetables with fruit added to the meal, the taste of days-old sand-bread was barely overcome by hunger and the awareness of nothing else existing to be consumed.

Now left with nothing else to occupy their time, both resumed staring at the massive ship slowly being taken apart, like a carcass from ants. They shared a bit of light banter and rumors, mainly concerned about the romantic and dirty tall tales being passed around, twisted, and parodied within the expedition about the skirt and pant chasers. And, in the tradition of all soldiers or security members since the dawn of organized fighting, complaining about their assignment came a solid second to rumors, both adamant in their belief that they alone had it the worst.

After a few more minutes of sordid tales and vigorous complaining, both packed up and cleaned their surroundings, resuming patrol once more, grumbling about it under their breath this time.

***​

One would think that searching the Daughter for the remains of a Knight would be easy.

One would think that the places such a large machine could reach were very few and quickly found.

One would think that, wouldn't they?

Because, as it turned out, ^Ä^ had managed to crawl into an elevator shaft before using his only remaining arm to drag himself further into a small warehouse near the aft of the Daughter. A place where he plugged himself into the ship's power reserves to preserve himself from shutting down. A place that allowed the nearby engineers easy access to tools and machines to cut ^Ä^ out of his destroyed frame. Yet this made the transportation of his Core so much more complicated, as PD had to operate entire systems of the Daughter manually. Meaning that all the muscle work needed to drag him out of his potential resting place had to be supplied by humans and Mutated. Which wouldn't be all that bad, with modern drones being able to drag the Core for most of the journey and the repaired elevator making a large part of the journey extremely comfortable, were if not for PD and ^Ä^'s bickering.

Seriously, how in the nine hells did you even manage to crawl into that damn nook? Your CORE is bigger than the damn door! PD announced over the intercom, annoyance in her voice.

[T]\ | /[T] | [T]\ | /[T] | [T]\ | /[T] Came his response, causing more than one person nearby to look incredibly confused, and two drones to cringe.

That... You... HOW?! PD replied incredulously.

\_[T]_/

You were a literal arm, you old fart! It was damaged, even! There is no muscle on any of us!

Ü

Don't get cocky with me! "Time-Honored-Secret," my shiny metal ass! You probably highjacked some 'bots round here and repaired after you smashed through. Your tall tales aside, you realize you are properly fucked right now, right? You cannot move and cannot even talk properly- she continued, only to be interrupted by ^Ä^speaking over her.

.[T]7 | [T] | [T]7 | .[T]7 | .[T]7 .[T]7

...never in my life has anyone managed to make the phrase: 'I want to join the Pilgrims and serve alongside you' contain seven puns, two alliterations, and a dirty joke. Never again do I want to hear that again, either. You should know, however, that it could take some decades until you get another Frame. We have money, but not that kind of money.

C:

Glad to have you back too, old fart.

***​

"This," Lord Arider said, carefully removing the Äther-Battery from its case, holding it up into the light coming into his library from a skylight, "is a tiny marvel of engineering. Here, here, look!" He continued, excitedly pointing at a small panel filled with buttons with his gloved hands. "That's how the battery is programmed. Without any instructions, it'd leave you with guesswork; I'll give you a copy of mine when we're done, don't worry, potentially damaging this delicate Artifact. Well, relatively delicate, the chassis can withstand a hammer blow." Arider animatedly explained, barely restraining himself from going into a whole lecture about specific technical limitations and properties. Martyris only sipped at his tea, listening intently.

The older man continued, pointing at various buttons. "Okay, here. You see that button here? That increases the, the, power or voltage, forgot which is which, doesn't matter, this button gives you more juice, while this one gives you less. These two regulate how powerful the juice is, but the real magic happens here," Arider said, now almost frantically pointing and explaining with vigor. "With that, you can do an airless transmission of-no. I'll show it to you; that's way better to explain how extraordinary this thing is!" He exclaimed, snapping a finger at an attending butler. "Jeremey, please bring me exhibit #28c from that shelf there." Jeremey nodded, quickly moving across the library and to the indicated shelf, swiftly removing a pyramid, before returning and setting the exhibit down onto a nearby table, which Arider pointed at." Now, this little pyramid is nothing more than a fancy lightbulb, heh, which would be handy to have if it didn't require an obscene amount of electricity. I leave it unplugged unless I throw a party, but observe!" With a quick motion, a snap of his fingers, the skylight above his and Martyris heads sealed, casting the room into near darkness, before a 'click' popped off.

Immediately, a kaleidoscope of colors and shapes erupted from the pyramid, casting fantastic landscapes onto the walls, ceiling, and somehow even the ground. Beams of light could be seen with the naked eye dancing across the room, merging into each other, shifting colors, or vanishing in tiny explosions, leaving naught behind but brief sparks. Martyris stared at the fantastic display with fascination, recalling seeing something similar within an ancient arena before turning to Lord Arider. The man smugly held the battery in his hand, gesturing around the room, before holding the battery up once more. "This thing is called an Äther-Battery for the exact reason that it needs no cables, connections, or anything otherwise to transmit power from itself to anything needing the same."

"That is. Honestly, I don't know what to call it, miraculous, perhaps?" Martyris replied in awe. "The things that one could do if one understood how to recreate this thing."

Arider shook his head at that, looking almost mournfully at the marvel in his hands. "Yes, too bad that those Clans holding the machines capable of creating these refuse to produce them again. Or, instead, insist that their renewed individual production would cost more than some city-state's yearly income, with not much gained beyond an incredibly portable battery." Carefully, he slowly set the Artifact down into a nearby box from which he had taken it, shaking his head. "Jewel is much better in that regard, even if you have to create a physical connection. Still," he said, clapping as the light show from the pyramid gradually dimmed, both from the power running out and natural light returning through the skylight, "if nothing else, whatever machine you set this baby into will be able to forego a lot of cabling. But enough technical talk! I believe you have something for me?"

Raising an eyebrow, Martyris silently held the colored envelope containing an invite to "Lady Maranicas Blue Masquerade" towards Lord Arider. "You know, when you contacted me to arrange a meeting to tell me what we had found, I never thought you'd want an invite to a Masquerade of all things as payment."

"Well, my boy, then you never went to one of Maranicas events. They can pack a punch, so to speak," Arider said, laughing about a joke only known to him, before hissing in pain, holding a hand towards his right ribs. He held up his other arm towards a concerned Martyris, waving his concerns away. "Don't worry; only a sport wound acting up. Damn woman, light spar my ass," he said, inaudibly muttering the last part. "Anyways, there is one other thing I wanted to discuss with you. You see, my father was an amateur physician and liked to collect curiosities and trinkets-" He began to say, only to be interrupted as the door to the library opened with a Pilgrim stepping inside.

"Sir, there's a situation in Mirn."

***​

Sweat dripped down Wiljem's whole body, his clothes wet from the man's hours-long training as he relentlessly sparred, fought, and sharpened his skills and mind against the grindstone of his fellow Pilgrims. The poor performance the months prior while taking TOP-03 had left his squad in a foul mood, yet all too happy to exercise the same with hard work and more demanding training. Every single bead of sweat they would spend now was one drop of blood one of their allies and siblings in arms wouldn't have to give. Wiljem carefully got into a defensive stance again, forcefully controlling his breathing to ready himself for the next round, only to be interrupted by a woman walking into the ring itself.

"Alright, Willy, time-out for you," his sister loudly called, holding up a packet in her hands, "until you have eaten something." A quick shushing motion with her hand cut off his reply as Willow grabbed him by his arm and dragged her brother off to the side. "And I won't take a no. With how much you are training and neglecting to eat, it is a wonder you still have muscles left!"

"Hey, I am not neglecting to eat," he started to reply, only to be betrayed by his stomach loudly growling once his nose registered the smell of fresh meat within the packet his sister had made. Her arched eyebrow only added insult to injury as he sheepishly looked away, not resisting as Willow plunked his ass down onto a bench and the packet into his hands.

Sitting down herself, she quickly popped the lid off of a canteen, taking a sip of the water therein before offering it to her brother. He wordlessly accepted it between bites of the sandwich in his hands, quickly wiping the top off while avoiding his sister's amused look. "We drank out of puddles once, you big wussy," she said, lightly punching his arm, while Wiljem completely ignored the punch. At that, Willows brow furrowed. "Hey. You know that it's not your fault, right? Martyris is okay, as is everybody else."

With a sigh, Wiljem put his meal down, craning his head towards the sky. "Yes. Because we prepared for the fight. Because Martyris had the prototype Obstacle. Because reinforcements arrived in the nick of time. If anything had worked out differently, I would have to explain to Selene and Silvia why their husband and father died. Why those whose job it was to put themselves between the enemy and the others didn't." He sighed, looking down once more, his hands balling into fists, crumpling his meal. "If I had trained that little bit more if I had reacted that much faster-" Wiljem continued, anger seeping into his voice, stopped short by his sister hugging him from the side.

"You are but mortal, Willy. You cannot be the perfect protector of everyone, nor should you try to be. Do not take the world on your shoulders." She said, hugging him closer to herself. "You did your best, failed, and you are bettering yourself to surpass that. Falling is not a sin. Falling and not getting up is. If nothing else, that should give you comfort."

"Thanks," Wiljem replied after a long silence between them before looking at the pieces of the sandwich in his hands again. "Ah crap, now it's ruined. Do you have another one?"

"Yes, but it has onions."

"Ew."

***​

Copper.

That is all that Needle could smell in the small room she stood inside.

No stinging perfume. No old sweat. Not even the petrichor of the freshly rained upon earth.

Old. And new. So much copper.

Bringing a hand to her mouth, Needle wiped away the tiny trickle of blood coming out of her mouth to prevent it from spilling onto the ground. Forcefully, she unclenched her jaw, slowly feeling her hurt cheek with her tongue before focusing outwards once more.

"This," she said, gesturing towards the entirety of the room or perhaps all that lead up to it, "happened yesterday. Did you disturb anything?" When no answer came, she slowly turned her head to look at the scared-looking man standing barely outside the room, hands nervously wringing a pendant in his hands. "Well? Did you, or did you not?" She asked once more, this time with less malice in her words.

Timidly, the man nodded, ceasing his fiddling and movement under Needle's icy gaze. "Yes, we, no we didn't-I-I mean," he stammered, freezing when Needle raised an eyebrow and gestured for him to get on with it. "We found Phyrro's room this way; none of us wanted to move anything and potentially lead any investigators on false leads."

"Good. Please leave me; I have to see what can be seen here," Needle dismissively said, shutting out the man's stuttering response, as well as the closing door. Once more, she inhaled deeply with closed eyes, taking in the too-familiar scent of blood, memories of old times resurfacing like rancid oil upon water. When she opened her eyes, all emotion had left them, leaving behind something which had no humanity. Cold calculation scanned the shattered furniture, the way blood had splattered all over, sharp splashes and gentle drops judged by size and position to create a vision of the short and brutal struggle. Carefully, she studied everything inside the room for any clues, no matter how small they may seem, before shifting her gaze upwards towards the window. The indents around where it had been broken open from the inside and the trail of blood marking her and her victim's passage.

All soon lost in the rain beyond, never to be followed.

Needle sighed, the cold of old leaving her much faster than it used to, even as anger replaced it as quickly. She had wanted to buy her second son something nice for his first birthday.

And now she would hunt a kidnapper, possible rapist, or worse.

Straightening up, she left the room, her mind abuzz with all possible approaches and already drawing up contingencies for when Annika could not be found, or Phyrro was already dead. One of those paths promised a decent chance at finding the two but left her feeling... hesitant. There was one man she had kept track of, ever since he had drifted into Tessen, settling into Mirn as a modest bookshop owner. A simple attempt at ensuring her family's peace, but one that could help an innocent now.

All she needed to do was reach out to her past and force the worst of the worst into a single deed.

All she needed to do was visit the Rose Butcher and cash in her favor, without letting her fear show.

***​

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. (2 Actions Locked)
[ ] 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)

[X] The Pilgrims Need You! - (1/2 Turns Completed)
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.)

[X] Build Another 'Consensual' - (Jokvi) - (1/2 Turns Completed)
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. (1 Action Locked)
[ ] The Hunt For Annika - Discrete
It is of utmost importance that Annika is found and Phyrro freed from her. The woman has gone far too far to allow anything resembling a gentle attempt at capture to be tried. It may be next to impossible with the almost cold trail, but it needs to be done. Our reputation may suffer because of this, but this is irrelevant to the continued wellbeing of Phyrro.
-[ ] Activate Needle's Old Contact
"He will find her. Alive is another matter."
(Cost: 3 Materials, 2.78 Goodwill
Reward: Add +43 to the roll.
Warning: 09% Chance that Annika is killed when found.)
(Cost: 1.10 Materials, 4 Goodwill
Chance: 06%
Reward: Annika is apprehended, and Phyrro freed.)

[X] We Are One People! - (Elite) - (1/4 Turns Completed)
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 primarily focuses 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. (Choose 1 Action)
[ ] The Hunt For Annika - Loud
Forget any attempts at trying to do this quietly; a life is at stake! No matter the cost, Phyrro needs to be rescued, and Annika found. Plaster her face all over Mirn, rouse up trouble, locate all who think they owe the Pilgrims and get them onto the hunt! She won't escape.
-[ ] Activate Needle's Old Contact
"He will find her. Alive is another matter."
(Cost: 5 Materials, 8.23 Goodwill
Reward: Add +43 to the roll.
Warning: 02% Chance that Annika is killed when found.)
-[ ] Whip The Public Into The Hunt - Repeatable
"Have you seen these persons? If yes, contact the nearest Guards."
(Cost: 2 Goodwill
Reward: +6 to the roll.
Warning: Beyond +24, the chance that Annika is killed rises by +9% per utilization.)
(Cost: 7.45 Materials, 9 Goodwill
Chance: -17%
Reward: Annika is apprehended, and Phyrro freed.
Warning: 07% Chance that Annika is killed when found.)

[ ] 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.)

[ ] 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)

[X] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Personal Cutters) - (Intact) - (The Unbroken, Tech Scouts) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (5/11 Successes)
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.
-[X] 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): 59 (1 Promised) Intact (<80%), 3 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: -02/-69/-216% 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.)

[ ] 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: -47/-101/-252 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 acquired 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, you can excuse that. No pre-collapse government wanted potent weapons in the hands of their slaves, you see. Nonetheless, with this Artifact, you will start down the path of creating Pilgrim-designed flamethrowers and all their uses in warfare and pest removal.
(Needed Artifact: Intact Civilian Flamethrower
Chance: 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 Forge-Clan Troops 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 islands 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 you could study 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 this 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.)

[ ] Illness Of The Mind - (Psychology)- (2/15 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 has been found, but not the cures. There is talk of a long recovery, challenging and sometimes near impossible, but not entirely. All that is required is dedicating the time and effort needed to understand the intricacies of the human psyche. No problem, right?
(Cost: One Psychology Artifact
Chance: 9/-46/-101% for 1/2/3 Successes, Successes Needed: 15
Reward: +1 replenishment per Turn, can construct humane Primitive Asylums.)
[ ] 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.)
[ ] 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)

[ ] Detective Courses For Beginners - (1 (one) Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 35/05/-25% for 1/2/3 Successes, Successes needed: 2
[ ] 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.
-TW-01: Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 2 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.]
-TOP-03: Est Artifact Grade: Lost Tech+ - 2d4 per turn, Max. Yield: 3 Turns. No danger.

-Expedition - (TOP-03) - (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.
-[ ] Pull with the DoD
Adds +7%, +19%, and +24% for the first three tries, and +24% every try afterwards.
Warning: Can be attacked while carrying out this action by flying enemies.
Cost: 103 Materials
-[ ] Hire A Forge-Clan Drill
Add +3% per Turn.
Cost: 40.90 Materials
(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 so giant that you cannot service them on the ground, a suitable anchorage should be built atop the cliff the Tree. 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.)

[ ] 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 - (4/7 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: 2.55 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 is starting to look more like an actual village at the rate you are building. The only thing missing is a market and some basic infrastructures, then you will be able to declare the founding over! (1 Action Locked)

[ ] Dig Out A Marketplace
You do not have the space to create a complete 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 Service-Buildings - (1/4 Turns complete)
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: 10.90 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)
[ ] Nine Tribes Council - (All Are Free Actions) - (3 Turns remaining)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (1d1000/3500/7500 for Common/Rare/Lost Tech grades. (10.00/35.00/75.00 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 7 Materials
Reward: +2d20 to a specific Category for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))

[ ] Merchants - (All Are Free Actions)
-[ ] Take Out A Flat Loan
(0-200 Materials loaned for four turns at 10% interest)
-[ ] Take Out A Continuous Loan
(0-400 Materials loaned with 17% interest per Turn)
-[ ] 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 - (5/8 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 - (1 Action Locked)
- [ ] 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.)
-[X] Engineers Galore - (Engineer) - (2/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commision An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)

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

[ ] Condemn An Organization/Person As Heretical/Forbidden - (Choose Target) - (Write-In 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.)

[ ] 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 10.05.21 at 17:00 CET.
Voting will be closed on the 13.05.21 at 17:00 CET.
I will roll on the 14.05.21 at 17:00 CET if no one has rolled yet.
Updates will be online on the 20.05.21 at 17:00 CET.
 
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