Adhoc vote count started by HeroCooky on May 13, 2021 at 11:00 AM, finished with 7 posts and 6 votes.

  • [X] Plan Nine Tribes Pinata
    -[X][Faith] The Pilgrims Need You! - (1/2 Turns Completed)
    -[X][Faith] Build Another 'Consensual' - (Jokvi) - (1/2 Turns Completed)
    -[X][Diplomacy] We Are One People! - (Elite) - (1/4 Turns Completed)
    -[X][Martial] Create A Dedicated Range
    -[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] PD, DoD, SC, 5FF, Flexible Circuitry , 1 Damaged Caretaker Remain, Rust-Free Alloy Samples
    -[X][Learning] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
    --[X] Doctor, 6FF
    -[X][Archeology] Send Out The Scavengers (TOP-03)
    -[X][Tree] Anchorage For Airships
    -[X][Tree] Electronics Workshop - (4/7 Turns Complete) (Sandcrete)
    -[X][Holding] Build Service-Buildings - (1/4 Turns complete)
    -[X][Martyris] Too Much To Do - (The Hunt For Annika - Discrete)
    --[X] Activate Needle's Old Contact
    -[X][Martyris] Lead By Example (The Hunt For Annika - Discrete)
    -[X][Aria] Too Much To Do - High-End Introduction - (The Bureau For Imperial Civilian Logistics)
    -[X] Nine Tribes Council - (All Are Free Actions) - (3 Turns remaining)
    --[X] Sell Artifact/s (Foldable Loading Ramp, Guard Helmet, Hardened Touchscreen, Chemical Waste Bags, Instant Noodle Recipe, Cracked Lenses )
    --[X] Rare Odds And Ends - (Diplomacy)
    [X] Merchants - (All Are Free Actions)
    -[X] Buying Goods In Bulk - (Soup kitchens)
    -[X] The Union Of Herbalists - (1 Action Locked)
    --[X] Study Sessions - (5/8 Turns Complete)
    -[X] Stupendously Scholastic Scholars of Science - (1 Action)
    --[X] Because of SCIENCE! - (Catalogue Everything 2: Airship Boogaloo)
    -[X] Forge Clan Vanar-Feer - (1 Action Locked)
    --[X] Engineers Galore - (Engineer) - (2/6 Turns Complete)
I need 6 1d100 for your Actions with a DC of:
5, if successful, roll 4d20+10
15, rolled with +15 and 2d20
64/138/222, rolled with +137
40/55/65 rolled with +27
94, rolled with +88. If the action succeeds, roll a 1d100 with a DC 09.
35, rolled with +10

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

Further Rolls:

COE Damage

2d40

Promises
1d3-1

Artifacts:
3d2 Rare+
2d8 Airship
2d4 Lost Tech+

Piety:
1d6-5

Income:
23d4+3d12+76
2d1000, 2d3500, 2d7500

The first rolls are taken as official.
I will roll on the 14.05.21 at 17:00 CET if there are no other rolls present.
 
Give me a second.

Edit: HeroCooky this should be everything.
Since I can't use the site's roller for the last three rolls, I'll copy and paste some rolls from a different site.
2D7500 => (5713 +6580) = 12293
2D3500 => (180 +2191) = 2371
2D1000 => (361 +737) = 1098
EyeOfSauron threw 1 100-faced dice. Reason: DC: 5 Total: 83
83 83
EyeOfSauron threw 4 20-faced dice. Reason: Recruitment (+10 Bonus) Total: 45
7 7 8 8 16 16 14 14
EyeOfSauron threw 1 100-faced dice. Reason: DC: 15 (+15 Bonus) Total: 90
90 90
EyeOfSauron threw 2 20-faced dice. Total: 25
12 12 13 13
EyeOfSauron threw 1 100-faced dice. Reason: DC: 64/138/222 (+137 Bonus) Total: 76
76 76
EyeOfSauron threw 1 100-faced dice. Reason: DC: 40/55/65 (+27 Bonus) Total: 45
45 45
EyeOfSauron threw 1 100-faced dice. Reason: DC: 94 (+88 Bonus) Total: 73
73 73
EyeOfSauron threw 1 100-faced dice. Reason: DC: 9 Total: 53
53 53
EyeOfSauron threw 1 100-faced dice. Reason: DC: 35 (+10 Bonus) Total: 48
48 48
EyeOfSauron threw 2 40-faced dice. Reason: COE Total: 26
23 23 3 3
EyeOfSauron threw 1 3-faced dice. Reason: Promises (-1) Total: 2
2 2
EyeOfSauron threw 3 2-faced dice. Reason: Rare + Total: 4
2 2 1 1 1 1
EyeOfSauron threw 2 8-faced dice. Reason: Airship Total: 8
4 4 4 4
EyeOfSauron threw 2 4-faced dice. Reason: Lost Tech + Total: 5
1 1 4 4
EyeOfSauron threw 1 6-faced dice. Reason: Piety (-5) Total: 3
3 3
EyeOfSauron threw 12 4-faced dice. Reason: Income Part 1 Total: 30
4 4 4 4 3 3 3 3 1 1 1 1 1 1 3 3 2 2 3 3 1 1 4 4
EyeOfSauron threw 11 4-faced dice. Reason: Income Part 2 Total: 31
2 2 1 1 4 4 4 4 4 4 3 3 3 3 1 1 1 1 4 4 4 4
EyeOfSauron threw 3 12-faced dice. Reason: Income Part 3 Total: 19
3 3 7 7 9 9
 
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[X] Plan Nine Tribes Pinata
-[X][Faith] The Pilgrims Need You! - (2/2 Turns Completed)
Needed: 05, Rolled: 83
Success!
Recruits: 55

-[X][Faith] Build Another 'Consensual' - (Jokvi) - (2/2 Turns Completed)
Success!
COE Damage: 26

-[X][Diplomacy] We Are One People! - (Elite) - (2/4 Turns Completed)
Needed: 40, Rolled: 90 +15 + 2d20 = 125
Success!
+1 Turn of Progress.

-[X][Martial] Create A Dedicated Range - (1/2 Turn Completed) - (5 Materials)
+1 Turn of Progress.

-[X][Learning] Catalogue Everything 2: Airship Boogaloo - (Ship Type: Personal Cutters) - (Intact) - (The Unbroken, Tech Scouts) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (11/11 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] PD, DoD, SC, 5FF, Flexible Circuitry, 1 Damaged Caretaker Remain, Rust-Free Alloy Samples
Hulls Promised: 1 (2 Total)
Needed: 64/138/222 for 1/2/3 Successes, Rolled: 76 + 137 = 213
+4 Automatic Successes
+2 Successes
Success!

-[X][Learning] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology) - (3/2 Successes)
--[X] Doctor, 6FF
Needed: 40/55/65 for 1/2/3 Successes, Rolled: 45 + 27 = 72
+3 Successes
Success!

-[X][Archeology] Send Out The Scavengers (TOP-03)
Success!

-[X][Tree] Anchorage For Airships - (1/2 Turns Complete) - (48.25 Materials)
+1 Turn of Progress.

-[X][Tree] Electronics Workshop - (6/7 Turns Complete) (Sandcrete)
+2 Turns of Progress.

-[X][Holding] Build Service-Buildings - (2/4 Turns complete)
+1 Turn of Progress.

-[X][Martyris] Too Much To Do - (The Hunt For Annika - Discrete) - (4.10 Materials, 6.78 Goodwill)
--[X] Activate Needle's Old Contact
Annika Survival: Needed: 09, Rolled: 53
Needed: 94, Rolled: 73 + 88 = 161
Success!

-[X][Martyris] Lead By Example (The Hunt For Annika - Discrete)
Success!
+20 to The Hunt For Annika - Discrete

-[X][Aria] Too Much To Do - High-End Introduction - (The Bureau For Imperial Civilian Logistics)
Needed: 35, Rolled: 48 + 10 = 58
Success!

-[X] Nine Tribes Council - (All Are Free Actions) - (2 Turns remaining)
--[X] Sell Artifact/s (Foldable Loading Ramp, Guard Helmet, Hardened Touchscreen, Chemical Waste Bags, Instant Noodle Recipe, Cracked Lenses)
Success!
+205.14 Materials

--[X] Rare Odds And Ends - (Diplomacy) - (7 Materials)
Success!

[X] Merchants - (All Are Free Actions)
-[X] Buying Goods In Bulk - (Soup kitchens)
Success!

-[X] The Union Of Herbalists - (1 Action Locked) - (2.32 Materials)
--[X] Study Sessions - (6/8 Turns Complete)
+1 Turn of Progress.

-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Because of SCIENCE! - (Catalogue Everything 2: Airship Boogaloo) - (4 Materials)
Success!

-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (3/6 Turns Complete) - (15 Materials)
+1 Turn of Progress.

Further Rolls:

Artifacts:

2d8 Airship = 8
4d4 Lost Tech+ = 16

Piety:
1d6-5 = 3 - 5 = 0% Piety reduction

Faithful:
Needed: None. Rolled: Nothing.

Income:
23d4+3d12+76 = 80 + 76 = 156 Materials!

The update will be online on the 19.05.21 at 17:00 CET.
 
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Rumor Mill Turn 42
Rumors:

Trouble In Pilgrim Paradise - The Tessen Speaker
It came as a shock to many, especially those who frequented the Consensual, when one of the dancers, one Mutated known as Phyrro, vanished. Not, as it turned out, because she grew bored of the work, but because a Pilgrim had kidnaped her! A fact that only came to light a few days after the kidnapping had taken place, and one day before the kidnapper was located by a team of Pilgrims, Tribals, and Guards hot on her heels, delivering the full extent of the law (in varying degrees) to the criminal! While the Pilgrim, a woman known as Annika, was swiftly kicked out of the Pilgrims for her crimes, her custody and trial soon went sideways. Having slipped her bonds in an attempt to break out of jail, she injured several guards. She almost managed to kill one before being skewered by spears herself, carrying out the execution that no doubt awaited her before a judge could speak the verdict. While this almost ended in a tragedy with one of our guardian's deaths, their swift actions lead to no permanent harm to the citizenry! One can rest easy, knowing that the reach of the law is as strong as ever!

The Nine Tribe Assembly (25) - Rags, Rumors, And Rants
The Assembly began in the fires of loss and devastation and continued with fire and brimstone. Not that of spilled blood, drawn steel, and bitter hatred, but of opinions clashing with reality, tradition, and change breaking upon each other and enraged speakers screaming at calm adversaries. Concurrently with the debates and duels fought over the future of the gathered Tribes, traders, tradespeople, scholars, and many more took advantage of the assembled assortment of curious, rarities, secrets, oddities, and luxuries. Fortunes rose within the short months the Tribes talked, as others fell due to the influx of previously rare and costly herbs, materials, and crafts. Scavengers and Adventurers especially took advantage of the offered markets of both flesh and money, buying expertise and muscle or selling artifacts and machinery in equal measure for both groups. Also, the coffers of the Houses steadily fill with the collected taxes, turning this all into an actual "everybody-wins" situation! (Read more on pages 23 and 24.)

Bandits Raid Outlying Villages, Slaughtering Innocents, Read It All! - The Truthful Observers
In a daring raid leaving many soldiers and guards reeling from the shock, over seven villages had been put to the torch in the last season by one band alone! The now infamous 'Black Claws' had struck in near succession all seven targets, seemingly moving like lightning despite the harsh terrain and even harsher weather. Despite immediate action from various patrols, no survivors could be found in any. However, the count of bodies remains vastly under what should be there, leaving only the conclusion that Imperial citizens had been taken as slaves. Once that information reached the ears of Sub-General Aiden Gracia, all could hear his screams of rage and demands for answers, even away from the Armies headquarters. Already the guards search for the kidnapped villagers, supported by army formations and two Hel's supplied by the Blue Lance, their orders to find and kill all Black Claws they can set sight on while rescuing the hostages. While this is occurring, the severe lack of personnel within the guards has once more entered the public consciousness, especially now that multiple continuous contracts for patrols have entered into the Adventurer Guilds in conjunction with a recruitment drive to fill the empty spots. (Read all about it on pages 2-13!)

***

Internal Report:

TOP-03 Information
After extensive studies and searching, Sir, we are now 100% certain that pressing [Y] or [N] on the computer will not cause an explosion, only a signal sent out into the Forest Of Rust. It's something, at least.

***

Spy-Network:

The Military is recruiting to fill the guard's ranks while actively offering contracts to subjugate and suppress various bandit gangs within Tessen popping up out of the dunes.

The Church Of Eden has received a letter from their pope. All you can gleam is that nobody who knows what orders it delivers wishes to follow them. Also, a caravan of devout followers has entered Tessen, settling in Jokvi, bolstering their ranks and, temporarily, reversing their deteriorating memberships. (+31 COE Influence)

The Criminal Organizations operate as expected now, though from what you can glean, the new bandits are working outside the structure of all others.

The Common People in the cities and towns seem to be more amused and intrigued by the news of the bandits while the villagers are expanding their militias training.

The Mutated are continuing their lives, though some mutter in discontent.
 
After extensive studies and searching, Sir, we are now 100% certain that pressing [Y] or [N] on the computer will not cause an explosion, only a signal sent out into the Forest Of Rust.
I still do not want to press the button, not until we find where the signal goes.

The Military is recruiting to fill the guard's ranks while actively offering contracts to subjugate and suppress various bandit gangs within Tessen popping up out of the dunes.
Does that mean that sending our units on contracts will net extra materials?
 
now that we sold the intant ramen recipy i hope someone will create a factory to produce them they are such a good travel ration
 
You know, with the amount of money we got from the artefact sale, we can build another engine for the silver mines. That would be a quick and easy way of getting more money.
 
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and I want to completely drive them out of Tessen
Kicking the COE out of Tessen the region is going to take a while yet. We are dominant in Mirn and Jovki, but we have barely begun to spread our infrastructure to the other cities and we left Zulmin untouched.

We need to do faith stuff to damage COE standing, and those cost money.

Edit: @HeroCooky what's the current influence spread across the region?
 
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Edit: @HeroCooky what's the current influence spread across the region?
The COE is basically down to their last strongholds, but dug their claws as deep as they still can there. I'll dig up the specific notes on that tomorrow, its almost midnight here and I need to head to work in 4 1/2 hours.

Oh, and:
I would like that, because nothing else we have done has inflicted meaningful damage on them, and I want to completely drive them out of Tessen.
While a slow decline in power is tedious, a death by suffocation is sometimes more effective than one by the sword. One fades the ideology into obscurity, the other torches it to ash. In the cases where they don't work, it can create an underground movement, or martyred heroes whose flaws are forgotten, so keep that in mind for any future fights with other religions.
 
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Turn 42; Year 10; Month 0; The Interlude In Gold And Red
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: 934
-Faithful: 11/32
--1/2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 902 (102 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:
--Suzuki - Combat - Infection
--Annika - Exiled For 10.b. and other crimes - Execution

Materials: 316.46 (min. +27.76, max. +128.76 per Turn.) - (110 Materials owed in 3(three) Turns to The Merchant Guild.)

Income = 142.70-243.70 Materials:
18.04 = Followers
4.00 = Miscellaneous Sales
4.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
2.00-14.00 = Brothel 'Consensual' - (Mirn, Jokvi)
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 = 114.94 Materials:
10.36 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk)
5.70 = 6 Soup kitchens (1x (Normal) + 3x Mirn (Bulk), 1x Ularn (Normal), 1x Tessen(Normal), 1x Strul(Normal)) - (-0.95 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, Jokvi) - (+0.55 Due to Guardians For Hire)
2.50 = Print Shop - Smut
2.10 = 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
44.00 = Taxes

Goodwill: 33.52 (+0.50 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)
+0.02 = Brothel 'Consensual' - (Mirn, Jokvi)
-0.02 = Print Shop - Smut

Piety: 76% (+25 to all rolls for Heros with the Adjudicator Trait)
Rolls (-4):
-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))
+9 (Followers, +1 every 100)

Suspendium: 15 Medium and 6 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: Politicking

Marquis of Tessen
Opinion: Friendly (1)
Plans: Politicking/???
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: 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)|3/5 Hel's (75 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|3/7 Hel's (75 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|3/5 Hel's (75 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|7/15 Hel's (175 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Improved Radiological Technologies (12 Turns) - 470 (1st), 350 (2nd), 290 (3rd) Materials as Reward.

Church of Eden
Contact: N/A
Opinion: Rivals (-2)
Influence Inside Tessen: 270
Plans: Received a letter from their pope. All you can gleam is that nobody who knows what orders it delivers wishes to follow them. Also, a caravan of devout followers has entered Tessen, settling in Jokvi, bolstering their ranks and, temporarily, reversing their deteriorating memberships.
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: The towns and cities are more amused and intrigued by the news of the bandits while the villagers are expanding their militias training.

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)|57% Control|Cheaper Actions)
- Healers (Ally (3)|43% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

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

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: Operate as expected now, though from what you can glean, the new bandits are working outside the structure of all others.

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

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Continuing their lives, though some mutter in discontent.

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
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
2 Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
1 Destroyed Caretaker Remains - 4.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
Silk Seat Paddings - 0.30
Gilded Artworks - 0.49
Gyro Bed - 1.47 - +5 to Machinery
Unusable Robot - 0.56
Rusting Water Pipe System - 1.43 - +5 to Hydraulics
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
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
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
3 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
Enviromentaly Sealing Door - 7.10 - +20 to Advanced Mechanics
Self-Loading Rocket Tube - 6.15 - +20 to Advanced Weapons/Machinery
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
"Flight Related Sicknesses And Cures" Manual - 6.92 - +20 to Advanced Psychology
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 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
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
Prototype Fuel Refiner - 19.45 - +50 to Pioneer Hydraulics/Chemicals/Engineering
Miniature Bright Lance - 18.33 - +50 to Pioneer Weapons/Electronics/Metallurgy/Machinery
Flesh Mending Syringe - 16.71 - +50 to Pioneer Biology
Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
Stimulants - 15.11 - +50 to Pioneer Biology
Samples Of Neuionum - 16.28 - +50 to Pioneer Metallurgy
Target Seeking Explosives - 18.74 - +50 to Pioneer Weapons/Electronics/Programming
Hostile Virus - 17.38 - +50 to Pioneer Programming
Fluid Exchanger - 15.02 - +50 to Pioneer Hydraulics
3d Metal Printer - 15.78 - +50 to Pioneer Machinery/Electronics/Programming/Chemicals/Metallurgy
Gas Liquifiers - 15.43 - +50 to Pioneer Hydraulics
Non-Biological Affecting Acids - 17.05 - +50 to Pioneer Chemicals/Biology
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Sleep-Gas Bombs - 18.56 - +50 to Pioneer Chemicals/Biology/Weapons
"The Black Rune" - 18.33 - +50 to Pioneer Psychology(???)
Spider Drones - 16.55 - +50 to Pioneer Weapons/Electronics/Programming
Self-Adapting Virus - 16.53 - +50 to Pioneer Programming
Unique
-Unique Artefact: The Codex Mk.1
The Codex holds the teachings of Martyris, the first Pilgrim, and the shared wisdom of all who came after. It is an integral part of life for Pilgrims, whether in discussions of the knowledge found within or in the simple act of reading and remembering.
(Effect: 12 Passive Recruitment per Turn)

-Sandcrete Recipe
An ancient recipe that the Ancients used to build structures quickly, though not cheaply. Now it is once more in use, and it will be of great help to us!
(Effect: Can 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)
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
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 (3/6)
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 - (22/60 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)
2x Brothels 'Consensual' - (4d4-2)
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 - 3-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: "???" - Electronic Snakes - (4/10):
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?
(+8 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: +/- 0.)

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.
(???)
"Hello, ^Ä^," Aria called out, waving an arm at the immobile Core next to PD. The Core did not respond himself but used PD's speakers to reply, with her permission, of course.

:D | ^.^7 He replied with gusto, having taken a liking to his friends Pilot. Her enthusiasm and honest nature rapidly endearing the small Mutated to himself.

"Nice to see you too. I wanted to stop by and ask if everything is okay before going to Tessen for my meeting with the High Archivar." She said, nodding to a technician loitering around PD while pretending to clean her.

o~o | [T] | >:V ^Ä^ replied, resulting in sputtered outrage from PD, an arm snapping towards her friend.

Don't go around lying about me in that manner! I am not cranky! Besides, you try to be in a happy mood when your last good fight was years ago! The giant Knight replied, accusation deep in her voice.

┬──┬ ¯\_(ツ) Was ^Ä^'s reply, causing Aria to laugh, while PD muttered 'That little shit' under her breath.

"Anyways, don't have too much fun while I am away. And PD? Please don't "accidentally" lose him like two weeks ago; it took forever to find him."

Hey, the rules were clear, and he agreed to them! Talk shit; you get hid! PD replied indignantly, crossing her arms, glaring at ^Ä^ innocently lying on the ground.

Aria shook her head in mirth before wishing the two, now bickering, friends goodbye. She didn't notice the technician staring after her in confusion, wondering how she understood ^Ä^'s speech.

***​

When your chosen negotiators and traders travel to the Nine Tribes Assembly, they anticipate finding many things. Rare goods solely found within the Wastes. Displays of skill in voice, blade, and body rivaling and surpassing those of the Empire. New and exotic foods and so much more. What they, however, didn't expect was the massive gulf in culture.

Now, the Empire itself wasn't a monolith of a singular culture, where one style of manners, thinking, building, and morality prevailed. It couldn't, not with its immense size. Yes, over the centuries, cultural practices have spread from the Capital to all corners and from the same back, giving each region at least a thread of common ground from which they may weave a tapestry of camaraderie. But cultures are not stagnant. They do not wait for another to change them; they don't conform to another's ideals with the snap of a finger once conquered. They mutate, change, regress, progress, accept and reject almost anything at random. And with the difficulty of travel for most of the Empire's history, a merging of the disparate cultures under the Imperial Aegis never occurred in total, only partially and chaotically, with a riotous smattering of phrases, festivals, clothes, fads, and entertainment both familiar and new.

Within Tessen, a hub of commerce for the entire Empire, and many nations beyond, such a chaotic and riotous display of different cultures had become so commonplace as to take a life on its own. Where traditional garbs of one region turned into dancing clothes, only to be replaced with extravagant art of another, switched the following year for yet something else entirely. The people of Tessen were accustomed to the strange, in moderation.

Yet, when the Pilgrims entered the grounds of the Nine Tribes Assembly, the cultural differences hit them like a Knight. The Mutated among the sent traders especially.

For that very day, they were treated in such a way that it rang every single alarm in their heads, screaming at them to run away from the trap laid out. For every moment that they stayed, they had to fight their instincts and try to remain calm. A man whose skin had turned into near-armor in his late teens was nearly brought to tears; one had to flee from a mob of children chasing her for her feathered tail, a man barely avoided a fight only to run into three others with weapons already drawn and eager grins on their faces. At the same time, a woman with four eyes behind a red bone faceplate was accosted so much that she refused to leave the caravan anymore.

All of those accounts shared one thing in unison.

They were treated referentially, in honors, and seen as desirable.

The man with armored skin had heard his first compliments, ever, about his beauty and how useful it must be. While the children were amazed at the feathered woman's vibrant colors and softness, the man with the duels got challenged again and again due to his bulk and power, young warriors seeking to test their mettle against a strong opponent. And the woman was almost always the center of attention due to her beauty, with many men and women trying to touch her face, one self-assured fire tender cockily asking her price for a child with him.

It was an experience that left many disturbed, some afraid, others angry and enraged, while the rest stayed silent, deep in thought. Only one Mutated left happy, feeling desired for the first time in his life.

***​

The wheels of bureaucracy turned ever onwards, unperturbed by any weather, drama, tragedy, revelation, or collapse of civilization. Nothing could escape its clutches, as the life and blood of nations was its domain, ever-flowing as dictated by meticulous scribes and petty officials within the halls of governance. And within one of those sacred testaments to man's will for order amidst the chaos of the universe, Aria walked with purpose towards a particular room and desk a helpful scribe had pointed her.

"Hello, I am here to schedule a meeting with High Archivar Mahan?" She said, stopping in front of a harried clerk almost buried beneath papers and scrolls, his eyes sunken with the tell-tale look of too little sleep and too much work. With swift hands, steady despite his readily seen exhaustion, several dozen papers are picked up, collated, and handed towards Aria.

"Appointment with the High Archivar, forms 18cv-j and 29-ah, please fill them out, turn to room 234-a, give them to the clerk on the right, left if today is Tuesday." He said, using his left hand to rub his eyes before turning his attention back towards the massive stack of paperwork in front of him.

"Thank you," Aria replied, nodded, and left to find the room she had been pointed at while filling out the forms with one of the new pens created by the Pilgrims.

A few clerks stared in envy.

***​

A man whistled an innocent tune, fishing keys from his pocket with the right while the left cradled the basket with his groceries and the books freshly bought. A high note found him his keys, and with deft and expert hands, the locks fell away, letting him enter into his dark house before he closed the door once more. While humming an old tune not heard for years, his steps took him into the kitchen, where he soon began organizing his food into the right places, fishing out two cups while doing so. "Water or tea, my dear?" He called into the darkness behind him, deftly preparing himself a packet of Ashleaf himself, waiting for the woman's answer. Her metal chair creaked under her weight as she leaned forwards, a deliberate choice he noted, speaking in a voice unmistakenly that of his once acquaintance, yet far older and so less angry.

"Water," came her reply, neutrally and evenly, no hint of trembling or trace of fear within. Nodding, he swiftly opened a newly bought bottle, pouring it into the glass he had brought up.

"And what, pray tell, is the occasion for your visit? Or did you miss me and the old times?" He spoke, turning around, not flinching at the towering woman in front of him, her silent walk not surprising him in the slightest, nor his old ears failure to perceive the same. Age tends to sharpen skills only to a point until it erases the same.

Taking the offered glass of water, Needle sipped before speaking. "I am here to trade my last favor for your help. Someone needs to be found."

A shine entered the Rose Butcher's eyes, his mind turning fully to her, as a smile began to form on his lips. "Oh, and what-"

"Alive," Needle cut in, a glare in her eyes. "Annika, no family, Human. She worked in the Consensual before being removed for threatening an employee there," she continued, stepping away towards the table behind her, a folder visible.

"Ah, the one with the interlude in red and gold. I remember."

Needle pointed at a picture left near the folder. "Phyrro, Mutated. Bioluminescence, tail, horns. Annika kidnaped her. She needs to be found as soon as possible, unharmed."

The Butcher calmly walked to his table, sat down, and began to read the pages of information, sipping on his tea while doing so. "A bold use of your favor, I have to say. So selfless!" He turned his eyes to her, head cocked to the side, a slight sneer on his features. "Do you think that this will make what we have done any less of a sin, that this will make you a good person? That it will make your little boyfriend forget what you have done? I wonder what those friend of your would say about the stories I could tell."

Needle set down her drink, her face blank and void of emotions as she beheld the man. "No. I am not a Good Person. In truth, I am weak. I am angry. And I am oh, so, scared of what could be taken from me once more. It was easy to fall to that rage I once felt, to let the grief and pain and anger take over. To stab, slice, and torture, kill, kill, and kill, again and again until I couldn't anymore." She said, emotions and memories flashing across her face and mind. "I was a weak woman. It was so easy to let the pain drive me. To fall into the mud and muck, to be nothing more than a savage killer, a mindless beast, like you," Needle continued, leveling a glare at the sitting man.

"Some offense taken."

Needle snorted. "And I still am, a weak woman. I have a husband now. I have two children. Friends who care about me. A people who do good, every single day, in every way they can, no matter what. There is a future waiting for me to take it, one without pain and suffering." She said, an accusation and threat clear in her features, as her right hand started to pierce his metal chair, to his slight annoyance. "You do not want to know what I will do to those who endanger that."

***​

Aria smiled politely at the scribe in front of her as she pulled out several papers in the stack she carried. "Form 27d and 278-ds, with the authorization form 1-1 and 1-3 as requested." The woman stared at the various papers for a few seconds before noting several things in another scroll, handing it towards Aria.

"Take this to room 41c, fill out the application and the required self-identification, then proceed to hall 19-r for form 001-c/dr.5," she said before leaning to the side, calling 'NEXT!' into the hallway behind Aria.

***​

Annika had always been different from her peers. Even when she had been born, she did not fit in, waking to the world in silence and curious stare, watching all around without sleeping or crying after being ripped from her mother's womb. At first, she couldn't understand why everyone talked to and acted towards her so different from the other kids or why she had to play with them. Their games bored her, chasing was fun once, but when her mother scolded her after beating those she caught, her interest in even that dried up. Other things could occupy her mind; reading was tolerable, as was painting. Yet they left her feeling dull and bored, dismissed and forgotten. The world was grey to her, with no color within and no music to enjoy.

Until she found a cat while on an errand run. The one dead cat in an alley, a bird near the corpse feasting upon it, whose crimson light shone brighter than all stars Annika had ever seen.

The flow of scarlet emerging from spilled entrails fascinated her, how it danced across the pavement and enriched the air around itself. Yet, she had to leave it all behind, her father's tasks needing to be completed. When she continued, the world seemed so much duller and lackluster in comparison. There was no shining light, no dazzling pattern, nothing to enrich the mind, to lift the fog of boredom. It all weighed down on her until she could continue no longer. She had to see it all again. Alas, dead cats were hard to come by on the streets if one sought them out.

So she got a live one.

It was glorious, how the color spread, how it danced and jumped, the way it mingled with the dirt, how the music played serenely from the animal's throat! Soon, she painted again and again, yet lost the splendor within after each time. It left her feeling the grey once more, clawing it's way back into her mind, one color at a time, one joy after joy. Desperate to relieve herself from the depredations of it, she cast a net far and wide, seeking to banish the dread assailing her once and for all times. And it worked! The scarlet mixed with crimson, song danced in laughter, and even guests arrived to see her works!

The guards who came saw her, the mutilated corpses, her beautiful smile and decided that she was worthy of an invitation to a unique hotel! And what a place it was, a truly splendid hotel managed by a cheery gentleman! How colorful the other guests were! How red the curtains! How gold the fittings! How secure the locks! Yet she too grew bored of this place and left, saying what the cheery gentleman wanted to hear from her, her world still scarlet and golden.

But she was no longer welcome in the place she had grown up in, as others had taken over when her parents had died. So, she wandered onwards, seeking a place to stay, eventually reaching Mirn. Having had heard rumors about the Consensual, she stopped by, if only to while away a bit of time and distract herself from the grey of life. Sitting down at a table, she began to watch the shows being performed, bored and disappointed yet again.

Then the lights dimmed. A woman walked onto the stage, lines of shimmering beauty across her skin. And, for the first time since the scarlet cat, Annika saw color. She beheld an Angel in mortal flesh, a sun searing its glory into her mind, a goddess whose love for her banished the grey and cast cascades of brilliance onto the world. It all ended too soon, casting Annika's world into the grey once more, the gold and scarlet never shining in the splendor it once held, even as she tried to paint with it once more. It was never enough, never strong enough, always too faded and lackluster compared to when the Searing One danced with the race of eternity across the stage for her.

Determined to come closer to the one whose heart belonged to her, she lied once more to those in white and blue, their mercy and trust easy to wrap into a veil to travel towards what was hers alone. She reached Phyrro (what a name!) and attempted to dance with her, only to behold treachery the like she had never seen.

For the mind of her love was shackled by those who claimed her liberation, smothering her light beneath a cloak of their shadows, casting her thoughts and love away from the one who rightfully owned the same. Even as she tried to rescue her from those that had chained her luminous form, she had to spill the crimson of life, but only to save her! But the grasp of those that had stolen her loves light was tighter than she could have ever thought, the snapping of their jaws and screams of rage close from the start, racing ever closer until she could run no more. Within a house whose inhabitants had left long ago for better pastures, their flight came to an end, caught with their backs to the wall.

But she would not allow her love to be caught and chained once more, determined to free her forever and raised her sword so that they both could join eternal in scarlet beauty until the end of the world. Yet, the one who had found her would not allow it to happen, as did the scaled monster at his side, even as Annika tried, oh how she tried! But they were too much, and even as she cursed and begged Needle and the unknown man to release her love and let her be free, their words had wormed once more into Phyrros's mind, convincing her that she was the evil one!

Oh, how she raged at that, how she screamed and thrashed while being handed to the guards, the invectives and curses she twisted while trying to escape. But in the end, it came to nothing, as even when she slipped her bonds, the guards spears painted the crimson within her on the walls, casting her last moments in pain, loss, and sorrow.

And the grey returned for one last time.

***
Needle looked at the now unconscious woman underneath her feet, both of their breaths ragged, though only Annika's with the tell-tale sound of blood in one's lungs. She would probably make it; fate was always kind to the wrong people. With a quick motion of her hand, Needle instructed several of the nearby Tribal trackers hired for this effort to bind the woman, while the rest was to help Martyris in locating Phyrro. It took them only a few minutes before they heard the banging of fists on wood, quickly finding the owner of said fists underneath the house in a hidden cellar.

When Phyrro was found, she was found with rage and tears and relief, having barely managed to escape the bindings on her feet and legs. Later, when she once more danced and let life course through her mind, she would find some small measure of comfort in the fact that she had tried to escape on her own, yet, at the moment, she could only feel fear and dread in what could have happened if Martyris and Needle and the Tribals hadn't appeared when they did. And as the trembling woman was lead out the door and ushered somewhere safe and familiar, a squad of guards, alerted by a Tribal, rushed towards the slowly awakening Annika.

***​

"You filled this out wrong," the smiling official told Aria, silently reveling in the way her smile turned wooden and the slight twitch of her left eye. "You need to attach form 376k to 230l with attached stamps from room 24f, then deliver them here for signage, before going to room 24u, not after using the stamps from room 24f and 24u," he continued. He handed the scroll back to Aria, who barely managed to balance the various forms and papers loaded onto her.

"Thank you," Aria replied with an even tone, turning on the spot and retracing the last hour in her head to head towards the right place.

***​

+++Report on the progress of Project Skylift+++

It is with great pride, and after much sweat, hardship, and difficulty, that I can report complete and total success on our efforts in the research to restore Intact Personal Cutters to working order.

It took a lot of work to catalog the whole of the ships. Still, with the accelerated disassembly of less than intact variants of other Personal Cutters, we are confident that if an archeology team is equipped with the right tools, the restoration will be no problem. Hostile Animals, Mutants, or Machines may be of concern, but a security detail should handle the, relative to our previous efforts, trivial attention of hostiles.

Of note should be that the Suspendium stores of nearly every ship, from the giant warships, cargo crafts, and down to the last cutter, has been exhausted. The suspendium has either turned into dust or completely overtaken various ships before becoming inert and shattering due to a loss of whatever holds Suspendium together. The needed shards to power the vessels once more are, luckily, within our possession, meaning that we can rapidly undertake restoration efforts, especially for those ships promised to Vanar-Feer in our attempt to understand the underlying principles of Airships better.

The main thing which surprised many of us was the relative ease in which Airships can be constructed once the principles are understood. New proposals for the Airship Manufactory are already being drawn up on the lessons learned, massively affecting the initial and upkeep costs of mundane materials. Furthermore, the intended quality, and therefore the selling price, of native Pilgrim-produced Airships have been tentatively raised due to the massive amount of various techniques, components, and technologies refined and improved in our efforts.

All in all, Project Skylift has been a resounding success!

***​

With several stacks of papers, scrolls, and a cart laden with paper, Aria returned to the clerk she had visited on the morning, the slight chirping of nocturnal insects sanding the last bit of patience down into nothingness. "Here," she said, dumping the stack of papers in her hands onto the now nearly empty table of the clerk, rousing him from his overwork-induced sleep. "All forms for a meeting with the High Archivar. All 234, filled out to exacting standards, with all stamps, signatures, sigils, and receipts as requested."

The harried clerk began to look over the various forms, then stopped. Looking up with a squint, he opened his mouth. "Did I hear you right? You wanted a Meeting? Not an Appointment?"

"Yes? Aren't they the same thing, though?" Aria replied, confusion in her voice. The harried clerk shook his head in bureaucratic annoyance, fishing out a recycling form from a cabinet, noting down the amount of paper Aria held.

"No. If you want a meeting, please go to the reception and take a number, a secretary will tell you when you can meet with the High Archivar."

"Thank you," Aria ground out with the last of her patience, turning on her heel, and walked out of the building, suppressing a scream within her mind as her hair crackled with electricity.
And for a dozen seconds, all Radios in Tessen were disrupted by white noise.
***​

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[ ] Build Another 'Consensual' - (Location)
You would charge an entry fee from patrons while leaving the workers alone to make their deals themselves. Creating a safe place for people to ply this trade, offering medicine, sanitary facilities, and guards would help 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)
[X] We Are One People! - (Elite) - (2/4 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), 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. (1 Action Locked)
[ ] 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))

[X] Create A Dedicated Range - (1/2 Turns Complete)
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. With the recent rise in banditry, work for adventurers is more plentiful than ever!
(One-Time Cost: 4 Materials
Chance: 90/50/10/-05/-67%
Reward: 3/6/11/17/34d4 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 2 Actions)(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: -41/-119/-214 for 1/2/3 Successes, Successes needed: 6
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability.)

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

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type) - (Damage) - (Units) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
Second verse like the first. Before you can get those ships up and running, or flying in this case, you need to understand how their systems interact with each other and how they can be repaired or powered up enough to get back to the Tree.
-[ ] Forge-Clan Gamble: +2 Successes per Turn in exchange for locking in an Action/s to retrieve 1d3-1 Hull/s.
-[ ] Local Examination: Increase Success Chance by 100%, 20%-Chance to be attacked by unknown forces.
-[ ] Take It Apart: (Airship Type, Damage): Increase Success Chance by 55%, 5%-Chance to be attacked by unknown forces, 2d8 Airship Artifacts.
Warships (Armed 500 ton): 3 Intact (<80%), 1 Damaged (<60%)
Cargo Crafts (Unarmed 1000 ton): 10 Intact (<80%), 2 Damaged (<60%)
Line Vessels (Unnarmed 200 ton): 14 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 59 (2 Promised) Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)
(Cost: 42/30/23/10 Materials
Chance: 22/-73/-153 for 1/2/3 Successes, Successes needed: 48/35/21/7
Reward: Can recover (Ship Type+Damage).)
[ ] Lend A Hand, Arm, And Leg - Part 1 - (All Mechanics/All Electronics)
It is an unfortunate reality that many find themselves losing a limb to either accident, disease, or injury. Only those with wealth and connections can go to the Forge-Clans to get a replacement. We found the remains of an ancient prosthetic in the Necropolis; in its current state, it is unusable, but we might be able to glean enough of its design to begin crafting our own. Primitive as these first attempts may be, they will be the first step in easing many people's suffering.
(Cost: Dilapidated Prosthetic
Chance: 26/-04/-56% for 1/2/3 Successes, Successes Needed: 4
Reward: Primitive Prosthetics are now crafted and sold (+3 Materials), +4% Piety)

[ ] 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.)
[ ] Fuck That Guy And Everything Around Him - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Your scavengers found what the Vanar-Feer tell you is an Artifact to launch rockets and other high explosives. While you are aware of what missiles are, you thought them confined to Knights or static emplacements; being able to craft a portable version would net you a powerful weapon on the battlefield. The chemical compositions will require extensive testing, but with some help from recently unearthed Artifacts, the delivery methods are easy to figure out.
(Required Artifact: Self-Loading Rocket Tube or Ammunition Storage Feeder
Cost: 22 Materials
Chance: 17/-03/-23 for 1/2/3 Successes, Successes needed: 6
Reward: Static Mortar - Prototype, a decently powerful weapon with limited range, deployed before the battle.)

[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
Recently, your expedition acquired a surprisingly intact flamethrower from the necropolis. 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.)
[ ] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology)
Until recently, all the knowledge we have about the human body's interior eventually traces back to horrific sources of one sort or another. But discovered in an ancient Bone-Mending Kit was a mysterious box that seems to see inside a person. Those images are better than anything modern medicine can produce by a massive margin. There's no overstating how much such an ability could help medicine - if only we can unlock the secret.
(Cost: Bone Mending Kits
Chance: -45/-147/-267% for 1/2/3 Successes, Successes Needed: 17
Reward: Vast Radiological improvements, reduction in upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)

[ ] 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.)

[ ] 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)
[ ] 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: 1 Turn. No danger.

-Expedition - (TOP-03) - (1 turn remaining) - (House Mirn support: N)

[ ] Recover Personal Cutters - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Cost: 6 Materials, 5 Small Suspendium Shards
Chance: 48%
Reward: 1 Intact Personal Cutter Recovered
Warning: 2 Cutters have been promised to Forge-Clan Vanar-Feer. (Turns remaining until they feel betrayed: 8)
Warning: If this Action fails, unknown forces will attack.)

[ ] 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. (2 Actions Locked)
[X] Anchorage For Airships - (1/2 Turns Complete)
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 - (6/7 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 - (2/4 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: 28 Materials, Upkeep: 12 Materials, 2 Suspendium Shards - (Tiny)
Reward: 2 Light-Scout Airships per Turn/2d50 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) - (2Turns 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 - (6/8 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
(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) - (3/6 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)

[ ] The Bureau For Imperial Civilian Logistics - (1 Action)
-[ ] Commission A Survey
(Cost: 40 Materials, 5 Goodwill
Chance: Rolled for usefulness
Reward: Locates 1(one) additional resource in Tessen)
-[ ] Meet Cryptic Benefactors
(Cost: 10 Goodwill
Reward: 4d20 Materials for 2(two) Turns)
-[ ] Grease The Wheels - (Action)
(Cost: 15 Materials, 15 Goodwill
Reward: Gain 1d6 Turns/Successes on any Building/Action)

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.

AN: "Oh, I'll just take it slow and write in managble periods to-" My muse standing behind me with a metal bat: "Write."

A moratorium will be until 18.05.21 at 17:00 CET.
Voting will be closed on 20.05.21 at 17:00 CET.
I will roll on the 21.05.21 at 17:00 CET if no one has rolled yet.
Updates will be online on 26.05.21 at 17:00 CET.
 
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@HeroCooky shouldn't project skylift affect our suspendium reserach? Specially on pressurized suspendium since I imagine that's what the cutters use.

Edit: Also,
Self-Loading Rocket Tube - 6.15 - +20 to Advanced Weapons/Machinery
Ammunition Storage Feeder - 7.42 - +20 to Advanced Hydraulics
Give me bazooka tech please and thank you.

The Black Rune" - 18.33 - +50 to Pioneer Psychology(???)
What the fuck is this?! I feel like this enters 'it should not be touched' territory.
 
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