Why do I get the feeling we are about to be officially excommunicated or declared heretical? Either way, I fear a full declaration of spiritual war.
 
Turn 43; Year 10; Month 3; Enemies Of God
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, for 8(eight) weeks a year without stating a reason.
-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 more manageable. +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: 957
-Faithful: 12/33
--1/2 General Scientists - +12 to assigned research
--1 General Doctor - +6 against diseases and Medical/Biological research
-Followers: 923 (98 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: 393.47 (min. +8.58, max. +144.58 per Turn.) - (75 Materials owed in 2(two) Turns to The Merchant Guild.)

Income = 143.46-279.46 Materials:
18.46 = Followers
4.00 = Miscellaneous Sales
4.00-32.00 = Technology 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
7.00-28.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 134.88 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)
0.35 = Brothel 'Consensual' - (Mirn, Jokvi) - (+0.55 Due to Guardians For Hire, -0.20 Due to Buying Goods In Bulk)
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)
2.00 = Anchorage For Airships
12.14 = Electronics Workshop
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
50.00 = Taxes

Goodwill: 34.02 (+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: 14 Medium, 15 Small, and 8 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: 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. They are stepping up in their suppression efforts after the Black Claws have subsumed all independent bandit gangs remaining in and around Tessen. Of concern to them is the news that the Black Claws are killing, seemingly ritually, everybody they come across, even when it would be detrimental to their efforts.
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)|4/5 Hel's (100 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|4/7 Hel's (100 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|4/5 Hel's (100 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|9/15 Hel's (225 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 (11 Turns) - 470 (1st), 350 (2nd), 290 (3rd) Materials as Reward.

Church of Eden
Contact: N/A
Opinion: Hostile (-3)
Influence Inside Tessen: 270
Plans: Surviving the backlash for declaring the Pilgrim's heretical and an enemy of their faith.
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 Black Claws are working outside the structure of all others. They have started trying to figure out where they are staging their raids, as the Black Claws are hurting their businesses.

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

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Continuing their lives.

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
BB Spreadsheet Notes - 0.85
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
Somnia In Sempiternum - 5.77 - +20 to Advanced Psychology
2 Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2 Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
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
Code Scraps - 5.99 - +20 to Advanced Programming
Oil Refinery Parts - 5.20 - +20 to Advanced Chemicals/Machinery/Hydraulics
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
1 Baby Gargoyle Corpse - 5.21 - +20 to Advanced Biology/Armor
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
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
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, 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, 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, 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, -5 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 - (23/60 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 Electronics Workshop - (4d8)
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.

Electronics Workshop
+20 to all Electronics Research and 4d8 Materials Income (Technology Sale).

Anchorage For Airships
Unlocks DOD Actions.

Martial Range
Lowers malus when switching from ranged to -10.
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: "???" - WAT - (5/10):
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? THERE IS MORE! It is at least a radio transmitter and reciever!
(+10 to all rolls made with PD.)

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

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

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

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

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)
Tap, tap, tap went Turi's pen, rapidly lifted and brought down onto her mistreated blueprint again and again. A frown adorned her face, mind in deep concentration, and thoughts swirling with no clear lead to further the effort to create pneumatic tools. The initial drive had soon solidified into concrete ideas on what needed to be done and how, but the prototypes lacked everything they were designed to do. It was easy to create jackhammers, sanders, impact wrenches, screwdrivers, nut runners, and drills, but there were massive problems that had yet to be overcome. The motor they had created lacked the power and reliability needed for the rough work and handling it would be expected to run while also being too large to act as anything except a hub station for any tools. While doubling down on that route would make it much easier for everyone involved, the downsides were readily apparent. If the motor failed, not one but upwards of a dozen workers would suddenly lack tools to work with until repaired; the needed hoses could lead to workplace accidents while also offering another massive area of failure. Sure, a hub station would be one of the designs they would further pursue; the upsides were as evident as the downsides. Only working with one specific set massively limited the areas where future workers could use the new tools.

Looking at the blueprints again, Turi squinted before erasing a generator section, drawing a new configuration in its place. 'Might work,' she thought, quickly running a roughshod over the numbers. Sighing, she looked away from the table and at the disassembled Artifacts on another table. Sometimes she hated having to look at them; the sheer ease in which the Ancients had done tasks and overcome problems that stumped even the mightiest minds of today infuriated her. But when that happened, she remembered that even they hadn't started with those wonders, their knowledge rested upon the shoulders of their forefathers. And she was one of many Pilgrims who helped regain the very same, even if their efforts were minor in comparison to that of the actions of 3-Point, with their vast hordes of scholars and state-of-the-art computational power.

The click-ticking of the opening door caught her attention as Shaun, one of those assigned to the translation efforts, entered with a stack of papers in his hands. "Need help?" She asked with a raised eyebrow, seeing how the man looked pretty angry.

Shaun looked at her for a moment while walking towards an empty table, grunted dismissively, and then proceeded to, carefully, toss the stack of paper onto the said table. With another grunt, he slumped heavily onto a nearby chair, flipping off the documents with his thumb and forefinger in a 'V.' "Nathan Gran, however you may have died," he said aloud, "I sincerely hope it was brutal and slow."

Raising the other eyebrow, Turi blinked at the curse of the usually calm man. "What happened?"

Running both hands down his tired face, Shaun groaned before looking at Turi with much less hostility and anger, their places taken by exhaustion and annoyance. "What happened is that we spent months translating this," he pointed at the papers, "piece of sh-writing. What we thought to be a diary of a man living through the Collapse, trying to stave off nightmares both real and imagined, turned out to be fictional! Which we didn't figure out until the last page! I mean, really! Here," he shouted, snatching a paper from the middle of the stack, which, surprisingly, held stable.

"Day 23723(?). The Candle's Flicker illuminated another bunker today, barely avoided its gaze upon my mind. No survivors worth the name escaped, though their screams will haunt me for another week, at least. How many have the White cleansed? How many before the Black will save us? Irrelevant, for now. The ritual is nearly done, the bones prepared, plants grown, and we checked the runes thrice. We will escape into the Forest; maybe we will find shelter, provided we emerge in the right half. I once read that it used to be different before the Sund-"

"That's the end, which we, of course, translated last!" Shaun finished, throwing the page into the air as he fell into the chair again, huffing in anger.

Turi shook her head in amusement. "Hey, we all knew that something like this could happen. Not every finding can be a goldmine. So we selling that then?"

Shaun shook his head, sighing with obvious displeasure. "No. Despite the nature of the book, some fascinating passages are detailing how to calm yourself down or how to deal with trauma. We think that's why the thing is called Somnia In Sempiternum; fictional works paired with genuine information, like self-help here, were a thing for some time before the Collapse. Now I gotta sort 500-odd pages into one cohesive whole before we can add our notes to that."

"Well, don't let me stop you." Amused, Turi once more focused on her task, tapping the pen against the paper in concentration.

***​

Within the Berths, a section housing a small Cutter specifically, a meeting was taking place. While mainly dedicated to the Pilgrims' efforts to restore said Cutter, Martyris's presence added another layer to the discussion and planning. The Crystal-Path scouts had arrived to deliver reports for the best routes and safe houses fortify. While the team for the Cutter restoration looked somewhat embarrassed and annoyed, the scouts were the picture of childish glee while preparing a mass of maps. The improvised table holding said maps had enough space, as only a sketch and lists for tools and replacement parts were laid out.

"Our efforts were," A forewoman spoke, "stymied. While the outer shell and internal structure of the Cutter are intact, the electronics at various places had decayed so that replacing them has become a seasonal job effectively on its own." She continued, pointing at several spots of a rough sketch of the Cutter. "Several areas, like the second engine, turbine #3 and #5, along with the entire cockpit, have to be replaced entirely. Compounding these issues is the lack of heavy tools we can currently use, as our scouts spotted multiple heavy war machines snooping around the area. We are confident that we can do the job within the following season, but not this one, the risk of attracting the machines, and our subsequent deaths, are too high to justify."

"Well, then there is nothing we can do about that," Martyris said, looking at the workers on the left side of the improvised table. "If you don't mind, I would rather have a Cutter along with a living crew. We can always take another Cutter, and I'd preferably not attend your funerals. I'll pass on your report to the Council, though I very much doubt that they will disagree with my sentiment in any capacity." He smiled encouragingly at the forewoman, who nodded in response, before looking at the scouts to his right. "Now, you told me that you found something?"

"Absolutely! Here's the spot!" One scout exclaimed, pointing at a rough drawing of several sky-scrapers leaning onto each other, a small hole prominent in their centers. "You may remember the Behemoth some time ago? During its feeding frenzy, the thing slithered through several walls in an attempt to eat something or other. While this lead to the destruction of several old pathways, it resulted in a perfect tunnel through a section of the Forest we would have had to build around otherwise. It's only a kilometer, but as long as we act quick enough and fortify the tunnel, seal of a few paths here and there, and add some reinforcements to keep the whole thing stable, then we can shave off a whole season, at least, from our time-table!" Impressed murmurs followed the scout's explanation, several other scouts smugly smiling at the team of workers currently milling around the table.

"Good work!" Martyris replied, grinning at the unexpected boon. "And even better news! I'll ensure that the Path teams get priority on sandcrete batches for the season. That Behemoth may have-" "GARGOYLE!" A sudden shout from a nearby guard ripped through the hall, resulting in a flood of swears, curses, and drawn weaponry. Several 'THUNK's' rang through the hall a mere two seconds later as over a dozen crossbows let loose with their bolts.

The resulting 'plompf' of the killed creature crashing onto the floor rang out rather pathetically, in comparison to the expected roar of pain and rage a Gargoyle willing to attack so many people should have made. Suspiciously rising from various hiding spots, those brave enough to see what happened soon found their answer. The expected massive creature turned out to be no larger than a common rabbitaur, a member of the Tech-Scouts poking the dead Gargoyle at one of its feet, the tiny emaciated body riddled with bolts. "Well shit," the woman said into the silence. "That's a baby." The silence continued as she started to awkwardly lift the corpse off the ground, shuffling off towards the side. "Now I feel like an ass."

***​

The hum of powerlines. A steady hissing from welders and metal being liquidated and transformed into the proper form. A festival of lights, sparking and blinking into existence whenever he tested a product for the last time. Taking a deep breath, Lak smelled the stench of ozone, metals, burned and cooled, along with the subtle marks of sweat. Looking over the shoulder of Marius, he idly checked another note on his clipboard, smiling with faint pride. It had taken nearly two years to create the Workshop, not only in excavation and installation of space, machinery, and storage but also in training those interested in working within. Two years he and his trainees had used rather well, seeing as faulty products were a rarity now, instead of the norm. A few days more, and he would be able to focus on ensuring quality, allowing his team to focus on churning out as many electronics as they managed. Soon, generators, lights, circuit boards, and machines of all kinds would be made within this hall, helping the Pilgrim's efforts to help everybody.

Life was good.

***​

You know, Aria? When you told me that you had an open schedule for the next season, which you wanted to fill with extra training, I wasn't too surprised. I had noticed your growing frustration at not being assigned to raising the Noble's opinion of the Mutated within Tessen as a Mutated Knight-Pilot. I thought that this would not only be a welcome distraction but could also sharpen your skills should you be assigned to the project, seeing as you'd inevitably be challenged to mock-combat. I was a little suspicious after you told me that you wished to use various simulations created by the Vanar-Feer, though seeing no harm in doing so, after checking the simulations, I agreed. There was some suspicion when you hooked up ^Ä^ as another part for the simulations. When you started the simulations concerning combat and other related exercises, I first thought that your two's win streaks were genuine skills before realizing what you were doing. PD ranted at her Pilot, leaning onto her friend casually and utterly untouched by the accusations of the giant murder machine.

"I have no idea what you could be referring to, PD. All we did was take advantage of friendly sparring, nothing more." Aria replied with thick, faked innocence. "Can you truly call me and ^Ä^ cheaters? Can you do that without shame?" She continued, trying to hold back laughter as ^Ä^ made several jokes behind her back, making her hair tingle with sparks.

Don't give me that voice! PD replied, pointing an accusing finger at Aria. Dont you start playing coy with me now! I reviewed the footage extensively. Both of you have been coordinating with each other, tag-teaming me for at least a month, mercilessly pounding me into the dirt!

O_☉ ^Ä^ radioed out, causing Aria to nearly burst out into laughter, while his joke reduced PD to creating her best interpretation of an indignant blender.

You little shit-wait. PD made to reply, stopping short as she noticed something odd. How did you understand that?

"Understand what?" ?

^Ä^ made a joke. How in the nine hells did you understand the joke?

Aria glanced confusedly at the Core behind her and then PD before concern began to show on her face. "PD, what are you talking about? Why wouldn't I understand him? He speaks pretty poshly, but it's easily discernable."

Multiple seconds went by without a word, which became minutes. Aria shifted awkwardly on her feet, looking between ^Ä^ and PD with growing concern. "Hey, uh, is she-" She tried to whisper but was interrupted by a booming cacophony when metal met metal as PD face-palmed.

How was I so blind? PD groaned, running her hand down her face before focusing on Aria once more. Aria. What do you hear?

"Y-your voice?" She replied uncertainly. "What is going on?"

What's going on is that I didn't talk to you over loudspeakers. I sent a radio message directly to you, one which you effortlessly translated into speech.

"Oh."


***​

Within the halls of the Pilgrims Council, Martyris had called a session over the new possibilities unlocked by the Workshop and Anchorage, as well as the recent discovery of Aria's Mutation being some form of radio receiver and transmitter. However, before the session could start, Nexa quickly made her way inside, whispering animatedly with Martyris, pointing at a flyer in her hands, before retreating after Martyris took the page. A read-over to confirm the message, without doubt, let various emotions race across his face—anger, rage, determination, and then calm. Standing up, he looked at those assembled in the most solemn way he could.

"There is a situation with the Church Of Eden."

***​

In the Low Summer's waning days, messengers started racing around Tessen, pouches and bags filled with parchments and payments, their destinations the independent print shops and newspapers, along with the courts of the nobles and offices of the Guilds. The reactions to their message were immediate. Some nobles and the Herbalists booted their messengers out without hesitation, while others maintained the facade of polite attention. Others, however, saw the news with barely restrained anger and annoyance, the explicit threat to public order unwelcome at a time when bandits raided with impunity and taunted the Military's efforts to eliminate the same. A few looked at the news and knew they either hitched their lizards to one cart or abandon any politicking for either. And a few days after the ruling elite set their machinations in motion or washed their hands of the whole mess, posters and declarations went up around every town and city. Most villages either heard the news through rumors from petty merchants or a crier alerting them of the change. All knew that there would be blood in the streets in the coming months.

A DECLARATION OF HERESY
AGAINST THE GODLESS HEATHENS KNOWN AS THE PILGRIMS
AS ORDERED BY HIS HOLINESS POPE GART


There is much to be skeptical of in this world, so it does not surprise me how many people don't believe in anything.
What is the point?
For many of the pure, the road is a long and difficult one, but the path is always there for us to follow.

No matter how many times we may fall.

The good news is that we can help you find the right way back.
Naturally, some days are harder than others;
the faith wavers, the belief in the one true God wanes,
and doubts sneak in.

We all have those doubts.
The light of the mind alone cannot burn away the darkness surrounding God's chosen.

Think on it, and look into your heart.
When the walls come tumbling down,
when the horrors dwelling within the impure break free, and your judgment is near,
you'll always have brothers and sisters in faith and purpose.

Of course, in this world filled with misery and uncertainty, there are many serpents who gleefully lead humanity astray.
They whisper a false promise of mercy, compassion, and safety when they, in truth, can only give damnation.

Those who deem themselves the Pilgrims in mockery of an ancient and hallowed tradition hide their lies and deceit behind food and medicine.
Those who advocate for sin to be accepted as normal, regardless of how future generations will pay the price.
They who think that mere machines and beasts who can talk have souls themselves.
Who blind the protectors and guardians of our mortal coils with baubles and damned machines best left forgotten.

When they appear to whisper sweet lies into your ears, giving you food, comfort, and health, I implore you: turn them away.
Do not let them drag your eternal soul with temporary and mortal goods into oblivion to the Beasts they serve.

It is hard to temper the body and mind with faith when lies and deceit have smothered its light.

In these times, you can only turn to the Lord all the more, for as Job once learned: All hardships are temporary and in His plan.

Have faith in the truth, and hold to Him, always.

Until then, God be with you.

***​

The Church of Eden has declared all Pilgrims, all who associate with and support them heretics. How do you, publicly and internally, respond, if at all?

[ ] (Public Response - Will have long-ranging effects. Can declare the CoE heretical in return without action cost, this Turn only.)

[ ] (Internal Response - Will have long-ranging effects.)

***​

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

[ ] 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.)

[X] Establish A Poor-House - (Ularn and Zulmni)
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: 53.52 Materials, +0.01 Materials Upkeep to all buildings
Turns: 1
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) - (3/4 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, bring the people together, and start 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. (Choose 1 Action)
[ ] 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 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))

[ ] 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.)
-[ ] Deploy the Daughter
(Cost: Daughter unavailable this Turn
Reward: +50 to the roll)

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

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

Learning: Knowledge is Power. (Choose 1 Action, 1 Action Locked)(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. Figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: -46/-176/-348 for 1/2/3 Successes, Successes needed: 31
Reward: Massive leap in engine know-how and airship speed.)

[ ] Gather Structural Information - (All Metallurgy/Physics)
It should surprise no one that the Daughter is the single most advanced airship globally, rivaled perhaps only by one Dreadnought. Learning how to build as structurally sound as her creators would allow native airships to better weather any attacks and survive the inevitable crashes when their suspendium is destroyed better. Or enable the crew to endure the touchdown in some manner.
(Chance: 24/-70/-143 for 1/2/3 Successes, Successes needed: 16
Reward: Increased Structural Integrity for all Airships.)

[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the principles the original creators followed.
(Chance: -46/-91/-141 for 1/2/3 Successes, Successes needed: 17
Reward: Reduction for all Suspendium 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 development path. 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: 26/-51/-115 for 1/2/3 Successes, Successes needed: 45/30/18/5
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: 41/21/05% 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. Your finished Workshop has made this almost insultingly easy. Almost.
(Chance: 99/64/43% for 1/2/3 Successes, Successes needed: 5
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: 37/-05/-49% for 1/2/3 Successes, Successes needed: 6
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, ???)

[X] Pneumatic Automatic Generatic - (Hydraulic/Machinery/Mechanics/Advanced Hydraulic/Advanced Machinery/Advanced Mechanics)- (6/12 Successes)
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: -40/-84/-126 for 1/2/3 Successes, Successes needed: 14
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: -40/-137/-252% for 1/2/3 Successes, Successes Needed: 16
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 can keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 60/25/-15% for 1/2/3 Successes, Successes Needed: 3
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. (1 Action Locked)
[ ] 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.]

[X] 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% (+10 to the next try.)
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: 7%, +1%per try
Reward: The Bunker may be scavenged.
Warning: No Boni applies for any reason.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)
[ ] Berth - Tiny
There is a giant difference between getting supplies aboard an airship without much hassle and serving them in all sorts of ways. Repairs, refueling, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up. Expanding the Anchorage to fit small vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 26.25 Materials, Upkeep: 6.20 Materials
Reward: Can modify Light Airships (Scouts, Light Cargo Transporter) for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Small)

[X] Upgrade The Crystal-Path - (2/4 Turns Complete)
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.)

[ ] Electronics Manufacture
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. Increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 84 Materials, 2 Scientist, 40 Faithful, Upkeep: 25.64 Materials
Turns: 12
Reward: +60 to all Electronics Research, 6d20 Materials Income (Technology Sale).)

[ ] 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.)

[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, or hope that nobody will attack the Empire in the next three decades, or be attacked by you. Seeing as we live in reality, let's get her fixed up; why don't we?
(Cost: 2 Material per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] 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 - (3/4 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) - (1 Turn 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 - (7/8 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) - (4/6 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)
[ ] Investigate Aria's Mutation
Usually, when Aria tried to make her hair do something useful, all she ended up with were cramped hairs, bone-deep exhaustion, scorch marks from errant, though weak, lightning strikes, and a murderous headache. For the longest time, she always had thought that having control over her hair was the extent of her mutation until now. After having some fun with ^Ä^ at PD's expense, she realized that her hair could receive radio waves and possibly transmit them too! But she, and by extent PD, need to know her limits and if there will be medical complications. However, specialists like that do not come cheap. At all.
(Cost: 18 Materials
Chance: -15/00/20/40/60/80/100/100% (You roll for the quality of the specialist, and subsequently the amount of information.)
Reward: Information on Aria's Mutation)

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

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

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

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

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

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

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

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

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

[ ] Write In

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

A moratorium will be until 27.05.21 at 17:00 CET.
Voting will be closed on 30.05.21 at 17:00 CET.
I will roll on the 31.05.21 at 17:00 CET if no one has rolled yet.
Updates will be online on 05.06.21 at 17:00 CET.
 
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No. We should not call them heritics of any sort. We don't need that juju in our faith. We should not preach hate.

We should express disapointment, maybe sympathy, for those so lost in hate they cannot see the humanity of those they cast judgement on.
Aye also well if they want to try to kill us. I am SURE the Nobles would like to have a few words.
 
And a religious conflict starts now.
Yaayyy. As if we didn't have enough to handle already.
Hopefully our noble status will help us.
 
Aye also well if they want to try to kill us. I am SURE the Nobles would like to have a few words.
Other Nobles? No. Let's format our response in a way to see if we can get them to go off at the idea of AI being people and having souls.

"something something, failure to recognize the humanity of people just because they are different, sometimes even metal and circuit..."

Get the forge clans pissed at them.
 
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Aye also well if they want to try to kill us. I am SURE the Nobles would like to have a few words.
Yeah, if they engage in violence against us they are going to have major problems. As in the Emperor is angry that you are disrupting supply chains of vital strategic resources level problems. So we do not need to shun them. We will tolerate them. Do not meet hatred with hatred. To fight fire with fire only leaves the entire world ablaze. Instead meet them with compassion and empathy.
 
i think we should aproach this without the mysticism,something important is that we been really a ''direct'' religion on what we belief and what we want,explain the why and ifs and be done with it

no ominous vague threaths,just something along the lines ''ok boomer''

''the church of eden insists on alienating us,we havent attacked them,we have just existed and tried to improve people lifes without any pretense or grand mythology for it

because of this our recruitment pool is quite big (mutated,poor,excentric,nobles,former criminals etc)and a bigger recruitment pool made us grow faster
we pushed their influence,not because some sort of big plan,but merely because we actually focus on showing compassion not only through words but with actions,wich combined with more manpower made us more effective

while the COE keeps ranting about sin,we gave the hungry food,education,housing,improved tech etc

in 10 years the COE will stay be screaming at your existance as being evil for merely happening,while we keep trying to improve ourselves,our tech and our beliefs

if you just want to to help or be helped,without other major ritual,you can come to us,and regarding the COE declaring us hereticals,we dont really care,just leave us and our people to our own devices

we dont care over your body,we only care of your mind and hearth
''
 
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Right, we had some things finish recently, so: to the diffchecker!

First thing's first, we have an interesting change:
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.)
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 more manageable. +1 relationship to all Forge-Clans. Piety loss now 1 per 100 Followers.)
Easier vs More Manageable
...I think this might just be a clarification, rather than a change.

Members went from 934 to 957, with Faithful going from 32 to 33.

Ashleaf Nursery went from 6-24 to 7-28. Taxes went from 44 to 50. Various other expected by-turn tick-overs.

We're getting a lot more information from Sub-General Aiden Gracia :
Plans: 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. They are stepping up in their suppression efforts after the Black Claws have subsumed all independent bandit gangs remaining in and around Tessen. Of concern to them is the news that the Black Claws are killing, seemingly ritually, everybody they come across, even when it would be detrimental to their efforts.

Church of Eden has gone from -2 to -3, as might be expected from this turn's event.

We've gained the following artefacts this turn:
Rare said:
Somnia In Sempiternum - 5.77 - +20 to Advanced Psychology
Code Scraps - 5.99 - +20 to Advanced Programming
Oil Refinery Parts - 5.20 - +20 to Advanced Chemicals/Machinery/Hydraulics
Laboratory Equipment - 5.44 - +20 to Advanced Medicine
1 Baby Gargoyle Corpse - 5.21 - +20 to Advanced Biology/Armor
Lost Tech said:
Smart Fluid Nano-Drone Swarm - 16.36 - +50 to Pioneer Hydraulics/Medicine/Programming
Self-Deploying Jackhammer - 16.90 - +50 to Pioneer Mechanics/Programming
Assisting Synthetic Intelligence - 17.44 - +50 to Pioneer Programming
Implant Equipment - 16.79 - +50 to Pioneer Medicine/Electronics
Eye-Hud - 16.78 - +50 to Pioneer Electronics/Biology/Medicine
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine

The -5 for switching to melee on our combat units is gone, as expected.

Aria's mutation trait has changed yet again.

Anyway, on to the actions changes...

[ ] 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.)
[ ] 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: 53.52 Materials, +0.01 Materials Upkeep to all buildings
Turns: 1
Reward: 2d20 Followers, +3% Piety, -2 to Piety rolls. COE loses 2d25 Influence.)
Let There Be Lightbulbs is not only 43.23 Materials cheaper, but the Materials Upkeep increase has dropped from +0.40 to +0.01, and now takes 1 turn instead of 3. It's now a much more affordable option.

[ ] 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.)
-[ ] Deploy the Daughter
(Cost: Daughter unavailable this Turn
Reward: +50 to the roll)
We now have the option to add +50 to the roll for Complete Some Contracts by deploying the Daughter.

Speaking of the Daughter...
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. Figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: -46/-176/-348 for 1/2/3 Successes, Successes needed: 31
Reward: Massive leap in engine know-how and airship speed.)

[ ] Gather Structural Information - (All Metallurgy/Physics)
It should surprise no one that the Daughter is the single most advanced airship globally, rivaled perhaps only by one Dreadnought. Learning how to build as structurally sound as her creators would allow native airships to better weather any attacks and survive the inevitable crashes when their suspendium is destroyed better. Or enable the crew to endure the touchdown in some manner.
(Chance: 24/-70/-143 for 1/2/3 Successes, Successes needed: 16
Reward: Increased Structural Integrity for all Airships.)

[ ] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
When an Elder Forge-Clan Engineer looked at how the Daughter stays afloat, his exact words were: "What in Myra's Holy Name is this abomination to sanity?" So figuring out how it works and reproducing these systems will likely be a pipe-dream for decades and centuries. Still, even a rough outline would show the principles the original creators followed.
(Chance: -46/-91/-141 for 1/2/3 Successes, Successes needed: 17
Reward: Reduction for all Suspendium Research.)
These research options are all new.

[ ] 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: 41/21/05% for 1/2/3 Successes, Successes Needed: 4
Reward: Primitive Prosthetics are now crafted and sold (+3 Materials), +4% Piety)
Chances here used to be 26/-04/-56%, making this much more feasible to accomplish in shorter order.

[ ] 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. Your finished Workshop has made this almost insultingly easy. Almost.
(Chance: 99/64/43% for 1/2/3 Successes, Successes needed: 5
Reward: Unlocks/Upgrades Base Action, Unlocks Learning Action, +20% Piety.)
Chances here used to be 44/25/-01% and it used to require 13 successes.
[ ] 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: 37/-05/-49% for 1/2/3 Successes, Successes needed: 6
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising its Income.)
Chances used to be 24/-28/-76%, and it used to require 7 successes. Better, but still not a fast project.
[ ] 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: -40/-84/-126 for 1/2/3 Successes, Successes needed: 14
Reward: Power Armor - Primitive, Reduced Upkeep for all industrial buildings, further Learning Action.)
Chances used to be -48/-102/-156%, with 17 successes needed. Still an overambitious project.
[ ] 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: -40/-137/-252% for 1/2/3 Successes, Successes Needed: 16
Reward: Vast Radiological improvements, reduction in upkeep for all medicinal buildings, +8% Piety, +2d3 Goodwill)
Better than -45/-147/-267% and 17 successes, but it still needs some work elsewhere before being really feasible.
[ ] Keeping Iced - (Electrical/Mechanical)
Now that you can keep your food fresh, you should see if you cannot miniaturize the technology and better ways to achieve the same result without massive salt quantities. Or see if there are any other applications, like within your Knight.
(Cost: 10 Materials
Chance: 60/25/-15% for 1/2/3 Successes, Successes Needed: 3
Reward: Reduced Upkeep of the Storerooms and the Library, further Knight Action unlocked.)
Chances used to be 20/-25/-75% and 5 successes, so this project has entered the realm of being achieveable in one turn with enough effort and luck.
[ ] Berth - Tiny
There is a giant difference between getting supplies aboard an airship without much hassle and serving them in all sorts of ways. Repairs, refueling, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up. Expanding the Anchorage to fit small vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 26.25 Materials, Upkeep: 6.20 Materials
Reward: Can modify Light Airships (Scouts, Light Cargo Transporter) for exploration or trading without special projects, will generate Income once airships become more widespread, which rises with their availability, can be upgraded into Berth - Small)
Obviously, this project is new.
[ ] Electronics Manufacture
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. Increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 84 Materials, 2 Scientist, 40 Faithful, Upkeep: 25.64 Materials
Turns: 12
Reward: +60 to all Electronics Research, 6d20 Materials Income (Technology Sale).)
As is this one. Comparing rewards, though, the Electronics Workshop gave +20 to all Electronics Research, 4d8 Materials Income (Technology Sale)

The manpower, upkeep, and development time definitely have me wanting to work on theory and tech before starting in on this. We've got techs lined up that will help speed things up, and there are almost certainly more within fairly easy reach.
[ ] Armor The Daughter
Alright, you have a giant airship, it represents the biggest and most obvious target in any hostile area, and there are currently gaps in her armor. You need to either fix that asap, or hope that nobody will attack the Empire in the next three decades, or be attacked by you. Seeing as we live in reality, let's get her fixed up; why don't we?
(Cost: 2 Material per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)
Another new project, and this one is going to be both expensive and necessary before putting the Daughter into much more danger. (EDIT: 792 Conventional Armor is 528 Materials.)
[ ] Investigate Aria's Mutation
Usually, when Aria tried to make her hair do something useful, all she ended up with were cramped hairs, bone-deep exhaustion, scorch marks from errant, though weak, lightning strikes, and a murderous headache. For the longest time, she always had thought that having control over her hair was the extent of her mutation until now. After having some fun with ^Ä^ at PD's expense, she realized that her hair could receive radio waves and possibly transmit them too! But she, and by extent PD, need to know her limits and if there will be medical complications. However, specialists like that do not come cheap. At all.
(Cost: 18 Materials
Chance: -15/00/20/40/60/80/100/100% (You roll for the quality of the specialist, and subsequently the amount of information.)
Reward: Information on Aria's Mutation)
New hero action, not terribly much to say here.
 
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For our public response, I want to troll the COE by treating their heresy declaration as a minor nuisance, like we don't even care. Maybe even say that they are acting like immature children.
 
The CoE are zealots, one of their main goals is genociding all Mutated (which cannot work), and they see themselves as chosen by God to sheperd all souls to His path. But they are occasionaly able to put down their weapons to plan ahead.
Easier vs More Manageable
...I think this might just be a clarification, rather than a change.
Clarification, since my grammar programm threw a fit every time it detected the word easier.
 
@HeroCooky what would happen if we call the COE to the Old Nations Before the Apocalypse by saying they are exactly like them for they don't pay taxes discriminate others like the overlord there and would kill anybody that try's to change the system
 
For our public response, I want to troll the COE by treating their heresy declaration as a minor nuisance, like we don't even care. Maybe even say that they are acting like immature children.
I mean that is kind the plan, say there fools. And then say we have more process matters. Hell might even be able to get two out. One form the Noble side, and the other form the Pilgrims themselves.

Whenyouseeyou I do not think that is a good idea, nor should it be our first course of action.
 
@HeroCooky what would happen if we call the COE to the Old Nations Before the Apocalypse by saying they are exactly like them for they don't pay taxes discriminate others like the overlord there and would kill anybody that try's to change the system
Well, they do pay taxes, just not much.

Other than that, responding like that would make the CoE raise an eyebrow and make them go: "And?"

Edit: also, need to sleep, so I'll answer any questions in a few hours.
 
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