Turn 46; Year 11; Month 0; The Bustle Of Life
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: 1066
-Faithful: 15/36
--0/2 General Scientists - +12 to assigned research
--2/2 General Doctors - +12 against diseases and to Medical/Biological research
--1/1 Common Engineer - +14 to salvaging operations and to Mechanical/Electronic research
-Followers: 1.030 (130 unoccupied)
--Recruitment: (+29 per Turn)
---(13 Due to: The Codex Mk.1)
---(2 Due to: Daycare)
---(14 Due to: Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))

Total: 10
-Suzuki - Combat - Infection
-Annika - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Murder - Beaten To Death
-Roland - Murder - Stabbed To Death
-Sree Merdad - Murder - Bled Out
-Somphone - Murder - Brain Trauma
-Tano - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Murder - Infection Due To Burn Wounds
-Musto - Murder - Perforated Heart
-Nina - Murder - Physical Trauma

Materials: 152.45 (min. +10.67, max. +218.67 per Turn.)

Income = 166.60-374.60 Materials:
20.60 = Followers
4.00 = Miscellaneous Sales
19.00-82.00 = Technology Sales
6.00 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
3.00-21.00 = Brothel 'Consensual' - (Mirn, Jokvi)
3.00-12.00 = Print Shop - Smut
12.00-15.00 = Iron Mine
27.00-60.00 = Silver Mine
48.00-81.00 = Jewel Mine
8.00-32.00 = Ashleaf-Nursery
5.00-14.00 = Black Root

Upkeep = 155.93 Materials:
0.00 = Computer (-15.00 Due to Merchant Guild Donations)
4.14 = Black Box
10.91 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk. +0.55 due to Guards! Guards!)
4.95 = 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!)
14.60 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk)
0.70 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen) - (+1.10 Due to Guardians For Hire, -0.40 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)
3.02 = 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
11.94 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
5.60 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine)
3.90 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine)
1.35 = Iron Mine - (-0.15 Due to Buying Goods In Bulk)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.50 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
11.46 = Unit Upkeep
50.00 = Taxes

Goodwill: 35.09 (+0.84 per turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.11 = 2 Expanded Hospices
+0.60 = Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big) - (Mirn)
+0.03 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
-0.02 = Print Shop - Smut

Piety: 100% (+50 to all rolls for Heros with the Adjudicator Trait)
Rolls (-3):
-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))
+10 (Followers, +1 every 100)

Suspendium: 6 Medium and 9 Tiny Suspendium Shards (1 Large needed in 2(two) Turns - Paid)
+4 Medium 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: Very much pointing their crossbows at anything suspicious. They want some damn peace right now.
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)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|7 Hel's (175 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|12/15 Hel's (300 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 (8 Turns) - 470 (1st), 350 (2nd), 290 (3rd) Materials as Reward.

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: Useful Minority (1)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on
Information Network: Rank 1.
Mood: Following a new fashion fad imported from Sunken Hollow.

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friends (2)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Foundation (Neutral (0)|39% Control|Cheaper Actions)
- Healers (Ally (3)|61% 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: None Formally
Crews: Old Eye Joe / 153 Members
Plans: Butchering Titan's Fall)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Information Network: Rank 1.
Plans: Have increased drug production.

Cults:
Opinion: Neutral/??? (0/???)
Plans: ???
Uncovered:
The Lost
Opinion: Friends (2)
Plans: Strengthen their numbers
Uncovered:
-~140 Members
-Pilgrim Sub-Cult (?)
-Martial Focused
-???

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: See no need to rock the cart right now.

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 - +10 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
Gyro Bed - 1.47 - +5 to Machinery
Rusting Water Pipe System - 1.43 - +5 to Hydraulics
Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
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
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
Holographic Sights 6.48 - +20 to Advanced Weapons/Electronics
Unique Lattice Shields 6.98 - +20 to Advanced Armor/Metallurgy
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
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
Electro-Spool - 6.63 - +20 to Advanced Weapon/Electronics
Calibration-Matrix - 6.30 - +20 to Advanced Weapon/Programming
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
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watchsystems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Warped Cuircuits - 6.52 - +20 to Advanced Electronics
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
XXX - 6.67 - +20 to Advanced Machinery
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Busted Walker Coolant Tube - 7.40 - +20 to Advanced Hydraulics
Rusted Walker Eye Component - 5.56 - +20 to Advanced Electronics
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
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
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
Unknown Publication - 31.44 - +50 to ???
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
An Unburnable One - 16.52 - +50 to ???
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.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! Use of this drug has a (projected) 16% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.61 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 06% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 21.97 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 98% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 9.78 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 - (25/60 Growth) - (8d4)
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, Engine) - (3d12+24)
1x Jewel Deposit - (Mined, Engine) - (3d12+45)
1x Electronics Workshop - (8d8)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Empty)
1x Personal Cutter
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 8d8 Materials Income (Technology Sale).

Anchorage For Airships
Unlocks DOD Actions.

Martial Range
Lowers malus when switching from ranged to -10.

Crystal Path
+4 Medium Suspendium Shards each Turn.

Black Box
5% not to use up an Artifact, can slot 1(one) Artifact to continuously provide 10% (rounded down) of the Artifacts bonus.
Village Holding: Norqod
Prosperity: Some

Mood: Average

Permanent Inhabitants: Some
-Tendency: Uptick

Security: Yes.

Features:
-Basic Quarters
-A Wall
-Basic Service-Buildings

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.)

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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: Lamba Volondavenona (10/25):
Aria's Mutation originates in the city-state of Jahi, a once vassal of the Empire, before being absorbed into the greater nation due to unrest and rising violence. As the Gene-Smith explained, her hair is akin to a radio; both able to receive and transmit at will, when trained of course. While this Mutation wouldn't be of much use as it is, her brain has also been altered to decode and understand said transmissions. Further, she has finally figured out why she doesn't scar even with deep wounds! Her Mutation prevents her body from going "Good Enough" and stop healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said that it was akin to a whisper within a hall. She also said that her head started to hurt when she looked at the second moon, though its odd ability to hinder or distort radiowaves is well known.
(+20 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.
(???)
"And this!" Turi passionately proclaimed, "Is the result of all our efforts!" She said, sweeping an arm at a cylindrical tower, about three meters in height, standing in the middle of the room. The exterior of the cylinder was a uniform grey, only broken by patches where, presumably, panels could be removed to aid maintenance, add components, or connections. "The Pilgrim Logic Bank Computational Unit." Her voice resounded with pride and glee. "PCU for short, so that people won't have to say the full name. Or only PC, but Selene's still dragging our guys and girls through the copyright registers to see if anyone has already taken that name."

Bolt looked skeptically at the machine in front of her. The whole thing looked, well, not precisely shoddy, but she would have been ashamed if one of her kids would have tried to pass that up as a functional computer. "Why is it round?" She asked, walking around the tower with a critical eye, trying to discern any hidden surprises the Pilgrims may have come up with on their own or the help of Artifacts. "Most computers are blocky by virtue of their design and assembly being easier that way."

"Well," Turi began. "We had problems with heat the whole time while assembling the PCU. Sometimes the components would overheat and safely shut down, but other times they would melt and ruin entire sections of the thing. When we tried to build around or with that problem, we ran into other bottlenecks, like space, humidity somehow, cost, lack of accessibility, and so forth. We managed to, thankfully, devise some cost-saving measures by taking apart a Foundry, but that didn't do us a whole lot of good when we only had to replace parts that would cost an arm, not an arm and leg, and head. Until the Daughter's Core took a gander through our inventory of Artifacts and requested access to the Papyrus Tablet. A few days later, and we received a swathe of improvements and additions to our electronics, which we then incorporated here!" Turi rambled, patting the tower affectionately. "Truly, once we were able to bend our electronics, we were able to devise an efficient water-based heat-sink. Of course, it makes the PCU a bit more costly to produce and maintain, but hey. I can't argue that a bird in the hand is worth more than two in the sky. We'll get there."

Bolt grunted absentmindedly, still inspecting the whole assembly with a critical eye. "How many bytes does this thing hold?"

"4.7 Gigabytes!" Turi proudly proclaimed, chest puffed out, and a confident smile on her face.

Bolt nearly stumbled in shock after hearing the, frankly, laughably low number for the size of the PCU. "4.7? My vib--p-er drone holds more storage," she said, recovering from her outburst. "How the hell did you manage to pack so little data in that giant thing?" She continued, walking around and directly in the sightlines of an offended Turi.

"Well, excuse us, Data-Smith Bolt von Vanar-Feer! Please don't assume that it is our fault for that, as we have built the whole damn thing from nearly the ground up! Besides, of course, does a viper drone hold more storage than this thing! We built it for administrative purposes first and foremost. Not combat and the inherent myriad of scenarios which have to be programmed into the damn thing!" Turi replied with some offense in her voice.

Bolt blinked at the normally calm woman's outburst before quickly realizing that her switch of words may have caused more offense than thought. "I apologize," She said, meaning it, "I was too quick to judge. These things are my bread and butter, so I usually only work with 'Clan-built electronics. For having prototyped and built the whole thing in a single season is more than proof of the skills of your team and you."

Turi relaxed slightly as the tinges of offense left her, making her chuckle in embarrassment over her outburst. "Thanks. I spent the last week pulling double or triple shifts to get an OS working, which made me a bit irritated, so I too apologize."

"Ah," Bolt said, nodding at that old issue she knew all too well. "The bane of all programmers. Understanding the code from yesterday and getting it working. If you want," she continued, pulling out a tablet from her dress pocket. "I could help you. I am a verified Data-Smith, after all."

"Oh, that would be great! You use Phyton 3 or Bitium as your primary language?"

Bolt paused in her booting up and squinted in suspicion at Turi. "What language did you program the PCU in?"

"Oh, we used a derivative of Phyton 3, but we cut out a few parts to get the whole thing running smoother. You can get a whole lot of things done faster once you don't have to hit three keys for a bracket," she continued, blessedly unaware of how Bolt's left eye began to twitch in dawning horror.

***​

Few things could rattle me.

One of those things was a Prevter and head of a religion which was spreading all over the region with wild abandon, entering my store, giving me an ostentatious book, asking me to provide an honest opinion on it, and then start plundering my section with books for the blinds. While five other men and women of varying degrees of bodily purity stood around, either watching me or holding the books being given to them by the man. Given that he had paid my usual fee for that kind of service in total, I checked, and that it was generally unwise to anger nobility, I had little choice but to acquiesce.

The second thing was being handed a book which I more and more had to confirm to be an original Holy Book. Of a religion whose members had recently tried to lash out violently but ended up being squashed without mercy.

I still had a few bone chunks in my wall.

It was not without some trepidation that I finally looked up after around two hours, shifting my lenses and goggles from my head, and looked at the noble. Currently, he was busy feeling his way through a book for blind children with a determined look on his face, mumbling the words out loud. Clearing my throat got his attention in a snap as he shut the book with a gentle smile on his face.

"Have you identified anything of worth?" He asked, walking over to me.

"Yes, Sir," I replied, carefully righting the bible in front of me to face the Prevter. "If I am not mistaken, and I would have to be drunk or blind to do so, then what you have here is, without doubt, no forgery," I informed him, watching for any hint, trying to see if he knew or suspected what I now knew.

He only gestured for me to continue.

"Aside from that, this book is old. Very old."

"How old?" One of the guards asked, peeking over a stack of books she held.

"Penned two days before the Collapse old," I replied without inflection and dry mouth.

Everybody stared at me for several moments before the guard spoke up again. "What."

"What she meant," the noble spoke up again, "is: how can you be so certain?"

In reply, I opened the bible on page 630, where an extensive double-page drawing of a Black Ram dominated the pages, with the text squished into the remaining free space. "This," I spoke, "Is the highest devil in the eyes of the Church of Eden. The source of humanities fall from grace and God's favor, the cause of all Mutations and evil in the world. Depictions of the ram have been banned within their Holy Books since the first century, and all books with it have been destroyed, even their Holy Books, except one. Yes," I continued, interjecting in a likely complaint about how I would know that from the noble. "I know that that would speak against this being a genuine bible of Eden, were it not for these:" I said, turning the book to the last page, where a printed picture of an old man, bent, yet not broken, resided. The words: In God's Grace We Are Reborn written underneath, though faded and worn. "This is Prophet Mahami-Du-Ojasi. I cannot tell you why he included a picture of himself in the book, only that this is the only kind to exist where he isn't depicted as a saint. There are a dozen other clues and facts which support me, like the carbon dating of the book, this being His handwriting, or that the Church of Eden has been searching for this specific book for over three hundred years. This book is not only a Holy Book of the Church of Eden, but it is The Revelations of Eden, First Holy Book of the Church of Eden."
One of the Pilgrim's eyes twitched, his mind screaming into the uncaring void.
"Well fuck," the Prevter said, looking at the book with surprised eyes.

"Fuck indeed, Sir," I replied, hoping against all hope that he would call me a liar after thinking about it for a moment, then leave. I had had no intention of ever being on that cult's radar, not after leaving, and this would bring them after me like blood-wolves.

Unfortunately, he wanted to hear all my proof.

***​

"Careful, careful," Phan called out to the workers who were slowly lowering the great slab of metal and glass into its fittings. "It took weeks to work the provided electronics into the slab," she continued, hovering near them, fretting over any sudden movement any of them made.

"Don't worry, ma'am," one of them called back, gently pushing the slab forwards to slot it into the provided fittings with a 'click'. "There! All finished, and not a single scratch on the whole thing!" The man continued, smiling and nodding in satisfaction at a job well done.

"Yes, thank you, thank you," Phan mumbled out, quickly connecting several cables taped to the side of the fitting into the slab, nervously booting up the computer resting within. "C'mon baby-girl, please work as you did," she whispered loudly, tapping a keyboard in sequences only intelligible to her. Phan overlooked one of the workers rolling his eyes and mumbling 'engineers' to the others as they left, nodding to Savi, who had entered. Then, with a loud 'clack,' she closed the door, dropping a packet of clothes onto the floor.

'Di-Do-Piuuuuuuu'

With an unmistakable electronic sound, the whole slab lit up, rapidly displaying a swath of text and numbers, several symbols of Forge-Clans minimizing in the process, before splitting up into twelve sections, each clustered around a keyboard like the one Phan operated. "YES!" She called out in excited glee, a shine in her eyes as systems and lights all around the room lit up in rapid succession, indicating full operationality on the work-station before Phan. She tapped several commands into her keyboard with a slight smile on her lips, running a complete diagnostics on all systems. From the pressure systems to lights and sterilization within the 'Cube' where the lucky Artifact to be studied would be housed, to the various connected tools and cameras scattered around. Gradually, green lights replaced spinning deltas, showing no problems in any systems that the slab could access. "Yes," Phan once more muttered, staring at the culmination of her work with pride and satisfaction.

"Neat!" Someone called behind her, slapping a hand onto her shoulder, causing Phan to scream and jump in fright. Then, whirling around with wide eyes and breathing hard, she nearly fell over while trying to walk away from whoever had snuck up on her, only to stumble over her own feet. Then, with an 'EEP!' Phan nearly fell, only saved by the stranger putting their hand on Phan's arm.

"Shit, sorry, baby," Savi said with embarrassment, guiltily pulling her wife up to her feet again.

Said wife took a few seconds to calm down before glaring at Savi, poking her into her abs. "You know how easily I get scared," she said with a bit of irritation before softening up again. "What are you doing here anyway? Don't you have patrol duty?"

"Ah, don't worry," Savi replied with a smirk, pulling her wife into an embrace and kissed her nose, causing Phan to giggle. "I switched with Rivet; he still owed me from last month," she said, winking at Phan.

"You mean when you flexed on him both in the sparring ring and literally?" She said with a raised eyebrow and amused expression, leaning into the embrace.

"Well, excuse me. Unfortunately, when my honor as a guardian has been called into question, I have no other recourse than to remind the idiots why I am poised to be promoted to captain as soon as the position is free." Savi said, flexing her muscled arm before Phan, causing her to roll her eyes in amusement.

"So I not only married an idiot but a meathead too?" Phan said with no genuine heat, causing Savi to remove her arm to flex in full view of her.

"That's right, you lucky gal! So many men and women would kill for a goddess of muscle like me to grace their bed, and you were the one to steal my heart! A tragedy if there ever was one!"

"Tragedy? Steal?" Phan snorted in disbelief. "If I remember right, you were the one who tried to do everything to get me to notice you. It took me a month to realize that you wanted to get into my pants, not the pants themselves, you know?"

Savi grinned in satisfaction and lust at Phan, prompting her cheeks to turn red. "Oh, yeah. And what a day that was. In fact, do you know what today is?" She continued, slowly walking closer and closer.

"Uh, Monday?" Phan replied with confusion, trying to think if she had forgotten something.

"Yes, but not only that, wife of mine," Savi said, stepping closer and pressing Phan into the table which held the slab behind her. "Today is the day that you finish your first great project," she continued, taking Phan's chin into her hand, and kissed her for several seconds. Then, letting go, she grinned at her. "The day on which you first took me as a wife," Savi breathed, caressing Phan's neck, causing her to stifle a moan. "And the day where you forgot that last thing."

"Oh," Phan said, as Savi let go, took a step back, and glared at her. "That-that was today?" She guiltily spoke, fiddling with her hands and shifting around, not meeting Phan's glare.

"Yes. Which I told you. At breakfast," Savi said with a huff, shaking her head. "Honestly, if I didn't tell you, would you have even remembered?"

"W-well, I think," Phan began to stammer before straightening up with guilty conviction. "No, sorry about that. I'll make it up to you. I'll do anything you want for today, and we'll go to town to properly celebrate, okay?" She said, smiling nervously at Phan, who had gained a glimmer in her eyes.

"Anything?" She asked, crossing her arms underneath her chest, a mischievous grin forming on her lips as.

"Y-yes?" Phan replied with trepidation and a slight trembling of anticipation in her voice.

"Then how about," Savi purred in her best sultry voice, "you drop those clothes of yours, and we take this outside?"

Phan's eyes shot wide open as her face went entirely red, barely covered by her hands at the shocking demand of her wife. "Ou-Outside?"

"Yep!" Savi replied with great cheer. "How else are we going to work out?" She stated, taking in Phan's gobsmacked expression with no shame. "Seriously, you are not going to last a minute in the field with how little you exercise! I am sometimes genuinely worried about your health, you know!" She continued cheekily, pointing a thumb at the package she had dropped at the door. "Get in gear; we're running a full five today! And no, you won't get to kitty-eyes yourself out of practice for the rest of the week!"

"What?" Phan yelled incredulously, staring dumbfoundedly at the dropped clothing and then at Savi. "But, you were-you-we, practice?" She stammered in confusion at the mood-whiplash before being hit by the bundle of clothes in the chest by Savi, who had gone and retrieved it.

"I was, what?" She asked innocently, smirking at Phan's expressions. "Anyways, please get ready; we have, at best, an hour of practice undisturbed before the militia is gathering." Then, shaking her head, she walked towards the locked door before calling back. "And don't worry, one way or the other, your ass's gonna be sore come tomorrow!" she continued, giggling at Phans spluttering behind her.

***​

Aria leaned onto the railing of the x-shaped bridge spanning over the intersection between the various directions of the residential level of Norqod, sipping her hot soup deep in thought.

Aria sipped on her cup with noodle soup, leaning against the railing of Norqod's second-level bridge. The crews building the village had decided early on that they should construct the bridges in an x-shape, which, while not efficient, did give Norqod an early achievement to pride itself on. Admittedly, the various murals painted onto the railings, pavement, or ceiling for the lower levels were pretty, but one made her uncomfortable.

"Why did they have to paint me like that?" She asked no one in particular, staring upwards at the ceiling depicting herself in a Pilot suit, draped across PD's head with a massive grin. A snort to her left heralded Chiedi's return, with the woman leaning with the back onto the railing, her electric spear, or Ògündur as she called it, clinking against the stone.

"Should have seen the initial proposal. That thing up there is downright zealously conservative in comparison," Chiedi said, gesturing with her second cup up at the painting. "You can still look at it if you want," she continued, grinning at a grimacing Aria, who chose to shovel a bunch of noodles into her mouth instead of an answer. "Well, suit yourself. I am gonna buy one of those pictures to show the lad's in the Wall later," Chiedi said without mercy, causing Aria to nearly snort out a noodle through her nose. "Ah, don't worry," she said with a laugh, patting the coughing Aria on her back. "Wiljem would force me to march thirty in full gear if I did that. Man is nearly as focused on getting us to beat you in a fight as he is on running away from any Clan-Elders wanting a look at his armor."

"Gee, thanks," Aria coughed out, removing the last bit of food from her airways. "I still think that he ought to leave anything Knight-Sized to me and PD. Your best result has been to hinder me for thirty-two seconds."

Sipping from her cup, Chiedi hummed neutrally. "Well, better to know how to and never need it than the opposite. Besides, it's good training for both of us. We get to know how Knights fight infantry intimately; you get used to friendly squishy running around without stepping on us. By the way, you still onboard with the pub crawl in a week?"

"Yes," Aria replied, pushing herself away from the railing, slowly walking towards the stairs leading upwards to the first level. "Not like I have much of a choice in that regard, as PD is going to spend some time with ^Ä^ fixing Angels Demise. I tried to offer my help, but she kicked me out."

"Really? She kicked you out? Like an unruly teenager? Oh, that is golden," Chiedi laughed with glee, following Aria upwards. "At least you won't have any choice but to accompany us. But, really, girl, you should get out more often. Things like the painting wouldn't happen if they got to ogle you every so often! Just be happy; most people are too busy carving out their new existences here to worship you. That won't hold on after the markets are fully finished."

"Yeah," Aria sighed as she began to walk on the first-level bridge. She spotted a small gaggle of children staring at her and waved, causing them to whisper in excitement among themselves. Looking closer, she noticed that half of them had visible mutations, with one sporting little colorful wings on his back and feathers on his arms. "You know, aren't there a lot of Mutated here? And why are people so relaxed about that?" She asked, turning back to Chiedi, who had lingered behind her.

"Uh, wha-yes, naturally!" The woman swiftly replied, jogging the last few steps up. "I mean, why shouldn't there be?" She continued, hastily walking past Aria towards an exit of the bridge.

"Because Mutated are rather rare?" Aria replied, a little bit confused about her friend's behavior. "I mean, I am pretty sure that at least a third of the people living here are Mutated. Some very heavily, to the point that many villages would have chased them out," she continued, looking at a woman whose lower body had been replaced by a snake's body, arm in arm with a normal Human, heads leaning against each other. People didn't bat an eye at that sight, as far as she could see. "And people aren't the least bit shocked by Human/Mutated couples. The only place where I have seen that is the Tree, shouldn't that be odd to you?"

Chiedi stopped walking, looking at Aria as she caught up with surprise. "Wait, you mean you don't know?"

"Know what?" Aria replied, tilting her head in confusion.

"It's you," Chiedi replied. "And Martyris, and Needle, Lady Silvia," she counted, waving her hand in the air. "You know, the big shots!"

"Okay? Many mutated are here because of me, Mart, Needle, and Lady Silvia...because?" Aria asked, trying to think why that should have such a significant impact on Norqod's demographic. She realized why at the moment Chiedi opened her mouth.

"Because you are a Mutated Knight-Pilot! That alone draws many here, as you may be the first Mutated in the Regions Imperial history to pilot a Knight. In addition, Martyris married a Mutated, and both became Nobles; Needle is ordering around Elite Troops daily in full sight of everybody, with them following. And Lady Silvia is known to be both a proponent of Mutated Rights and a good friend to the Pilgrims. All of which makes Norqod a bastion of unique freedom for many Mutated and their Human families, friends, or lovers. The only thing keeping many from flooding here is that the settlement isn't yet open. You can bet that we will be hard-pressed to tunnel enough space for all those who wish to live here where they will be treated as equals."

"Ah, yes, I figured," Aira sheepishly replied, throwing her cup into a nearby trashcan as she walked off the bridge. "You know, it still occasionally feels more like a dream that I am a Knight-Pilot of an Awakened Machine. Even after two years..." she continued, lost in thoughts.

Chiedi shook her head in amusement, content to watch Aria walk in front of her. "Oh," she began to sing quietly. "How I hate to see you go..."

***​

A man in the clothing of the Hydroponic Experts staffing the Green of Mirn, a Paladin of the Martyred Son, and a woman dressed as a sexy bearded dragon entered the Council Chambers of the Pilgrims within the Tree.

Unusual? Yes. Weird? You bet. Expected? Unfortunately, yes.

"Let me guess," the Councilor chosen to represent the Medical Pilgrims spoke up, an eyebrow raised at the scene, trying to avoid and failing, staring at the underwear-wearing lizard. "You needed those disguises to infiltrate a Cult you found?"

Nodding sagely, the Fake Paladin smiled. "Right you are. Although," he said, staring at the costumed woman. "I have no idea why she is in that, nor do I wish to know."

The woman ignored the comments.

"Anyways," the Hydroponics Expert said, moving forwards in the same smooth step as the Paladin did back. "You will be delighted, or horrified, to know that your patronage of our crew in a Red-Ink contract has born fruit once more. Lizzi, the scroll" He began to narrate, gesturing to the woman to unfold said scroll. "The cult calling themselves The Lost has taken more than passing inspiration from you, as can be first seen in their symbol." The man said, tapping with a finger against the red scroll, where a black delta proudly stood in the middle.

"They," one Councilor spoke up in confusion. "They ripped off our symbol and changed the colors?"

"Yes and," the man once more began, stopping as he saw Lizzi holding the scroll up. "You have it upside down." Lizzie swiftly corrected her mistake, flipping the delta on its head. "Ahem, as I said, The Lost have taken more than passing inspiration from the Pilgrims. In fact, from the information we could gather, their chosen symbolism and name indicate how they see themselves. Not so much as a polar opposite, but an unwanted extension. Does the name Alunmi mean anything to you?" He spoke, looking into the round of confused faces.

"I...think?" One woman spoke up, visibly trying to remember something. "If I remember right, he was a burn victim or something similar which had stumbled near Mirn, somehow staying alive until we were able to stabilize and clean him. He recovered and left sometime after. He did say something about trying to join, but I didn't hear from him again. Why?"

"Because that man founded The Lost about one-and-a-half years later."

"Excuse me," Needle spoke up. "That is all interesting and is what we paid you to uncover, but could you get to your point? If they represent a danger to themselves or us, I'd like to know as soon as possible."

Nodding, the adventurer gestured at the Paladin. "Yes, of course. My colleague here was the one who was able to speak with Alunmi himself. When asked why he had created The Lost, he answered," he said, drawing himself up and delivering a remembered speech.

"The Pilgrims are like a naive collection of world-betterer. They think that a will is all one needs to find a way, that with concerted effort, the world will bow to the might of humanity. That, no matter how deep one has fallen, they can be lifted up again. I... dearly, wish to have the same belief. To see the good in man, the spark of divinity in all, to know a person can be redeemed. To look at our broken world, not with a mind bent by the enormity of the grief seen, but lifted by the love and mercy lost to so many. I tried. Dear Mother, I tried so hard to be like them. But I can't. There just are people not meant for redemption. To feel mercy, be given love, and be embraced by a community. Those who have joined me cannot forgive themselves and won't, for one reason or another.

And some do not deserve the same. I did not intend to gather those who see the sickness of the world as I do; it merely happened. Let me be clear: I do not wish to see the world drown in the blood of the "sinners" or "unbelievers" like so many other Cults. I want to see tour homes rise from the ashes of the Old World and stand again in pride rather than to merely build on top of the debris. And I know many who would do nothing more than stop that dream in its infancy. Maybe not here, but in other Regions? Eden is already securing the Green Dunes against any expansion of the Pilgrims after what happened; the Nobles of Bone Valley would rather see them all dead than their slaves lifted. Similar things will happen in the Seven Silver Cathedrals, Broken Mountain, Orgat's Stand, Saint Sebastian's Sanctuary, and so many more. The Pilgrims may not be blind to those challenges, but they will face them.

And I wish to ensure that they won't have to sully their ideals and ranks with horrific actions and those monsters that we shouldn't forgive. If they are willing to die and kill for a cause greater than themselves, they may earn their forgiveness with us, defending the only ones that would see us as people. If they aren't and stand in its way, then they have to be killed. Not every criminal. But people like Rose Cultists? Those have no place in the world the Pilgrims could build."​

"Soo, yeah. There's more on their specific organization, the fine details of their creed, and much more details on members and stuff, but that sums it up. The Lost see themselves as the place for the refuse of society, wish to see all who are actively, and directly, standing against you dispatched, and believe that they deserve that place."

Silence followed his speech, as every person stared, their thoughts racing at the information and accepting the folders handed out by the woman with blank minds.

"Well, fuck." Needle summarized intelligently.

"I do not think," Martyris said, gesturing at the folder he had been handed, looking at the gathered Pilgrim Councillors, "that 'fuck' is sufficient for that. We should table discussion about The Lost until tomorrow, to get everyone time to read the provided information. All in favor?" He asked, receiving a quick show of hands, with all in favor. "Then, he continued, nodding at the three adventurers standing in the middle of the room. "We thank you for this information. I trust you know whom you need to talk to for your completion fee?"

"Yes, no problem on our part, so if we may?" The fake Paladin said, nodded, and left after receiving a nod.

"Fantastic," Martyris sighed before straightening up again. "Let us continue with our schedule as fast as we can to read the provided documents faster. With the finished PCU and Black Box projects..."

***

The Lost Reaction, Computer, And Black Box Allocation

[ ] [The Lost] - (What will you do? Make the information public, contact them, etc.?)

[ ] [Black Box] - (Artifact)

[ ] [Extra Action] - (Category - Will be available this Turn)

***​

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

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

[ ] 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.)

[ ] 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.)

[ ] 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, +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.)

[ ] 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.)

[ ] 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.)

[ ]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.)

[ ] 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.)

[ ] 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.)

[ ] 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.)

[ ] 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,' +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,' +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] New Settlement, Who Dis? - (3/6 Turns Complete)
When the Nine Tribes announced that they would be forming a federation with semi-permanent settlements, the various traders within the Pilgrims practically kicked open your doors, demanding that we try to get in on the ground floor. The benefits are many and obvious: access to rare artifacts, herbs, metals, and foods, being able to source needed expertise, ingratiating the Pilgrims to a forming society, having a market where all artifacts are welcome, needed, and desired. Of course, the costs are high, but we should not underestimate the rewards!
(Cost: 80 Materials (Are refunded/not taken if action fails)
Chance: 62% (Once)
Turns: 6
Reward: Nine Tribes Council permanently unlocked as a support faction. Gain ??? if ??? happens.)

[ ] We Are One People! - (Choose Faction)
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/-20% for Locals/Elites (rolled each turn)
Successes Needed: 4/6
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

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

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

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

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

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

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

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

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

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

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

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

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

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

[X] Central Region Security - (Basic)- (2/3 Turns Complete)
The number of sensitive facilities in the Tree is only growing with each discovery we make and our operations outside the same. Rather than the piecemeal approach to security we have taken to date, it's time to establish a dedicated command post and security force for the entire Region.
(Turns: 3
Cost: 24.50 Materials, 5.20 Materials Upkeep
Reward: CRS (Basic), which (moderately) improves the security of all facilities and Pilgrims within Tessen, can be upgraded to CRS - Private Security/Mercenary Command.)

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

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

Learning: Knowledge is Power. (Choose 2 Actions)(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] 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. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: -45/-175/-347 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: 21/-69/-142 for 1/2/3 Successes, Successes needed: 16
Reward: Increased Structural Integrity for all Airship Components.)

[ ] 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: -44/-89/-139 for 1/2/3 Successes, Successes needed: 17
Reward: Reduction for all Suspendium Research.)

[ ] 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. And with the interest of the Merchant Guild now on this project, a lot of expertise and hands-on knowledge in long-distance travel has been opened to you.
(Needed: 4 Suspendium Shards - Tiny
Cost: 10 Materials
Chance: 91/64/35 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Light Cargo Airship Modules. Berth, Storage, Basic Passenger Cabins, Basic Structural Reinforcements, Armored Rigging, Armored Hull, Fixed Ballista/Crossbow, Swivel Ballista/Crossbow)

[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium bags charged even while in flight, figuring out how to increase the amount of suspendium to allow for larger bags is the next step.
(Needed: 2 Suspendium Shards - Small
Cost: 12.67 Materials
Chance: 66/34/01 for 1/2/3 Successes, Successes needed: 5
Reward: Gain Large Suspendium Bags, 2.500 Kg Lift, -5 Structure.)

[ ] Armored Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
It's one thing to be within a cart, on the ground, and another to be in the air held aloft by bags filled with crystals. Bags, which can, quite easily, be punctured and set aflame by a single well-placed shot or flying Mutant taking offense. While this will reduce the service-ceiling of the Airship, it will increase its survival chances in a fight.
(Cost: 6.43 Materials
Chance: 15/-34/-79 for 1/2/3 Successes, Successes needed: 7
Reward: Gain Armored Suspendium Bags, increasing the structure of all ships with these bags. 750 Kg Lift)

[ ] 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: -34/-106/-200 for 1/2/3 Successes, Successes needed: 6
Reward: Gain Pressurized Suspendium, allowing a much higher rate of lift in exchange for instability. 5.000 Kg, -3 Structure, 10% to explode if taking damage.)

[ ] 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): 57 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Designs - (Link To/List Of Proposed Design) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics)
Now that you have developed standardized modules, building a specific airship around or with those components would be safe.
(Cost: 25 Materials + (Design Costs)
Chance:
Light (0-2.000 Kg Lift): 50/00/-50 for 1/2/3 Successes, Successes Needed: 4
Medium (2.001-200.000 Kg Lift): -150/-250/-350 for 1/2/3 Successes, Successes Needed: 26
Heavy (200.001+ Kg Lift): -500/-700/-1.100 for 1/2/3 Successes, Successes Needed: 450
Reward: Airship Desing is being manufactured and sold. The Price is pre-rolled and applied to all subsequently assembled airships of the same line.
Warning: Insufficient institutional knowledge makes designing Medium+ Airships unpractical.
WARNING: Airships incur Material and Suspendium costs in their production.
WARNING: Organized Airship Manufactory missing! Production cannot occur!)
(Cost: 42/30/23/10 Materials
Chance: 28/-47/-113 for 1/2/3 Successes, Successes needed: 45/30/17/5
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.3 - (Advanced/Pioneer Electronics)
After you had created the PCU, several issues propped up immediately. The most pressing issue was that you were straining the very limits of your manufacturing capabilities, meaning that the PCU's will remain niche and only for the rich until that problem is fixed. So, for now, we will focus on making our electronics cheaper and easier for mass production, enabling us to license their manufacture to enterprising merchants and industrialists and sell them cheap enough to spread our PCU far and wide.
(Cost: 120 materials
Chance: -64/-197/-349% for 1/2/3 Successes, Successes needed: 25
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learnin Action.)

[ ] 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, ???)
[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), before the Collapse, things were a bit more complicated. We are unlikely to reach that level anytime soon, but research into this Artefact should improve our security.
(Cost: Anti-Thief Watch Systems
Chance: -27/-69/-101 for 1/2/3 Successes, Successes Needed: 7
Reward: Improved infiltration DC of the Tree of Knowledge, Reduced upkeep costs for Guards! Guards!/Guardians For Hire)

[ ] A Study Of Scarlet Blue Pt.1 - (All Physics/Chemicals/Hydraulics)
PD's way of keeping cool is via a blue-red liquid, which also contains vital components needed for her internal and external self-repair capabilities. During a cooling cycle, the fluid passes through several devices meant to siphon off and reduce temperature. With a firm(er) grasp on how such a thing works mechanically, it is now possible to attempt a peek into what makes PD's coolant systems tick and maybe see if there are any ways to improve the same.
(Chance: -64/-174/-294 for 1/2/3 Successes, Successes needed: 16
Reward: +5 to all rolls made by PD.)

[ ] 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.)
[ ] Learning To Take Census Pt.1 - (All Psychology)
If there is one problem that plagues the advancement of knowledge globally, then it is the scattered nature of said knowledge. Therefore, we should create protocols, training, and other initiatives to start gathering all the scattered pieces of information in one place so that our work to uplift humanity becomes (ever so slightly) more manageable.
(Chance: 61/32/03 for 1/2/3 Successes, Successes Needed: 14
Reward: Increased Chances For Assemble The Theorists!)

[ ] 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 2 - (Advanced Medicine/Biology/Chemicals)
While your first batch of combat drugs is potent, they lack the usability of more conventional boosters like caffeine and adrenaline. Refining what you have already created while also creating new ones could give a Pilgrim the needed edge where they would have died otherwise in future confrontations.
(Chance: 01/-36/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Basic Combat Drugs, Unlocks Round 2)

[ ] Sugar, 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.)
[ ] 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 - (Unknown Artifact)
Well, you found something. Something you have no idea what it is or does. It is time to call up some experts and figure out what that thing is for, even if it takes some time.
(Cost: Unknown Artifact.
Chance: 35/05/-25% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the Action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 1 One-Turn Faith Action)
[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every Turn you spend on this Action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one Action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over; no need for security or clearing places on your own)
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per Turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 1 Turns.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SO-03: Est. Artifact-grade: General Mundane-, Dice:3d2-2 per turn, Max. Yield: 6 Turns. No danger.
-SO-04: Est. Artifact-grade: General Mundane, Dice:2d2 per Turn, Max. Yield: 5 Turns. No danger.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-TW-01: Est Artifact-grade: Rare+ [Weapons/Armor] - 3d2 per turn, Max. Yield: 1 Turn. No Danger
-TB-01: Est Artifact Grade: Common+/Rare [Airship Related] - 2d2 per turn, Max. Yield: 6 Turns. Mutants nearby.
-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.]

Expedition (TW-01) - (1 Turn remaining) - (House Mirn support: N)

[ ] Recover Personal Cutters - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Cost: 6 Materials, 5 Small Suspendium Shards (-4 Materials and -2 Shards due to: Artificial Critical Success)
Chance: 56%
Reward: 1 Intact Personal Cutter Recovered
Warning: If this Action fails, unknown forces will attack.)
-[ ] Establish A Supply Route To (City)
(Reward: Reduce Upkeep by 65%)
-[ ] Establish A Trade Route From (Location) To (Location)
(Cost: 17.13 Materials, Upkeep: 3.75 Materials
Reward: Anchorage (Tiny) in target Location, Income dependant on the route.)
The Tree - Mirn - (9d5)
The Tree - Tessen - (2d18)
The Tree - Jokvi - (9d19)
The Tree - Zulmni - (9d3)
The Tree - Ularn - (10d7)
The Tree - Strul - (7d18)

[ ] 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 various 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: 3
Cost: 26.25 Materials, Upkeep: 6.20 Materials
Reward: Can modify Light Airships 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)

[ ] Laboratories - Grand
Now that you have some built, it is time to expand those labs! But, unfortunately, building and equipping those labs will be too costly, to put it lightly.
(Cost: 60 Materials, +20.00 Materials Upkeep
Turns: 5
Reward: Massively improved success-chances)

[X] Beautification - (1/2 Turns Complete)
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: 2
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: 3
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: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)

[ ] Black Box - (Expanded)
There can never be such a thing as too much care and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (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. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 84 Materials, 2 Scientist, 40 Faithful, Upkeep: 35.00 Materials
Turns: 8
Reward: +60 to all Electronics Research, 12d20 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: 6.61 Materials
Turns: 6
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.)

[ ] NR.9 LIVES!
After having finished her education, your Engineer asked if she could be given a workshop to ply her trade more effectively. While pricy, the ability to create disposable Units for Combat would preserve lives, and nobility and wealthy merchants have always been known to buy drones for prestige purposes.
(Turns: 5
Cost: 1 Common Engineer, 40.00 Materials, Upkeep: 2.00
Reward: Tiny Drone-Manufacture, allowing you to create Combat Drones for your Units/Heroes and Civilian Drones for selling (+15 to Technology Sales), unlocks a Learning Action.)

[ ] Assemble A Logic Bank - (1/3 Constructed) - (Choose Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 66.60 Materials, Upkeep: 15.00 Materials
Reward: +1 Action
Warning: If all three are taken, the Electronics Workshop operates at a half profit.)

[ ] 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)
[X] Dig Out A Marketplace - (3/4 Turns Complete)
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. After building this, you have met your duty and can start customizing Norqod as House Dall sees fit.
(Turns: 4
Cost: 5.50 Materials
Reward: Marketplace, 1/4 requirements built, cheaper/better Merchant Guild actions, +1.5 Materials in Taxes.)

[ ] Engine Assembly
The Tree is not suited for the industry needed to build your Fuur-Engine in any appreciable quantities, neither the forges nor 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.)

[ ] Organized Airship Manufactory - 1 Line - (Airship (Can be changed)) - (0-2.000 Kg) - (Insert Company Name)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way to go! Of course, you need to provide the required Suspendium and Materials, but then? Then you can get rich!
(Turns: 5
Cost: 35 Materials, Upkeep: Airship Line Dependent
Reward: Organized Airship Manufactory, allowing you to build and sell Airships to your specifications. House Dall gets rich.

Support: Many people try to take advantage of you. Fortunately, they are willing to give you something back. (Actions as advertised)
[ ] Merchants - (All Are Free Actions)
-[ ] Take Out A Flat Loan
(0-400 Materials loaned for four turns at 6% interest)
-[ ] Take Out A Continuous Loan
(0-400 Materials loaned with 13% interest per Turn)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Backroom Deals - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.50 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.)

[ ] The Union Of Herbalists - (Choose 1 Action)
-[ ] Institutional Knowledge
(Cost: 3.69 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions - (Locked for 3(three) Turns)
(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.)

[X] Stupendously Scholastic Scholars of Science - (1 Action Locked)
-[ ] 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)
-[X] Suffer Their Arrogance - (2/4 Turns Complete)
(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)

[X] 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) - (1/6 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)
[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could turn out to be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes up two actions. This is because a hero may not stop taking this Action once it started.
Turns: 4
Reward: ???, +1 to (3\²]SN@'+ßz _
WARNING: DO NOT TAKE; WARNING_ DO NOooT Taaaaaa-aKE; WAGIIN; DO OT KET²³@}43t }
)

[ ] Shift Your Bureaucracy 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.)

[ ] To Convince A Core - (Aria)
It has come to Aria's attention that nobody talks to ^Ä^, not because they are rude, but because nobody understands him the same way she does. After spending some time with him, she eventually asked if he would be willing to act as a researcher in the same way PD is already doing. To Aria's surprise, he seemed incredibly uncomfortable talking about that subject, trying to change it constantly. She dropped it as soon as she realized that, but maybe there is more something to his hesitation that covers something dangerous to him. She could see if she can convince him to change his mind to talk but is unwilling to press the issue if he shuts her down.
(Trait Needed: Lamba Volondavenona, (???), (???), (???)
Turns: 1
Chance: 55-75%
Warning: If the rolled number is not within the DC (25-45), ^Ä^ will ask for the topic to be dropped. Aria will not press that decision.
Reward: [^Ä^] is available as a researcher, giving you +1 Automatic Success, ???.)

[ ] 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 30.06.21 at 17:00 CET.
Voting will be closed on 03.07.21 at 17:00 CET.
I will roll on the 04.07.21 at 17:00 CET if no one has rolled yet.
Updates will be online on 09.07.21 at 17:00 CET.
 
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In reply, I opened the bible on page 630, where an extensive double-page drawing of a Black Ram dominated the pages, with the text squished into the remaining free space. "This," I spoke, "Is the highest devil in the eyes of the Church of Eden. The source of humanities fall from grace and God's favor, the cause of all Mutations and evil in the world.
Don't Selene and Silvia have Black Ram-like mutations? It's a good thing we crushed CoE not long after they declared us heretics, because I fear what they might have done to the wife and child of the founder of a "heretical religion" who both just so happen to look like the highest devil in their religion.
 
Well crap, I think we need to use an action to infiltrate the Lost. And I feel sorry for Bolt having to deal with the PC. Me thinks Bolt probably wants a stiff drink once the meeting is over.
 
Don't Selene and Silvia have Black Ram-like mutations? It's a good thing we crushed CoE not long after they declared us heretics, because I fear what they might have done to the wife and child of the founder of a "heretical religion" who both just so happen to look like the highest devil in their religion.
I really can't see them doing much unless they're fine with the Emperor just dropping on top of them like a sack of bricks.
 
[ ] [Black Box] - ( Hololithic Cube)
[ ] [Extra Action] - (Category - Learning)
[X][Faith] The Pilgrims Need You! - (1/2 Turns Complete)
[ ][Faith] Build Upon A 'Consensual' - (Mirn)
[X][Diplomacy] New Settlement, Who Dis? - (3/6 Turns Complete)
[X][Martial] Central Region Security - (Basic)- (2/3 Turns Complete)
[ ][Learning] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy)
--[] PD, DoD
[ ][Learning] Learning To Take Census Pt.1 - (All Psychology)
[ ][Archeology] Recover Personal Cutters - Intact - (The Wall, The Unbroken)
-[ ] Establish A Trade Route From The Tree - Jokvi
[ ][Archeology] Scout The Gallery (tech-scouts)
[X][Tree] Beautification - (1/2 Turns Complete)
[ ][Tree] Laboratories - Grand (Sandcrete)
[X][Holding] Dig Out A Marketplace - (3/4 Turns Complete)
[][Martyris] Personal Introduction (The Emperor)
[] [Martyris] Infiltrate Part 1 - (The Lost)

Here's what I think we should do. The trains won't be very useful anymore imo but tractors still are good. We'd have to monofocus on it to get radiology research in time so I'd rather not do it at the moment. I'm completely fine with not poking The Lost
 
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I think we should use our extra archeology action to scout a new location. We are running out of locations with good loot.

For the Tree we should the Berth, only option that doesn't raise our upkeep massively

For learning since we are doing Census we could do Cargo Transporters since that will not need anything to finich in one turn. On the other hand, we could power through a Theory by chucking a lot artefacts at it.
 
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What should we do about the Lost, do we let them do their own thing or try to assimilate them? I don't want to make enemies of them, since they have a good opinion of us.
 
What should we do about the Lost, do we let them do their own thing or try to assimilate them? I don't want to make enemies of them, since they have a good opinion of us.

the lost seem like a good asset,a militant/radical arm of the pilgrim and ''black ops''
we can probably use them for doing ''dirty works'' that otherwise more moral members of the pilgrim wouldnt do

but i think we need infiltration AND meeting with them to keep good relations
 
the lost seem like a good asset,a militant/radical arm of the pilgrim and ''black ops''
we can probably use them for doing ''dirty works'' that otherwise more moral members of the pilgrim wouldnt do
I wouldn't go that far. We would have to keep them on a very short leash to be considered usefull, and I don't think we would have that sort of control over them.

I fully expect them to kill our political enemies and make a mess in the process. A mess that will be blamed on us.
 
Alright, proper reactions now:

First off, The Lost:

And I wish to ensure that they won't have to sully their ideals and ranks with horrific actions and those monsters that we shouldn't forgive. If they are willing to die and kill for a cause greater than themselves, they may earn their forgiveness with us, defending the only ones that would see us as people. If they aren't and stand in its way, then they have to be killed. Not every criminal. But people like Rose Cultists? Those have no place in the world the Pilgrims could build."
Well, fuck." Needle summarized intelligently.

You said it, Needle.

Folks, if I'm understanding this right, this cannot stand. This is tragic. An entire group of people who consider themselves beyond redemption, and aim only to spend their lives in a way that benefits us. We absolutely cannot just passively stand by and let them die for us.

Remember this woman?

When asked, Nexa told you everything; how she had caused the fire, blocked the exit, and left her family to die. She said to you that she was a monster that deserved to die. You told her that it was an accident and that she should learn to process her grief healthily.

"No! I don't deserve forgiveness! I have not earned it!" she cried back.

You could only look at her in sadness, seeing a piece of yourself in her, someone who had lost everything, but unlike you, had had no one to turn to.

So you told her:

"Forgiveness is not earned.
It is given.
Give it to yourself.
If penance is what you seek, then find it in your kindness to others.
But do not search for it here.
This is a place of horrors."

Yes, we're talking about worse people, but the ideas that no life is valueless, and no one is beyond redemption are at the very core of the Pilgrims. There is a reason we rejected the death penalty.

If we decide to just use them, then we are not us anymore. As far as I'm concerned, the only debate is what course of action will most effectively allow us to help these people heal.

Second, @HeroCooky, I'm confused by Bolt's reactions here.

So the Vanar-Feer are already way past us on the Secrets of the Circuit. But they're not sharing those secrets with anyone else. But they have no objections to us discovering those secrets ourselves, and spreading them far and wide. Except that they find our fumbling about irritating. And they will actually teach us a little bit here and there.

It's just, huh?

The only consistent explanation I can come up with is that the Vanar-Feer feel no need to keep secrets, but literally cannot be arsed to teach anyone outside the clan.
 
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Materials: 152.45 (min. +10.67, max. +218.67 per Turn.)
That's less than I hoped. We can still try to open the Bunker but we either have to take a loan or not do any other expensive actions.

0.00 = Computer (-15.00 Due to Merchant Guild Donations)
Does this mean there will be Computer upkeep costs two or three Turns down the line? Or will this one stay upkeep free and only new computers will cost us upkeep?

The Lost
Opinion: Friends (2)
Plans: Strengthen their numbers
Uncovered:
-~140 Members
-Pilgrim Sub-Cult (?)
-Martial Focused
-???
I'm a bit surprised there are still question marks. Seems like we have to infiltrate them to get everything.

Warped Cuircuits - 6.52 - +20 to Advanced Electronics
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
XXX - 6.67 - +20 to Advanced Machinery
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
Busted Walker Coolant Tube - 7.40 - +20 to Advanced Hydraulics
Rusted Walker Eye Component - 5.56 - +20 to Advanced Electronics
Crossbow Loader - 5.46 - +20 to Advanced Weapons
Scale Vest - 6.25 - +20 to Advanced Armor/Electronics
Scale Helmet - 6.50 - +20 to Advanced Armor/Electronics
Scale Gauntlets - 6.09 - +20 to Advanced Armor/Electronics
Scale Boots - 5.53 - +20 to Advanced Armor/Electronics
That's a lot. Useful stuff, but I'm not sure if XXX means it's not identified or if it is of... questionable taste.

Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
I want to put Aria on translating this. Mainly so we get comments on it by PD and ^A^.

1x Black Box - (Empty)
1x Personal Cutter
Can we vote to use the Personal Cutter for something? And is it currently armed or would we need to unlock airship weapons first? And if we have to unlock airship weapons, how quickly could we arm the Cutter?

"And this!" Turi passionately proclaimed, "Is the result of all our efforts!" She said, sweeping an arm at a cylindrical tower, about three meters in height, standing in the middle of the room. The exterior of the cylinder was a uniform grey, only broken by patches where, presumably, panels could be removed to aid maintenance, add components, or connections.
Is the top flat or rounded? If it is a towering cylinder with a rounded top then it reminds me of something. :p

"Truly, once we were able to bend our electronics, we were able to devise an efficient water-based heat-sink. Of course, it makes the PCU a bit more costly to produce and maintain, but hey. I can't argue that a bird in the hand is worth more than two in the sky. We'll get there."
It was mentioned that snow and ice aren't something that's common around Mirn, so air-cooling should be less effective and water-cooling instead makes sense. I'm not sure how hot, dry air fits with moisture problems, though.

"Oh, we used a derivative of Phyton 3, but we cut out a few parts to get the whole thing running smoother. You can get a whole lot of things done faster once you don't have to hit three keys for a bracket," she continued, blessedly unaware of how Bolt's left eye began to twitch in dawning horror.
That sounds like the programming language was designed for use by AIs and heavily augmented humans. The problems of using stuff that was designed to be used with intact infrastructure in place.

In reply, I opened the bible on page 630, where an extensive double-page drawing of a Black Ram dominated the pages, with the text squished into the remaining free space. "This," I spoke, "Is the highest devil in the eyes of the Church of Eden. The source of humanities fall from grace and God's favor, the cause of all Mutations and evil in the world.
Ah, Harbinger. Her description in the Bestiary never clarified what kind of quadrupedal being makes up her lower body. Maybe a ram or goat?

There are a dozen other clues and facts which support me, like the carbon dating of the book, this being His handwriting, or that the Church of Eden has been searching for this specific book for over three hundred years. This book is not only a Holy Book of the Church of Eden, but it is The Revelations of Eden, First Holy Book of the Church of Eden."
One of the Pilgrim's eyes twitched, his mind screaming into the uncaring void.
And we got it from the wasteland tribes. A group full of Mutated, that the COE would call savages at best.:rofl:

Oh, and I bet the guy with the twitching eye is a IS mole. Even more bullshit they have to take into account.

"Because Mutated are rather rare?" Aria replied, a little bit confused about her friend's behavior. "I mean, I am pretty sure that at least a third of the people living here are Mutated. Some very heavily, to the point that many villages would have chased them out," she continued, looking at a woman whose lower body had been replaced by a snake's body, arm in arm with a normal Human, heads leaning against each other.
She kind of answered her own question? If everyone else kicks them out, then of course they gather at a place that accepts them.

"Because you are a Mutated Knight-Pilot! That alone draws many here, as you may be the first Mutated in the Regions Imperial history to pilot a Knight. In addition, Martyris married a Mutated, and both became Nobles; Needle is ordering around Elite Troops daily in full sight of everybody, with them following. And Lady Silvia is known to be both a proponent of Mutated Rights and a good friend to the Pilgrims. All of which makes Norqod a bastion of unique freedom for many Mutated and their Human families, friends, or lovers. The only thing keeping many from flooding here is that the settlement isn't yet open. You can bet that we will be hard-pressed to tunnel enough space for all those who wish to live here where they will be treated as equals."
In hindsight, it's good that we developed Pneumatic Tools. They will see a lot of use. We might want to research steam-powered tractors too, though.

Chiedi shook her head in amusement, content to watch Aria walk in front of her. "Oh," she began to sing quietly. "How I hate to see you go..."
Of all things that could have survived the Collapse, it's memes. Truly, the DNA of the soul.

A man in the clothing of the Hydroponic Experts staffing the Green of Mirn, a Paladin of the Martyred Son, and a woman dressed as a sexy bearded dragon entered the Council Chambers of the Pilgrims within the Tree.
One of these things is not like the others.

It's the Hydroponic Expert of course. He doesn't wear scales.:D

"The Pilgrims are like a naive collection of world-betterer. They think that a will is all one needs to find a way, that with concerted effort, the world will bow to the might of humanity. That, no matter how deep one has fallen, they can be lifted up again. I... dearly, wish to have the same belief. To see the good in man, the spark of divinity in all, to know a person can be redeemed. To look at our broken world, not with a mind bent by the enormity of the grief seen, but lifted by the love and mercy lost to so many. I tried. Dear Mother, I tried so hard to be like them. But I can't. There just are people not meant for redemption. To feel mercy, be given love, and be embraced by a community. Those who have joined me cannot forgive themselves and won't, for one reason or another.
Sometimes people are most judgmental about themself. Reminds me of the hell from DC comics. How quite a few people land there not because they objectively deserve it, but because they feel and think that they do.

Eden is already securing the Green Dunes against any expansion of the Pilgrims after what happened; the Nobles of Bone Valley would rather see them all dead than their slaves lifted. Similar things will happen in the Seven Silver Cathedrals, Broken Mountain, Orgat's Stand, Saint Sebastian's Sanctuary, and so many more.
We probably can't completely avoid violence but it shouldn't be our first choice. Eden is going to implode because of the book we found, and Bone Valley sounds like it's best dealt with by making slaves uneconomic and a good bit of social engineering.

[ ] [The Lost] - (What will you do? Make the information public, contact them, etc.?)
They haven't done anything yet and they aren't a clear danger to themselves or others, so I don't think we should do anything but maybe infiltrate them.

[ ] [Black Box] - (Artifact)
Definitely the Hololithic Cube. +5 to nearly everything.

[ ] [Extra Action] - (Category - Will be available this Turn)
Either Learning or Archeology, those two categories aren't limited by Material cost or other stuff. Maybe Diplomacy so we can finally talk with everyone and start infiltrating everything.

[ ] Secret Of The Circuit Pt.3 - (Advanced/Pioneer Electronics)
After you had created the PCU, several issues propped up immediately. The most pressing issue was that you were straining the very limits of your manufacturing capabilities, meaning that the PCU's will remain niche and only for the rich until that problem is fixed. So, for now, we will focus on making our electronics cheaper and easier for mass production, enabling us to license their manufacture to enterprising merchants and industrialists and sell them cheap enough to spread our PCU far and wide.
(Cost: 120 materials
Chance: -64/-197/-349% for 1/2/3 Successes, Successes needed: 25
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learnin Action.)
And the newly unlocked project. It's expensive and a long way off.

[ ] Assemble A Logic Bank - (1/3 Constructed) - (Choose Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 66.60 Materials, Upkeep: 15.00 Materials
Reward: +1 Action
Warning: If all three are taken, the Electronics Workshop operates at a half profit.)
Yeah, that's a thing. Probably unlocks a project for a dedicated building, after we got three of them.
 
Are we going to get a symbol for THE LOST
It is the Pilgrims symbol, on its head, with the blue replaced in red and the white in black.
So the Vanar-Feer are already way past us on the Secrets of the Circuit. But they're not sharing those secrets with anyone else. But they have no objections to us discovering those secrets ourselves, and spreading them far and wide. Except that they find our fumbling about irritating. And they will actually teach us a little bit here and there.

It's just, huh?

The only consistent explanation I can come up with is that the Vanar-Feer feel no need to keep secrets, but literally cannot be arsed to teach anyone outside the clan.
Forge-Clans are........... complicated. The Vanar-Feer here have no objections at all against people learning how to make pc's and how to code, because they are comfortable in their vast superiority of the subject. They do care when people muck around without a clue and maybe cause problem, as it gives the Luddites ammunition. Teaching you some nuggets is more like a teacher being mildly curious what a student will do with some tips and free will on the execution of a task.

But your tldr sums it up pretty much in full.
Does this mean there will be Computer upkeep costs two or three Turns down the line? Or will this one stay upkeep free and only new computers will cost us upkeep?
Free upkeep for that PCU forever. (At least, as long as you have 1/3 relatonship with the Merchant Guild.
Can we vote to use the Personal Cutter for something?
Yep, but if you do any action beyond narrative, that consumes an Acton in the assigned Category.
And is it currently armed or would we need to unlock airship weapons first?
The latter is needed.
And if we have to unlock airship weapons, how quickly could we arm the Cutter?
One turn.
Is the top flat or rounded? If it is a towering cylinder with a rounded top then it reminds me of something. :p
...flat. Don't make me take out the bat.
making slaves uneconomic and a good bit of social engineering.
The slaves part is more allegory/methapor to workers in horrific conditions being kept down. If you investigate the Bone Valley Region either now or in a future expansion, you will get more information.

But slavery is illegal in Slatnan.
 
Ah, Harbinger. Her description in the Bestiary never clarified what kind of quadrupedal being makes up her lower body. Maybe a ram or goat?
Harbinger's faction is the White Forest, so her being referred to as the black ram, with black text color doesn't really fit.
More likely that this is about some being related to the Black Forest.
Though given the white/black symmetry, it might well be that the Harbinger is the white equivalent.
 
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[ ] 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.)
This option has a different formulation and description from the other upgrades, which specify improving one building. Does that mean this project improves all current hospitals, or is this wishful overinterpretation on my part?
 
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