At least three survivors were born and raised within the Compound, one twelve-year, seven-year, and three-year-old girl, boy, and girl, respectively.



With this single word, Ordinance #326b-S and #14-VV7 have been chained around the Survivors, preventing them from getting the needed escape and closure they deserve. Several human-rights groups both within the Region and without having already declared their intention to challenge High-Judge'S B'il's ruling, though few believe they will be able to achieve anything. Having been created with future overturning in mind, Ordinance #326b-S and #14-VV7 will need at least the implicit petitioning from Lady Tessen to the Emperor, with her House united behind her, and either House Mirn or Ularn too. For those 25 innocent lives, that may as well be the same as asking them to walk to Mes and back.

*'ahems' in Prevter*

COME AT ME, BRO!

I think it's time to start enlightening people as to the shit we will not tolerate.
 
This quest reminds me of Caves of Qud.

It is a roguelike were you can choose between being a mutant or True-Kin in a post-apocalyptic world.

Mutants get mutations when they level up, but True-Kin get advanced cybernetics.
 
Turn 50; Year 12; Month 0; Banality Of Evil
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.) It 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? There is a 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.)

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. In addition, all Pilgrims may rename themselves in honor or shame. -1 to Piety rolls.)

Hidden Tenet: Fail Better
Falling is not a sin. However, falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)

Hidden Tenet: Kindle Alight The Beacons
Humanity has long since struggled against the darkness. At first, that dark was the night, ever creeping, ever hindering. But then, with a single spark, night turned day as a fire was lit by our most distant ancestors, taming something primal, beautiful, and deadly, turning it towards their cause. And with that single act of lighting a spark, they gave birth to something precious: knowledge: knowledge which they passed down, all the way to us, today. It was not profit, greed, power, or any selfish instinct which drove them to do so, but the simple act of creating something better, even for a moment, so that their children could revel in warmth in the coldest night. So too, do we today follow that example haltingly, hesitantly, with unsure steps down a road so long untrodden. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks which will happen, and those times when we will lose sight of the road. However, we will walk, discover, and share all we find with our children so that they may stand upon our shoulders as we stand upon the shoulders of giants.
(When completing a Theory, you have a 10% Chance to gain another.)

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.)
Member/Resource Statistics
Members: 1.233
-Faithful: 21/41
--1/3 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: 1.192 (167 (6 Faithful) 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: 12
-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
-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture

Materials: 345.94 (min. -6.84, max. +553.16 per Turn.)(37.50 Materials due in 3(Three) Turns.)

Income = 209.34-697.34 Materials:
23.84 = Followers
7.00 = Miscellaneous Sales
26.00-154.00 = Technology Sales
16.00-297.00 = Trade Routes
31.50 = Taxes From Norqod
7.00-13.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
6.00-33.00 = 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
9.00-36.00 = Ashleaf-Nursery
9.00-18.00 = Black Root

Upkeep = 225.18 Materials:
10.00 = Temporary Aid to: The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
10.90 = Engine Assembly
0.00 = Computer (-15.00 Due to Merchant Guild Donations)
3.64 = Black Box - (-0.50 Due to Backroom Deals)
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)
2.76 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 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)
6.70 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk)
2.00 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
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)
7.70 = Bert - (Tiny) - (-0.50 Due to Backroom Deals)
7.50 = Anchorage (Tiny) - (Jokvi, Strul)
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)
4.70 = Central Region Security - (-0.50 Due to Backroom Deals)
11.46 = Unit Upkeep
80.00 = Taxes

Goodwill: 25.49 (+0.92 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.16 = 3 Expanded Hospices
+0.60 = Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big) - (Mirn)
+0.05 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen)
-0.02 = Print Shop - Smut

Piety: 98% (+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)
-1 (Beautification)
-3 (Electric Lights)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
+11 (Followers, +1 every 100)

Suspendium: 5 Medium, 17 Small, and 5 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: Started several training exercises to ensure no rust settles into existing units and provide experience to fresh, unbloodied recruits.
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)|15/15 Hel's (375 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 (4 Turns) - 470 (1st), 350 (2nd), 290 (3rd) Materials as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
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)
Information Network: Rank 1.
Mood: Celebrate within the streets an end to many Rose of Flesh cultists. However, some are starkly divided at the outcome of The People of Tessen vs. Ordinance #326b-S and #14-VV7, some enraged, others in favor of Judge's B'il decision.

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

The Adventurer Guild:
Opinion: Neutral (0)
Plans: Continue Operations.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/80 Members/Reliable Mercenary Company)
Plans: Seeking Contracts
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe / 128 Members
Plans: Butchering Titan's Fall)
-The Bad Batch (Leader: ???/Friendly (1)/??? Members/Infiltration Experts)
Plans: ???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???

Cults:
The Lost

Opinion: Friends (2)
Information Network: Rank 1.
Plans: Have solidified themselves within Tessen as a place where the lowest can still seek redemption and penance for crimes too heavy on their souls.
Uncovered:
- 253 Members
-Pilgrim Sub-Cult
-Penance Focused
-???
Conclave of Faya
Contact: Elder Spirit
Opinion: Neutral (0)
Plans: ???
Uncovered:
-Spirit Worship
-Artistic Focused
-Non-Violent
Meira's Hidden
Opinion: Neutral (0)
Plans: ???
Uncovered:
-Forge-Clan Offshoot
-Pro-Mutated
-Isolationists

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Celebrate the impending deaths of several well-known Anti-Mutated Activists, with betting pools springing up around their execution and how long they will twitch if they are botched.

Sapients:
Forgotten

Opinion: Friendly (1)
Plans: Music

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
Glaive - 2.04 - +5 to Common Weapons
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
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 Spices - 0.72
Lever-operated Pump - 2.19 - +5 to Mechanics
Tasteful Dress - 0.36
Tattered Painting - 0.05
Decorative Armor Pieces - 0.93
Galant Men's Wear - 0.46
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
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
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
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
Automated Bloodbag - 6.82 - +20 to Advanced Hydraulics/Medicine
Piston Motor - 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
Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
Mortar Range-Finder - 5.66 - +20 to Advanced Weapons/Electronics
Hardened Tracking System - 5.06 - +20 to Advanced Armor/Electronics
Lost Tech
Locked - 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 - [Black Box]
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
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]
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.
(Gain +1 Automatic Success for Learning Actions if applied, 5% chance to suffer permanent damage.)

-Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)
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: Trained (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.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 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 - (29/60 Growth) - (9d4)
1x Black Root - (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (2d4+3)
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
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 Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Psychology Theroy
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
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 - Deep Pumps
- 800 Pilgrims receive water in case of a drought. 2d4+3 Materials per turn.

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

Artistic Initiatives
Murals, engravings, paintings, and much more make the Tree a more desirable place to live inside.
(-1 to Piety rolls.)

Berth - Tiny
A tiny berth allowing for repairs and refueling of Light Airships, allowing the crew to leave comfortably, modifying the ship, dismantling it, and whatever else one can think up.
(Can now modify Light Airships.)
Village Holding: Norqod
Prosperity: Some (Growing)

Mood: Good (Increasing)

Permanent Inhabitants: ~1.600
-Tendency: Big Uptick

Security: Yes.

Features:
-A Wall
-Basic Service-Buildings
-Basic Marketplace
-Adequate Housing - (Subsidized)
-Engine Assembly

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 more selfless actions. Your medicine's side effects 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 "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," 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 - 4-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, 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 stops healing, forcing it to repair all injuries perfectly. When Aria attempted to perceive the Regions transmissions, she said 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.
(???)

Human Girlfriend - Chiedi - Fresh, Awkward, Confused - (1/11)
Well, it happened, though you'd be hard-pressed to pinpoint when, how, and why. You just kind of... started liking her more and in another way? It is not how others (Selene) described it would feel, but you think you like it?
In the year 381, Empress Anandleen "The Mother" Slatnan, first of her name, decreed Ordinance #326b-S and #14-VV7 to safeguard the continuation of humanity and strengthen the bodily autonomy of women. These two Ordinances had been hailed as a significant success in the battle for recognition and a right to live by the Mutated and Disabled of the Empire, seeing in them proof of their voices being heard. But, over the years, that sentiment would hold, then weaken, and finally vanish, the contents and wordings of the Ordinances being used against their purpose of existence again and again by the ruthless, ignorant, single-minded, or malicious. Where before these two were one more shield added to the defense of civil liberties and human rights, they had now, in the 11th century, been twisted and abused so much that their opponents saw in them little more than blatant abuses of power and the danger of corruption. And after High Judge B'il's ruling which upheld these two Ordinances in their worst and cruelest interpretation imaginable, they once more were cast out into the light of the public, their contents and words picked apart by every member of society, from the lowliest rat-catcher who could read to the highest noble seeking a way to advance and better their chances to improve their families fortune.

Ordinance #326b-S detailed and outlined when, how, and if abortion was justified for women or Mutated. Unlike before, where all abortions had been outlawed, no matter the reason, these exemptions and freedoms where created: abortions required for a rare medical complication (ex.: fallopian tube pregnancy, child-pregnancy, etc.), caused undue stress and mental anguish (dead fetus, child-pregnancy, etc.), or were the result of incest and violence (rape, etc.), were legalized. Any woman may, on her initiative, request an exemption from a judge and a medical professional, with the cost of the tests and legal case shouldered by the state.

When Guards had rescued the survivors from the Rose of Flesh Cult, their pregnancies were a clear-cut violation of their bodily autonomy, with Ordinance #326b-S supporting them all in at least one case. For the twelve-year-old, three ways.

Ordinance #14-VV7, on the other hand, had been created to ensure that no eugenics or deliberate culling of Mutated or Disabled could occur. Thus, any pregnancy that scans, tests, or further evidence had determined to result in a disabled or Mutated child was ineligible for an abortion. The only exemptions were if the Mutated child carried a Forbidden Mutation (like Soothsayer), which would lead to the woman's death during birth, or the disabled child would have been unable to survive outside the womb.

The Rose of Flesh members were aware of these laws in minute details. Many of the women were found with pictures of their children taken via ultrasonic scans, the images detailing their mutations highlighted. As well as those where these pictures showed how they had mutilated the fetuses, either via surgery or chemicals. The rest had genetic scans showing them how they carried Mutated and disabled children. However, the few who carried healthy children were given one last parting gift before the Guards could reach them: toxic chemicals injected via needles. The guards who had encountered the cultists who had done the procedure would later testify that they had to use lethal force. Nobody thought twice about that, and if they did, they approved.

The survivors told that these things were commonplace, with a trio of CUltists using such procedures as a way to punish anyone that didn't do as they wished. More than one guard, investigator, and lawyer vomited, unable to stomach the sheer cruelty these people were capable of doing. However, only the latter of the three would be able to have any satisfaction in the cases which would result in the cultists' executions, able to throw several books worth detailing their crimes at the condemned.

Under any other Judge, these women could have been allowed to undergo an abortion if they wished, with none judging them for their decision. The evidence would have been declared Fruit Of The Poison Tree, discarded entirely, or used to allow the procedure as evidence for exceptional circumstances. Yet, it had been B'il who ruled that case, a man known for his dedication to the letter of the law, firmly planted in his belief that justice ruled by emotion was not justice, but vengeance or revenge. Thus, while Ordinance #326b-S would have seen him rule in the women's favor, Ordinance #14-VV7 saw him prohibit the same instead. Regardless of the circumstances, as the fetuses were either Mutated or Disabled, the law stood firm.

It was with that, that the banality of evil raised its cruel head, gleefully released by Cultists who knew they would have had nothing to lose if discovered. So they let the Imperial Justice System devour the populace's trust by acting according to its law, setting events in motion which would be hard to stop.

It was night over the Tree of Knowledge, the stars and galaxy shining overhead, several comets blazing in their multihued glory across the sky, bringing a bit of color and distraction to those guards serving in the night-shift, patrolling either the Tree itself or the trading hub that had grown beneath the same. Those unlucky enough to still be awake were either truly unlucky as they still had to complete work or failed to sleep, nightmares or insomnia gripping their minds.

For Silvia Jr., a nightmare was the reason she currently stumbled through her home, carefully walking to her parent's room. Tears ran down her cheeks as she held back in several sobs; big girls didn't sob, clutching the plushy of Nova to her chest, she continued onwards through the hallway until she felt the stone wall change into a strawsand-door, making her sniff once more. A quick swipe with her tail over her face saw the worst of her tears removed, though the fear remained as new tears welled up once more. "Mom?" she weakly called through the door, putting one ear against the door to hear any response, before speaking once more, after none came. "Mooom?" She said with a slight whine in her voice, knocking onto the door.

"Hm? Wha-?" Came her mother's response from the other side, as Selene shifted in her bed, tired and sleepy, woken by something.

"Mom," Silvia Jr. once more called out, shivering in the cold air of the night, as she walked inside, unsuccessfully trying to stop a sob from escaping her. "I had a nightmare," she whispered.

Fabrics rustled as Selene shifted in her bed, making room for her daughter. "Come in," she spoke softly, watching with quiet worry as her teary daughter climbed into the bed, clumsily snuggling up to her. "Do you want to tell me what happened?" She asked, hugging Silvia Jr. tight to her, running one hand through her hair.

"...I heard dad fighting," she eventually admitted after some time, having calmed down with the warmth and scent of her mother, taking refuge in the familiar from the unknown horrors of the night. "He was in pain, telling me to run... but-but," she spoke once more, her voice breaking up as she neared the end of her dream before her mother began to hum a lullaby, running her hand once more through her hair, calming her down.

"You don't have to talk about it," Selene spoke, letting her child silently cry against her chest, continuing to hum the song.

"When is dad going to be back," came Silvia Jr's meek voice, her head now rested against her mother, making Selene do a quick prayer that her daughter's horns allowed her to do so. "I am scared; I heard that people don't always come back from the Forest. I don't want him to be gone," she continued, crying once more.

"He'll be back in a week," Selene said, holding onto her daughter, feeling slightly useless as she failed to come up with a better way to calm her daughter. "Knowing your father, he'll be carrying a gift for you, trust me on that. He returned from a Plague Engine; he'll return from a trip into the Forest to look at old dusty ruins," she spoke, saying the words as much to calm her daughter as her thoughts and worries. "Dad can't read the new book with you like he promised if he doesn't return, and when did he ever break a promise?" She spoke, trying to sound upbeat, though she fell silent when she noticed that her daughter had already fallen into an uneasy sleep.

Hugging her daughter, Selene fell asleep several minutes later.

FOOoorrr theeeeEEEE CHiieldddd, Forgotten wheezed, sucking in air and expelling it in a continuous cycle to form words and sounds, gently lowering one of their massive hands into one of Martyris's. Opening their hand thrice the size of a human's, a small, delicate box fell, caught quickly by Martyris, who looked at the tiny thing with equal wonder and confusion. He opened the box with a hesitant twist, causing the embedded mechanism to activate, sending out a haunting melody, accompanied by a voice singing in a lost tongue. Forgotten lightly swayed with the tune, their body towering over the humans standing before their sitting form. FFFFFavoriteeeeee, they murmured, performing some gesture with its four arms.

Silence began to stretch between the scouting team of the Pilgrims and Forgotten, only disturbed by the drifting music, as human minds tried to figure out a way to continue. "Thank you," Martyris eventually said, bowing to the towering Behemoth with sincere thanks. "And thank you for allowing us to search within your home for artifacts of the past; it means a great deal to us. We will not forget or squander your generosity."

THIIIInk nnoooothiNG OOOOOF iiiiiit, Forgotten spoke, slowly standing once more to their towering height of seven meters, the grotesque fusion of flesh and metal wrapped into cages and sinew twisting and flexing in unsettling ways. WHAAAAt woouuuldDDD WEEEEE Beeee, iiiFFFF HospiTAAAAAALityyyyy wassSSSSSN't oooooffffered? They said, beginning to walk down one of the corridors in the gigantic hospital and asylum, its steps eerily silent and lacking in echoes. UUUUUntilllll thHEEEEEEn, came the last words of the being which had generously offered hospitality and safety with the Pilgrims.

"...we should go now," Martyris spoke, thoroughly unsettled by the encounter, shaking his head to clear his thoughts, only to stop with a wince as the gash on his head pulsed a wave of pain through his body while he secured the lockbox Forgotten had gifted him for his daughter.

"How about some more spirit?" Elder Spirit spoke with a chuckle, holding a new bottle of rum in his hand, laughing at the way his granddaughter cringed near the Pilgrim guard she had been flirting with.

"I... don't thing I can take 'nother glass," Hu spoke with a lilt, forcing his eyes to focus amidst the haze of booze swirling within his mind and clouding his eyes. "We haven... hvn't spoke on... the things..." he continued, shaking his head as if to clear the haze with enough movement. He regretted that decision almost immediately.

"Nonsense!" Elder Spirit declared with a bombastic voice, pouring another glass for his guests and himself, nearly forcing the liquid upon the quite drunk Pilgrim, laughing again as the diplomat's Guard used the distraction to move away from his granddaughter. He'd have to talk with her in the morning about that, but that could wait for tonight. "Good decisions aren't made when sober! Only miserable old loaves do business dry! The best art is produced when you're high out of your mind, and so is business!" He continued, taking a hearty swig of the rum himself. 'Ah, lilac cave-rum, is there anything better?'

"Yesh," Hu slurred after setting down his quite empty glass. "Tha-the-thas a good think!" The man continued before slamming with his head onto the table, fast asleep, quite evidently unused to the heavy liquor the Conclave brewed. Ah well, then they'd have to try again tomorrow. Bummer. At least these Pilgrims would be interesting to work with; after all, they did have a whole village in need of massive renovations!

The last week had been the single most stressful time of my life, above any fighting I had ever done. When I realized that I had sent Aria that poem I had written about her while drunk, I had spent a month's salary on express messages, trying to intercept the raven or the letter before she could ever get her hands on the damn thing. It... did not work. But, ultimately, two days after the raven had flown away, she returned a message to me, requesting to meet in Norqod and talk about what I had sent her in person, as soon as my duties allowed.

To say that I had been sweating bolts the entire time would be the understatement of the century. Only by sheer chance did Wiljem assign me to a caravan which a Consensual Worker and his family would take to Norqod, seeking to retire that chapter in their life. Although, thinking about it, he could have trusted the caravan guards with their lives, who, as a rule, are all mean SOB's. Well, don't look a gift lizard in the mouth and all tha-"'ell be arriving in five," the caravan master shouted, ripping me out of my thoughts, making me notice the rising plumes of smoke from Norqods nascent metalworks. The village didn't look very impressive at first glance, being nothing more than the usual defensive works, houses for guards, with caravaneer warehouses and water tanks grouped to grain silos. A first impression that misleads, as the village had been dug into the ground, allowing shelter from the oppressive sun making me sweat in my armor and from sandstorms passing through. The wagons slowly trundled past the small gates, a guard with House Dall's symbol on his shield marking his affiliation handing back the papers the caravan master had presented.

"Alright, thats our stop," I called to the family behind me, shouldering the small satchel I had brought with me. "Do you need any help?" I asked, looking at the rather large bags they had taken with them. The man merely shook his head, signing the words for 'No, Thanks, Gratitude,' and 'Fortune' at me, though with several other gestures I didn't understand. "Alright, welcome to Norqod, I guess," I answered, signing 'Respect, Understanding,' and 'Goodbye' back, making him smile. I should learn sign language properly, some of these days. A final wave saw me jump from the wagon, causing an audible groan from the metal carriage and a small plume of dust as I landed, further thrown up as I marched to the nearest stairway into Norqod proper. What would come would suck, but it would be better to rip it off in one go than push out the inevitable further.

Descending, the thin layer of fabric stretched across the "channels" turned a world of dust and wind into one of noise and smells. Three levels of habitation filled with people, shops, food vendors, plants carefully cultivated and kept alive by openings in the fabric above, and the clamor of a mining team hacking away at the sandstone at the other side assaulted my senses, making me pause. It looked lively, with people walking here and there, some with a goal, others on a stroll, while I saw carts laden with coal and iron being dragged by a work-lizard into the newly built workshop on the lowest level. There was a lack of the usual artworks and murals most settlements in the Region had, with those present more of an amateurish grade, but even so, the place had a kind of stark beauty. Though there should be a drive to start carving the embellished history of Norqod, no home was complete without a giant mural depicting how the founder had to fend off a Titan with a fork, lived, and then built the place here as an insult to the universe. With a sigh, I secured my satchel once more, slowly walking into the village proper, my head on a swivel to try and spy her.

It took me longer than I would have liked, having nearly searched every level twice before spying her sitting on a bench underneath one of the young weeping willows planted in the small garden on an intersection, reading a book. For a solid minute, I merely looked at her, trying to take in everything I saw before my idiotic actions shattered my heart. She looked cute with her goggles around her neck. Yet, nothing could last forever, and putting this off further would only hurt me more.

"Aria," I called out, lifting a hand in greeting, my helmet underneath my other one. She looked up almost immediately, raising her arm in greeting back.

"Chiedi," she greeted as I approached, laying her book onto the bench, a small smile forming on her lips, causing my heart to hammer in my chest like it wanted to break out. "How are you?" She asked, standing up.

This... was not how I imagined this talk to go. "I am... well," I hesitantly replied, a shaky smile on my lips, while the rest of my brain screamed at me for that answer. "We beat another attempt at a worker's life before I got shipped back here," I hastily added, trying to salvage something. A second passed in awkward silence before I coughed. "How're things going in the Tree?"

A slight scowl appeared on her face: way to go, idiot. "About as well as they can," she replied, looking me in the eyes for a second before averting them, beginning to twiddle with her thumbs for a moment, balling her hands quickly into fists. "But... this isn't what I wanted to talk about," she spoke, taking a deep breath.

"It is about my poem," I said, trying not to cringe or physically react in any way. Aria merely nodded at me with another small smile, which made my following sentence all the more challenging. "I am sorry."

"What do you mean?" She asked, her hair crackling with a snap of lighting. Ooh, I absolutely fucked this up, didn't I?

"It was... a stupid thing to do," I said, hanging my head low, not willing and able, to meet her eyes. "I know what your feelings are about... that, and I will not do so again. Sorry," I spoke, feeling something inside my slowly crack.

"What? No. Nononoo," Aria quickly spoke up, her hands twitching to me and away as she spoke. "This isn't about you stopping," she said, making my head snap up to look into her eyes.

"What?" That was all I could say, my throat suddenly drying up and turning into papyrus.

"I... kinda... liked it?" She spoke, unsure and if testing how the words felt on her tongue. "I liked the part about my eyes," she softly added, brushing a strand of hair behind her ear, which did things to me.

"You did?" A strangled voice came out of my mouth, making me decide to shut up for the rest of my life before I embarrassed myself further.

"Yes," Aria said with a warm nod before taking a deep breath. "I am probably going at this wrong, but—Chiedi, I... I like you. You're a good friend and a good person, so that friendship means a lot to me. I... don't want to lose that. I don't want to make a mistake, hurt you, and have it ruin everything between us. But ever since you sent me that poem, I've started to realize that... I've liked you, for a while now. Sorry," she said, sitting down on the bench, burying her face into her hands. "This is not going as I planned. I don't really have people to talk to about this or to ask for advice. And those that I can..."

"Just sit on her," Selene spoke, calmly sipping her tea. "Worked for me."

"I am precisely the wrong person to ask that," Martyris said, chuckling. "I have no idea how I managed to woo Seli. But as a piece of advice? Try being honest."

...I am a giant machine meant for combat; what made you think I would have any idea how to court people?^°<°...okay, that's damn good advice, though from where the hell would we get the weasels?

"...weren't immensely helpful. But...I don't want us to remain 'only' friends," she spoke, looking me directly into my eyes with a frightening intensity. Oh, be still my aching heart! "Chiedi, do you... want to go on a date?" She spoke, unsure of herself but determined.

"OkayIwouldlovethat!" I quickly squeaked out, making her blink in surprise. "Let'sgetsomethingtoeat!"

"The Series #4 Prosthetic is a mechanical arm with minimal electronics embedded to allow for potential modifications on behalf of their owners. Created after nearly seven months of effort, the help of one Core, and that of several specialists, as well as the Forge-Clan Data-Smith Bolt, these limbs provide a considerable step up in regards to returning functionality and normalcy to those affected by injury or disability. Though no tactile feedback could be implemented, and a loss in comparative strength had to be accepted, this arm enables anyone to live their life with only minimal difficulty. The range of movement and fine manipulation of this artificial limb pales compared to those produced by Forge-Clans. Still, their inherent cheapness beats out these high-end models, as veterans can be expected to afford them with only nine months of pension."
-Excerpt of an advertisement for Pilgrim-produced prosthetics.

As the Region reels and reacts to High Judge B'il's decision to uphold the letter of the law, wheels begin to turn within the Pilgrims. Slowly but inexorably, things are set in motion as tongues utter opinions, minds share thoughts, and eyes fixed on plans crafted in late hours. The voices of the Pilgrims cry louder with each passing day, while the Council crafts a document detailing their thoughts and what they believe will be the correct path forward. But what does that document say, and what do the common Pilgrims think?

Voices of the Pilgrims
(This is a story vote, uncoupled from all plans. If you had any reaction to the news and story of what happened, you may voice your thoughts here, even if you don't usually vote on plans. There is no moratorium for that.)
[] (What did you feel/think when High Judge B'il upheld the law?)

Declaration of the Pilgrims
(The Pilgrims need to, by dint of their faith, react to what happened. How do they do so? What will be their official stance?)
[] (Declaration here.)​

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. (Chose 1 One-Turn Action, 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)

[ ] Search For The Raped Mutated
What happened to these women is an abomination! They shouldn't have suffered what the Rose of Flesh did to them, and they shouldn't have been treated like that by the local authorities! But forget that for a moment, and only a moment, because we need to search for and find them. Who knows what could happen if nobody does?
(Thresholds: 0/20/40/60/80/100/120/140/150
Reward: Locate 1/2/3/4/5/6/7/8/9d2+1/2/3/4/5/6/7/8/9 raped Mutated before they die, and convince them to trust the Pilgrims.)

[ ] REALLY? REALLY! REALLY?!
WHAT THE FUCK B'IL?! Yes, the laws exist, but their spirit was broken by sticking to their letters. Do you think that that wouldn't make some people angry, like, say, the cult with massive soft power in your backyard? Raise a stink, and make that sour the fuckers mood!
(Chance: 85/45/-05%
Cost: 15 Goodwill
Reward: Pressure High Judge B'il and turn the discussion and news coverage against him and the verdict.)

[ ] 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. So 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, you can improve many things: 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 Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So create a few dozen in bulk, then ship them out to your hospices, where the doctors may gift them as required.
(Cost: 10 Materials
Chance: 80/20%
Reward: Gain 1/4d2 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 built 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. Of course, it will cost you as is expected of electronics, 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 those who chose this path or use 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' - (Choose City)
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. (Choose 1 Action)
[ ] Lady Tessen? About Our Favor...
You have a favor owed to you by the ruling House of a vital trading Region within the Empire. So you will use that favor and put it through B'il's fucking decision!
(Chance: 05% (This will only ensure that the Emperor listens to the request. It won't make it succeed.)
Cost: 1 Major Favor from House Tessen
Reward: Put pressure on getting the laws clarified/changed.)

[ ] 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.
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
Well, only one to go! Which also happens to be the Emperor, Ruler of Slatnant, your Sovereign, the one that made the Pilgrims into a local powerhouse by dint of Suspendium, Airships, and a Royal Regiment. You have a feeling this will either be very awkward and amusing. The first for you, the latter for him.
(Chance: 50% for The Emperor, rolled with a +10
Reward: Official point of contact with The Emperor.)

[ ] 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 they are in place to ply their trade. This step 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 Military.
Reward: 2d6-3 Materials + Chance for Secrets )

[ ] 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 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. So 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.)

[X] Build An Armory - (Grand) - (3/4 Turns Complete)
It is just plain common sense to have a building for your arms and armor, where people can swiftly outfit themselves and be ready for defensive or offensive action against attackers. 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))

[ ] Upgrade The Central Region Security To (Private Security/Mercenary Command)
Now with the CRS established and securing our various facilities around Tessen, we have the possibility to both upgrade and expand its operations or turning the organization into a licensed offshoot of the Tessen Adventurer Guild. The first would improve our security with more extended training for guards, intensified background checks, and qualitative improvements. The latter would make us money back at the expense of inviting more corruption or agents into the structure.
(Turns: 3/5
Cost: 32.50/27.00 Materials, 12.45/9.55 Materials Upkeep
Reward: CRS (Private Security/Mercenary Command), which improves the security of all facilities and Pilgrims within Tessen/gains us money via mercenary contracts, can be upgraded to CRS - Elite Private Security/Elite 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, 1 Action Locked)(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. 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: 31/-59/-132 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.)

[ ] Structural Integrity Studies - (Advanced Physics)
Building your first Airship revealed the myriad of flaws, restrictions, and troubles that will plague all future attempts to create more. Above all, trying to design a ship around, under, or above upwards forces is problematic. However, the pull and subsequent stresses upon material and components is nothing to dismiss, so figuring out how to negate, or at the least minimize, those forces will prove a godsend for future attempts.
(Cost: 57.25 Materials
Chance: 43/12/.19 for 1/2/3 Successes, Successes needed: 16
Reward: Structural Integrity +1/2/3 for all modules in Light/Medium/Heavy Airships.)

[ ] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Now that you have figured out how to keep suspendium charged even while in flight, the next step is to figure out how to increase the amount of suspendium to allow for larger bags.
(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.)

[ ] Propulsion In The Air -(Advanced Hydraulic/Machinery/Metallurgy)
Moving around on the ground is easy; driving around in the air, less so. Relying on sails is good, but what if there is no wind? How do you move around then?
(Cost: 17.31 Materials
Chance: 9/-56/-91 for 1/2/3 Successes, Successes needed: 6
Reward: Airship Modules: Tiny and Small Vuur-Engine Room, Tiny Fuel Storage, Prototype Airscrew.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship Type) - (Damage) - (Units) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics)
A 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.
(Cost: 42/30/23/10 Materials
Chance: 38/-37/-103 for 1/2/3 Successes, Successes needed: 45/30/17/5
Reward: Can recover (Ship Type+Damage).)
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): 56 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Component
One Pilgrim has come forward with a new and novel application of known or old technology for Airships. We could look into its efficacy.
(Cost: ??? Materials, ??? Suspendium
Chance: ???/???/??? for 1/2/3 Successes, Successes needed: ???
Reward: Requested Module. Describe what you want, and I'll tell you what it will cost/require.)

[ ] 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!)
[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics) - (0/16 Successes)
Unfortunately, many find themselves losing a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 48 Materials
Chance: 06/-67/-173% for 1/2/3 Successes, Successes Needed: 16
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% 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: 8/-59/-206% 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/Learning 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! So see what you can do with your Vuur-Engine.
(Cost: 25 Materials
Chance: -11/-43/-176 for 1/2/3 Successes, Successes needed: 18
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: 40/10/-20 for 1/2/3 Successes, Successes needed: 6
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, ???)
[ ] A Shields For Rangers - (Armor)
After researching a shield your militia and troops could use, one of your scholars came forth with designs for one that your ranged troops could use. It wouldn't be a short endeavor and costly in terms of materials, but it could provide a leg up in armor.
(Cost: 12.65 Materials
Chance: 72/41/10% for 1/2/3 Successes, Successes Needed: 8
Reward: Spiked Pavise.)

[ ] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics)
While nowadays, most security systems consist of locks and guards (human and otherwise), things were a bit more complicated before the Collapse. 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 worn by Elite Forge-Clan Troops and the Royal Army. It represents the height of what you can currently create; the costs are too prohibitive, though the maintenance is luckily easy and, notably, cheap due to several inventive and robust components. 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. However, 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: 99/99/95% 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: 99/99/99% 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 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")

[X] Illness Of The Mind - (Psychology)- (6/15 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: 14/-41/-96% for 1/2/3 Successes, Successes Needed: 15
Reward: +1 replenishment per Turn, can construct humane Primitive Asylums.)
[ ] The Means Of Reproduction - (All Chemicals/Medicine/Biology)
One of the things which had bubbled up around the recent B'il debacle was the unavailability of contraceptives. Mind you, even the poorest can still buy them after a week's work, but if you have to choose between eating unflavored sandbread but safe sex and eatable food but unsafe sex, few take the former. Yet, this also has created the view for many that any pregnancy not prevented is a pregnancy wanted. So take a look at how the medicines we have work and any ways to make them cheaper aside from growing more.
(Chance: 80/75/70 for 1/2/3 Successes, Successes Needed: 21
Reward: Cheaper and Better Contraceptives)

[ ] Learning To Take Census Pt.2 - (All Psychology)
You figured out a way to streamline the collection and dissemination of academic papers of all kinds, vastly advancing your capabilities to do such. But this is the hard part; your Theorists can still implement massive improvements in every aspect of your efforts. It will take a very long time to do so, though, and will likely not be a priority for the next decade or three.
(Chance: -62/-127/-398 for 1/2/3 Successes, Successes Needed: 32
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 treatment - if only we can unlock the secret.
(Cost: Bone Mending Kits
Chance: -30/-127/-242% 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 and producing 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)

[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 26/-73/-164% for 1/2/3 Successes, Successes Needed: 5
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
Turi flash boiled some milk on accident. It has yet to go bad, making her wonder why. Also, no, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 16/-16/-36% for 1/2/3 Successes, Successes Needed: 8
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! Instead, 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: 60/30/00% for 1/2/3 Successes, Successes needed: 2/5/20/???
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: 99/95/65% 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 bad luck had it written in a language none of the Pilgrims could understand. Time to hit the local libraries and 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. (1 Action Locked)
[X] Prepare an Expedition - (Location) - (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-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.
-EO-01: Est. Artifact-grade: Rare++, Dice:1d2 per turn, Max. Yield: 6 Turns, Machines nearby.
-TOP-01: Est. Artifact-grade: Rare++ [Electronics/Advanced Electronics/Advanced Machinery/Hydraulics], Dice:3d2 per turn, Max. Yield: 4 Turns. Machines nearby.
-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.]
-GY-01: Est. Artifact-grade: General Rare, Dice: 3d2 per turn, Max. Yield: 3 Turns, No Danger.
-GY-02: Est. Artifact-grade: General Rare, Dice: 2d4 per turn, Max. Yield: 6 Turns, Machines nearby.
-GY-03: Est. Artifact-grade: General Rare, Dice: 2d2 per turn, Max. Yield: 4 Turns, No Danger.
-GY-04: Est. Artifact-grade: General Lost Tech, Dice: 4d5 per turn, Max. Yield: 2 Turns, Hibernating Mother (Named Wendigo, Behemoth) present! Mimics nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-RC-01: Est. Artifact-grade: Lost Tech++, Dice: 3d2 per turn, Max. Yield: 8 Turns. No danger.
-RC-02: Est. Artifact-grade: General Mundane, Dice: 3d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-03: Est. Artifact-grade: General Mundane, Dice: 2d4 per turn, Max. Yield: 2 Turns. No danger.
-RC-04: Est. Artifact-grade: General Mundane, Dice: 5d6 per turn, Max. Yield: 5 Turns. Machines nearby.

-Prepare an Expedition (GY-03) - (Preperation: 2 Turns) - (House Mirn support: N) - (1/2 Turns Complete)

[ ] Recover Personal Cutters - Intact - (Units)
It is done! After much sweat, blood, and tears have flowed, you finally figured out how to restore these ancient ships from their slumber! It will only take some muscle, some Suspendium, and luck to escape notice, and they will travel across the sky once more!
(Cost: 6 Materials, 5 Small Suspendium Shards
Chance: 43%
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 - Zulmni - (9d3)
The Tree - Ularn - (10d7)
The Tree - Strul - (7d18)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Ularn - (6d19)
Jokvi - Strul - (3d10)
Strul - Mirn - (12d15)
Strul - Tessen - (3d3)
Strul - Zulmni - (12d12)
Strul - Ularn - (5d14)
Strul - Jokvi - (1d16)

[ ] 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: 35%
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 due to its low yield or quality.
(Chance: 85%
Reward: 1 turn in the specified location.
Warning! If the Action fails, 4% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Graveyard Of Spears
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! A battle took place here, where Knights and Walkers armed with all sorts of weaponry took to the field, supported by thousands of men, women, and likely children too. The bodies have long since rotten away or been eaten, but spears, lances, halberds, and other weaponry remain here, jutting out of the ground like markers for graves. What wonders could lay here?
(Chance: 73%
Reward: Sites in The Graveyard Of Spearsare located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] Scout The Eternal Gazers
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! This area is infamous for the massive number of high-tech equipment, even for Pre-Collapse standards, as scientists studied the stars here.
(Chance: 33%
Reward: Sites in The Eternal Gazers are located and mapped.
Warning! If the Action fails, 7% Chance that the Scouting Unit will take 2d6 casualties 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: 71%
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: -49%
Reward: Sites in The Pit are located and mapped.
Warning! If the Action fails, the Scouting Unit will die.)

[ ] 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: 28%
Turns: 3
Reward: Sites in The Field Of 64 are located and mapped.
Warning! If the Action fails, 54% 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: 34%
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: 65%
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.)

[ ] Scout The Verdant Oasis
The earthquake that had hit Tessen spooked the Forest of Rust's Animals, Mutants, and Machines, throwing everything into chaos. A golden opportunity for you to go to several places nobody was able to loot! The Verdant Oasis consists of the remains of a hydroponics factory, collapsed due to the Collapse but somehow still functioning. The Oasis provides abundant plant life and the resulting draw on herbivores, omnivores, and carnivores from all corners of the animal kingdom. It also offers a prime opportunity to get some pristine agricultural secrets from forgotten ruins.
(Chance: 14%
Reward: Sites in The Verdant Oasis are located and mapped.
Warning! If the Action fails, 57% Chance that the Scouting Unit will die.)

[ ] 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: 14%
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. (2 Actions Locked)
[ ] Berth - Small
Expanding the Anchorage to fit three Light vessels comfortably would allow us to equip and use them for exploration purposes and start trading in small quantities.
(Turns: 4
Cost: 65 Materials, Upkeep: 10.50 Materials
Reward: Can modify three 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 - Medium)

[X] Laboratories - Grand - (3/5 Turns Complete)
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)

[ ] Daycare - Expanded
It has been some time and hundreds of fewer kids when your Daycare had first been created. Now the whole thing is overcrowded, understaffed, and needs a complete overhaul and expansion to keep up with the demand of parents to put their children away so they can work.
(Cost: 34 Materials, Upkeep: 7.80 Material
Turns: 2
Reward: +4 Pilgrims due to Childcare, -1 to Piety Rolls.)

[ ] 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).)

[X] Library - (Basic) - (2/6 Turns Complete)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Digging out ample 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.
(Turns: 2
Cost: 25 Materials Upkeep: 1.50 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, 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 Materials per 3 Armor.
Reward: X Conventional Armor added, decreased chances that the Daughter is destroyed, which would be dangerous.)

[ ] NR.9 LIVES!
After finishing 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. Additionally, 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! (Choose 1 Action)
[ ] Expand The Marketplace - Industrial Focus
Now that you have a market that can sell products and materials for the populace to fulfill their needs, you could focus on developing the industrial capacity, aiding all industrial projects greatly.
(Turns: 5
Cost: 9.70 Materials
Reward: Industrial Marketplace, cheaper/better Industrial Actions, +6 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Expand The Marketplace - Population Focus
While the people in Norqod can fill their existential needs, like food or clothing, reliably with the provided goods, luxuries are absent, with many things like books, newspapers, fine clothing, medicine, educational materials, rudimentary entertainment, and more a rare thing. For most inhabitants, mostly Mutated, having access to those goods is a big step up, yet we could provide more, making their lives easier and happier.
(Turns: 3
Cost: 18.15 Materials
Reward: Population Marketplace, cheaper/better Population Actions, +2.50 Materials in Taxes.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Simple Hospital
With the increase in Norqod's populations, the small clinics will struggle to fulfill the demand for medical aid or procedures soon. However, a single, three-story hospital with enough capacity to treat 100-ish people simultaneously, and around 300-400 at once, in emergencies, should cover most cases where surgeries and more extensive medical knowledge are required. Future expansions could include a medical campus, technological upgrades, specialized wards, plague-quarantine areas, and more!
(Turns: 3
Cost: 17 Materials, Upkeep: 5 Materials
Reward: Norqod is more resistant to plague and gains more self-sufficiency. Also, you help more people at once, as they don't have to walk to the Tree's medical wing to get proper treatment.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Industrial Subsidies - [Industrial Specalization]
When one looks at the ruins of the old world, one cannot miss the titanic forges of industry, the vast halls of robotic workers, and massive production centers. However, compared to today, even the least of those ancient places towers above what the best Forge-Clans can produce, with mountains of goods being produced in days, where we would struggle to do so in years. Therefore, planning out where backers can build what industries, entice their creation, and supply them will be vital for taking back that piece of history.
(Turns: 6
Cost: 49 Materials
Reward: Norqod gains an Industrial specialization, allowing for the creation of manufactories, industrial hubs, early factories, steel mills, and all manner of industrial production lines. Doing so will allow for the creation of vast machine wonders and industrial products by the Pilgrims.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Schooling Incentives - [Academic Specialization]
Change is the result of learning. By turning Norqod into a bastion of both academia, where legions of students are churned out under the watchful eyes of educated teachers, a repository of knowledge, in whose venerable halls and vaults within libraries overshadowing all, or a place for the refinement of the spirit and soul within temples and sanctuaries, we will ensure that future generations will live in the shadows of trees planted today.
(Turns: 9
Cost: 67 Materials
Reward: Norqod gains an Academic specialization, creating schools, academies, universities, libraries, research complexes, and all that one can imagine. To be a bastion of knowledge, a light of understanding within the dark is no easy task, nor a short one. But a seed planted today can grow into a towering behemoth tomorrow. Doing so will speed up the dissemination of technologies researched by the Pilgrims.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Blue Light District - [Cultural Specialization]
With the Pilgrim building the Consensuals in Tessen, nothing speaks against allowing various brothels to be opened in Norqod, as long as they adhere to specific guidelines, restrictions, inspections, and standards. With the overwhelming Mutated presence, those establishments will see a particular type of clientele within their shops. Alongside those, restaurants, cafés, taverns, artisans, and tea shops can be incentivized, and with the frequent trade caravans coming through, they will have enough customers. Legal drugs and gambling can be allowed in all shops that acquire both the license and the needed Regional requirements set by House Tessen. The Guards need to be expanded as well to preserve the peace and take care of any troublemakers.
(Turns: 2
Cost: 16.50
Reward: Norqod gains a Cultural specialization, which opens up further opportunities like theaters, cinemas, artistic academies, and more. It would also allow the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Airship Trade Anchor And Depot - [Trade Specialization]
With the advent of the nascent Airships, creating the needed infrastructure to harbor, supply, repair, upgrade, modify, and unload trade goods or passengers will prove prudent and vital. While other places may take that particular place in the sun, staking our claim early will enable us to dominate the whole.
(Turns: 5
Cost: 52 Materials
Reward: Norqod gains a Trade specialization, allowing for the creation of storage hubs, trade lanes, merchant quarters, banks, skewed deals, and a whole lot more, only limited by our imagination. Money is in the air, boys, girls, and others! We only need to grasp it with our hands!
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Barracks - [Military Specialization]
As a Prevter house, house Dall will be required to outfit both troops in defense of the Empire and secure the resource for which they have been installed. Creating barracks for foot soldiers is the first step, allowing the nascent House Dall Retinue to discover promising recruits and commanders from the local populace. Which, by necessity, includes Mutated, requiring more Materials to accommodate the same's different physiology and dietary requirements.
(Turns: 7
Cost: 24 Materials, Upkeep: 7.00 Materials
Reward: Norqod gains a Military specialization, allowing the recruitment of more sophisticated and specialized troops, expands the defensive and offensive capabilities of House Dall, and opens the path for a potential Knight Retinue. Following this path can generate safe routes into the Forest Of Rust, allowing Suspendium harvesting operations and the search for Artifacts to be expanded considerably.
Does not specialize Norqod should another specialization be taken, but this path remains open.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] House Dall Palace
While 'palace' may be too strong a word for the residence planned, it contains all one needs to know about the subject. As a noble lineage not bound to the Pilgrim Faith (due to Martyris only marrying into the House), House Dall will, sooner or later, require a residence from where they may oversee and administer Norqod and the Suspendium harvests.
(Turns: 3
Cost: 25 Materials
Reward: House Dall gains a Noble Palace, where they may live, work, and greet guests. Not required until one member of House Dall isn't a Pilgrim.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] 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.)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)

[ ] Write-In.
Adding House Dall will lessen the Pilgrims gain but increase those of House Dall.

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
(0-450 Materials loaned for four turns at 5% interest)
-[ ] Take Out A Continuous Loan
(0-500 Materials loaned with 12% interest per Turn)
-[ ] Sell Businesses Norqod Location Privileges
(Gain 9d20 Materials (-3d every use, +1d every Turn not used))
-[ ] 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.)

[X] The Union Of Herbalists - (1 Action Locked)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[X] Study Sessions - (1/8 Turns Complete)
(Cost: 1 Faithful, 2.50 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 moves at certain control thresholds.)

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

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

[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) - (5/6 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 Followers Of Light - (1 Action)
-[ ] For The Nation - (Action)
(Cost: 15 Materials, 3 Goodwill
Reward: Buildings/Tasks which improve/help the broader population have their success % permanently improved by 2d10)
-[ ] We Work As One - (Action/Building)
(Cost: Narrative
Reward: The Followers Of Light will help the Pilgrims.)

[ ] Conclave Of Fraya - (1 Action)
-[ ] Eternal Arts - (Action)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)

[ ] 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)

[ ] Nine Tribes Council - (1 Action)
-[ ] Sell Artifact/s (Artifact/s)
(Sell the specified Artifact/s with an additional (3d100/250/750 for Common/Rare/Lost Tech grades. (3.00/7.50/22.50 max Materials.))
-[ ] Aquire Artifacts - (Name, Grade, (opt. Specific Boni))
(Buy an Artifact with a specific bonus directly. Bought at +2d20% Price-up.)
-[ ] Rare Odds And Ends - (Category)
(Cost: 15 Materials
Reward: +2d10 to a specific Action for one Turn.)
-[ ] Rare Findings
(Ask, And Ye Shall Know (Any specific thing you wish to buy/sell/do to/with/against the Nine Tribes Council?))

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 starts.
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.)

[ ] 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)

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

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

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

[ ] Write In

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

AN: Made with help from @Godwinson

A moratorium will be until 12.10.21 at 17:00 CET.
Voting will be closed on 15.10.21 at 17:00 CET.
I will roll on the 16.10.21 at 17:00 CET if no one has rolled yet.
Updates will be online on 21.10.21 at 17:00 CET.
 
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-Ahli - Murder - Extended Torture
-Minera Warden - Murder - Extended Torture
2 new people for our list of the dead. I really want to know if the Criminals have hit all information networks focused on them or if they only targeted our people. I'm worried they will try something big against the 'Consensual', especially due to the "Extended Torture" bit.

Materials: 345.94 (min. -6.84, max. +553.16 per Turn.)(37.50 Materials due in 3(Three) Turns.)
A good amount to work with.

The Common People:
Opinion: Friends (2)
Information Network: Rank 1.
Mood: Celebrate within the streets an end to many Rose of Flesh cultists. However, some are starkly divided at the outcome of The People of Tessen vs. Ordinance #326b-S and #14-VV7, some enraged, others in favor of Judge's B'il decision.
Seems even the general population is split, despite general opinion on Mutated being open racism. That's a good indicator of how bad this is.

Factions:
- Foundation (Neutral (0)|39% Control|Cheaper Actions)
- Healers (Ally (3)|61% Control|Enables Doctoral Training)
Seems the Foundation slowly regains influence. We don't have any big Biological or Medicinal projects planned in the near future, so we could throw some Artefacts at them. I wonder what would happen if the Healers reach 100%?

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???
A bit surprising their opinion is neutral despite the "Extended Torture" bit.

Sapients:
Forgotten

Opinion: Friendly (1)
Plans: Music
Huh, he/she got their own category? With the interest in music, we might want to get them into contact with the Conclave of Faya.

-Soaring Wrenches
An unburnable book containing the collected knowledge of an engineer who had worked for nearly a century on airships, detailing everything they knew. Everything is addressed and described here, from the want of a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)
@HeroCooky Just to clarify, +50 the to All Mechanics is always active. We don't need to put this into the library to get that bonus?

1x Desalination Basins - Deep Pumps - (2d4+3)
We might want to upgrade this at some point, just to get enough water in case of another drought. Or we could look into producing drinks on an industrial scale.

1x Black Box - (Hololithic Cube)
This needs to be updated to the Gutted Core.

Permanent Inhabitants: ~1.600
-Tendency: Big Uptick
Changed from Inhabitants: Many to a concrete number. I'm a bit surprised about the tendency though. I expected it to stay at Titanic due to the Engine Assembly.

Human Girlfriend - Chiedi - Fresh, Awkward, Confused - (1/11)
Well, it happened, though you'd be hard-pressed to pinpoint when, how, and why. You just kind of... started liking her more and in another way? It is not how others (Selene) described it would feel, but you think you like it?
Nice, probably going to be very awkward.:V

In the year 381, Empress Anandleen "The Mother" Slatnan, first of her name, decreed Ordinance #326b-S and #14-VV7 to safeguard the continuation of humanity and strengthen the bodily autonomy of women. These two Ordinances had been hailed as a significant success in the battle for recognition and a right to live by the Mutated and Disabled of the Empire, seeing in them proof of their voices being heard. But, over the years, that sentiment would hold, then weaken, and finally vanish, the contents and wordings of the Ordinances being used against their purpose of existence again and again by the ruthless, ignorant, single-minded, or malicious.
It started as a good and just law but is by now simply outdated. Sounds like it clearly needs reforms.
Scratch that. Later clarifications changed my opinion.

Under any other Judge, these women could have been allowed to undergo an abortion if they wished, with none judging them for their decision. The evidence would have been declared Fruit Of The Poison Tree, discarded entirely, or used to allow the procedure as evidence for exceptional circumstances. Yet, it had been B'il who ruled that case, a man known for his dedication to the letter of the law, firmly planted in his belief that justice ruled by emotion was not justice, but vengeance or revenge. Thus, while Ordinance #326b-S would have seen him rule in the women's favor, Ordinance #14-VV7 saw him prohibit the same instead. Regardless of the circumstances, as the fetuses were either Mutated or Disabled, the law stood firm.
If there are two opposed laws it's up to the judge to decide based on the circumstances. This is a personal failing because he could have judged in favor of the other law and it would have still kept to the letter of the law. I'm not sure though that going after him for a personal failure is worth it, compared to directly working on changing those laws so something like this can't happen again.

FOOoorrr theeeeEEEE CHiieldddd, Forgotten wheezed, sucking in air and expelling it in a continuous cycle to form words and sounds, gently lowering one of their massive hands into one of Martyris's. Opening their hand thrice the size of a human's, a small, delicate box fell, caught quickly by Martyris, who looked at the tiny thing with equal wonder and confusion.
Seems to be a nice guy. So it wasn't a group but a singular being we found.

THIIIInk nnoooothiNG OOOOOF iiiiiit, Forgotten spoke, slowly standing once more to their towering height of seven meters, the grotesque fusion of flesh and metal wrapped into cages and sinew twisting and flexing in unsettling ways. WHAAAAt woouuuldDDD WEEEEE Beeee, iiiFFFF HospiTAAAAAALityyyyy wassSSSSSN't oooooffffered?
Swell guy.

"Yesh," Hu slurred after setting down his quite empty glass. "Tha-the-thas a good think!" The man continued before slamming with his head onto the table, fast asleep, quite evidently unused to the heavy liquor the Conclave brewed. Ah well, then they'd have to try again tomorrow. Bummer. At least these Pilgrims would be interesting to work with; after all, they did have a whole village in need of massive renovations!
I'm not sure why, but I have the sneaking suspicion that our diplomatic actions could be more effective if we re-train Vystis(the guy with the super liver and currently a member of the Wall unit) into a diplomat.

The last week had been the single most stressful time of my life, above any fighting I had ever done. When I realized that I had sent Aria that poem I had written about her while drunk, I had spent a month's salary on express messages, trying to intercept the raven or the letter before she could ever get her hands on the damn thing.
Huh, maybe Elder Spirit was onto something with his idea of the relation between creativity and drunkenness? Or maybe the Ballmer Peak is more universal than expected?

Though there should be a drive to start carving the embellished history of Norqod, no home was complete without a giant mural depicting how the founder had to fend off a Titan with a fork, lived, and then built the place here as an insult to the universe.
Would that be a mural of Martyris spying on the Plague Engine, him pushing a button to destroy the Butcher, or him surfing on a brick-shaped airship out of the Forest of Rust?

"We beat another attempt at a worker's life before I got shipped back here," I hastily added, trying to salvage something. A second passed in awkward silence before I coughed. "How're things going in the Tree?"
The criminals escalated to trying to murder people. Not surprising given that they have already killed several. Maybe station the Unbroken in town and send adventurers after them?

"Just sit on her," Selene spoke, calmly sipping her tea. "Worked for me."

"I am precisely the wrong person to ask that," Martyris said, chuckling. "I have no idea how I managed to woo Seli. But as a piece of advice? Try being honest."

...I am a giant machine meant for combat; what made you think I would have any idea how to court people?^°<°...okay, that's damn good advice, though from where the hell would we get the weasels?
Clearly, she should have asked Needle or...(What was our married blacksmith's name again? Ah, right.) Marianna.

"The Series #4 Prosthetic is a mechanical arm with minimal electronics embedded to allow for potential modifications on behalf of their owners. Created after nearly seven months of effort, the help of one Core, and that of several specialists, as well as the Forge-Clan Data-Smith Bolt, these limbs provide a considerable step up in regards to returning functionality and normalcy to those affected by injury or disability. Though no tactile feedback could be implemented, and a loss in comparative strength had to be accepted, this arm enables anyone to live their life with only minimal difficulty. The range of movement and fine manipulation of this artificial limb pales compared to those produced by Forge-Clans. Still, their inherent cheapness beats out these high-end models, as veterans can be expected to afford them with only nine months of pension."
-Excerpt of an advertisement for Pilgrim-produced prosthetics.
There must be a shitload of crippled people if prosthetics are that expensive while the Empire is so militaristic. Fits with the veteran that said something about coming home in glory or not at all during one of the earlier Rumors, though.

[] (What did you feel/think when High Judge B'il upheld the law?)
Confusion until I knew what exactly the law actually is. Then the realization that things are fucked and we will have to change the laws or the cultists will pull something like this again.

Declaration of the Pilgrims
(The Pilgrims need to, by dint of their faith, react to what happened. How do they do so? What will be their official stance?)
[] (Declaration here.)
Something about how we intend to push for reforms of the law and that we will offer help to the survivors any way we can?

[ ] Search For The Raped Mutated
What happened to these women is an abomination! They shouldn't have suffered what the Rose of Flesh did to them, and they shouldn't have been treated like that by the local authorities! But forget that for a moment, and only a moment, because we need to search for and find them. Who knows what could happen if nobody does?
(Thresholds: 0/20/40/60/80/100/120/140/150
Reward: Locate 1/2/3/4/5/6/7/8/9d2+1/2/3/4/5/6/7/8/9 raped Mutated before they die, and convince them to trust the Pilgrims.)
This has priority. Probably a Personal Action from Martyris, maybe with a Lead By Example from Aria for the bonus and in-story reasons.

[ ] REALLY? REALLY! REALLY?!
WHAT THE FUCK B'IL?! Yes, the laws exist, but their spirit was broken by sticking to their letters. Do you think that that wouldn't make some people angry, like, say, the cult with massive soft power in your backyard? Raise a stink, and make that sour the fuckers mood!
(Chance: 85/45/-05%
Cost: 15 Goodwill
Reward: Pressure High Judge B'il and turn the discussion and news coverage against him and the verdict.)
I want to do this, but the Goodwill cost would mean we can't do Grease The Wheels to finish Illness Of The Mind. We need Illness Of The Mind to prevent further suicides...

[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So create a few dozen in bulk, then ship them out to your hospices, where the doctors may gift them as required.
(Cost: 10 Materials
Chance: 80/20%
Reward: Gain 1/4d2 Goodwill.
Hmm, our first pure Goodwill gaining action. Maybe if we try to get Goodwill this Turn and do the "Pressure High Judge" action next Turn.

[ ] Lady Tessen? About Our Favor...
You have a favor owed to you by the ruling House of a vital trading Region within the Empire. So you will use that favor and put it through B'il's fucking decision!
(Chance: 05% (This will only ensure that the Emperor listens to the request. It won't make it succeed.)
Cost: 1 Major Favor from House Tessen
Reward: Put pressure on getting the laws clarified/changed.)
Definitely something we have to do, but we probably need to build up public outrage first.

[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics) - (0/16 Successes)
Unfortunately, many find themselves losing a limb to either accident, disease, or injury. Regrettably, only those with wealth and connections can go to the Forge-Clans to get a replacement. But, primitive as our first attempts may have been, they were the first step in easing many people's suffering. Now you need to focus on simplifying the construction of the limbs so that people do not need to sell a literal arm or leg to replace lost ones.
(Cost: 48 Materials
Chance: 06/-67/-173% for 1/2/3 Successes, Successes Needed: 16
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)
Ugh, that will take a long while. At least it gets the +50 from the new book.

[ ] Conclave Of Fraya - (1 Action)
-[ ] Eternal Arts - (Action)
(Cost: 5 Materials, for 15 Turns (+3 per Norqod Building)
Reward: Norqod is decorated with expertly made art, turning it into a true Tessen Settlement.)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: The Conclave will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)
Very nice, I wonder if we could hire them to decorate the Daughter of Dawn? Or maybe PD?
 
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Just to clarify, +50 the to All Mechanics is always active. We don't need to put this into the library to get that bonus?
Yes, as long as you have the book, you get the bonus.
This needs to be updated to the Gutted Core.
Fixed it up quick.
Huh, maybe Elder Spirit was onto something with his idea of the relation between creativity and drunkenness?
Well, breweries are under regulations to ensure they don't poison customers, but they can add halucinogens or other things into their drinks...
Would that be a mural of Martyris spying on the Plague Engine, him pushing a button to destroy the Butcher, or him surfing on a brick-shaped airship out of the Forest of Rust?
Why not all three?
Very nice, I wonder if we could hire them to decorate the Daughter of Dawn? Or maybe PD?
I don't see why you couldn't hire them for that. Although, the DoD would have a minimum price of 1000 Materials.
 
[ ] Upgrade The Central Region Security To (Private Security/Mercenary Command)
Now with the CRS established and securing our various facilities around Tessen, we have the possibility to both upgrade and expand its operations or turning the organization into a licensed offshoot of the Tessen Adventurer Guild. The first would improve our security with more extended training for guards, intensified background checks, and qualitative improvements. The latter would make us money back at the expense of inviting more corruption or agents into the structure.
(Turns: 3/5
Cost: 32.50/27.00 Materials, 12.45/9.55 Materials Upkeep
Reward: CRS (Private Security/Mercenary Command), which improves the security of all facilities and Pilgrims within Tessen/gains us money via mercenary contracts, can be upgraded to CRS - Elite Private Security/Elite Mercenary Command.)



i want religious mercenary nutjobs,perfect place for combat therapy for the forgotten :V

"you wanna die for a porpuse?,take a gun and join the mercenary command"
 
In general, all abortions which hadn't progressed farther than four months, weren't required for a rare medical complication (ex.: fallopian tube pregnancy, child-pregnancy, etc.), caused undue stress and mental anguish (dead fetus, child-pregnancy, etc.), or were the result of incest and violence (rape, etc.), had been outlawed.

Before anything else, @HeroCooky, I need clarification here. Did you mean that abortions *prior* to four months are legal?
 
The criminals escalated to trying to murder people. Not surprising given that they have already killed several. Maybe station the Unbroken in town and send adventurers after them?
I think we should send the adventurers to investigate and find their bases, then the following turn send the unbroken + the wall to kick their shit in and disperse them.
 
Two words were eaten there.

"In general, all abortions for pregnancies which hadn't progressed farther than four months"

Abortions prior to 4 months were outlawed unless the exemptions were met.

Ok, that makes better grammatical sense but vastly worse logical sense.

Either a) abortions are allowed only after the pregnancy is four months along (which, just, what?), or b) abortions are just illegal across the Board except in cases of medical need or sexual violence - in which case, why not just say that?

And if it *is* option b, that law cannot in any possible way be considered to strengthen the bodily autonomy of women - unless you meant that as propagandistic doublethink from the perspective of the empress.
 
Ok, that makes better grammatical sense but vastly worse logical sense.

Either a) abortions are allowed only after the pregnancy is four months along (which, just, what?), or b) abortions are just illegal across the Board except in cases of medical need or sexual violence - in which case, why not just say that?

And if it *is* option b, that law cannot in any possible way be considered to strengthen the bodily autonomy of women - unless you meant that as propagandistic doublethink from the perspective of the empress.
Okay, I have clarified the language to make (hopefully) logical sense. It now reads as:
Article:
Ordinance #326b-S detailed and outlined when, how, and if abortion was justified for women or Mutated. Unlike before, where all abortions had been outlawed, no matter the reason, these exemptions and freedoms where created: abortions required for a rare medical complication (ex.: fallopian tube pregnancy, child-pregnancy, etc.), caused undue stress and mental anguish (dead fetus, child-pregnancy, etc.), or were the result of incest and violence (rape, etc.), were legalized. Any woman may, on her initiative, request an exemption from a judge and a medical professional, with the cost of the tests and legal case shouldered by the state.
And I absolutely meant it as doublethink and high-and-mighty from the Empress. After all, with effective contraceptives available, sex resulting in pregnancies are wanted.
 
So, just how cheap are contraceptives? Because considering everything else, I can absolutely see them something that only the middle class in cities can secure a continuous supply of whilst not making other sacrifices.
 
Okay, I have clarified the language to make (hopefully) logical sense. It now reads as:
Article:
Ordinance #326b-S detailed and outlined when, how, and if abortion was justified for women or Mutated. Unlike before, where all abortions had been outlawed, no matter the reason, these exemptions and freedoms where created: abortions required for a rare medical complication (ex.: fallopian tube pregnancy, child-pregnancy, etc.), caused undue stress and mental anguish (dead fetus, child-pregnancy, etc.), or were the result of incest and violence (rape, etc.), were legalized. Any woman may, on her initiative, request an exemption from a judge and a medical professional, with the cost of the tests and legal case shouldered by the state.
And I absolutely meant it as doublethink and high-and-mighty from the Empress. After all, with effective contraceptives available, sex resulting in pregnancies are wanted.
That's mind-bogglingly stupid. Well done, I hate it.
 
So, just how cheap are contraceptives? Because considering everything else, I can absolutely see them something that only the middle class in cities can secure a continuous supply of whilst not making other sacrifices.
For about one application (to get 80% surety, but four are recommended), one would need to work about 1/3/8 hours in a City/Town/Village, if one held a median-income job.
 
And I absolutely meant it as doublethink and high-and-mighty from the Empress. After all, with effective contraceptives available, sex resulting in pregnancies are wanted.

Oh, phew. I was worried there.

For about one application (to get 80% surety, but four are recommended), one would need to work about 1/3/8 hours in a City/Town/Village, if one held a median-income job.

How long do four applications last?
 
Right, I have a request for research topic(s): cheaper and more effective contraceptives, condoms, and other sexual prophylactics.
I'll be adding it shortly to the list.
Added:
[ ] The Means Of Reproduction - (All Chemicals/Medicine/Biology)
One of the things which had bubbled up around the recent B'il debacle was the unavailability of contraceptives. Mind you, even the poorest can still buy them after a week's work, but if you have to choose between eating unflavored sandbread but safe sex and eatable food but unsafe sex, few take the former. Yet, this also has created the view for many that any pregnancy not prevented is a pregnancy wanted. So take a look at how the medicines we have work and any ways to make them cheaper aside from growing more.
(Chance: 80/75/70 for 1/2/3 Successes, Successes Needed: 21
Reward: Cheaper and Better Contraceptives)
How long do four applications last?
Uh, they are meant to be taken one day after the other (Day 1=1 Application, Day 2= Another, etc.).

As for storage, due to its herbal nature, and preservatives, it can be stocked for about 2 years before it is recommended to be thrown away. They can still work, mind you, but then it's a dice roll.
 
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Uh, they are meant to be taken one day after the other (Day 1=1 Application, Day 2= Another, etc.).

As for storage, due to its herbal nature, and preservatives, it can be stocked for about 2 years before it is recommended to be thrown away. They can still work, mind you, but then it's a dice roll.

Sure, but after day four, how long until more are required?
 
None. Four doses is all it takes to prevent pregnancy with near 100% certainty.
However, If you have sex again, you'll need another four doses.
So basically anyone in the mid to upper tiers take one daily if they're active sexually and don't want children. Meanwhile the lower middle class do their best to not need it too often so probably go for the single or a double application, whilst the lower classes are just out of luck.
 
So basically anyone in the mid to upper tiers take one daily if they're active sexually and don't want children. Meanwhile the lower middle class do their best to not need it too often so probably go for the single or a double application, whilst the lower classes are just out of luck.
Essentially, as long as they have "fun" in the traditional way.
 
So what do we want to do for learning? We know we want to get the common theories out of the way but the order in which we do so should look to help the other stuff we are working on. So that makes me think of 3 different directions.

1. Mortar tech + Physics or Chemistry theory. The odds are low, but we have a lot of artefacts to make up the difference, plus it's relatively short.

2. Tractor tech + Hydraulics or Machinery. This has better odds while being as short as the mortar and it would unlock a lot of options both on land and for airships

3. Contraceptives + Medicine/Chemistry/Biology theory. Even if the odds are super easy this will be a while, especially since our auto successes are tied up for the moment.

I personally want to do the tractor tech first and start contraceptives when the psycology tech is done and we can put all our bonuses into it.
 
I'll be adding it shortly to the list.
Added:
[ ] The Means Of Reproduction - (All Chemicals/Medicine/Biology)
One of the things which had bubbled up around the recent B'il debacle was the unavailability of contraceptives. Mind you, even the poorest can still buy them after a week's work, but if you have to choose between eating unflavored sandbread but safe sex and eatable food but unsafe sex, few take the former. Yet, this also has created the view for many that any pregnancy not prevented is a pregnancy wanted. So take a look at how the medicines we have work and any ways to make them cheaper aside from growing more.
(Chance: 80/75/70 for 1/2/3 Successes, Successes Needed: 21
Reward: Cheaper and Better Contraceptives)

Uh, they are meant to be taken one day after the other (Day 1=1 Application, Day 2= Another, etc.).

As for storage, due to its herbal nature, and preservatives, it can be stocked for about 2 years before it is recommended to be thrown away. They can still work, mind you, but then it's a dice roll.
So it's more like Plan B than The Pill.

It sounds like barrier devices are unheard of or unavailable in any of the myriad forms, nor intrauterine devices, which is strange but fits the schizo-tech of the setting, as those are just... plastic, or plastic and copper for IUDs. Probably deliberate sabotage of sexual education by the Church of Eden.

Seriously, all of this is dead simple shit.
 
So what do we want to do for learning? We know we want to get the common theories out of the way but the order in which we do so should look to help the other stuff we are working on. So that makes me think of 3 different directions.

1. Mortar tech + Physics or Chemistry theory. The odds are low, but we have a lot of artefacts to make up the difference, plus it's relatively short.

2. Tractor tech + Hydraulics or Machinery. This has better odds while being as short as the mortar and it would unlock a lot of options both on land and for airships

3. Contraceptives + Medicine/Chemistry/Biology theory. Even if the odds are super easy this will be a while, especially since our auto successes are tied up for the moment.

I personally want to do the tractor tech first and start contraceptives when the psycology tech is done and we can put all our bonuses into it.

I want to go for modernization of the armed forces

We have a backlog of tech with almost assured success chances

So in martial i want to get rid of the backlog and then once thay is over

Improve our training fields and create the mercenary control center

The pilgrims need an armed branch

On diplomacy i want go nuts meeting the emperor

Maximum artifacts on that i want to charm the emperor and its family
 
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