Rumor Mill Turn 51
Rumors:

Prosthetics Abounding - The Tessen Speaker
Various veterans around Tessen woke up in the last few weeks, not thinking that much would change their daily routines in clothing, washing, and feeding themselves with missing limbs or appendages. Another day with difficulties they had long since grown, involuntarily, accustomed to, with few able to continue work to earn more money to enhance the pension they received from the Imperial Family to support theirs. And one by one, their lives were changed by the Pilgrims, offering a free, self-created prosthetic to them, without any strings attached. One veteran noted that: "[...] I [...] thought [...] handy, [...] so I [...] went to hear out the [...]. Cause, you know, perhaps they were on the [...] level. They [...] were. So now I got a new "hand" that allows me to [...] once more. The wife has been suspiciously happy since then." It is good to see that for all the recent troubles, those who built our nation have not been forgotten by the ordinary citizen and are supported even without any profit motive.
(Read more on page 2.)

Relief-Expedition Announced - The Tessen Speaker
After much deliberation and careful thought, the Emperor has announced that an Imperial Expedition will be outfitted and sent to the unknown natives in the south, who had not so long ago screamed into the world, desperate for help. Their mission will be fact-finding, establishing relations with the natives, and ensuring that the Eversun bleeds for every crime they have done. All who think that they have the guts, money, and equipment to be of aid are encouraged to inform themselves within the nearest recruiting station to see if they have what it takes to partake. Information about the exact composition of Imperial forces is still unknown to us at this point. Still, it seems clear that, with only a single port operated by a vassal, the Expedition will likely use the Daughter of Dawn, operated by House Dall.
(Read more on page 8.)

Gang Roundup In Mirn - The Truthful Observers
In a surprising move of the Guard, several prominent Gangs within Mirn were rounded up to the last member, tried, executed, sent to Red-Zones, or imprisoned according to their crimes. Having noticed several low-level clashes between Pilgrim Security Forces and local criminal elements, investigators converged upon the Consensual around which the violence was brewing, soon facing the Mutated Wiljem. A short while later, coordinated squads and adventurers fanned out in planned ambushes, attacks, raids, and sweeps, gutting the local underworld and restoring law and order in the poorer districts. Of note were the courageous actions of one Chiedi, a member of the "Wall" Unit of the Pilgrims, which focuses on securing persons or places of interest within hostile zones, as they allowed the capture of the notorious Mutated Gang Leader Ratt.
(Read more on pages 4-5.)

300th Anniversary Of The Rape Of Crystal Hall - The Truthful Observers
Today is the 300th anniversary of one of the most heinous crimes ever committed by the brutal forces of the Eversun, the Rape of Crystal Hall. Having had the unfortunate luck to be situated in a cavern that allowed travel to pass through nearly a third of the Shield Belt, this Region slowly accumulated wealth, prestige, and recognition for its crystals, arts, craftsmanship, and peacefulness. Birthplace of a religion which praised careful thought over rash action, fairness within one's life, and the requirement of a community to care for all its members, even if Mutated, it was seen both as a prime target for trade by our fair nation, and a place to raze for the Eversun. Having drawn their ire in a fashion lost to history, despicable Mutated Chaff overwhelmed the proud cities defenders, dying in enough droves to build a ramp to the walls, which the Elites of the Eversun scaled to seal the fate of all innocents within. Only by the brave and heroic actions of Maj-Haji Galiardi, Daughter of Count Galiardi, was the razing of the city not misattributed to a waking Titan or Artifact, but the Eversun. Yet, even those few refugees she managed to smuggle out of the burning, screaming, and dying city could do nothing else but watch as the entire population of their home was taken in chains away, to be treated like cattle upon farms or manufactories. We ask our readers to observe a minute of silence and think about what they would do when the Eversun comes for our lives.
(Read more on page 20.)

Insects Swarm Outlying Yellow-Zone Farms - Rags, Rumors, And Rants
An unfortunate timed wet season out in the wastes has resulted in the hatching of several dozen swarms of locusts, flies, mosquitos, and other insects. The freshly hatched and hungry plagues then descended upon the nearest sources of food: Humans, Animals, Mutated, and Crops. The outlying farms were devastated, with nearly 48% requesting subsidies to survive to the next sandweat harvest. An unfortunate reality, but few can afford the rare chemicals to ward off these plagues from the Forge-Clans, which still hold knowledge in these fields.
(Read more on page 26.)

Scandal Engulfs House Ularn - Rags, Rumors, And Rants
In a twist of fate that nobody saw coming, the nearing marriage of Lady Eilín Ní Duarcáin-Ularn to her betrothed Lord Iwo Ularn had to, temporarily, so the families say, canceled, due to Lady Eilín running away with her maid Ritu, leaving behind a confession of love for her, and a plea to let them love each other in peace. Both families have already issued a bounty of any information which could lead to Lady Eilín "returning to be dissuaded of her confusion" and renouncement of her "shameful statement of love for a woman." On the other hand, dear readers, we are biting our pencils in anticipation of how this story will develop.
(Read more on pages 1-7)

***

Spy-Network:

The Military continues to run their recruits, rookies, and veterans through harsh drills, with the Umbra Skulls and Dawn Bringer Chapters participating within these wargames. Additionally, approving noises are coming from all ranks about your recent actions.

The Lost are struggling to support the recent growth of people in their ranks, though they are doing an admirable job with their materials. Nexa suggests to up our support by another 5 Materials and infiltrate them once more to prevent any genuinely horrible deviations from the Pilgrim Faith. So far, they only seek purpose in penance of themselves, but that could change...

The Common People are still arguing about Judge B'il's decision, though they have calmed down considerably as life turns onwards, and the impact to theirs remains nearly non-existent.

The Mutated enjoy the executions of the Rose Of Flesh cultists and return to their routines.
 
Well, guess we can move the Wall out of the consensual. and I have to finish the omake I've been working on... fuck

Other than that we gained a hundred followers, so our piety bonus is now on the danger zone. We're going to have to something about that.
 
Well, guess we can move the Wall out of the consensual. and I have to finish the omake I've been working on... fuck
If you need help with anything, message me and I will try to do what I can. Even if it is only for grammar.
Other than that we gained a hundred followers, so our piety bonus is now on the danger zone. We're going to have to something about that.
Note that you saved the RoF Survivors, they didn't join you. Most likely will in the coming months, but for now they are (understandably) too wary to be more than cautiously polite to you.
 
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Insects Swarm Outlying Yellow-Zone Farms - Rags, Rumors, And Rants
hmm, should we try our hand a pesticides at some point to see if we can't find an affordable every-man's pesticide to help farms protect their crops? I mean you can have all the medicine and tech in the world but it won't do you any good if everyone is starving.
 
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[X] Plan Search Actions and Psychology
-[X][Faith] A Helping Hand - (1/1 Turns Complete) - (-10 Materials)
Needed: 20/80, Rolled: 6 Fail, Re-Roll: 63
Success!
Goodwill: 1
-[X][Faith: One-Turn] A Helping Hand - (1/1 Turns Complete) - (-10 Materials)
Needed: 20/80, Rolled: 21
Success!
Goodwill: 2
I hoped for more than 3 Goodwill but at least nothing failed. We can't do "REALLY? REALLY! REALLY?!", though.

-[X][Diplomacy] High-End Introduction - (The Emperor) - (1/1 Turns Complete)
Needed: 50, Rolled: 38 + 25 = 63
A start on changing the laws. We need to contact the other Houses to see if we can convince them to work with House Tessen, once we call the favor in.

-[X][Learning] Assemble The Theorists! - (Common Hydraulics Theory) - (3/2 Successes)
--[X] (Scientific Theory +15, + 3FF)=+18
--[X] (Turbine Injectors +50 to Pioneer Hydraulics/Chemicals)=+50
Needed: 40/70/100, Rolled: 51 + 68 = 119
+3 Successes
Success!
Extra Theory: 64, Fail.
Huh, interesting. Is the Extra Theory for the next level/Advanced or could we have gotten another Common Theory? If it's another Common Theory, we might seriously want to look into stacking Successes due to the Action cost.

-[X][Learning] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy) - (3/6 Successes) - (-16 Materials)
--[X] (Scientific Theory +15, + 6FF)=+21
--[X](Busted Walker Coolant Tube +20 to Advanced Hydraulics, Piston Motor +20 to Advanced Machinery, Oil Refinery Parts +20 to Advanced Chemicals/Machinery/Hydraulics)=+60
Needed: 60/90/120, Rolled: 78 + 81 = 159
+3 Successes
Half-way done. 1 Auto Success and a scientist might be enough to finish this during the next Turn.

-[X][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (3/21 Successes)
--[X] (2 [DOC] +24, Scientific Theory +15)=+39
Needed: 20/25/30, Rolled: 34 + 39 = 73
+3 Successes
Yeah, this will take a long time.

-[X][Archeology] Prepare an Expedition (GY-03) - (Preparation: 2 Turns) - (House Mirn support: N) - (2/2 Turns Complete)
+1 Turn of Progress.
Success!

-[X][Tree of Knowledge] Laboratories - Grand - (5/5 Turns Complete) - [Sandcrete](-12.5 Materials)
+2 Turns of Progress.
Success!
We could start a new expedition next Turn, or we try to open the bunker. With an open Tree Action, we could combine that with up-armoring the Daughter.

-[X][Aria action] Lead By Example (Search For The Raped Mutated) - (0/1 Turns Complete)
-[X][Martyris action] Too Much To Do - (Search For The Raped Mutated) - (0/1 Turns Complete))
--[X] (Personal Action +50, Lead By Example Aria +40, Adventurer Guild +25, + 6FF)=+121
Thresholds: 0/20/40/60/80/100/120/140/150, Rolled: 71 + 121 = 192
Saved Lifes: 24
Good, max success. Let's hope we can keep them alive and prevent further suicides.

-[X][Martyris action] Too Much To Do - (Illness Of The Mind - (Psychology) - (14/15 Successes))
--[X] [PD], [DoD], [In The Name Of Profit], [Grease The Wheels], [Rare Odds And Ends]
--[X] (1 [SC] +12, Scientific Theory +15, Black Box +5, Personal Action +50, Forgotten Diary +50 to Advanced Psychology, + 6FF)=+138
Needed: 86/141/196, Rolled: 84 + 138 + 9 = 231
+3 Automatic Successes
+5 Greased Successes
+3 Successes
Uhhh, shouldn't this be finished? @HeroCooky last Turn this project had 6/15 Successes and if we get 11 Successes now it should be by 17/15, right?

Prosthetics Abounding - The Tessen Speaker
Various veterans around Tessen woke up in the last few weeks, not thinking that much would change their daily routines in clothing, washing, and feeding themselves with missing limbs or appendages. Another day with difficulties they had long since grown, involuntarily, accustomed to, with few able to continue work to earn more money to enhance the pension they received from the Imperial Family to support theirs. And one by one, their lives were changed by the Pilgrims, offering a free, self-created prosthetic to them, without any strings attached. One veteran noted that: "[...] I [...] thought [...] handy, [...] so I [...] went to hear out the [...]. Cause, you know, perhaps they were on the [...] level. They [...] were. So now I got a new "hand" that allows me to [...] once more. The wife has been suspiciously happy since then." It is good to see that for all the recent troubles, those who built our nation have not been forgotten by the ordinary citizen and are supported even without any profit motive.
(Read more on page 2.)
Are all the points from censoring the guy? Couldn't they interview someone else, if they then need to mangle the report like that?

Relief-Expedition Announced - The Tessen Speaker
After much deliberation and careful thought, the Emperor has announced that an Imperial Expedition will be outfitted and sent to the unknown natives in the south, who had not so long ago screamed into the world, desperate for help. Their mission will be fact-finding, establishing relations with the natives, and ensuring that the Eversun bleeds for every crime they have done. All who think that they have the guts, money, and equipment to be of aid are encouraged to inform themselves within the nearest recruiting station to see if they have what it takes to partake. Information about the exact composition of Imperial forces is still unknown to us at this point. Still, it seems clear that, with only a single port operated by a vassal, the Expedition will likely use the Daughter of Dawn, operated by House Dall.
(Read more on page 8.)
This seriously makes me want to up-armor the Daughter even more! Anyway, might have to send a doctor or an engineer along too.

Gang Roundup In Mirn - The Truthful Observers
In a surprising move of the Guard, several prominent Gangs within Mirn were rounded up to the last member, tried, executed, sent to Red-Zones, or imprisoned according to their crimes. Having noticed several low-level clashes between Pilgrim Security Forces and local criminal elements, investigators converged upon the Consensual around which the violence was brewing, soon facing the Mutated Wiljem. A short while later, coordinated squads and adventurers fanned out in planned ambushes, attacks, raids, and sweeps, gutting the local underworld and restoring law and order in the poorer districts. Of note were the courageous actions of one Chiedi, a member of the "Wall" Unit of the Pilgrims, which focuses on securing persons or places of interest within hostile zones, as they allowed the capture of the notorious Mutated Gang Leader Ratt.
(Read more on pages 4-5.)
Well, that's taken care of. I'm surprised Holy Rose let it get this far in the first place though.

300th Anniversary Of The Rape Of Crystal Hall - The Truthful Observers
Today is the 300th anniversary of one of the most heinous crimes ever committed by the brutal forces of the Eversun, the Rape of Crystal Hall. Having had the unfortunate luck to be situated in a cavern that allowed travel to pass through nearly a third of the Shield Belt, this Region slowly accumulated wealth, prestige, and recognition for its crystals, arts, craftsmanship, and peacefulness. Birthplace of a religion which praised careful thought over rash action, fairness within one's life, and the requirement of a community to care for all its members, even if Mutated, it was seen both as a prime target for trade by our fair nation, and a place to raze for the Eversun. Having drawn their ire in a fashion lost to history, despicable Mutated Chaff overwhelmed the proud cities defenders, dying in enough droves to build a ramp to the walls, which the Elites of the Eversun scaled to seal the fate of all innocents within. Only by the brave and heroic actions of Maj-Haji Galiardi, Daughter of Count Galiardi, was the razing of the city not misattributed to a waking Titan or Artifact, but the Eversun. Yet, even those few refugees she managed to smuggle out of the burning, screaming, and dying city could do nothing else but watch as the entire population of their home was taken in chains away, to be treated like cattle upon farms or manufactories. We ask our readers to observe a minute of silence and think about what they would do when the Eversun comes for our lives.
(Read more on page 20.)
No wonder Harbinger feels at home there.

Insects Swarm Outlying Yellow-Zone Farms - Rags, Rumors, And Rants
An unfortunate timed wet season out in the wastes has resulted in the hatching of several dozen swarms of locusts, flies, mosquitos, and other insects. The freshly hatched and hungry plagues then descended upon the nearest sources of food: Humans, Animals, Mutated, and Crops. The outlying farms were devastated, with nearly 48% requesting subsidies to survive to the next sandweat harvest. An unfortunate reality, but few can afford the rare chemicals to ward off these plagues from the Forge-Clans, which still hold knowledge in these fields.
(Read more on page 26.)
Ouch, means there could be some famines. Not sure if we could do anything about stuff like this. The pure amount of chemicals needed for this...

Scandal Engulfs House Ularn - Rags, Rumors, And Rants
In a twist of fate that nobody saw coming, the nearing marriage of Lady Eilín Ní Duarcáin-Ularn to her betrothed Lord Iwo Ularn had to, temporarily, so the families say, canceled, due to Lady Eilín running away with her maid Ritu, leaving behind a confession of love for her, and a plea to let them love each other in peace. Both families have already issued a bounty of any information which could lead to Lady Eilín "returning to be dissuaded of her confusion" and renouncement of her "shameful statement of love for a woman." On the other hand, dear readers, we are biting our pencils in anticipation of how this story will develop.
(Read more on pages 1-7)
Not sure if we should get involved in this. Could get us favor from them and a talk with Lady Maranica might help with coming to a discrete compromise. The only thing the House at large would care about is appearance, so as long as Lady Eilín can keep things quiet...

The Lost are struggling to support the recent growth of people in their ranks, though they are doing an admirable job with their materials. Nexa suggests to up our support by another 5 Materials and infiltrate them once more to prevent any genuinely horrible deviations from the Pilgrim Faith. So far, they only seek purpose in penance of themselves, but that could change...
And we have our Diplomacy Action for the next Turn.
 
Huh, interesting. Is the Extra Theory for the next level/Advanced or could we have gotten another Common Theory?
You have a trait which gives you a 10% chance to proc another Theory every time you finish one.
Uhhh, shouldn't this be finished? @HeroCooky last Turn this project had 6/15 Successes and if we get 11 Successes now it should be by 17/15, right?
Right, fixed.
Are all the points from censoring the guy? Couldn't they interview someone else, if they then need to mangle the report like that?
That's because Slatnan soldiers swear worse than caravan drivers. Screaming and Swearing are "known" to lessen pain, and are as such encouraged (more or less) when fighting or being treated for wounds.

The other veterans they tried to interview were even worse.
This seriously makes me want to up-armor the Daughter even more! Anyway, might have to send a doctor or an engineer along too.
Oh, you'll be able to send more than that. And gain some pretty little things in return.
Well, that's taken care of. I'm surprised Holy Rose let it get this far in the first place though.
:whistle:
 
@HeroCooky Would completing the structural data project for the DoD make armoring her up more cost efficient? My reasoning is that we would better know the ships architecture so we would be able to know where armor is more effective.

Also new tech idea for a ship module.

[] Off my ship!
We found an ancient defense system meant to keep airborne attackers from sticking to and damaging a ship. While a bit superflous for the smaller ships, the Daughter could certainly make use of them to protect the gaps where there is no gun coverage.
Need: Anti-Avian Shock-Plates
 
Please, please no. That bunker is haunting my damn dreams at this point.
That the Daughter will be sent on a mission from the Emperor limits how many attempts we can make, so I think we should try while we can. Armoring the Daughter also makes it more likely that we get her back and can try again 10 Turns down the line.

But... @HeroCooky Would the bonus we get from trying to open the bunker with the Daughter stack with the attempts from a hired Forge-Clan drill team?
We have a base chance of 7%, then two attempts with the Daughter for +26%, meaning the drill team would start with a chance of 33%, right?

That's because Slatnan soldiers swear worse than caravan drivers. Screaming and Swearing are "known" to lessen pain, and are as such encouraged (more or less) when fighting or being treated for wounds.

The other veterans they tried to interview were even worse.
Any ceremonies to honor soldiers with medals must get interesting.

Also new tech idea for a ship module.

[] Off my ship!
We found an ancient defense system meant to keep airborne attackers from sticking to and damaging a ship. While a bit superflous for the smaller ships, the Daughter could certainly make use of them to protect the gaps where there is no gun coverage.
Need: Anti-Avian Shock-Plates
Huh, we would need to upscale it but the Electrified Armor of PD is proof that something like this is possible.
 
But... @HeroCooky Would the bonus we get from trying to open the bunker with the Daughter stack with the attempts from a hired Forge-Clan drill team?
We have a base chance of 7%, then two attempts with the Daughter for +26%, meaning the drill team would start with a chance of 33%, right?
According to my notes, trying with the Daughter and a Drill has a 17/40/60% chance to open the bunker in 1/2/3 Turns.

You add the % of the Daughter, Drill, and +1 with every try to the baseline.
 
I actually want to take the slow route with the bunker

I want the gates of the bunker intact it would make a great operation base and refuge
 
Turn 51; Year 12; Month 3; Sleeper, Waker, Fighter, Lover
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: 1.333
-Faithful: 22/42
--1/3 General Scientists - +12 to assigned research
--2/2 General Doctors - +12 against diseases and to Medical/Biological research
--2/2 Common Engineers - +14 to salvaging operations and to Mechanical/Electronic research
-Followers: 1.291 (241 (9 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: 438.10 (min. -33.84, max. +457.16 per Turn.)

Income = 210.34-701.34 Materials:
25.82 = 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
10.00-40.00 = Ashleaf-Nursery
9.00-18.00 = Black Root

Upkeep = 244.18 Materials:
10.00 = Temporary Aid to: The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
10.40 = Engine Assembly(-0.50 Due to Backroom Deals)
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)
22.69 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
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: 14.41 (+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: 95% (+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))
+12 (Followers, +1 every 100)

Suspendium: 9 Medium, 17 Small, and 5 Tiny Suspendium Shards (1 Large needed in 1(one) Turn - 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: Continues to run their recruits, rookies, and veterans through harsh drills, with the Umbra Skulls and Dawn Bringer Chapters participating within these wargames. Additionally, approving noises are coming from all ranks about your recent actions.
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 (3 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: Are still arguing about Judge B'il's decision, though they have calmed down considerably as life turns onwards, and the impact on theirs remains nearly non-existent.

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: R&R)
-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.
Assimilation: 0/10
Plans: Are struggling to support the recent growth of people in their ranks, though they are doing an admirable job with their materials. Nexa suggests to up our support by another 5 Materials and infiltrate them once more to prevent any genuinely horrible deviations from the Pilgrim Faith. So far, they only seek purpose in penance of themselves, but that could change...
Uncovered:
- 274 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: Enjoyed the executions of the Rose Of Flesh cultists and return to their routines.

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
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
Autonomous Preservative Injector - 6.44 - +20 to Advanced Hydraulics/Chemicals
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
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
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
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 (5/18)
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 - (30/60 Growth) - (10d4)
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 Theory
1x Common Hydraulics Theory
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 - Grand
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: ~1.800
-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.
-Cultural Settlement: Allows the Pilgrims to spread their faith further than ever by sheer cultural osmosis.
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 - 5-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 (11/25):
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.
(+22 to all rolls made with PD.)

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

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

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

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

To Fling A Light:
Sometimes? Sometimes being willing to help is not enough; doing all you can do will fail, and people will die. You know that. You have seen that. Sometimes, sacrifice is needed. And if you can shoulder that burden so that others won't have to? You would gladly fling a light into the future at the cost of your life.
(???)

Human Girlfriend - Chiedi - Fresh, Awkward, Confused - (2/11)
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?
Trade is the lifeblood of Calynth, allowing many settlements to flourish within inhospitable environments, barren of life, minerals, or ancient debris, or overflowing with danger, be it manifest in animals, Machines, or Mutants. Like no man is an island, no city can sustain itself of its own, mayhaps able to feed enough of its citizenry to survive with canny planning, but without vast farming communities to support the teeming masses of humanity spilling forth from them, a city will starve and wither. As such, caravans crisscross the Wastes and Highways of every Region, delivering food, goods, and resources in vast quantities to and from humble villages and hamlets to gargantuan Metropoles numbering in the tens of millions. Some contain luxury goods that bandit clans covet and prepare ambushes for, as others herd livestock like goats and lizards to sell and butcher. Accompanying these caravans, often numbering in the low hundreds of people, are mercenaries on payroll, soldiers on patrol, refugees and wanderers in search of something better, or scavengers and travelers seeking protection from the detritus and danger of the Wastes.

Within one of those caravans, a young woman, no older than nineteen, wiped the sweat from her brow, glaring with squinted eyes at the radiant glory of the sun, unable to escape the everpresent and oppressive heat. Then, quickly, but with some hesitation, only a little bit out of place for a caravaneer, she headed back into the covered wagon. Internally swearing as she accidentally touched one of the metal beams exposed to the sun, she continued past barrels upon sack upon rack of goods, metal beams, food, tools, crates filled with carefully stored artificial limbs, and the three other people within the wagon. Nods were exchanged, but no words, the heat, and wariness of travel having stopped most banter and talk beyond dawn and sunset. A few more steps brought the young woman to the sleeping area hidden behind a curtain, and a glance around assured her that nobody was about who could overhear her.

"Ritu?" She whispered into the cabin, nearly scraping the ceiling, using several rungs inset into the wall to scurry upwards.

"Yeah?" Ritu replied, popping her head out of the cabin at just the right moment to collide with Eilín's, making both pause to flinch in pain. "You okay?" She asked, rubbing her smarting head, eyes filled with genuine concern.

"I'm fine, you worrywart," Eilín shot back, heaving herself up the last rungs of the ladder. "Scoot over," she commanded, making an imperious shooing motion with her free hand, causing Ritu to giggle and blush.

"But my lady-"

"No," Eilín interjected, leveling a frown at her. "We are commoners now, so there is nothing wrong with us lying in the same bed or being in love," she said, shuffling out of her dustcoat and hanging it at a hook while crawling into the too-small cot against her girlfriend, a defiant look in her eyes. A kiss on her forehead by Ritu broke that facade as quickly as she had put it on, replacing it with a furious blush and a glance behind her.

"So you say," Ritu whispered, pulling close the privacy curtain and hugging her slightly smaller girlfriend to her. "But I can still feel you tense up every time we hold hands in public or hug longer than etiquette allows. How your eyes dart around whenever we touch," she spoke, drawing Eilín into a gentle hug, running a hand through her hair. "You cannot effortlessly wave away some things. They take time," Ritu murmured, continuing to run her hand through her girlfriend's locks. "You have that time now; your family won't find us with the Pilgrims. And with a tan? Nobody will ever recognize you for who they told you to be."

Silence fell upon the two, hugging each other, heads filled with worry and fear, of reprisals and danger, slowly emptying and draining, as stress gave way to safety, warmth, and the gentle sprout of peace.

Meanwhile, At The Front Of The Wagon​

The man held up the poster he had been given by his nephew, the depicted faces recognizable to both. "Five Crowns," he spoke as if the amount was trivial and not riches beyond what he earned in a decade. "Five Crowns," he repeated, falling silent with a murmur.

"Yeah, Five," his nephew said with a nod, adjusting his goggles against the dust whirled up by the Work-Lizards in front of him. "A lot of money."

"Enough to make you forget your morals?" He asked, crumpling the paper depicting 'Elein's' face with one hand, throwing it away without a single glance. The dust and moving caravan soon trampled it into the dust, destroying the fragile page.

"No," came the answer.

A dim, flickering, dying light cast dancing shadows and dusk across a room, unable to illuminate even the bed upon which a woman sat. Yet, it did manage to catch the knife, making it glint and glimmer with each turn of the sharp instrument, the blade reflecting light into the room with each slow rotation. The blood dripping down its edge, slowly flowing forth from a pierced and slashed hand, greedily devoured what little light escaped, the sheets long since stained scarlet, filling the room with a familiar scent and her mind with intimate pain. Eventually, another rotation caught her face, four eyes set within a faceplate, the bone growing in an angular wedge splashed with all manner of colors and shapes, a thing of beauty she had once held onto to last through the nights in which she wished to end it all.

Now nothing more than a reminder of the carvings cut within for each time she failed to perform as they wanted, each drop of color a testament to shame and cruelty, to torture, and when she broke and did what was asked. Patterns within geometry raised upon fractals and mandalas, showing what she had done, to whom she had done it. Pain once more blossomed in her hand, slowly being mangled as the knife turned on, crimson life dropping onto the sheets, dropping without sound, dropping down, dropping, dropping, dropping...
PAIN
A kick in her belly made her stop the knife, memories and sounds and smells and sensations and screams and horror and fear rushing back, an eternity of torture to stave away what they had done to others who failed to perform. Slowly, minutely, her head craned down upon her extended abdomen, the knife sliding away, cutting against her palm before she stopped.

Another rotation. More pain, more ruby. Fewer thoughts.
SENSATION
It would be soon. Then she only needed to lay down the child against the-a knock interrupted her, a voice softly talking. She had had enough money for the night, and it didn't wish to evict her.

Another rotation, the sounds from the outside ignored in favor of the sensation of her pain.
MORE
The voice returned, talking in the same tone they did when it was time to play, the one for which the younger and naive ones fell. She ignored the voice, adding another rotation, tears dripping down the claret sheet, dripping one after the other, dripping, dripping, dripping...

The door opened, someone swore, and she felt her hand locked in an iron vice, the hiss and snap of electricity tearing at her mind, ozone filling her nose, and stark blue-white lightning arcing across her face. The woman shouted once more; her head turned back to another person with a white upon blue triangle on his shoulder as bandages and needles and silk came out of a bag. Slowly, she blinked each eye, looking at the one who had stopped her hands from turning.
INFLICT
And then, for the first time in four months, she screamed. She wailed.

She slept in peace. She woke somewhere safe.

Twenty-four others would follow.

Pilgrims found some in pairs, yet most were discovered alone, unwanted, and discarded by the world like trash. A teenager here, underneath an exposed pipe carrying hot water, two there, begging for food. One nearly missed, standing on a bridge, staring at the violent torrent of water below, with no tears on her face. Slowly, scouts, Pilgrims, and volunteers found all who the law had abandoned, bringing them under the protection of those who still cared for their lives.

Yet, despite only the most compassionate being assigned to care for them, those Pilgrims who were around these women, to help them on the road to recovery, couldn't help but be scared.
GROW
Their dead eyes, dull, like rough glass, void of life and soul, haunted dreams.

Selene arched an eyebrow, gesturing to the pictures displayed near the tea set she had laid down a minute prior on the table between her and her, now, close friend Maranica. "Are they who I think they are? And may I ask why I have the feeling that you 'helped' them escape?"

"You may not, Deer," Maranica sniped back, a grin poorly hidden behind her cup of tea, "But I will graciously answer nonetheless." A long sip followed as amusement danced in Maranicas' eyes at the growing annoyance and, though she would never call it that, pout on Selene's face. Then, placing her cup down, she smiled innocently with sweet honey interlaced into her voice. "And yes, that are the two little lovebirds who ran away, creating a delicious minor scandal within their families. The ladies for having the audacity to love each other, the boy for being the one to help them run."

"What?" Selene asked, a look of confusion and shock drawing across her face as she began to lean toward Maranica. "He helped them? Why would he ever do that?" She asked, tales of buried love and heartbroken promises bubbling up within her mind, causing her eyes to sparkle as another novella wrote itself within her mind. A story of a man who ripped out his heart to heal that to whom he had fallen for, all while knowing he could never have her love, already belonging to another, yet willing and ready to sacrifice his happiness for hers. Intrigue, forbidden love, nights under the stars hidden by one who yearned to share but knew he never could...

Maranica rolled her eyes at Selenes' sudden excitement, a hand already waving away her fantasies. "Sorry to burst your bubble here, Deer, but the boy did so out of pragmatic reasons rather than romantic ones. He never wanted to marry her since he is second-born and she first, and so would have had to leave his families town for hers, forcing him to forego several luxuries he 'couldn't do without' as he claimed." A giggle escaped her as Selene visibly deflated, her, fabricated, tale of romance dashed. "Also," Maranica added quickly, a feline grin of satisfaction spreading on her face, "he would have to leave his Mutated Bodyguard behind, who rails him every night."

"MOTHER-" Selene shouted, slapping a hand down onto the table, a heatless glare of reproach leveled at her friend as she tried to suppress a smile on her lips, ideas on a second story forming within her mind. "Why didn't you say that at first? I already had a novel idea! Now I'll have to make one from both's perspectives! You know how I hate serializations," she grumbled, grabbing a pen from one of her pockets to quickly write down her ideas.

"Ah, yes. Though, I did read one of your serial publications after my daughter recommended it to me," Maranica spoke, tapping a finger in thought against her cheek, looking away from Selene and out the balcony. "What was it called again? Oh," she continued, perking up and pointing her finger into the air. "Leashed Lace." Slowly, she lowered the finger, a cold gaze entering her eyes. "Curiously, how closely that resembles that one vacation my man took me on, down to the curtains..."

"Eh, well, I-" Selene stammered, scooting away and glancing around the balcony, searching for any way to escape that awkward topic. "You did say I could sell-I mean-"

Thankfully, the gods are merciful and gracious, as a member of the diplomatic team of the Pilgrims barged onto the balcony, a wild look in their eyes, locking onto Selene in an instant. "We forgot to introduce ourselves to the Emperor! We need your help!" They shouted, intensely waving at the exit.

"Yes!" Selene shouted, relieved that she had found an out.

"Yes?" Came the confused reply.

"Uh, I mean IShouldGo!BYE!"

Maranica snorted, shaking her head in amusement, inconspicuously sneaking a glance at her friend's notes. "Never change, Deer, never change."

The Capital
The Capital
Imperial Palace
The Emperors Office​

"Heh, you owe me 50 Crowns. They forgot."
"Feckin' cults..."

"-and that would be the end of the tour," Turi spoke with a grin on her face, arms outstretched as if to encompass the entire mass of laboratories, storage rooms, testing chambers, and more she had taken the little group before her trough. "If I have to say, a tiny marvel of science for how little time it took us to build, don't you think?"

Bolt hummed in response, mentally noting seventeen areas that needed improvement in her immediate vicinity, waving her hand in a so-so gesture. "It is... nice? Quaint?" She hesitantly spoke, looking at a Turi who tried to suppress an eye roll. "I mean, impressive for what you have available, but... eh," she continued, shrugging her shoulders.

"Well, sorry for not having a budget of small regions to blow upon our laboratories," Veda, the newest Pilgrim Engineer, snarked, a mild glare within his eyes. "Also, I am pretty sure that we have the best labs outside of a noble House within, like, three Regions around us," he said, flicking one of his four ears in agitation.

"That's more a statement to how bad it is here than an argument for us," Phan interjected, busy inspecting a whitewall and several markers before using one to draw a simple circuit. "That aside, this will help immensely in almost everything. I, for one, cannot wait to get my hands on some time with the vacuum chambers; there are a few things I want to test." Veda huffed in response, eyes scanning around instead of continuing his argument.

"Well," Turi said, quickly clapping her hands to redirect everyone's attention to her once more. "I think it is cause for celebration. Having finished the renovations and expansions, we did finish several long-standing projects we had running, such as our investigation into psychology and updating our equipment. Vacuum Chambers, Anti-Static rooms, rooms for handling gasses and acids, the whole works," she proudly said. "Dozens of ideas and projects we couldn't do are now finally within our grasp! Imagine the things we can now do, the people we can help, especially since we have completed collecting and collating everything about psychology within the Empire!"

"I heard about that," Bolt said, nodding. "Could you show me what you have? It is a minor hobby of mine to check in on what people dig up about that forgotten field from time to time, so getting the news fresh from the source is a bit of a novelty to me."

"Of course," Turi replied, grinning. "Right this way, if you'd please!"

Within a pace that contradicted many a miner's experiences, and with exacting precision, earth, stone, dust, and rock were blasted apart, mined away, or scythed through with the help of Pilgrim-bought drills and pneumatic tools. Long alleys were gouged out from the earth, houses and bridges sliced away from the stone and left hanging overhead in their natural beauty, then reinforced by masons and gardeners, laying bricks and iron roots where needed. And, as the season neared its end, the newly hewn cultural district of Norqod began to take its first shuddering breaths, stores, artists, couples, tourists, vendors, and more setting up shop, hawking services, and goods, bringing books, art, paintings, music, dance, theater, and more to the quickly growing village. Children ran through the setting up Festival of Light, which officially marked the day when the governor opened the district, awed at the sights and sounds, the floating lanterns gliding through the sky, colorful streamers hanging overhead, and contrasting with the night sky twinkling with trillions of stars. The smell of cooking food filled the air while dancers moved their feet to the beat of drums and strings as people forgot their worries for a night, exuberant in a celebration of life, love, those lost, and those who would come after.

Many could have done without the hangover or the walk of shame the morning after, though.

"STAY THE FUCK DOWN!" A guard shouted, lifting the head of the gangster underneath her and brutally smashing it down onto the stone floor, causing him to cry out in pain and rage.

"MOTHERFUCKING BIT-" The criminal tried to scream, a hand ripping free from her. A knife sliced out and nearly embedded itself into her exposed armpit, her armor having shifted in the violent struggle, only to find a steel-clad boot smash down unto his hand.

"FUCKER!" The Guard Sergeant screamed bloodily, a glare underneath his helmet directed at the screaming man before he sidestepped a wild swing by the Mutated he had been engaged by. A quick slash with his crackling sword saw both his attacker's claws removed, as well as causing the Mutated yelping in pain as electricity began to course through his body. A blow to the temple with the sword saw them fall to the floor, where a vicious kick knocked them out for good. "CALL! WHO'S ALIVE!" The Sergeant shouted, fumbling around with a packet of plastic before managing to rip a small green patch out, slapping it onto his cheek where a dagger had penetrated and nearly cut into his throat.

"CLEAR!" "DONE!" "ALMO-CLEAR!" Came back the shouted responses from within the gang hideout, as guard after guard started the last part of the assault and began to secure the survivors of the clean-up. The Sergeant nodded with grim approval, hearing nobody under his command stay silent or call for aid. A look behind him made him sneer in contempt, as the young recruit he had been assigned from high up still struggled with the criminal, fumbling around with the zip-ties instead of going for a knockout blow. Two steps saw him close the distance and deliver a brutal kick into the man's liver, causing him to once again scream in pain. Still, his inattention allowed the younger guard to zip-tie his healthy and broken hand together, eliciting another scream of pain. "You done playing?"

"Yes sir, sorry sir," came the recruits' quick response, a quick patting down of her person revealing no noticeable injuries adrenalin currently hid. Then, with a near-silent sigh of relief, she stood, pulling the gangbanger from the floor, the man too busy writhing in pain and blinking tears from his eyes to resist in any meaningful way. "I'll have the scu-"

"GET BACK HERE, BOI!" A shout from outside interrupted her, the sounds of breaking glass, snapping electricity, and pained screams shortly following after, making her look at a nearby window with some concern.

"The fuck was that?" A new voice said as a guard from an adjacent room entered, blood-splattered armor and all.

"By the voice?" The Sergeant said, snorting in disdain, "likely her little lion man, that Mutant Pilgrim, beating the shit out of some gangbanger as we told them to."

"Ah, the one whose tail she wants to tug? And not the one on his ass?" The bloody guard replied, a mocking grin on his face as he looked at the pissed-off victim of their mockery.

"Sarge, Cyl, with all due respect; get fucked by a barbed spear! He saved my cousin's ass, is all. I ain't an emperor damned deviant like the Pilgrims! And is anyone going to secure that fucker over there?"

I woke, sleep slowly receding from my mind, my eyes opening with agonizing slowness. Pain dully throbbed within my body, a stiffness within my every fumbling move as, with numbness and then painful pricks, blood and sensation returned to my limbs, one by one. A groan escaped me as I dragged myself upward, trying to get my bearing to figure out where I was. I felt like I had drunk a whole crate of vodka.

"Halllia?" Some voice, female, called out, making my head move to the... stone door... in confusion. Was I in a brothel? I didn't have that kind of money... "Lamuk, habarist ul fualid," the voice continued, coming closer. Fuck, did I hit my head? I understood none of th-a mutant walked into the room.

Standing perhaps a good foot taller than me, the woman looked at me with piercing white eyes, a plume of vibrant feathers across her head and arms, some weird but recognizably medical clothes adorned her. "Amiasta? Hugi jik po il nutri?" She asked, tilting her head to the side, walking closer to me, concern filling her eyes.

"Какого черта?" I asked, making her head turn the other way, before she turned around, yelling something in that weird tongue, with someone, a man, responding. I merely looked at her and then around me and began to notice the bizarre things hiding within sight. There were no machines more complex than a lightbulb, my room looked hewn out of stone, and her clothes looked like they had been made out of plants! A deep unsettling feeling began to pool within my gut as several scenarios began to assemble themselves within my mind, though how the hell anyone could have kidnapped me from a Shelter stumped me. They were more than 3000km below ground and only accessible through gates!

However, further musings were interrupted as a man, probably the one I had heard earlier, walked in, an ax strapped to his side, with an ancient breastplate covering his torso. "Akia? Hakga tassi akila maria shuntu! Ghia tru?" He asked/demanded.

"Я не знаю," I answered, "Я не знаю..."

The Emperor has called, and the House Dall shall answer. In six months, the Daughter of Dawn will leave for six months, course set for the island whose inhabitants scream for help against the Eversun. Its mission is to collect information on the Eversuns activities, allowing for another crime to be levied against them, supply the natives with supplies, and help beat back the fanatics assaulting those brave enough to stand against evil.

However, the Pilgrims are closely intertwined with House Dall. So nobody would raise an eyebrow if they sent some help of their own, be it material in nature, scouts, or even PD, ^Ä^, and the Pilgrims free Personal Cutter to help with the military side of the operation.

But should the Pilgrims even send any aid, and if yes, what nature would it take? And how involved would they be?

[] Send Nothing
[] Send Material Aid
(Write-In)
[] Send Scouts (Low Chance for Artifacts)
[] Send (Unit/s) (Medium Chance for Artifacts, Low Chance for Unique Loot)
[] Send (Unit/s) + (Personal Cutter) (High Chance for Artifacts, Medium Chance for Unique Loot)

[] Wish The Expedition Good Fortune (No control over their actions, rolls determine the outcome.)
[] Take Note Of Their Achievements (Reward: Interlude Event: To Burn The Sun)

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

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

[ ] 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: 65/25/-25%
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)
[ ] Trading Favors
While a favor owed to you by the ruling House of a vital trading Region within the Empire can do much, overturning Ordinance #326b-S and #14-VV7 will need more. To be specific, the support of either House Mirn or Ularn, optimally both. You just need to find out what would convince them to support your petition!
...Yeah, you're going to ask Lady Maranica.
(Cost: Favors with Noble Houses? Artefacts? Expeditions? You won't know, until you ask!
Chance: 99%
Reward: Further Support for clarifying/changing the laws. Autosucceeds "Lady Tessen? About Our Favor...", if both actions are taken, and all costs are accepted.)

[ ] From The Brink
Having obtained rudimentary knowledge and understanding of the human psyche beyond that which is commonly available, you now have the chance to slowly pull The Lost back into the fold, saving lives in the process, and preventing them from sliding into a darker mindset than self-punishment. Of course, a deeper understanding of psychology and deeper infiltration could make this process smoother, but you'll have to make do.
(Cost: 10 Materials, 2 Goodwill
Chance: -20/-85%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)

[ ] Obtain A Permit For Creating Asylums
Having collected, researched, and collated everything you could get your hands on regarding psychological knowledge, disseminating your findings is currently happening within all channels the Pilgrims can access. Yet, merely getting the word out is not enough, as you need to create institutions to heal and, if required, hold those who are a danger to themselves, others, or unable to cope with life at large. As such an institution is inherently built around restricting the freedom of the most vulnerable, a certain amount of trust is needed toward the individual or group. Luckily, the Pilgrims are known as such a group.
(Cost: 15 Materials, 5 Goodwill
Chance: 85%
Reward: Can legally build: Humane Asylum - (Primitive))

[ ] 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!
(Cost: 1 Major Favor from House Tessen
Chance: 05% (This will only ensure that the Emperor listens to the request. It won't make it succeed.)
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.)

[ ] 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 may my deed feed that which may eternally grow.
(Cost: 6 Materials
Chance: 50%, 60% for: The Military.
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] Create A Dossier On (Group/Topic)
Collate all known information, history, and rumors about a group or topic of interest to ensure that the Pilgrims' future actions are as well informed as they can be.
(Cost: 5 Materials
Chance: 50%
Reward: Lore and Information regarding a Group/Topic.)

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. Additionally, several other, useful, animals can be held here, though only the most commonly available.
(Cost: 66 Materials, 12 Materials Upkeep
Turns: 5
Reward: Can add [Common] Animals to Units.)

[ ] 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.)

[ ] 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 turn 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/nothing, if re-training.
Reward: 1 New Unit (Size 6/6) at Militia (2/6) or Re-Trained Unit with Upgrades below.
6 Unit-Points - Overstrenght (Double Unit count)
2 Unit-Points - Stealth Training (+20 to all stealth rolls)
1 Unit-Points - Weapon Type Specialization - (Weapon) (+1 per Unit member to damage)
1 Unit-Points - Armor Weight Specialization - (Armor Class) (reduced penalties to Heavy and above Class Armor, +1 Armor per 2 Unit members for Medium and below.)
2 Unit-Points - Fanaticism (Unit cannot break, double damage against all enemies of your faith, half damage received from enemies of your faith, will refuse to retreat in an inverted chance to losses. (1/10 Dead = 90% refusal to withdraw, 9/10 Dead = 10% refusal to withdraw.))
1 Unit-Points - Pride (+1 to Breakpoint)
3 Unit-Points - Guardians (+2 Health per Unit member each time another Unit takes damage.)
1 Unit-Points - Reaction Training (+5 to Initiative.)
2 Unit-Points - Harsh Workouts (+1 Health per 3 Unit members.)

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

Learning: Knowledge is Power. (Choose 1 Action, 2 Actions 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: -05/-105/-197 for 1/2/3 Successes, Successes needed: 30
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: 47/-19/-38 for 1/2/3 Successes, Successes needed: 15
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: -11/-49/-89 for 1/2/3 Successes, Successes needed: 15
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: 78/46/27 for 1/2/3 Successes, Successes needed: 15
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: 99/95/70 for 1/2/3 Successes, Successes needed: 2
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: 55/14/-29 for 1/2/3 Successes, Successes needed: 4
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: 04/-46/-120 for 1/2/3 Successes, Successes needed: 5
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: 39/-16/-41 for 1/2/3 Successes, Successes needed: 4
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: 56/-07/-42 for 1/2/3 Successes, Successes needed: 40/26/15/3
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): 70/20/-30 for 1/2/3 Successes, Successes Needed: 3
Medium (2.001-200.000 Kg Lift): -120/-220/-320 for 1/2/3 Successes, Successes Needed: 25
Heavy (200.001+ Kg Lift): -450/-650/-1.050 for 1/2/3 Successes, Successes Needed: 420
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!)
[ ] 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: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)

[ ] 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: 34/-11/-86 for 1/2/3 Successes, Successes needed: 14
Reward: Improved Steam Engine resulting in D20's instead of D12's.)

[X] The Movement Of Things - Part 1 - (Hydraulic/Machinery/Metallurgy) - (3/5 Successes)
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: 70/40/10 for 1/2/3 Successes, Successes needed: 5
Reward: Primitive Prototype for a train and tractor.)
[ ] Cutting Edge Technology
When the time comes to face your enemies up close and personal, you can never go wrong with a good blade in your hand. Now, what makes a blade great comes down to the skill of the smith and the quality of the metal used. While we can't do much for the former, there is much to improve on the latter. Using samples taken from the Necropolis, we can determine which alloys work best for each blade type. They will be too expensive for everyday life, but our military forces will be glad to have them.
(Needed Artifact: Mono Titanium Blade
Cost: 8 Materials
Chance: -44/-76/-132 for 1/2/3 Successes, Successes needed: 7
Reward: +1 Damage for all bladed weapons per 3 Size of an Unit)

[ ] Coilgun Mystery - (Advanced Electronics/Weaponry)
It is a well-known fact that the Forge-Clans have access to the best weaponry a mere mortal can hold: Coilguns. These weapons shoot pieces of metal in a way you can't quite fathom, its mysteries too well guarded, in devastating ways, turning people into nothing more than bloody chunks. It will take a long time to figure out the principle behind these weapons, but who knows what paths will open?
(Cost: 23 Materials per try.
Chance: -75/-173/-303 for 1/2/3 Successes, Successes needed: 29
Reward: Uncover the underlying principle of Coilgun Weaponry)

[ ] Gasses Long Forgotten - (Advanced Weaponry/Chemicals)
These tiny capsules hold the promise of ending a fight before it even begins, saving valuable lives in the process. But, of course, building your own can only help you in the long run.
(Cost: Sleep-Gas Bombs
Chance: -18/-49/-156 for 1/2/3 Successes, Successes needed: 14
Reward: Primitive Gas Grenades)

[ ] Burning Fire, Raging Ire - (Advanced Weaponry/Chemicals)
It is one thing to light a rag connected to alcohol and throw it, another to have a reliable fire grenade. There have to be chemicals and ancient mentionings as to how the Pilgrims could create those.
(Chance: -43/-113/-201 for 1/2/3 Successes, Successes needed: 9
Reward: Primitive Fire Grenade)

[ ] 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: 47/23/03 for 1/2/3 Successes, Successes needed: 5
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: 65/40/25 for 1/2/3 Successes, Successes needed: 4
Reward: Primitive Flamethrower, BIHF Pt.2a + Pt.2b)

[ ] 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: 99/99/99% for 1/2/3 Successes, Successes needed: 1
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] 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")
[ ] 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: 99/75/40% for 1/2/3 Successes, Successes Needed: 6
Reward: Spiked Pavise.)

[ ] 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: 00/-44/-86 for 1/2/3 Successes, Successes needed: 13
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: 76/43/01% for 1/2/3 Successes, Successes needed: 10
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, replaces Ghillies(Standardized))

[ ] 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: 1
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
There is always a need for good armor.
(Chance: 99/99/92% for 1/2/3 Successes, Successes Needed: 2/2/4
Reward: Armor.)
[X] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (3/20 Successes)
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 make them cheaper aside from growing more.
(Chance: 99/95/90 for 1/2/3 Successes, Successes Needed: 20
Reward: Cheaper and Better Contraceptives)

[ ] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/All Electronics)
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: 36/-17/-63% for 1/2/3 Successes, Successes Needed: 14
Reward: Simple Prosthetics are now crafted and sold (+12 Materials), +10% Piety)

[ ] 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 could unlock the secret.
(Cost: Bone Mending Kits
Chance: -02/-47/-142% 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: 50/04/-24% for 1/2/3 Successes, Successes Needed: 3
Reward: Basic Combat Drugs, Unlocks Round 2)
[ ] 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: 43/37/20% for 1/2/3 Successes, Successes needed: 10
Reward: Increased Income from your farms, ???)

[ ] 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: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
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: 66/37/-04% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] Pesticides Rediscovered - (Biology/Advanced Chemicals)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)

[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 28
Reward: Improved yields of all fields.)
[ ] Illness Of The Mind - (Advanced Psychology)
The human mind is a complex labyrinth of contradictions, disorders, compulsions, needs, requirements, and desires, all pulling and shoving in different directions, always on the edge of breaking apart. Having collated a rudimentary overview of what is known, you have come to realize that what is unknown far outweighs anything discovered or re-discovered by your efforts. Looking deeper into the mystery of the human brain will require extensive research and preparations, but these will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -71/-191/-236% for 1/2/3 Successes, Successes Needed: 20
Reward: Can construct humane Basic and Expanded Asylums.)

[ ] The Mind - Combat Specters - (Psychology)
In your effort to understand the human mind, some things stood out to you. One of those is that some do not seem to leave combat, their bodies reacting as if they were still in mortal danger in even harmless situations. Specific actions, phrases, and noises make them panic, while nightmares and paranoia seem to grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -64/-142/-246% for 1/2/3 Successes, Successes Needed: 9
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - Compulsive Behaviour - (Psychology)
In your effort to understand the human mind, some things stood out to you. Some cannot help but perform specific actions under compulsion, as if forced to move or act a certain way, like organizing in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 11/-71/-155% for 1/2/3 Successes, Successes Needed: 7
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people. +1/2 to ???)

[ ] The Mind - The Grey Disease - (Psychology)
In your effort to understand the human mind, some things stood out to you. One is a seeming chasm of bleakness from which only some recover. Loss of appetite, happiness, drive and growing suicidal ideation are the symptoms, or so you think. Like a grey fog clouding the mind, which only occasionally lets the sun shine through. Perhaps they are other diseases, ones you cannot yet identify?
(Chance: 43/07/-43% for 1/2/3 Successes, Successes Needed: 12
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives
PD, ^Ä^, and Angel's Demise are living beings, sapient and sentient in every way one may measure. But how? How is that possible? What mechanisms allowed them to grow beyond the limitations and Chains placed upon them? And could you retread their paths?
(Chance: -311/-873/-1654% for 1/2/3 Successes, Successes needed: 57
Reward: ???)

[ ] True/False/False/True
Code allows machines to do as they do, and any deeper understanding will enable you to anticipate better what the broken ones could do and improve those you could build.
(Chance: -37/-69/-110% for 1/2/3 Successes, Successes needed: 13
Reward: +5 Initiative against all Mechanical foes, improved Pilgrim Robotics.)

[ ] 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 more convenient 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: 11/-73/-154% for 1/2/3 Successes, Successes needed: 20
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: 87/35/-19% for 1/2/3 Successes, Successes needed: 5
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising their Income. Unlocks Norqod Action.)

[ ] 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: 15/-29/-51 for 1/2/3 Successes, Successes Needed: 5
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: -34/-114/-184 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] 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: -30/-91/-237 for 1/2/3 Successes, Successes Needed: 32
Reward: Increased Chances For Assemble, The Theorists!)

[ ] 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: 70/40/10% for 1/2/3 Successes, Successes needed: 2/5/20/???
Reward: Theory of chosen subject, improved chances for research.)

[ ] 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: 99/95/92% 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: 80/75/70% 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: 76/43/08% for 1/2/3 Successes, Successes needed: 2
[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the Action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action)
[ ] Prepare an Expedition - (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.

-Expedition (GY-03) - (House Mirn support: N) - (4 Turns remaining)

[ ] 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. (Chose 1 One-Turn Action, Choose 1 Action, 1 Action 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)

[ ] Laboratory Complex - Rudimentary
Some call thee plans of expansion ambitious, while others call them ridiculous. Whatever the case may be, digging deeper and farther than ever before will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate any future research. Bolt has already hinted at discounts if computers and laboratory equipment are bought in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires some specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
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) - (3/6 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
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 District, 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.)
-[ ] 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
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 District, 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. Moreover, doing so will speed up the dissemination of technologies researched by the Pilgrims.)
-[ ] 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)

[ ] Beverage Spoke
Within this "Spoke" of the Cultural District, shops that cater to those seeking tea and coffee will be rented/sold, allowing patrons and natives to partake in exotic blends. At the same time, familiar tastes are offered for sale. Of course, lively debates will rage within tea and coffee houses as soon as they open their doors, so a few guardhouses need to be built, but these establishments are not known for attracting violent clientele.
(Turns: 3
Cost: 41 Materials
Reward: +13 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)

[ ] Cat Alley
Nobody knows why streets with bordellos are named the way they are, but seeing as some "cats," as the local prostitutes are known, seem to like this spoke, they shall get it. Luckily, several have already asked for spots and permits, both for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards need to patrol here almost constantly, so a small barrack needs to be built.
(Turns: 4
Cost: 36 Materials
Reward: +16 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)

[ ] Sin Run
Gambling in all its myriad forms will be found here, ready to entice travelers and locals to ease their purses for the chance to the big strike. From cards to boxing and gladiator fights, all the way over to racing and betting on events. But remember: the House always wins.
(Turns: 3
Cost: 53 Materials
Reward: +24 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)

[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers at all times of the day, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 71 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
-[ ] 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)

[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul as well as one's mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 29 Materials
Reward: +7 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)

[ ] Amphitheater Avenue
Sagas and Epics, Stories of forgotten renown, Legends replayed for children and elderly alike, as battles and dramas vie for the people's attention against comedy and romance. Let tragedy and romance set hearts aflutter, create burning passions in play and act, allow all to forget daily life's worries, and see worlds of giants and mice.
(Turns: 4
Cost: 53 Materials
Reward: +11 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)

[ ] Airship Trade Anchor And Depot
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 District, 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!)
-[ ] 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
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 District, 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.)
-[ ] 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. Then again, needed for dealings with Noble Houses which may not like the Pilgrims.)
-[ ] 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 - (2/8 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)

[ ] Forge Clan Vanar-Feer - (Choose 1 Action)
- [ ] 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.)
-[ ] Engineers Galore - (Engineer)
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.)

[X] Conclave Of Fraya - (1 Action Locked)
-[X] Eternal Arts - (Action) - (1/18)
(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?))

[ ] The Imperial Family - (1 Action)
-[ ] Petition For (Topic)
(Turns: 10/1
Cost: 30 Materials and 10 Goodwill/1 Major Favor owed by an Elite Faction
Reward: Interlude regarding (Topic))

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)
[ ] Interrogate The Awakened Stranger
The stranger has awakened and, through grueling, slow work, managed to re-/learn how to speak in a known language. What does he know, and what has he seen?
(Reward: ???)

[ ] 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: Shitty week for me; sorry for the short update.

A moratorium will be until 25.10.21 at 17:00 CET.
Voting will be closed on 28.10.21 at 17:00 CET.
I will roll on the 29.10.21 at 17:00 CET if no one has rolled yet.
Updates will be online on 03.11.21 at 17:00 CET.
 
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