Ah Crap!

@karmaoa! I forgot to delete the Tree-Strul route from a previous upgrade, as you already have that one serviced fully (for now), could you switch to another?
 
[Canon] - Lionman, Veteran, Pilgrim. And "Lost" Son.
Nahom Javi had always, always, been an upstanding citizen, father, and husband. He had cherished his only child with every cell of his heart, had loved his wife with every fiber of his being, and was devoted to ensuring they had the best life they could possibly have.

He had created wealth, connections, and standing in his youth so that his children would not be forced to live in the streets like he had to. Diligently, Nahom used every minute and hour to build a better future for his family, paying for a good house in an upstanding neighborhood. Hiring tutors for his daughter, spending what could be spared with her to instill the value of hard work and moral character into her, while also enjoying what little time he knew he would have with her as a child.

As a husband, he liked to think he was more than sufficient to keep his wife happy and in love, being careful to keep the fire of passion burning, even if it required costly, or unorthodox, options, to do so. He was made a happy man in return with care and love, thinking himself lucky to have married such a woman.

For his neighbors and friends, he was the very model of an Imperial Citizen, elected as Militia Captain, donating arms and armor to those under his care, dealing fairly and justly in commerce and trading, and frowning upon partaking too much in gambling or drinking.

Every action he had taken, every move he had made, every choice, had been done to create a better future for his daughter, even if she had needed direction in spirit and mind to let her see it.

And she ran away.

She ran away into the gutters, into the Mutated Slum, on a hair-brained idea that she could find the thing that came out of her mother with her, the one she called brother. He had known it would have been only a matter of hours until she came running back, crying, and shadowed by her bodyguards.

She did not.

She found her brother.

She fled his attempts to show her how wrong she was to think it would treat her right or could give her what she deserved.

Years passed, with him growing bitter and angry, at the world, himself, and him and her. How could his flesh and blood do that to him? How could they throw away everything he had sacrificed for them?

What did they think?

...what did he think?

What did he think on that fateful night, when his wife gave birth to his son, and he gave the order to throw him out like trash? To deny him the love and care his son should have had, to try and wrench his daughter away from her brother?

It had taken him over two decades, but he now knew.

He had not been a fool.

Not a saint.

Good father.

Bad Father.

Upstanding Man.

No.

He had not been one of those.

He had been a monster.

Plain.
And.
Simple.

It took him over two decades of seeing his daughter grow to hate him, with his son having never known them.

To see them grow into wonderful and strong souls in their own right.

To see his son save the Von Tessen boy when he went out to hunt Lions.

His daughter join the Pilgrims, helping bring hope to the desperate.

Both create their own lives, away from him.

His daughter, married. His son, a veteran, acknowledged by the Imperial Military for outstanding duties and even given a Name!

It took years, hate, suffering, tears, and one death to bring the truth to him.

But.

He had made a promise to his wife, asked by her with her dying breath.

"Please," she had asked with shaking breath, the effort to even hold his hand exhausting her. "Make right by them, if not for you, then for me."

"I will make right by them," he had replied, seeing a single tear leave her eyes as she heard his reply.

And how her eyes glassed over, her grip slumped, and she died, her children away, and knowing that they hated her.

Yet.

Yet in peace, knowing he would move heaven and earth to, at the very least, place all burden on him.

He could only hope that there was enough care, or hate, in them to accept his invitation.

"Dear Daughter,
I write on this dark day to inform you that your mother has passed..."
 
Oooh boy, let the drama begin.

And its going to be funny that the most diplomatic of the whole bunch will be Tahmid and Sven, who will limit themselves to verbal jabs and angry stares respectively.
 
Oooh boy, let the drama begin.

And its going to be funny that the most diplomatic of the whole bunch will be Tahmid and Sven, who will limit themselves to verbal jabs and angry stares respectively.
Oh, btw, that will be in the Turn after this one. Everyone is too busy dealing with Wiljems injury, partying, and good old fashioned thirst.
 
Real quick, I want to make an argument for people to vote for [] Ascendancy Of Light over [] The Dimming Sun
The Sacred Lands of the Everliving Sun
[] The Dimming Sun
Have you ever known the rebirth of a God?

[] Ascendancy Of Light
Forgive me, Father. For I have sinned so that our people may rise.

[] The Dimming Sun could mean the rebirth of any God, which ranges from the one worshiped by the Eversun, to the servants of the White and Black Forests. It's a big gamble on whether the reborn god would be on the side of humanity or not.

In contrast, [] Ascendancy Of Light seems to imply a major heresy/rebellion/revolution/civil war against the Eversun. And considering how horrific their current religion is, and the wording of "so that our people may rise", makes me think that this group will be a marked improvement for the people living there. For the more cynical, The Eversun getting bogged down in a civil war means that they can't try and wage war abroad, giving The Empire of Slatnan the space it needs to fight The United Mercantile Cities of Dul's Slave Trade.
 
In contrast, [] Ascendancy Of Light seems to imply a major heresy/rebellion/revolution/civil war against the Eversun. And considering how horrific their current religion is, and the wording of "so that our people may rise", makes me think that this group will be a marked improvement for the people living there. For the more cynical, The Eversun getting bogged down in a civil war means that they can't try and wage war abroad, giving The Empire of Slatnan the space it needs to fight The United Mercantile Cities of Dul's Slave Trade.
It could also be someone making a pact with one of the eldritch beings to make their nation great again. So it's not without risks.
 
I would not be surprised if Dul starts ramping up slave trade that the Empire might try to go find Fractal Nova just to have a Mythical Being help them indirectly.
 
Turn 55; Year 13; Month 3; WE'RE BACK, BABY!
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; every human is good, and every person has 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. In His belief, the Pilgrims have taken after the First Leader, Martyris. 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 terrible to lose someone and see their Journey cut short by age or force. 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 within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members: 1.495
-Faithful: 31/53
--1/3 General Scientists - +12 (per) to assigned research
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--2/2 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 1.442 (117 (4 Faithful) unoccupied)
--Recruitment: (+33 per Turn)
---(13 Due to The Codex Mk.1)
---(6 Due to Expanded Daycare)
---(14 Due to Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul))

Total: 15
-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
-Mahal - Burning
-Gera Min - Burning
-Su-Jiu Min - Burning

Materials: 427.29 (min. +61.19, max. +920.19 per Turn, 25 Materials owed in 1 (one) Turn.)

Income = 428.34-1,287.34 Materials:
28.84 = Followers
7.00 = Miscellaneous Sales
26.00-154.00 = Technology Sales
46.00-735.00 = Trade Routes
50.50 = Taxes From Norqod
8.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
6.00-33.00 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
3.00-12.00 = Print Shop - Smut
11.50 = Iron Mine
51.00 = Silver Mine
72.00 = Jewel Mine
99.00 = Ashleaf-Nursery
13.50 = Black Root

Upkeep = 367.15 Materials:
15.00 = Temporary Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.50 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
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)
3.50 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.06 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk. +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
17.25 = Asylum - (Mirn/Zulmni/Tessen) - (-0.75 Due to Local Headquarters)
2.40 = 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, -2.25 Due to Local Headquarters)
1.91 = 3 Expanded Hospices - (-0.15 Due to Buying Goods In Bulk, -2.40 Due to Bloodbark, -0.15 Due to Narcotics, Stimulants, And More!, -0.75 Due to Local Headquarters)
13.75 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters)
5.85 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters)
2.00 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.60 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.29 = 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)
2.00 = Training Field - (Expanded)
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 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
7.00 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals)
11.94 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
1.50 = Ashleaf Nursery - (+1.50 Due to Steam Engine)
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)
5.84 = Communal Festivals
13.96 = Unit Upkeep
147.00 = Taxes

Goodwill: 11.91 (+0.96 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)
+0.06 = Asylum - (Mirn/Zulmni/Tessen)
+0.05 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen)
-0.02 = Print Shop - Smut

Piety: 86% (+35 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-5):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Beautification)
-3 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-1 (Primitive Asylum/s)
+13 (Followers, +1 every 100)

Suspendium: 9 Medium, 2 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/???
Owes: 1 Major Favour

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: Lick their wounds, then try again.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|1 (23/25) and 6 Hel's (173 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|1 (14/25) and 4 Hel's (114 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|1 (14/25) and 4 Hel's (114 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|1 (23/25) and 4 Hel's (114 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|1 (24/25) and 14 Hel's (374/375 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: Cheap Mass-Producible Transistors (7 Turns) - 220 (1st), 115 (2nd), 45 (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 Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~10%
Mood: Have a giant party while cheering on the parades and triumphant soldiers returning from the Expedition.

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

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Foundation (Neutral (0)|51% Control|Cheaper Actions)
- Healers (Ally (3)|49% 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: On Contract for the Expedition.
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe / 128 Members
Plans: Searching For New Grounds, Well, fuck you too.)
-The Bad Batch (Leader: Simone Simona/Friends (2)/7 Members/Infiltration Experts)
Plans: ???

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen
--Opinion: Neutral (0)
--Plans: Take Tessen
--The Bad Batch Note: Thief Guild/Racket, more interested in getting money out of you than blood.
-Gang: Daughters Of Rashomon
--Leader: Gislau Gutlover
--Territory: Ulatarn
--Opinion: Unfriendly (-1)
--Plans: Get The Whores In Ularn
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only.
-Gang: The Purified
--Leader: Nir Saven
--Territory: Strul
--Opinion: Rivals (-2)
--Plans: Take Over Strul's Mutated District
--The Bad Batch Note: A radical Mutated self-defense force who sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma.
-Gang: Neighbourhood Watchers
--Leader: Mania
--Territory: Strul
--Opinion: Enemies (-3)
--Plans: Show Strul's Mutated Who Is Boss
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out all Mutated within Strul, which, due to them being within the walls, would lead to hundreds of deaths.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi
--Opinion: Friendly (+1)
--Plans: Organize Jokvi's Protection Rackets To Minimize Brutality
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being a crime, in case you missed that.

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 0/8
--Plans: Continue to pass off the children trickling into their care, though they mourn the death of two who ran away.
--Uncovered:
---363 Members
---Pilgrim Sub-Cult
---If You Cannot Help Yourself, Help Others
---Last Refuge Of The Damned
-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Spirit Worship
---Artistic Focused
---Non-Violent
-Meira's Hidden
--Contact: Singe
--Opinion: Neutral (0)
--Plans: ???
--Uncovered:
---Forge-Clan Offshoot
---Pro-Mutated
---Isolationists

The Mutated:
Opinion: Friends (2)
Plans: Live.
Information Network: Rank 1.
Mood: Have joined in the festivities in a rare moment of unity, partaking in the happy atmosphere and thrill of military exploits.

Sapients:
Forgotten

Opinion: Friendly (1)
Plans: Music!

General Opinion on Mutated: Open Racism (0)
Artefacts
Common
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
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
9x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Rare
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Common Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Common Armor
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
Intact Civilian Flamethrower - 6.75 - +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
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
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
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
2 Crane Pumps - 5.78 - +20 to Advanced Hydraulics
Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
4 Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2 Intact Solid Missiles - 5.33 - +20 to Advanced Weapons
2 Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
2 Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
7 Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
2 Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
3 Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3 Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
5 Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
2 Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
6 Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7 Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5 Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
3 Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2 Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5 Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3 Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
4 Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3 Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2 Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Understanding And Repressing Sinful Urges!" - 5.24 - +20 to Advanced Psychology
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
3 Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
2 Ablative Armor Platings - 7.20 - +20 to Advanced Armor/Physics
5 Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
2 Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
Self-Defense Spray - 5.08 - +20 to Advanced Weapons/Chemicals
Automatic Door Motor - 5.99 - +20 to Advanced Mechanics/Machines
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
3x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
11x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma torch - 18.40- +50 to Advanced Physics
Discarded Medicine - 19.16 - +50 to Pioneer Medicine/Advanced Biology
Water Purifier - 17.10 - +50 to Pioneer Biology/Advanced Hydraulics/Machinery
Jakerian Armor - 16.12 - +50 to Pioneer Armor
Guard Mace - 19.07 - +50 to Advanced Weapon
Guard Shield - 18.49 - +50 to Pioneer Armor
Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/Electronics
Physic Theorems - 18.32 - +50 to All Physics - [Library]
"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
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy - [Black Box]
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
2 Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4 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. There are 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)

Auroran Cylinder
A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn.
(+1 Health if equipped, +20%???)

Banner of Lumination
(Auxiliary Knight Equipment) (+/-4 to/against Morale Rolls to all friendly/enemy Units if engaged with Eversun Units.)

2x Phoenix Suits
Heavy Mechanized Armor - +50 to Pioneer Armor/Hydraulics/Chemicals/Metallurgy - (18/18 Armor for 1/1 Unit, -20 Thermal Damage)

2x Enlighteners
Flamethrowers - +50 to Pioneer Weapons/Hydraulics/Chemicals/Metallurgy- (+5d6 Thermal Damage, Inflicts Radiant Scorching (2d6 Damage) for two rounds, has 8 Fuel.)
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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells

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 shipped 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 Initiative)
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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells

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 religion 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: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 5/6 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 the 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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
--Mortar Upgrade: Acid Globules (Ammunition): +4d4 Acid Damage, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
--Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), 6.53 Materials for (12/12) Shells

Trait/s: Fiery Speeches (Morale is rolled with Advantage), 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), Bastion (Rolls all dice with Advantage when defending a location)

Upkeep: 1.00 Materials, max. of 0.61 Materials per Combat.

Incubi
Description: In a surprising event, the Incubi are six siblings, five women, and one man. In another, the oldest is barely 23, and the youngest, their brother, 20, making them relatively young, even by Pilgrim standards. It is notable that, while having been elected their Leader, the five sisters constantly tease their younger brother while also trying to get him hooked up with virtually any girl willing to entertain them.
Health: 6/6 (Size 6)
Armor: 2/2
Damage: 1d8+5 (3 Acid Damage, +1 Acid Damage for (one) Turn after attacking, tripled damage against Armor and Internal Structure)
Training: Trained (3/6)
Breakpoint: 2/6 size remaining in Combat

Equipment:
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.

Trait/s: Lil' Bro! (Always one survivor. This trait will be deleted after being used), 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)

Knight - Perpetual Defiance

Airship - Daughter Of Dawn
Equipment
Weapons
-(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.
-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.
-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.
-Lillith: Glaive (1d8+2), Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/battle consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Armor
-(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.
-Dread-Ghillie (Military): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack), 33.69 Materials per (6/6) Unit, 0.69 Materials Upkeep.
+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).
-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.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
Consumables
-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) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.24 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! Use of this drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.43 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! Use of this drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.93 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.53 Materials per Unit.
Upgrades
-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
-Mortar Upgrade: Acid Globules (Ammunition): +4d4/12d4 Acid Damage against Biological/Machine Enemies, Acidic Burning (4 Damage per Turn for 2 Turns, +2 Breakpoints for all Sentient Units present), 10.45 Materials for (3/3) Shells
-Mortar Upgrade: Sleeping Gas (Ammunition): Chemical Lullaby (Affects 1d6 Units, randomly chosen in the target area, until it diffuses. 1d2+1 Turns until affected Units fall asleep), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 6.93 Materials for (2/2) Shells
-Mortar Upgrade: Choking Gas (Ammunition): 2d2 Health Damage per Turn, Yellow Fog (Affects 1d6 Units, randomly chosen in the target area, until it diffuses), Gas Weapon (Diffuses after 1d4+1 Turns, No effect upon non-biological targets), 12.96 Materials for (1/1) Shells
-Mortar Upgrade: Fire Cannisters (Ammunition): 6d6 Fire Damage, Liquid Fire (Triggers Breakpoint Check in all affected Biological Units, inflicts 2d3 Fire Damage for 2d3 Turns), 4.35 Materials for (6/6) Shells
-Mortar Upgrade: Explosive Warheads (Ammunition): 12d4 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HEALO Rounds (Cannot be used indoors, 1/2 Damage against Machines), 6.53 Materials for (2/2) Shells
-Mortar Upgrade: Seeker Shells (Ammunition): +8 Fire Damage, Born To Die (+50% Accuracy), 22.10 Materials for (1/1) Shells
-Mortar Upgrade: Flaming Ordnance (Ammunition): 2d12, Burning Comets (Hits every Unit present on the battlefield, cannot be used indoors), 12.39 Materials for (5/5) Shells
Auxiliary
-Mortar (Primitive): Special Rule: Experimental Artillery (Fired only once before Combat.) 45% Chance of hitting for 2d12 damage. Inflicts Concussed (-10 Initiative for 1(one) round) upon all Biological Non-Titan Enemies, even when missing. 23.75 Materials, 1 Material per use.
Unique/Notable Assets
Artifact Reclamation Order
Ashleaf Tea - +15 to Diplomacy
Elemental Feline Kitten - Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (34/60 Growth) - (90 Materials (11d12))
1x Black Root - (13.50 Materials (3d4+6)
1x Bloodbark Field - (-1 to all casualty rolls, -0.80 upkeep to all medical buildings)
1x Desalination Basins - Deep Pumps - (8 Materials (2d4+3))
1x Inn - (Eye of the Beholder) - (2d4+4)
2x Brothels 'Consensual' - (7d4-2)
1x Print Shop - (3d4)
1x Iron Mine - (Mined) - (11.50 Materials (1d4+9))
1x Silver Mine - (Mined, Engine) - (51 Materials (3d12+24))
1x Jewel Deposit - (Mined, Engine) - (72 Materials (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 - (Expedition)
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
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 Archeology-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.

Expanded Daycare
--2 to Piety rolls, +6 permanent recruitment due to families.

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.

Training Field - Expanded
Can recruit Units at (3/6 Trained) instead of (2/6 Militia)

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.

Library - (Basic)
Provides 1(one) slot for Literature Artifacts, continuously providing 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 allows 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: Okay-ish (Growing)

Mood: Happy (Equaling)

Permanent Inhabitants: ~2.300
-Tendency: Noticeable Uptick

Security: Yes.

Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-Beverage Spoke

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: This 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.
-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): 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.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! Use of this drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.46 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: 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 various Criminal organizations will require much more effort, but harming them will be much easier.
(-10 to aiding Criminal Organizations, +5 to harmful actions against them.)

Sympathy: The Lost
Through action, conversation, moral, mind, or observation, this person has developed a deep sympathy for a faction or group of people, seeing helping them as a moral calling and ignoring them as a moral failure. They will if able, extend a helping hand without hesitation, ready to lift those that grasp it and grasp those unable to hold onto themselves.
(+20 to all rolls involving: The Lost)

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. The town 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 - 6-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. Unfortunately, she is blind, so teaching her to read and defend herself is 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. Letting her go to School hurts more than you'd like to admit.

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: 7/7
Armor: 4/4 Armor
Training: Knight (4/6) (+5 to Initiative)
Breakpoint: 5/7

Equipment:
-Dagger: 1 Damage per size (1 total)
-Pilot-Suit: 4/4 Armor with +1 health and 26% chance to survive PD being destroyed.
-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.

Trophies:
1x Banner of Lumination (Eversun)

Traits:
Mutated:

Strangely striated blue eyes with overly responsive irises. Metallic gray hair that moves about and 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 (14/25):
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.
(+28 to all rolls made with PD.)

Bloodied 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.
(+10 to all rolls after using a Knight in Combat. +99 to all Diplomacy Actions, decays at -33 per Turn.)

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

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

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

Human Girlfriend - Chiedi - Comfortable With Overt Affection - (5/11)
It took some time, but you are no longer confused or unsure about your feelings. They are there, you are sure, only not about how deep they run. Certainly enough to be together, but enough to spend your whole life with her? It... wouldn't be such a bad thing if you think about it. At the very least, you should enjoy the time you have now, rather than think about what comes later.
My life was hell.

"Hey! Watch where you're putting that thing!" "I am! If your fat ass wasn't-" "OH, YOU DID NOT!"

Dear Ancestors, if you can kill me, do so now, please, I beg of you. "BROTHER!"

Without even opening my eyes, I quickly stepped two steps to the right, hearing Rhelania and Yreliesh fall to the ground where I had just stood.

"OW!" "Auch!" "Hey, get your wings off me!" "No, you do yours!" "You're on top of ME, you-" And they immediately started bickering again. I swear, if you could choose family before being re-born, I'm going to kick my previous incarnation into its ass.

"Why," I spoke over both of them, slowly turning my head to look at them while glaring, "are you bickering again? Was yesterday's debate over whose weapon was longer not enough!?" With that, finally, both of them stopped trying to awkwardly shove the other away, staring at me with big eyes. I knew those eyes, oh ancestors, I knew those-ack!

"Don't," Fyrtia spoke, holding me up by my gambeson like a kitten, fending off the twins with another. "Both of you are adults! And Needle chose you to be the iron fist of the Pilgrims with us! So stop acting like children that haven't even had their first lesson with a weapon!"

"But she-" "I didn't-" Both immediately tried to excuse themselves, backing away from my older twin. Who, because there was no justice in the world, got all the height and muscle while I got the ace of spades tail. Also, the beauty, but that was a negative so far.

However, being held up by my neck with no effort and having my legs dangle above the ground was nothing new for me. In fact, I was pretty used to that, and it had the benefit of actually towering above the twins, who now had to look up to me, and the glare on my face. Both avoided my eyes, stock still, yet with their wings twitching under my attention, not daring to run away or make a noise. "You still have to answer my question, sisters," I growled out with crossed arms, making both flinch. "Why did you fight, again, and in full daylight, like children?"

Both looked up, pointed one finger at the other, and spoke in unison. "She did-" "She did-" "Hey, I didn't-," "Hey, I didn't-," "YOU ARE-" "YOU ARE-"

"I DON'T CARE!" I yelled over them, shutting them up. "Both of you, stop it right this second, or I swear I'll get Willow involved!" Rhelania and Yreliesh looked at me, blinked, looked at each other, and whispered 'oh no' in unison. It would have been funny if I wasn't busy suppressing a shiver myself from that threat. Nobody deserved that. "Rhelania, go spar with Lynnsyss for the rest of the week, Yreliesh; you'll be the punching bag of Fellyss for the same week. Then, once the training is over, both of you'll be fighting against me for ten rounds, each, before running until the supper bell rings. And," I added, cutting them off from their complaints before they even managed to open their mouths, "If any of you complain? Fyrtia will design your training for the next season. Am I understood?"

Bot nodded with a fervor, scampering off as I waved them away with a lazy wave. "Dear Ancestors, we're making complete fools of ourselves. We'll be lucky to hold our position by the end of the week," I muttered, feeling Fyrtia draw me back into a hug, still very much off the ground.

"It's been three weeks," she said while lightly, for her, squeezing me as she plopped her head on top of mine. "Give it time, Yinel. Considering that we're already beating the shit out of our Militia when we are doing mock-battles, I'd say we are doing great. They need some time to get the whole "act serious" routine into their system."

"Yeah," I replied and sighed as I watched the twins start their training. "I'd wish they'd act like I am their superior officer while on-duty, rather than how they usually do around me. But, with that said," I continued, swatting her head with my tail, "please let me down before I make that an order."

I practically felt her perk up at that. "Oh, you like ordering girls around, do you?"

"Sister, I swear on all that is holy if you try to get me hooked up again with one of your friends-!"

[Report on the Incubus:

Despite their somewhat chaotic nature when not on duty or actively sparring, the six siblings have quickly managed to gain the needed skill and proficiency with their glaves and teamwork to overpower nearly every other Unit and Militia we currently employ if paired in melee.

This has likely been due to their prior experience in adventuring work and their brief year-long stint in the Tree Militia.

While rather laid-back and even dismissive of the organizational structure of their Unit (jabs at their younger brother are common), they have yet to be reported or seen as anything but professional, dedicated, and focused when in active duty.

Personal opinion: These are good kids; they'll cool down in a year or two.]

"Once again," Simone Simona spoke, bowing her head to the gathered Council in apology as her teammates began to distribute dossiers, "I would like to thank you for your patronage, even after the difficulty to deliver actionable intelligence last time."

"That is not a problem," Needle replied from the side, waving her apology aside, taking the packet of papers from the girl handing it to her with a quick nod. "Nobody faults you for being unable to do so, especially with the situation so volatile as it has been."

Simone cracked a tired smile at that and took a steadying breath, "you have no idea. By the time we had infiltrated a gang, we were, five times out of seven, the ones holding the damn thing up, rather than a cog in the machine. Thank the Light that is no longer the case with the gangs stably organizing," she spoke and paused with a frown. "Thinking about it, that may be worse. Anyways," Simone said, taking the last packet of dossiers from one of her teammates, "we'd like to present you our findings on the various gangs rising to prominence. Star, the first!" She said, pointing at the girl that had given Needle her dossiers.

Nodding, she walked forward to stand before the Council, a few papers in hand. "My group and I were charged with Tessen and Ularn and have spent the last few months slowly worming our way into the most prominent group growing in both numbers and means within the city. See them on the first page," she paused to let the slow shuffle of papers go by before speaking up again. "The Dirty Daggers, once a small-time thief pack, now the rising stars within the Tessen Underground. Their original tactics focused on intimidating their victims to give up either their money pouches or another item they were interested in, with actual physical confrontations or using violence as a means to an end being seen as too dangerous and unreliable. In addition to common thefts and the occasional break-in, they hit up some stores with a protection-racket scheme that they usually upheld unless the owners were suspected of trying to rat them out. However, following the collapse of the Region-Wide Criminal Leadership and the cleansing of the Yellow Zone, one member, a Mutated known as Mahakan, saw a chance to be more than a common thief. He used his superior strength to murder those within the gang that tried to stop him and intimidated the rest into following. Since then, he has expanded their numbers to now, with slight difficulty, cover three of Tessen's Districts. Yet, despite his violent rise in prominence, the Dirty Daggers have continued their relatively non-violent approach to crime as Mahakan has managed to avoid being caught, tried, or arrested by the Guards, despite the bounty on his head. Within half a year, we expect that the Dirty Daggers will be able to control much of Tessens criminal belly and will be unlikely to stoop to slavery or increase the violence of their crimes. But those are speculations on our behalf, so they can, and likely will, be wrong."

Taking a breath and waiting for a moment, Star continued, flipping the page of her dossier to signal that she was now presenting another gang. "The... Daughters of Rashomon are a rather unusual gang created by a refugee from a Dul Oligarchy. We have no idea what the name means, but it refers to ancient judging in favor of confessed rapists, according to the rumors. Their founder, Gislau Gutlover, had been a prostitute for nearly two decades when she created this gang, despite being only thirty." A round of angry muttering went over the room, with many faces growing darker at Stars words, though everyone settled down quickly when she held up a hand to signal silence. "I understand that that is disturbing news, but things got only worse from there. Gislau's last name, Gutlover, runs the gamut of rumors from disturbing to outright sickening. So if you are squeamish, I'd advise you to focus on something else for a few seconds." She waited, seeing two of the Councillors look away, while another busied themselves with a sheet of paper.

"The funny origin of her name says that, when she was thirteen, she told a customer, loud enough to be heard for several streets, to 're-arrange my guts!' while working. Another version has her getting off on slicing open cats and masturbating with the entrails. Finally, one equally sickening version says that she has merely a taste for..." Star stopped as a green tint washed over her face before vanishing as she steadied herself. "For human intestines."
The chamber was silent, with even those who had listened looking disgusted and revolted. The only one who looked unaffected was Needle, who raised her hand with a frown, speaking up as Star acknowledged her.

"Alive or dead?"

"...what?"

"The last one, alive or dead?"

"Uh..." Star replied, looking back at Simone, who had a frown on her face, before holding up two fingers. "The... latter, we think." Needled nodded, making several quick scribbles in her notes as Star cleared her throat to gain the room's attention once more. "Well, aside from that, the Daughters were born after Gislau had an argument with the gang that had owned her, one ending with several people being found hanging by their intestines. She is, at the moment, busy killing every hint of competition, intimidating every prostitute within the city and surrounding townships to work for her, and making herself queen of the hill. From the little information we gathered on her opinion of your Consensuals, she sees them as competition, with standing orders to 'discipline' anyone who makes moves of going to one of them, getting the Pilgrims within Ulatarn involved, or notified of their situation. One of our members managed to overhear a conversation between her and one of her lieutenants where she indicates a willingness to work with you to create one, but only on her terms and leadership."

"Fuck no," someone whispered into the silence of the chamber, drawing agreeing murmurs from all around.

"That would be all from my end. Simone," Star said, walking back to yield the floor for her as she had finished her part of the presentation.

"Thank you," Simone spoke, nodding at Star as she looked around at the Councillors. "My team had been focused entirely within Strul and for a straightforward and equally worrying reason." She closed her eyes for a second, her face bleeding off any hint of positivity it had held, even with the grim, disturbing news from just a few moments ago being shared. "Councilors, it is within my, and that of the entirety of the Bad Batch's, opinion that a Purge is likely to soon begin within Strul." Silence reigned. Nobody spoke, with those Mutated amidst the chamber visibly growing fearful, eyes dilating, hair rising, spines standing straighter, and more, depending on their Mutation.

Martyris leaned forward, nothing about his posture betraying his internal emotions or thoughts, "explain."

Simone nodded, taking a deep breath. "There are, at present, two gangs sharing Strul and her surroundings, both on opposite sides of the Mutated Question, yet equally radicalized. The Purified, a radical Mutated self-defense force, and the Neighbourhood Watchers, hardcore human supremacists that would put the Church of Eden on edge. They are led, respectively, by Nir Saven, a Seventy-Eight old Mutated with stone skin and three-way split jaw, and Mania, a Thirty-Eight woman that had lost her husband to a Mutated bandit seven years ago. They both have a single goal: take over Strul and then make life hell for the other side. The Purified are already putting pressure on shops and traders to collect exorbitant sums of money, and, when those sums are not paid, they ensure that those that defied them will no longer be able to do any business or "merely" beat them half to death. Furthermore, they only target Human traders, travelers, and those Mutated that work for, with, or over, humans. The Purified see any help to non-mutated as an act of treason against them and act accordingly, already having several murders to their name."

Simone stopped, running a hand over her eyes as a wave of tiredness hit her. Then, taking a slow breath, she began to talk again. "The Neighbourhood Watchers are the complete opposite, but much crueler. They truly, and I mean that in every sense of the word, seek the eradication of any and all Mutated. But, they are clever, very, clever. They know that they can't just start murdering the Mutated within Strul, one of the few places where Mutated exist within the walls, rather than outside. So, they have begun doing false-flag operations, hiring Mutated adventurers to do dubious jobs before exposing them, bribing willing Guards and officials to hand down false or maximum sentences to any Mutated they can find. Additionally, dozens of Mutated have already been killed, and they have taken a sadistic joy in finding and then "punishing" those families who refused to abandon their Mutated children. We managed to uncover at least one report where they killed a Mutated family for the "crime" of giving birth to a human." She stopped, anger and rage flashing across her face as she clenched a hand behind her back. "The child had its head stomped in."

"Those motherf-" "Dear god-" "Notagainnotagai-" "Shitshitsh-" Erupted from the chamber, various people voicing their rage, fear, outrage, and more, with conversations erupting from all around on what to do, and if they even had the needed favors or Units to help at all.

"Silence," Martyris spoke, standing up. The chamber descended into quiet immediately; all eyes fixed on him. "We will discuss what can be done once we have all the information given to us. Anything else you can add to the information you gave us, any actionable evidence to persecute the Guards and Officials?"

Simone shook her head with a defeated fury, her eyes cold and hard. "No, I'm afraid not. All the crimes we uncovered have been reported to those authorities we were sure to have had nothing to do with any corruption or crime. Of seventy-one accused, only one had an actual trial, and she was fined for an unrelated offense. Unfortunately, the opinion of Mutated is too hateful at the moment for any official response to do anything more than provide a minor annoyance to everyone involved. That there is an actual hostile group of Mutated running around isn't helping matters either."

"Troubling. Please continue with your briefing," Martyris spoke, sitting back down, a hand reaching for a pen as he did so.

"Of course," Simone said, nodding. "Sorewj, if you'd please?" She asked, ceding her space to a tiny man, barely bigger than 1,50 meters, yet none the lesser for it, with a barbed tail and near-full-body scales ensuring people took him seriously, even if warily.

"Well," he began with a surprisingly sweet voice, running a clawed hand through his hair, "the last one is about as boring as any organized crime syndicate can be, especially one seeking calm waters." Steepling his hands in front of his face, Sorewj began to lightly pace with a furrowed brow, his tail flicking behind him. "The Family," he began, dramatically gesturing with one arm, "is a criminal syndicate created by a fusion of several less-than-legal businesses, a conglomerate of nearly everything you could care to name, and actual intelligence. Being led by a person or group known as 'Bloom' and with a cell-like organization, they managed to be both annoyingly difficult to infiltrate and able to expand within Jokvi rapidly. We are unsure who is currently in their employ or their long-term plans and goals; however," he spoke, stopping to pace and whirled around to look at the gathered Pilgrims with a finger pointed at the ceiling. "Their methods were cracked wide open by us! Rather than risk any confrontation via violence, they seek to proliferate their "legitimate insurance" against any violence against store-owners and people with businesses. They achieve this by intimidation, legal means, economic pressure, and good old-fashioned sweet-talking before sinking their hooks into their victims and using them to spread further. I had managed to obtain several records hinting at possible smuggling of medicine, chemicals, and luxury goods but failed to gain any actionable intelligence from those I managed to turn before they "vanished." Yet, everything I managed to find points to them being more interested in keeping things calm, ensuring that business is booming and that the status quo is upheld, even trading short-term profit for long-term opportunities." Sorewj put his finger down, locking his arms behind his back as if standing at parade rest. "It is, in my professional opinion, that, seeing the other emerging criminal organizations, they are the least dangerous of the whole bunch, especially seeing as they have already made a few covert donations to various Pilgrim-run operations within the Region. That would be all." He nodded and went back to his group, a smug grin on his face as he saw Star and Simone roll their eyes at his theatrics.

"Thank you for giving us this information," Martyris spoke into the ensuing pause, gesturing to the doors to the chamber. "If you would, we have to discuss your findings, and I have the feeling that the debates will not be short."

"Of course," Simone replied, bowing her head as she began to walk out.

"That thing," Needle declared, staring at the amalgamation of fabric, wires, electronics, and bones on the stand, "is horrifying." Then, turning around, she met the happy eyes of Turi leaning against a nearby table, trying, and failing, to hold in her smile. "What in all the nightmares of the gods made you create that? What even gave you the idea?" Turi didn't reply to Needles' question as her smile grew from smug to manic over ten seconds of unnerving silence. "Turi, what the fuck?" Needle asked again, her muscles growing tense, her claws beginning to slightly scrape against the sterile floor while her eyes began to swerve around the room, her gut telling her that something was very wrong.

"Turn around," Turi whispered, madness dancing in her eyes as she pushed herself from the table she had leaned on. With a hand near her belt, tense, Needle began to turn her head slowly and stopped as she saw what was behind her from the corner of her eyes.

She took a step back from the suit of armor standing a few centimeters behind her, her eyes fixated on those within the reinforced skull shining back. "What the actual hells..." she whispered, every sense, memory, and instinct within her screaming at her.

The skull turned its head to the side, like a Blight-Dog would, before a distorted voice emerged from within, "I," it declared, "won." Which was the moment Turi couldn't hold it in anymore and began to laugh, doubling over as she tried to get enough air while laughing her heart out, creating yet more confusion for Needle.

"Okay, someone better start telling me what is happening, or there'll be consequences," she hissed, not at all happy that, if the person within the suit had held ill-will, she could have died without even knowing there had been danger in the first place.

The person within the suit replied, talking over a still laughing Turi. "Apologies, Needle," they began, their voice still distorted as they backed off a few steps. "But we had a little bet in the labs concerning the Dread-Ghillies efficacy. And what better way to settle that debate than to put it against our foremost expert in stealth, barring near none?" Needle nodded, slightly relaxing as she pushed her instincts down while unmaking her beginning combat stance.

"I didn't think it would work!" Turi interjected between them, still chuckling and taking breaths from her fit of laughter, wiping a tear from her eye. "But I'll have to admit, taking the Gargoyle bones as inspiration for sound dampening was genius!"

Needle looked between her and the person within the still unnerving suit and sighed heavily, suppressing the urge to rub her eyes. "Okay, just to get it right. You," she said, pointing at the suit, "made a bet that you could either scare or surprise me. While you," she waved at Turi, "thought it was a good idea to go through with that?"

"Well, yes," both answered at the same time, though the person within the Ghillie paused. "Let me get that stupid helmet-there," he spoke, running a hand through sweaty hair while putting the helmet under his arm. "I mean, this suit is well armored, even if you can't see it. Chitin and ceratin on rigid and flexible points see to the wearer being protected against all but the most violent strikes. So even if you had tried to kill me by hitting my neck, you'd be more likely to get your ax stuck than drawing blood. Not to mention that you'd get shocked with the counter-measures within the suit. Ehm, if we had charged the thing," he spoke, standing there quite proud of himself and his explanation.

"Both of you," Needle declared after a full minute of incredulous staring, "are the reason why people say 'intelligence is good, wisdom is better.'"

"LAST CRATE!" A hooded man signaled to the crew below him with flags, their color standing out amidst the grey and green of concrete and plant alike.

"NO DANGER!" The Pilgrim Scout #3 waved back, his partner keeping watch over their stretch of the Necropolis. Their eyes trained on the gaping skeletons of buildings where windows had once been, slowly scanning over the long avenues where the bones of titanic trees gave comfort to young plants and vines snaking their way up.

Warily, and with one eye on the sky, they continued to wait, watching in rotation to minimize fatigue, heads already growing weary and distracted with the thought of soft beds, warm meals, and warmer love still.

Oh, to be among the lucky ones to go first!

Sven had a problem.

Let me rephrase that. Sven's and Turi's team had a problem, along with the both of them.

More than a year ago, when the whole shit-show of High Judge B'il, the Rose of Flesh, along with the raped women, had reached the Pilgrims as a whole, people were angry. Some were enraged, furious, or sickened.

It did not help that B'il judged against abortions for the women, seeing "no legal reason to provide the requested services" to them. And also that some people started talking about the women just needing to "get over it" with a few, hidden and never where people could hear them, insinuating that they should have had, even within captivity, enough chances to prevent, or end, their pregnancies.

Things went downhill after that, and they did so fast.

Things got heated, some brawls broke out, and the Council seemed to merely sit around, doing nothing to either help or hinder. The latter would have seen them thrown out of the Pilgrims within a hot minute.

Then the Council sent out feelers and diplomats to the Houses, spending money, favor, and goodwill to follow another path altogether. They could not stop what had happened, not with blatantly bringing down the heat from the Imperial Judges. Sending the women on a "vacation" to the Vanar-Feer, who would, coincidentally, suffer "miscarriages" within Forge-Clan territory, could be done but couldn't even be attempted to be hidden as anything other than what it would have been.

But they could prevent something like that from happening again, with both lasting legislative changes and the proliferation of ancient birth-control methods other than Silphium. Critically, cheaper ones, as most people had to work for around three days for a single night of fun, and it would be a night as few had the kind of money for casual flings in that way.

And for over a year, the Scholars and Scientists of the Pilgrims had searched every library, hidden collection, obscure reference, and data center they could get their hands on for any scrap of information. Those were, with no hesitation, thrown to PD and the Daughters Core to crunch the numbers, compare medical information, and extrapolate wherever needed to reach their goal: cheaper and better birth control options for both men and women.

And with the help of hundreds of people providing texts, information, accounts, data, and even artifacts, alongside the titanic support of both PD and the Daughters Core, they could, with absolute confidence, state this:

Silphium was the cheapest contraceptive there was.

...people were not amused. Some were angry.

"There were dozens of ways to prevent pregnancies that you uncovered! So why is Silphium the cheapest contraceptive there is!?" They demanded, with the Council looking none too kindly at their findings.

Condoms were too costly, too little market for something requiring plastics and rubber, strategic resources made from oil and synthesis.

Pills, both hormonal and chemical, had a vastly lower effectiveness rate, making them a roll of dice rather than a done deal. They also cost the same, or more, as Silphium.

Intrauterine devices had been, briefly, seen as their holy grail in their quest. Then they realized that those devices would kill a woman rather than prevent pregnancies if people used them as they were. Yet they had mountains of data suggesting or outright showing that the Ancients had used them!

This caused them to realize that they were merely standing atop the hill below the mountain, having it declared the top too early. They had gone into this, thinking they could find the answer within the past. None had thought there would be lies on such a massive scale or misdirections so grand that what they had, they would have to re-learn from nearly step one.

But they now knew.

And they had the knowledge to change the world.

Forever.

The atmosphere within Norqod and the Tree were within the skies, people partying and figuratively clambering over each other to be in the presence of the guests of honor, the returning members of the Expedition.

All manner of food and drink was plied and offered, from fried lizards and chickens to goat-sticks with cooked vegetables and fruits, while cups of soup and hot wine or cooled ale were hawked to one and all. Children and adults alike delighted at performers and their acts, while children ran around with masks and costumes, playfighting or chasing each other in the hyped-up way only kids in a festival could. High above the heads of everyone, three Airships proudly displayed the banners of the Pilgrims, House Dall, and the trophy Aria had collected. And on their paths, deep thumping music blasted from their speakers, adding a pervasive beat into the background that musicians of all striped took advantage of, playing their souls out to the cheers and delight of crowds.

Somewhere in the masses, Aria and Chiedi were dancing with each other, surrounded by other party-goers and a crowd more interested in dance moves than hearing the story of their exploits again, at least for now. Wiljem and the rest of the Wall, at least those not too drunk by now or currently enjoying the perks of fame in a secluded spot, were replaying and acting out their daring battle against the endless hordes of the blood-lusting Eversun barbarians, making use of excited volunteers and makeshift props. Not that anyone minded, especially the children who looked up at what may as well be heroes in their minds. A few Mutated among them would cherish this moment for years to come, seeing the glory and honor bestowed even upon the likes of them by the Imperial Military with no reservation.

But from the throngs of people, two were missing, one man and one woman, one Mutated, one Human. Rather than with the masses, they had found a relatively secluded spot that still allowed them to look below into the festival and to Wiljem especially.

Sniffing and attempting to clean her face with her sleeve, Willow tried to look like she hadn't just ugly cried directly into Tahmid's chest. "Not-not a word," she stammered, attempting to glare menacingly, but ending up looking pity-inducing. "I don't want him to see me crying like this or knowing I had nightmares about him dying the last two seasons."

Tahmid moved his right hand to his mouth, zipped across, made a locking motion, and threw the imaginary key away. "Not a word," he replied, offering her a cloth she took with gratitude, beginning to clean her face with success. Tahmid stepped away, looking over the railing to the crowd below, where his boyfriend was currently busy giving a superb performance of how he got his scar in an epic duel with an Eversun captain. It was a lie; he got the scar due to an unfortunate blow against his skull with an ax, but the damn thing getting stuck was real. But looking at the awed faces of the children was enough reason for him to excuse that lie. The envious and desiring, but disappointed, faces of some adults within the crowd were also lovely to see, a smug sense of superiority sprouting within Tahmid. 'That's right,' he thought, 'that ass's mine. You ain't getting him!'

"...thanks," Willow muttered after a few minutes of companionable silence, joining him on the railing, holding the folded-up cloth in her hands, a sigh escaping her mouth as she slumped forward. Another moment of silence continued before she turned her head at Tahmid, hurt and relief in her eyes. "How did you manage it?"

"The separation or the thought he could die?" He softly asked back, patting her on the back. Willow only grunted, looking back at her fool of a brother below. He took that as meaning 'both.' "With nearly as much worry as with you, though with another angle. I would have lost a lover and a damn good one," he added, eliciting a groan from his friend, "you'd have lost family. But my time with him was the happiest of my life," he added with a shrug. "Loss and hurt was my daily bread for years, and you get used to those things, so I was able to shove it to the back. His messages did help me; sorry yours didn't get through as clear as mine."

"Yeah," Wilow grumbled, "rub it in, will ya?"

He chuckled, shaking his head. "Will do, but something else is bothering you," Tahmid observed, looking straight at her with concern and a willingness to listen.

She hesitated, her mouth opening and closing as she tried to form a sentence, or even words, before giving up, speaking straight from her heart. "It's just; he hasn't changed at all, even after the scar, the battle, and the whole thing. There isn't any of that trauma, those mental scars, the bad ones, or anything to indicate he was within a battle for his life over hours. I am worried. At the very least," she sighed, a smile growing on her lips as the cheering of the crowd below swelled from a turning point on the mock battle, "he didn't brush my concerns off. You voiced yours too, right?"

"Yeah, I gave him an earful when he got home cause while I appreciate the scar, I wouldn't have him returning a corpse, alive or dead," Tahmid said, a pensive look on his face. The look of disgust and soft 'ew' from Willow made him laugh. "Not like that! Get your mind out of the gutters; you pervert," he spoke with a laugh but stopped as a thought entered his mind. "Well," he began to muse, stroking his chin, "his ears are very soft..."

Which earned him a face full of snot-cloth in retaliation.

On the outer edges of Norqod, one could, if they wanted, see a rather curious sight never observed on this continent of Calynth for the last four millennia.

Amidst the fierce heat of the sun beating down, through the dust of rock and earth rising, and the moving bodies of over a hundred people, a warren was slowly being dug. By claw, hand, beak, and tool, the U'kali refugees and Iwi were making their new homes with fervor and anticipation befitting those eager to not rely on others for a place to sleep.

The people of the Empire knew ways to escape the heat and dangers of the world, the most popular, and chosen one, was to dig into the ground, hide your houses and storage beneath from all that wishes you harm. Vast cities sprawled within and through caverns and giant chasms, either natural or dug, while shafts filled with bridges and staircases descended beneath. Towns hid behind walls, their buildings low and clustering around entry points into subterranean pathways lit by electric lights or specially prepared chemical fluids. Villages clustered within caves, on cliffs, or underneath the bleached and rusting bones of Behemoths and Dreadnoughts alike, shadow spent where once terror was given.

So it was fair to say that the people of a nation favoring the underground for their natural living space were not easily impressed when other people dug their homes where they too lived.

So it was with no small surprise to the casual onlookers when one after the other, miners, stonemasons and even the architects of their new homes began to trickle in, providing eager hands ready for work in exchange for learning the U'kali secrets. Despite living amidst a chocking jungle wringing the last life from a Necropolis spanning their entire sub-continent, many of their Tribes had long since mastered the art of creating burrows underground, not least due to the eager and needed help from the Iwis, happy to share their homes in exchange for protection and food.

And they were more than willing to share their knowledge with compatriots in trade and spirit if they helped to dig.

They did need homes, after all.

"Huh," Sven said, looking at the fancy scroll in the hands of the messenger. "Uh, thanks?"

"No problem, Sir," the man replied, nodded, and left, already scanning the signs on the walls for another house.

Sven looked at the fancy scroll with confusion and curiosity as he closed the door and walked into his home. He didn't recognize the sigil on the seal, nor the name, so he called out, "Willy, do you know who Nahom Javi is?"

A shattering plate was his response. Not a good sign in the best of times, and the look of utter fury and rage on Willows's face as she rounded the corner told him that something was up.

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

[ ] 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)
[X] Feed The Masses - (2/8 Turns Complete)
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, making 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, expanding them to cover the city is only sensible. 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.)[[ ] 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.)

[ ] Localized Headquarters - (Location)
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base
Cost: 20 Materials, Upkeep: 2.50 Materials
Reward: Local Headquarters, Upkeep of chosen location is reduced by 0.75 Materials.)

[ ] Administrative Center - (Mirn)
Organizing hundreds of works is no easy feat, requiring dedicated staff and learned minds in equal measure. However, with previous works having laid the groundwork, now is the time to compound the efforts of all those who helped. Like, assisting Pilgrims across Tessen perform their duties with the resources and hands they need.
(Required: Localized Headquarters
Turns: 6
Cost: 145 Materials, 12 Faithful, Upkeep: 10 Materials
Reward: Administrative Center, Upkeep across Tessen is reduced by 0.50 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.)

[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum.
(Cost: 25 Materials, 6 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)

[ ] 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.)
[ ] 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 to 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.

[ ] 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)
[ ] 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: 90/-55%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)

[ ] 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) - (Faction)
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 or Criminal Gangs.
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)

[ ] Infiltrate Part 3 - (Choose Faction)
Your secrets are ours; nothing can be hidden from us. No lock, no gate, no barrier stands in our way, and nobody will shield you from our grasp. Because we already own them, from the lowliest maid to the highest Guard you trust.
(Needed: Information Network: Rank 2
Cost: 35 Materials
Turns: 6
Chance: 05%
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)
[ ] Expand The Militia
It has been some time since the Tree Militia was created, and many people have joined the Pilgrims since then, significantly dwarfing their numbers. In addition, increasing the Militia to better patrol, safeguard, and protect our increased numbers has, recently, become more and more of an issue brought forth to the Council and Martyris.
(Cost: 17.75 Materials, 0.75 Materials Unit Upkeep
Turns: 1
Reward: +1% Piety, 9 Shield+Spear Militia, 9 Bow+Spear Militia are organized, increasing infiltration DC and heightening security.)

[ ] 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. In addition, several other 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.)

[ ] 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 Trained (3/6) 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.)
4 Unit-Points - Elite Training (+1 Training Level)

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

Learning: Knowledge is Power. (Choose 2 Actions, 1 Action Locked)(Artifacts can be attached to one learning Action to provide the inherent bonus but are consumed unless unique buildings are present)(Scientists must now be assigned to provide their bonus, similar to Faithful, abbreviated to SC. (Adding -[PD] or -[DoD] will add 1(one) Success to 1(one) active research.)
[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engines globally, rivaled perhaps only by one Dreadnought. So figuring out how to reproduce those systems would be prudent in case of failure and offer a giant leap in native capabilities.
(Chance: 21/-57/-100 for 1/2/3 Successes, Successes needed: 15
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: 67/22/-19 for 1/2/3 Successes, Successes needed: 7
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 original creators' principles.
(Chance: 24/-09/-47 for 1/2/3 Successes, Successes needed: 7
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, designing 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: 99/75/53 for 1/2/3 Successes, Successes needed: 7
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: 99/99/99 for 1/2/3 Successes, Successes needed: 4
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: 99/45/05 for 1/2/3 Successes, Successes needed: 1
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: 54/-16/-60 for 1/2/3 Successes, Successes needed: 2
Reward: Gain Pressurized Suspendium, allowing a much higher lift rate 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? Several new avenues have been opened with your recent advances in steam technology.
(Cost: 17.31 Materials
Chance: 71/54/27 for 1/2/3 Successes, Successes needed: 1
Reward: Airship Modules: Tiny, Small, and Medium Vuur-Engine Room, Tiny and Small Fuel Storage, Primitive Airscrew, Prototype Propellers.)

[ ] 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: 77/23/-02 for 1/2/3 Successes, Successes needed: 25/13/7/1
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): 53 Intact (<80%), 2 Damaged (<60%), 16 Destroyed (<20%)

[ ] Prototype Unique Component
One Pilgrim has developed 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): 90/40/-20 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): -80/-180/-180 for 1/2/3 Successes, Successes Needed: 14
Heavy (200.001+ Kg Lift): -400/-600/-1.000 for 1/2/3 Successes, Successes Needed: 200
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.)

[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
[ ] 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 knife 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 a 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 about 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 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all that this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range, yet good accuracy, 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.)
[ ] 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.)

[ ] 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.)
[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Well, having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state, with confidence, you have the best that everyone can currently create. Not an answer you wanted but the answer you got. Therefore, finding out what is needed to produce and alter the contraceptives you now know exist to be viable will be the next step on this path.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] 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 3 - (Pioneer Medicine/Biology/Chemicals)
Where natural talent fails, chemical talent can step in, but not always, and never permanently. Or could it? Is there such a thing as chemicals and drugs that aren't inherently harmful to the body in the long run, or are there ways to minimize the danger to almost nothing? Something worth investigating.
(Chance: -93/-144/-224% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 1 - (Advanced Medicine/Chemicals)
It came as a surprise to find a missile warhead used by the Ancients not meant to cause a horrible death to your enemies. As we stand right now, we have no way or need to launch massive amounts of aerosolized painkillers over a battlefield. However, if we could replicate the compound, it should create a very effective and easy-to-use pain killer. Just spray over the hurt area and feel the pain go away.
(Needed Artifact: Saint-And-Hallow Warhead
Chance: -21/-76-134% for 1/2/3 Successes, Successes Needed: 9
Reward: Medi-Aid Chemicals, Pain-B-Gone Part 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 maximizing 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.)

[X] Secret Of The Circuit Pt.3 - (Advanced/Pioneer Electronics) - (4/20 Successes)
After creating 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 2 Actions)
[ ] Prepare an Expedition - (Location) - (Turns)
Sometimes you need to dig into one location for months 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-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.

[ ] 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)
Jokvi - Mirn - (8d9)
Jokvi - Tessen - (1d20)
Jokvi - Zulmni - (3d2)
Jokvi - Strul - (3d10)
Strul - Tessen - (3d3)
Strul - Ularn - (5d14)
Strul - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Ularn (5d20)
Mirn - Jokvi (2d3)
Ularn - Tessen (5d18)
Ularn - Zulmni (1d6)

[ ] 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)

[ ] Search For Shelter Lost
The Stranger said things; he gave assurances, evidence and was taken away to prevent what was told to spread beyond. Yet... the call of forgotten wonders is mightier than reason. Set out to re-discover what has been buried for so long, and see what remains.
(Chance: -14%
Reward: Find the Shelter of the Ancients.)

[ ] 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 emits 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 from 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 must 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 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.)

[ ] Loot The Bunkers Entrance
There is ample open space, many things you can use, ancient medicine, which is still good, some weapons that haven't fallen apart; all in all, this foyer looks pretty snazzy! So why do you feel like something is about to go wrong?
(Turns: 4
Reward: 13d4 random high-grade Artifacts.)

[ ] Loot The Bunkers Knight Frame
You have no idea how that Knight Frame got into the Bunker, or even if it is a Knight Frame, but it is too shoddy to be a Walker and too tall to be an industrial suit that scavengers can sometimes find in illustrations or the wild. So transport it back to the Tree to have your Scholars look it over and try to figure out why that thing was where it was.
(Turns: 3
Reward: ??? Frame.)

[ ] Fight For The Bunker - First Floor - (Units)
OH, COME ON! WHY DOES EVERYTHING HAVE SOME GOD'S DAMNED MACHINES TO DEFEND ITSELF FROM THOSE TRYING TO MAKE A HONEST LIVING?! F@#k it, you're just going to have to do this the old-fashioned way: with gratuitous violence!
(Enemies: ???
Reward: First Floor can be looted.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (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 specialists.
(Cost: 240 Materials, +110.75 Materials Upkeep, 6 General Scientists, 2 Common Engineers
Turns: 14
Reward: Massively improved success-chances)

[ ] Medical Wing - Expanded
Expanding your Medical facilities will someday be required, but it would be massive overkill for now. 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 create 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 possible. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 84 Materials, 2 Scientist, 40 Faithful, Upkeep: 35.00 Materials
Turns: 8
Reward: +60 to all Electronics Research, 12d20 Materials Income (Technology Sale).)

[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with yet more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% 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.)

[X] Assemble A Logic Bank - (1/3 Constructed) - (Diplomacy) - (1/3 Turns Complete)
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)
[ ] U'kali and Iwi Burrows
Despite being birds, the Iwis are incapable of flight, don't like being high up, and are a bit skittish around too many people. However, the tribals say that the latter is due to the unfamiliar environment rather than their temperament and will solve itself within a year, at the latest. To make themselves a home, the U'kali and Iwis have started digging burrows (actually better underground homes than you can build, if not by much) and would like some help to cut down on the length it will take to dig and develop them.
(Turns: 11 (-1 Every Turn)
Cost: 1.34 Materials
Reward: Tribal and Iwi Burrows, ???)
-[ ] 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)

[ ] Expanded Hospital
Commissioning several medicinal machines from the Forge-Clans will increase the survival chance of people undergoing surgery, needing oxygen, blood, or other fluids/gasses to be kept healthy and detect and treat injuries. Additionally to these (rather expensive) purchases, a general increase in capacity and staff will allow up to 300 people to be treated under normal strain, with a total maximum of nearly 1.000.
(Turns: 9
Cost: 71.12 Materials, Upkeep: 26.33 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)

[ ] Distributed Clinics
While a singular location where people can receive treatment allows for a concentration of expertise and expensive machinery, not everyone has the time to walk for, potentially, an hour to be treated. By creating several smaller clinics within Norqod, we can improve medical coverage with minimal effort to maximize effect, allowing severe cases to be quickly transferred.
(Turns: 5
Cost: 31.15 Materials, Upkeep: 9 Materials
Reward: More people can receive treatment for their illnesses and injuries, reducing mortality.)
-[ ] 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)

[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
-[ ] 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)

[ ] Small Quarantine Area
Plague is a constant across much of Calynth, with few ever having known a year where some disease didn't kill thousands in some Region or country. To prevent the spread of such plagues, the Imperial Family has long since ordered dozens of precautions to be taken whenever a suspected "hotspot" of disease is found. One of the most effective precautions is the quarantine of suspected carriers and those they had contact with, away from the settlements in question. (And situated in plain view of a fortification.)
(Turns: 4
Cost: 24 Materials, Upkeep: 7.23 Materials
Reward: Norqod is further resistant to plague.)
-[ ] 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 the Pilgrims to create vast machine wonders and industrial products.)
-[ ] 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: 60 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)

[ ] Fashion Street
One of the most sought-after goods within the Empire is clothing, right next to steel, jewel, electricity, and water. The ability to trade large quantities of clothing has seen many merchants' fortunes rise into the sky and produced quite a few corpses as bandits hit those shipments with abandon whenever they are spotted. Yet, with sufficient quality and being modeled in the latest fashion or tailored for Mutated physiology, Norqods tailors can turn a pretty crown with relatively low cost.
(Turns: 4
Cost: 21.89 Materials
Reward: +7 Materials in Taxes (will be raised by Fashion Revival Actions), ~Narrative Effects~.)
-[ ] 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 must be built.
(Turns: 4
Cost: 30 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: 46 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: 50 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: 24 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: 50 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: 50 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 House Dall's.

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 11d20 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 - (6/8 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%, double for rare artifacts, worsen relations to other sub-factions, decrease cost for Union of Herbalists actions, unlocks more moves at certain control thresholds.)

[X] Stupendously Scholastic Scholars of Science - (1 Action Locked)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[X] Suffer Their Arrogance - (3/4 Turns Complete)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)

[X] 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.)
-[X] Engineers Galore - (Engineer) - (1/6 Turns Complete)
After the arriving Forge-Clan Elders saw that you had the same appreciation for technology as they did, and with the support of both DoD and PD, they decided to impart some knowledge about the world to some of you 'who knew what they are doing.'
(Cost: 1 Faithful, 15 Material per Turn, for 6(six) turns
Reward: 1 Engineer)
-[ ] Commission A Knight-Frame For ^Ä^
--[ ] Malachial-Pattern
(Turns: 4, Cost: 150 Materials, Armor: 200/200, Structure: 60/60)
--[ ] Hadramiel-Pattern
(Turns: 4, Cost: 300 Materials, Armor: 350/350, Structure: 40/40)
--[ ] Gezuria-Pattern
(Turns: 5, Cost: 700 Materials, Armor: 650/650, Structure: 80/80)
--[ ] Commision An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)

[ ] The 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) - (5/30)
(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))

[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)

Heroes: Sometimes, you have to get your own hands dirty. Sometimes you want to relax since leading the Pilgrims rarely leads to a dull moment. (Martyris: Choose 2 Actions, Aria: Choose 1 Action)
[ ] Search For The Grave Of The Shattered Eye
A crazed man gave Martyris instructions and directions towards a grave where he "could find a crack through the lies, safely." It is evident that the man was dangerous, having been dragged off by InSec, but whatever he wanted to show off could turn out to be valuable. Maybe.
(Notice: If Martyris takes this Action, it takes 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 when efforts have to be reduced in one area and expanded in another when no additional resources are available 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
Some Pilgrims stand at the edge of fully committing themselves to the Pilgrim faith. 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, let me know so I can provide a better experience.

An: Posting now, cause I won't have the time tomorrow.

Congratulations! You uncovered the first genuine Pioneer Research for the Pilgrims! Whooo! And for those already typing why the action advertised you'd get contraceptives, but it didn't result in them?

All of the Actions have their "Rewards" section influenced by In-Universe opinion, meaning that they can, if rarely, be wrong. Which, in this case, it, slightly, was.

Also, remember that time Selene gave birth, and Nexa said birth complications are a myth before Selene walked out right as rain minutes after delivery? How Mutated are running around, sometimes with body shapes that would seriously hurt/endanger a woman giving birth? How any accident at birth is seen as a freak accident?

Wonder if that may have something to do with you not being able to apply past knowledge from Women-Are-Second-To-Fourth-Rate-Citizens/Breeders Civilizations perfectly...

Or if Godwinsons suspicion of somebody/thing fucking with information may yet prove true...

A moratorium will be until 13.11.21 at 17:00 CET.
Voting will be closed on 16.12.21 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 17.12.21 at 17:00 CET if no one has rolled yet.
Updates will be online on 23.12.21 at 17:00 CET.
 
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Strul is a hot mess and we need to get involved immediatly.

As for the Means of Reproduction, we should wait until we have Artisanal Quarters and a couple of theories to raise those chances slightly.

Okay, here's a possible attack plan for Strul. We should infiltrate the Watch first since we need to exfiltrate secrets in order to discredit them while I'm pretty sure we can bait the purifiers into an open fight. Meanwhile Martyris has to start We Are One People now, the wider the gap we can make between the radicals and the common people the better.
 
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