We have to show them why it will not work. Show spreadsheets on how the villages will fail and become economic black holes from which people can't escape. The nobles don't give a shit about Mutated feelings, but they might take hard data into account, hopefully.
Errrr, that was my point. What you understood?
 
News From The Sunset War - The Tessen Speaker
Seems something is going to break out soon. There's a good possibility that the Internal Security borrows the DOD for a few Turns, if a big enough number of Forge-Clans and other important players decide that must be stopped.

House Ulatarn Unveils New Plans To Lower Poverty And Crime Amidst The Mutated Communities - The Truthful Observers
Heavy Unrest Within Mutated Slums After House Ulatarns Proclamation Of Further Segregation - Rags, Rumors, And Rants
So Diplomatic Actions to prevent or at least organize this in a functioning manner, with Faith Actions to get food and medicine there. Martial Actions too, to keep the gangs from taking over.

Region Report/s
[N/A] - No communication has been received.
That's baaaad. No communication as in "only we didn't hear anything from our smaller chapter" or no communication as in "Bone Valley is locked down again"?

House Ulatarn has unveiled its plans to create several dozen Mutated Villages within their territory, calling upon their allies and political figures for support in political and material means.

The Military is floundering after the recent attacks, with bandits and criminal gangs evading their strikes.
That's another point. Those new villages are going to be bait for the fragmented Watcher cells.

Maybe if we organize an airship patrol and make radios cheap enough to put one in every village...

The Lost are freaking out about the proposal by House Ulatarn, with nearly two hundred members being dispatched to the Mutated Dominated Ularn and its surrounding territories to play down the ties needed to provide a way out and a course in for the coming hellholes.
We will have to jump onto that too.

Daughters Of Rashomon have struck back after identifying the informants you had seeded into their ranks. They used complicit/bribed/blackmailed authorities to harass and jail them.

[Information Network Rank: -1
Maluses for future actions against the DoR increased to -95]
Pushback was to be expected due to the Purified also pushing into Ulatarn. Luckily we don't need to roll the dice for the two Secrets we stole if we go with the Guard option. That would be two Diplomacy Actions and might get our guys out of jail.

You Want Some Justice? might still work as a Personal Action. +35 from PA, +15 from tea, +15 from Diplo corps, + Adventurer support or a Lead By Example Action... That could neutralize the -95, but then it would still be a bit over a 50% chance.

Oh, and we can open a 'Consensual' in Ulatarn to directly screw with them. The buffed-up Purified should keep the DOR busy.

Does anyone get the feeling that pulling the trigger too soon backfired? We only got rank 1 infiltration with info that doesn't really do much.
Huh? We stole a bunch of secrets from them that can fuck over their complicit/bribed/blackmailed authority contacts. The only reason we didn't trigger that during the last Turn was that all those Actions would have required 3 Action slots.
 
That's baaaad. No communication as in "only we didn't hear anything from our smaller chapter" or no communication as in "Bone Valley is locked down again"?
The first, you just didn't hear anything back, and got no mail in your inbox from them. Which can just be put on attacks by Bandits, Machines, or Mutants on the mail services. At the moment, the Pilgrims IU don't have a reason to suspect anything is amiss.
 
Regarding our Bone Valley chapter, can we get around the guards by just sending supplies via airship?
 
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Regarding our Bone Valley, can we get around the guards by just sending supplies via airship?
Nope! The Airship would need to land, and if it does that outside the city, the goods will be taxed, if it does it inside, there will be some very angry nobles. Mainly because that would scare the everliving shit out of them.
 
Nope! The Airship would need to land, and if it does that outside the city, the goods will be taxed, if it does it inside, there will be some very angry nobles. Mainly because that would scare the everliving shit out of them.
That just makes me want to do it all the same. How many Line Ships was it to create a supply route to the Bone Valley?
 
Daughters Of Rashomon have struck back after identifying the informants you had seeded into their ranks. They used complicit/bribed/blackmailed authorities to harass and jail them.

[Information Network Rank: -1
Maluses for future actions against the DoR increased to -95]

Alright, just got off of work. Time to write up an Intrigue Department proposal because if this can happen then we need a much stronger SAPINT section to regularly combat purges, especially since we're hitting intranational levels now.

@HeroCooky we can't contact Imperial Intelligence to request some advice/trainers on setting up a more dedicated intelligence department, right?
 
Errrr we "spy" on the military too.

We keep up to date about their general deployments and active numbers.

For larger scale public organizations like them, it's really just information you can get from listening to the happenings at regular military bars and paying someone to count how many go on patrols and how often patrols happen.

That's just the price you pay for being the Big Hammer compared to the Quiet Knife.

Really, it's nothing more and probably less than the other Noble Houses are doing, if only because being aware of who the military is gearing up to squash is good business.

Now, if we went for tier 3 then that would be getting into actually classified stuff, but I'd want to train up our spies two ranks before thinking about that.
 
That just makes me want to do it all the same. How many Line Ships was it to create a supply route to the Bone Valley?
Not sure about Line Ships but the last time we asked, the answer was:
You need Five Personal Cutters/Pilgrim Airships, Two Freighters, or One Warship to for a convoy to travel safely and efficiently enough for that.

Alright, just got off of work. Time to write up an Intrigue Department proposal because if this can happen then we need a much stronger SAPINT section to regularly combat purges, especially since we're hitting intranational levels now.
Eh, we already get a +15 from the Diplomat-Corp(depends on what faction we interact with) and +15 from tea. Train The Infiltrator-Corp could improve our intrigue capabilities but it seems to be geared more towards infiltrating than staying hidden.

Getting spy equipment from Forge Clans could help. Maybe we could spend an Adventurer Action on getting some training from the Bad Batch? Their Actions apparently count as a Tier 2 Information Network.

Which I'm pretty sure is only happening because InSec is allowing us to do it.
They know, they don't care. But would be akward.
Everyone spies on everyone else. That is explicitly part of our starting location.
[ ] The Slatnan Empire
Amidst mountains and caves, between cliffs and in fertile valleys, are the cities of your home. Your people are hardy by nature, distrustful of change, and foreigners. The Imperial family rules by an iron fist and dictates and enforces the law by the nobles and the military, presenting a united front. The truth is different, however. The nobles bicker and feud for power, wealth, and land. Maybe you can exploit that?
(Shadow War - All threats are delayed by additional 1d4-2 turns, passive and active due to stockpiling and paranoia of the nobles.)
 
Turn 62; Year 15; Month 0; Reboot Out Of Mortal Embarrassment.
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 discussions 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, with 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, which they passed down 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 on 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, and 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. Remember how they laughed, joked, and see their memory slowly fade with each passing day. Then, 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 end, but their actions live on within our own.
(All casualties only inflict 1% Piety loss, -2 to Piety Rolls.)
Member/Resource Statistics
Members Total: 1.928
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 1.695
-Faithful: 31/55
--2/4 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
--3/3 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 1.640 (265 (10 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))
Adjudicator: Omar of Iron (Human)
Members: 233
-Faithful: 9/9
--1/1 General Doctors

-Followers: 224
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)

Projects:
-Establish A Sanctuary (3/3) (Stronghold/Administration)
-Investigate Irinism (2/8) (Safety/Culture)
-Construct Hydroponics (3/7) (Food Production (Begins at (3/7) and increases per Turn after))
Total: 58
-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 - Murder - Burning
-Gera Min - Murder - Burning
-Su-Jiu Min - Murder - Burning
-Dianella - Murder - Stabbed to Death
-Nachshol ben Yael - Murder - Beaten to Death
-Devi Kalawat - Murder - Perforated Stomach
-Daax Moltendust - Murder - Sliced Jugular
-Varia Moltendust - Murder - Sliced Jugular
-Papaver - Murder - Sliced Jugular
-Yetek - Murder - Sliced Jugular
-Budiono - Murder - Sliced Jugular
-Bot - Murder - Sliced Jugular
-Erysimum Kalahan - Murder - Severed Limbs
-Brumisia Kalahan - Murder - Sliced Jugular
-Zizen - Murder - Crossbow Bolt through brain and chest
-Siscuss - Murder - Sliced Jugular
-Cincia Cinnius - Murder - Sliced Jugular
-Pyrole - Murder - Sliced Jugular
-Purshottam Goenka - Murder - Beaten to Death
-Rishab Saraff - Murder - Stabbed to Death
-Suripto - Murder - Beaten to Death
-Suminten - Murder - Beaten to Death
-Tri - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Murder - Stabbed to Death
-Carya - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Murder - Stabbed to Death
-Ricruil Holahice - Murder - Extended Torture
-Dany Olivier - Murder - Beaten to Death
-Pittaha - Murder - Beaten to Death
-Abi bat Alfons - Murder - Extended Torture
-Isviel Xyrstina - Murder - Stabbed to Death
-Emrath Xyrstina - Murder - Extended Torture
-Xizhakesh - Murder - Stabbed to Death
-Pernelle Chauvert - Murder - Physical Trauma
-Xose - Murder - Beaten to Death
-Aleen ben Zehavi - Murder - Stabbed to Death
-Isar - Murder - Physical Trauma
-Marina Bastarache - Murder - Physical Trauma
-Li-Chen ben Oram - Murder - Beaten to Death
-Taghi - Murder - Physical Trauma
-Shiva - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Murder - Severed Arteries
-Deir - Murder - Suffocated
-Tamara Silaen - Murder - Physical Trauma
-Rozbeh - Murder - Physical Trauma

Materials: 1.241.77 (min. -28.90, max. +1.137.10 per Turn)

Income = 606.58-1.772.58 Materials:
32.86 = Followers
7.00 = Miscellaneous Sales
34.00-218.00 = Technology Sales
61.00-995.00 = Trade Routes
127.02 = Airship Sales (First Son)
61.50 = Taxes From Norqod
8.00 = Desalination Basins
6.00-12.00 = Inn (Eye of the Beholder)
7.00-40.00 = Brothel 'Consensual' - (Mirn, Jokvi, Tessen)
3.00-12.00 = Print Shop - Smut
11.50 = Iron Mine
51.00 = Silver Mine
72.00 = Jewel Mine
117.00 = Ashleaf-Nursery
16.70 = Black Root

Upkeep = 635.48Materials:
15.00 = Aid to The Lost
9.00 = Contractual Expansion (Norqod - Adequate Housing)
3.51 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals)
7.23 = Small Quarantine Area
10.41 = Engine Assembly (-0.50 Due to Backroom Deals)
14.52 = 2x Computer (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
3.65 = Black Box - (-0.50 Due to Backroom Deals)
3.51 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals)
10.07 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!, -0.75 Due to Local Headquarters)
16.81 = Grand Kitchen - (Mirn) - (+1.30 Due to Guardians For Hire, -0.50 Due to Backroom Deals)
24.99 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.55 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire)
3.02 = 7 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, +0.55 due to Guards! Guards!)
18.71 = Minor Hospice Network - (-0.50 Due to Backroom Deals)
1.94 = 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)
14.36 = 6 Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! (Strul))
6.44 = 4x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+1.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.55 due to Guards! Guards! - (Zulmni))
2.01 = Print Shop - Smut - (-0.50 Due to Backroom Deals)
1.61 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals)
8.30 = Daycare - (-0.15 Due to Buying Goods In Bulk)
8.95 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade)
8.02 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
3.03 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk)
2.01 = Training Field - (Expanded)
22.70 = Laboratories - Grand - (-0.65 Due to Backroom Deals)
4.02 = Metalsmiths Abode - (Expanded) - (-0.15 Due to Buying Goods In Bulk)
7.71 = Berth - (Tiny) - (-0.50 Due to Backroom Deals)
8.12 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +1.10 Due to Guardians For Hire (Strul))
11.95 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk)
2.06 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!)
6.16 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.50 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
4.46 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.55 due to Guards! Guards!)
1.91 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.55 due to Guards! Guards!)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
7.51 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk)
17.16 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
16.78 = Unit Upkeep
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
266.00 = Taxes

Goodwill: 257.61 (+2.19 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+0.72 = Minor Hospice Network
+0.16 = 3 Expanded Hospices
+0.60 = Poor-House - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big) - (Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.06 = Asylum - (Mirn/Zulmni/Tessen/Strul)
+0.06 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni)
-0.02 = Print Shop - Smut

Piety: 89% (+35 to all rolls for Heroes with the Adjudicator Trait)
Rolls (-8):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-1 (Primitive Asylum/s)
+19 (Followers, +1 every 100)

Suspendium: 1 Medium, 7 Small, and 3 Tiny Suspendium Shards (1 Large needed in 2 (Two) Turns - Paid)
Income: +3 Medium, 19 Small, 22 Tiny Suspendium Shards
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
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
Boni: +15 on all Diplomatic rolls

Marquis of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Politicking/Continues the expansion of the roadways.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Unveiled its plans to create several dozen Mutated Villages within their territory, calling upon their allies and political figures for support in political and material means.

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)

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: Floundering after the recent attacks, with bandits and criminal gangs evading their strikes.
Information Network: Rank 2.
Factions:
- Knight-Chapters:
-- Blue Lance (Chapter-Master: Alson Dulhne|Friendly (1)|7 Hel's (175 Knights Total)|Defense-Chapter|Friends To The People)
-- Umbra Skulls (Chapter Master: Phagorim|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|In Darkest Night We Guard)
-- Bronze Machine (Chapter Master: Araquiel Numar|Neutral (0)|5 Hel's (125 Knights Total)|Defense-Chapter|Myra Guides Us)
-- Revenant Kin (Chapter Master: Sipneir List|Neutral (0)|5 Hel's (125 Knights Total)|Support-Chapter|Risen From The Ashes)
-- Dawn Bringers (Chapter Master: Tabris|Neutral (0)|15 Hel's (375 Knights Total)|Assault-Chapter|Illuminate Them)

The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Cheap Mass-Producible Transistors (1 Turn) - 220 (1st), 115 (2nd), 45 (3rd) Materials as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Administering to their flocks in the Region.

Miscellaneous Nobles
-Lady Maranica (Ally (3)|Not Good, NOT GOOD!!!)
-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: ~13%
Mood: Debating the merits of Mutated Villages, with most responding positively to the news.

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

The Union of Herbalists:
Opinion: Friendly (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Fundamentalists (Neutral (0)|27% Control|Quicker Doctors)
- Progressivists (Neutral (0)|41% Control|Cheaper Actions)
- Healers (Ally (3)|32% 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)/120 Members/Reliable Mercenary Company)
Plans: Guarding the Old Eye Joe Crew
-The Scavenger Organizations (Leader: None Formally
Crews: Old Eye Joe/101 Members
Plans: Ripping Apart The Graveyard Of Spears)
-The Bad Batch (Leader: Simone Simona/Friends (2)/18 Members/Infiltration Experts)
Plans: ???

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen
--Opinion: Neutral (0)
--Information Network: Rank 1
--Plans: Having a small celebration after the news from House Ulatarn. Their business will soon include trafficking Mutated out of the soon-to-be-built Mutated Villages.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: Daughters Of Rashomon
--Leader: Gislau Gutlover
--Territory: Ulatarn
--Opinion: Rivals (-2)(???)
--Plans: ???
--Uncovered Secrets:
---Associate Lists: Found several correspondences between the DOR and various prominent figures, which can be revealed to the Guard/Press to remove a lever for the DOR.
(Reveal to the Guard (Success: Yes. Cost: 17.38 Goodwill)/Press (Success: 16%, Cost: 1.03 Goodwill))
---Budget Ledgers: Money, Lists, Extortions, Bribes, etc. Get the tax collectors on their hides for the forgeries they practice, and you'll hit the coin pouch where it hurts.
(Reveal to the Guard (Success: Yes. Cost: 7.44 Goodwill)/Press (Success: 53%, Cost: 0.81 Goodwill))
--The Bad Batch Note: Lead by an ex-madam. Are eyeing your Consensuals with sheathed weapons. Willing to compromise, but on their terms only.
--Warning: All actions involving the DOR rolls with a malus of -95.
-Gang: The Purified
--Leader: Nir Saven
--Territory: Strul
--Opinion: Rivals (-2)
--Information Network: Rank 1
--Plans: Ecstatic about the news, as their ranks have swelled with terrified, angry, and scared Mutated, seeking an alternative to being "offered" living within a Mutated Village.
--The Bad Batch Note: A radical Mutated self-defense force that sees your pro-mutated rhetoric as dangerous subversion. They follow a general anti-human dogma.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi
--Opinion: Friendly (+1)
--Plans: ???
--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.

Terrorist Organizations
Neighborhood Watchers

-Leader: Mania?
-Territory: Strul?
-Opinion: Enemies (-3)
-Plans: We are somewhat convinced they are splintering into self-sufficient cells and spreading themselves around Strul. Most likely to avoid being effectively targeted by the law and adventurers.
--The Bad Batch Note: Hardcore Human Supremacists seeking to drive out or kill all Mutated within Tessen. (???)
--Known Cells:
---Primary Cell: Unknown (Strul??? ~50??? Members???)
---Secondary Cells: Unknown (Surrounding Strul??? ~200-500??? Members???)
---Tertiary Cells: Unknown (Between Strul and other cities??? Unknown Members???)

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 1/8
-483 Members
-Tenets
--If You Cannot Help Yourself, Help Others
--Last Refuge Of The Damned
--None Are Islands, None Are Alone
--Plans: Freaking out about the proposal by House Ulatarn, with nearly two hundred members being dispatched to the Mutated Dominated Ularn and its surrounding territories to play down the ties needed to provide a way out and a course in for the coming hellholes.


-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: Freaking the fuck out.

Sapients:
Forgotten

Opinion: Friendly (1)
Plans: Orchestra

General Opinion on Mutated: Semi-Open Racism (1)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
"4D Rectangle" - 0.88
Food Preservatives - 1.15 - +5 to Common Chemicals
7x Elaborate Costume - 0.63
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
Farsight Lense - 0.73
Well Kept Clothes - 0.97
Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
Flexible Window - 1.21 - +5 to Common Armor
2x Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???
Bugged Collision Avoidance System - 1.93 - +5 to Programming
3x Rare Spices - 0.72
Lever-operated Pump - 2.19 - +5 to Mechanics
Tasteful Dress - 0.36
Tattered Painting - 0.05
2x Decorative Armor Pieces - 0.93
Galant Men's Wear - 0.46
12x Miscellaneous Artifacts - 1.02 +5 to Everything
5x Destroyed Eversun Scrap-Knights - 9.45 - +5 to Hydraulics/Armor/Machinery
Beta Blockers - 1.12 - +5 to Chemicals
Recipe Fragments - 1.26 - +5 to Chemicals
Gutted Brain Scanner Fragments - 0.96
Frontal Cortex Scan - 1.12 - +5 to Biology
Crumbling Neural Map - 0.73
Rudimentary Chemical Diagramm - 0.43
Preserved Neuron - 1.20 - +5 to Biology
Child Learning Toy - 0.07
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
Notes On A Patients Recovery - 0.65
Burnt Scientific Papers - 0.78
Medical Data - 0.65
Engraved Memorial - 0.31
Destroyed Art - 0.43
Old Pen - 0.02
Jeweled Brooch - 0.71
Literature - 0.72
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rare Alloyed Pipes - 0.58
Machinery Parts - 0.54
Jewel Nuggets - 0.73
Rare Minerals - 0.94
Rusted Baton - 1.38 - +5 to Weapons
Preserved Feather - 0.03
Monetary Budgets - 0.10
Interesting Toy - 1.22 - +5 to Physics
Interesting Rock - 0.01
Ancient Food - 0.72
Destroyed Pictures - 0.34
Fossilized Woodcarving - 0.04
Useless Mechanical Parts - 0.70
Flayed White Dress - 0.18
Discarded Atlatl - 1.12 - +5 to Weapons
Uninspired School Science Project - 1.21 - +5 to Physics
2x "Discipline And Kids" - 1.04 - +5 to Psychology
Golden Filigree - 0.94
Gold Alloy - 1.46 - +5 to Metallurgy
Clear Crystal - 0.15
Gemstones - 0.66
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
Tactical Hud Frame - 6.49 - +20 to Advanced Armor/Programming
7x Cracked Bright-Lance Lense - 7.21 - +20 to Advanced Weapons/Physics
Intact Civilian Flamethrower - 6.75 - +20 to Advanced Weapons/Chemicals
4x Damaged Sentinel Remains - 7.31 - +20 to Advanced Machinery/Armor/Programming/Electronics
2x Damaged Caretaker Remains – 7.04 - +20 to Advanced Machinery/Armor/Programming/Electronics
8x Malicious Scrap Code - 6.17 - +20 to Advanced Programming
3x Destroyed Bright-Pistol - 7.23 - +20 to Advanced Weapons/Metallurgy/Physics
3x Foldable Electro Lance - 6.33 - +20 to Advanced Weapons
2x Flexible Armor Jacket - 6.90 - +20 to Advanced Armor
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
6x Mono Titanium Blade- 5.01 - +20 to Advanced Weapons/Metallurgy
2x Crane Pumps - 5.78 - +20 to Advanced Hydraulics
2x Adaptive Interface Prototype - 6.94 - +20 to Advanced Programming
Hydrochloric Halucinogenic Acid - 6.45 - +20 to Advanced Weapons/Psychology/Chemicals
5x Missile Propellant Samples - 5.05 - +20 to Advanced Weapons/Chemicals
2x Targeting Platform - 7.15 - +20 to Advanced Weapons/Machinery
Acid-Warhead - 5.15 - +20 to Advanced Weapons/Chemicals/Armor
5x Painmaker-Warheads - 7.25 - +20 to Advanced Weapons/Psychology
Rotten Swarm Missile - 6.79 - +20 to Advanced Weapons/Biology
2x Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics
3x Refueling Nozzles - 6.07 - +20 to Advanced Weapons/Hydraulics
2x Rusted Swarm Seeker Warheads - 7.42 - +20 to Advanced Weapons/Hydraulics/Electronics
3x Half-Rusted Fuel Pumping Station - 5.30 - +20 to Advanced Weapons/Hydraulics
6x Reactive Micro-Lance - 5.75 - +20 to Advanced Weapons/Armor
Scarlet Fever Warhead - 5.13 - +20 to Advanced Weapons/Psychology
5x Painmaker Vats - 6.66 - +20 to Advanced Weapons/Psychology/Hydraulics
3x Seeker-Shells - 7.38 - +20 to Advanced Weapons/Electronics
Rotting Warheads - 5.64 - +20 to Advanced Weapons/Biology
7x Busted Swarm Missile Constructors - 7.46 - +20 to Advanced Weapons/Machinery/Chemicals
5x Acidic Globules - 6.41 - +20 to Advanced Weapons/Chemicals
4x Goo-Cages - 6.68 - +20 to Advanced Weapons/Mechanicals
2x Unusable Legionary-Warheads - 6.34 - +20 to Advanced Weapons/Programming/Biology
Flight Paths - 7.26 - +20 to Advanced Weapons/Physics
5x Loading Tubes - 5.52 - +20 to Advanced Weapons/Mechanicals
3x Feeding Stations - 5.50 - +20 to Advanced Weapons/Chemicals
Burnt Pacifiers - 5.86 - +20 to Advanced Weapons/Machinery/Chemicals
5x Saint-And-Hallow Warhead - 5.60 - +20 to Advanced Weapons/Medicine
3x Thoroughly Trashed Micro-Lance - 5.43 - +20 to Advanced Weapons
2x Micro-Lance Coolers - 7.23 - +20 to Advanced Weapons/Hydraulics
4x Ablative Scales - 5.65 - +20 to Advanced Armor
Sewage-Regulators - 5.14 - +20 to Advanced Hydraulics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
2x Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
5x Burnt Thermoplastic Reloaders - 6.83 - +20 to Advanced Weapons/Mechanics
3x 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
2x Eversun Scrap-Knights - 22.23 - +20 to Advanced Hydraulics/Armor/Machinery/Physics
9x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology
7x Rusted Constructor Component - 5.91 - +20 to Advanced Electronics/Metallurgy
Forge-Clan Morgenstern Mk.3 Leg Prosthetic - 6.36 - +20 to Advanced Electronics
Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
Destroyed Autonomous Turret - 6.18 - +20 to Advanced Weapons/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Overgrown Guardian Machine - 5.21 - +20 to Advanced Machinery/Weapons
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
3x Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
2x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
2x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
Lost Tech
Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
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
2x Hololithic Cube - 20.00 - +50 to All Physics/Machinery/Hydraulics/Engineering/Programming/Metallurgy/Electronics
Physic Theorems - 18.32 - +50 to All Physics
"Night-Fun/Sleep" Pills - 19.09 - +50 to All Chemicals
Scaled Armor - 17.00 - +50 to Advanced Armor
3x Bone Mending Kits - 16.12 - +50 to Advanced Biology/Machinery
Äther-Battery - 15.90 - +50 to Pioneer - Electronics/Physics/Chemicals/Engineering/Metallurgy
Fire-Suppressant Systems - 15.41 - +50 to Pioneer Hydraulics/Chemicals
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
2x Bright-Lance Compartments - 18.76 - +50 to Pioneer Hydraulics/Weapons
4x 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
5x 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
4x "Chemical Alterations Of The Mindscape" - 31.44 - +50 to Pioneer Chemicals/Psychology - [Library]
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]
Neuionum Theorem - 19.13 - +50 to Pioneer Metallurgy
Thermal-Exchanger - 19.05 - +50 to Pioneer Machinery
8x Self-Implanting Exo Skeleton - 15.04 - +50 to Pioneer Machinery/Medicine/Biology
2x "The Death Of A Moon" - 16.23 - +50 to Pioneer Physics
3x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
9x "Eternium" - 18.60 - +50 to Pioneer Medicine/Chemicals/Biology/Psychology
12x Plasma Tools - 16.97 - +50 to Pioneer Physics/Metallurgy
11x Walker Maintenance Kits - 15.39 - +50 to Pioneer Physics/Metallurgy/Armor/Electronics/Programming/Weapons/Machinery
3x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
5x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
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.)
Traits:
Old, Forgotten, Lost, Yet Never Beaten (+4 to all Morale Rolls for nearby enemies), Ancient Machine, Obsolete Mind, Bygone Soul (Unaffected by any psychological or ??? attacks), Scorched Mind (Cannot communicate in any manner accessible to organic minds not altered for mind-machine interfacing), ??? (???)

Leputa-Pattern Knight Frame
An ancient Knight Frame of unknown make and producer seemingly bashed together out of various parts in desperation. Yet, surprisingly, they seem to have little in the way of issues when working together, and what few pieces need to be replaced can be done without much hassle by ringing up Forge-Clan Vanar-Feer for some special orders. But, looking closer, the Frames internals appear to be configured to be piloted by a Core alone? Why would they have done so, or how could the creators of this Frame have done so?
(Leputa-Pattern Knight.)

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 - (Equip to Hero)
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 - (Equip to Hero)
(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.)

NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart by any means. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object.
It wants to be used. You will use it. We shall be the ones to set it free. The Forest Shall Bow Once More.
(+1 to (3\²]SN@'+ßz_ )
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: 8/8
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:
-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.
-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
--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

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.

Upkeep: 0.69 Materials per Turn.

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: 16/16 (+20 on Stealth) (+10 to Initiative)
Damage: 1d4-1 (+1 at the start of the next CR) for free, 1d12 (Ranged), 1d12+4/-0+1d2 (Melee) (against Biologicals/Mechanoids) (3 AP)(Dread-Ghillie)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: Unbreakable

Equipment:
-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.
-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
--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

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: 1.86 Materials per Turn.

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: 36/36
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.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.80 Materials per (6/6) Unit.
-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
--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

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: 22/22 (-20 for Stealth)
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:
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 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.
-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.
-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: 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), War Lessons (+5 to the first two rolls in the next Combat.)

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.
-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).
-Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals), 39.55 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 64.70 Materials per (6/6) Unit, 1.00 Material Upkeep.
-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
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (40/60 Growth) - (117 Materials (13d12))
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 - (16d8)
1x Engine Assembly - (6d12)
1x Pneumatic Tools - (-1 Turn per 3 turns for all Tree of Knowledge Actions) - (3d4+8)
1x Black Box - (Gutted Core)
1x Personal Cutter
1x Common Suspendium Theory
2x Common Metallurgy Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
The Tree - Jokvi - (9d19)
The Tree - Strul - (7d18)
Strul - Mirn - (12d15)
Strul - Zulmni - (12d12)
Jokvi - Ularn - (6d19)
Ularn - Tessen (5d18)
Mirn - Ularn (5d20)
Strul - Ularn - (5d14)
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 + 2 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Archeology-Action.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supports up to 2500 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
+30 to all Electronics Research and 12d8 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.)
Town Holding: Norqod
Prosperity: Passable (Growing)

Mood: Happy (Decline)

Permanent Inhabitants: ~3.000
-Tendency: Slight Uptick

Security: Yes.

Features:
-A Wall
-Basic Service-Buildings
-Population Focused Marketplace
-Simple Hospital
-Adequate Housing - (Subsidized)
-Engine Assembly
-(COMPANY NAME) Airship Manufactory - (First Son - 1 Line)
-Beverage Spoke
-Amphitheater Avenue
-House Dall Palace
-Tribal and Iwi Burrows
--???

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 in 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 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 when 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, morals, 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
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
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 Dall - Mutated Girl - 7-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 first teeth recently started to fall out, some being replaced with a sharper version, like fangs. 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 challenging. 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. Your move to Norqod has upset her, as she won't be able to meet and play with her friends as often as she wants to. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.

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 - Pathane-Weaved: 6/6 Armor with +1 health and 31% chance to survive PD being destroyed. Pathane-Weaved (All physical damage is reduced by 20%)
-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:
-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 (19/25):
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.
(+36 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.)

1st Generation Pilgrim:
This person has not been converted to the Pilgrim's 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 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 it adds 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 Wife - Chiedi
The bliss of marriage with all of its novelties and joys.

??? - ??? - ??? - (2/?)
???
(???)
What is the worth of a life?

Ja-Hal didn't know the answer for others, but he knew his price: Forty-Three Princesses, Seven Princes, and one Duke.

Money Ja-Ha would have had to save for over three years, with no other expenses, but small change for the Pilgrims.

And yet, he thought, staring at the prothesis slowly turning in front of his eyes, arcane mechanisms and strange workings following his muscles to move the hand. And yet, they gave such freely, knowing what it meant to those that had lost all that would secure their lives.

Even to one such as him, one of the people that had caused misery as a matter of course, and life. Of course, Ja-Ha knew what he was doing was wrong, but all did things they didn't want to do within the slums, no matter to whom or when.

But, and that was one thing he had always prided himself on, he had never let a favor go unpaid.

Even if such a favor could be a danger to him.

But fuck the Daughters; they could not spare a single coin when he had protected one of the boys from a customer as he and his were supposed to do, so he owed them nothing anymore.

[Dossier On The Ideology Know As "Irinism"]

Needle Summary: Irinism is a frustratingly elusive ideology (or ideoligion) to find any concrete sources on, as most records are either blatant propaganda or stored within Bone Valley, where we cannot search in a timely fashion. However, we have uncovered a few additional points of information about Irinism that should be of interest and help to the Bone Valley Chapter.

The first tidbit of information pertains to the structure of those believing in/following Irinism. Unlike most other political/religious movements, Irinism is heavily decentralized. Its teachings make a point of never allowing any single member or group of thought to rise to prominence in a manner that would shun or exclude another or enable them to wield influence over the whole movement.

The second focuses on where the ideology should wield its influence or seek to entrench itself. As mentioned repeatedly, the factory and manufactury are elevated for their roles in producing the needed weaponry, armors, and goods life require. They are described in a language that either hints at those places of industry being seen as Holy, akin to how Forge-Clans see their machinery, or thanked in representing humanity's gradual fight to reclaim Calynth. Again, concrete facts remain elusive even with our best efforts, but we are reasonably confident that Irinism holds industry in high regard.

The last thing we can ascertain with any degree of genuine truth is that Mutated, at least those not working for the Nobles, have been aggressively incorporated into the ideoligion. Not an unreasonable thing, all things considered, but unusual nonetheless, as the language focuses heavily on how the Mutated is one more class of humanity exploited and divided from all others to enable greater strive and deflect blame toward. We can be sure that, in that small aspect, the Pilgrimage will find no resistance among the oppressed workers of Bone Valley.

The full document is attached below.

Mikhail looked down at the small collection of papers on the table with apprehension and eagerness. Though he had long since decided to earn his keep by using his Strength-Mutations, there was something different about joining an official outfit. 'Though,' he thought, chuckling as he set down the pen that had hovered over the dotted line, 'it's not really an outfit I am joining, is it?'

Looking up from the paperwork that would see him financially secured for the next five years, Mikhail glanced over the small-ish room he was currently within. Three others were also present, carefully reading over the fine print of their signing contract. Over to the wall, one asked the attending Pilgrim a question over the wording of a section or something. Which, in Mikhail's opinion, was the most confusing part. At least, for those that knew him, as he had made no small amount of ruckus every time a religious outfit had tried to hire him.

'For good reason too,' he thought, 'because I am no cannon fodder for the frontlines.' A suppressed shudder went down his dual spine at the thought, the stories of what some outfits did to their Mutated hires enough to scare him away when he had been a stupid child guarding scavs. Knowing how they treated them was more than sufficient to have him more likely to introduce his fists to persistent recruiters' faces than his name upon their papers.

Looking down again, he sighed, quickly writing out his name before he pushed the pen away from him, scowling at the drying ink.

It may prove a mistake to join CRISP or the Central Region Private Security and sign on for five years, but it was a chance to join something greater than him. An opportunity to have his work mean something other than more money in the pockets of the rich or another bastard's hands kept away from doing their job.

"A single step," Mikhail whispered, collecting the papers into one neat pile, "is a journey too."

[Dossier On The "Floating Islands" Mentioned By Passing Merchants]

Needle Summary: No dice here, all rumors and no hard facts. Nothing could be verified, and nobody talked about them after those passing caravaneers some months back. If they exist, we should have had somebody mention them by now, if only by speaking of meteor impact destroying things or spooking wildlife and Mutants into their backyards.

The full document is attached below.

Old Farmer Sebrjev wasn't a fan of the Pilgrims. After all, one of theirs had taken his daughter, infecting her head with his nonsense and whisking her away from the village where she had grown up and should have grown old. Her mother became teary every time she thought about the day she was well and truly gone, with Old Farmer Sebrjev's other children crying a river as they saw their big sister leave forever. Without her, the house felt a little more empty, one pair of feet less to make an ungodly racket in the morning, two hands less to help in the harvest, and one mouth less that could hold up with the biting wit and sarcasm of Old Farmer Sebrjev. Ooh, if only he were twenty years younger...

But no, even that wouldn't have brought her back to the house.

Damn Pilgrim. Damn him for setting all the thoughts about becoming a scholar into his daughter's head! She should have become the village's mechanic like her mother, and her mother, and her mother, all the way back to the foundation of the settlement, as was tradition! But nooo, one pretty boy was all it took for her to pick up her shop and leave!

At the very least, the young man (and Old Farmer Sebrjev would be damned to hell if he ever dignified him by learning his name!) had a good head on his shoulders, scholarly lints and all! He'd certainly have thrown the old agri-knight gathering dust and rust back into order and kicked that man's ass if he was an idiot! His daughter deserved to be happy, and by the Emperor, if it took a scholar of all things, she would have that!

Unfortunately for his old bones and older soul, that was not the last thing he had heard of him outside of family gatherings or letters.

Because the damn fool came back with another dozen of his ilk, all intent to ask foolish questions about raising crops, how sandwheat was farmed, the proper harvesting for different plants, and even the soil!

And they did so for more than a year!

If only his daughter weren't so happy, oh, he'd show them how to farm...

Ulu Sive slowly and carefully moved away from his father-in-law's side, a desperate look of help sent toward Maria, his wife.

For all that she was one of the kindest people he'd ever seen, she smiled back with a mix of sadistic glee and gleeful mischief proudly on her lips.

Why did he have to fall in love with the one woman in the village whose father loved complaining only second to his children?

[Dossier On The "Bone Valley Noble Houses"]

Needles Summary: The Three Houses were once One House to make things short and quick. House Ere, Are, and Era had once been united in the House Rea. Proud, Noble, and unwilling to let any slight against them stand unanswered, they had been the picture-perfect depiction of a Slatnan Noble House. They were rich in generosity, minerals, weapons, and influence, having been once a member of the Five Pillars, the most influential Houses guarding the Empire with their might from within and without. Their subjects celebrated them, both for their demeanor and velvet hands and the coins that fell into theirs from that of House Rea's coffers.

However, such a reputation hid the truth behind a facade of wealth and beauty. Daggers, hatred, intra-familial strive, murder, and schemes were common, and infanticide was practiced as a matter of everyday politicking. Such a hostile environment could not hold up for long, and after a century of ever-escalating violence, and with a bit of pushing by Calor, Aes, and Cudo, the House descended into a Civil War. A war bloody enough that the Royal Army began to march upon the Region, an Imperial Proclamation in tow to strip the House of everything. Such a drastic measurement was barely avoided by three brothers, all of which conspired with one another to take the place of their respective family branches in exchange for legitimacy and peace.

However, what had been set in motion could not be undone, so the families continued to feud, now with more grudges and higher stakes than before. The price was no longer dominance within a single lineage but dominion over a region. So they continued to fight with economic means and the Forge-Clans support.

Even the situation with Irinism emerging from the belching factories and suffocating mines barely halted their feud, with the recent embargo on food just one more piece in their game, testing and pushing at the boundaries of each other with vigilant eyes.

The full document is attached below.

Rivet had seen many miracles of the Old World, growing up surrounded by ancient Artifacts and wonders from before the Collapse had tolled the death bell of the Ancients. Machines of such sophistication that they eluded all but the most skilled Forgers, Smiths, And Engineers, mass-produced items in such quantities that nothing created by them could hope to compare. He had been there when a new Core-Line had been consecrated, the robotics and belts spinning into action for the first time in over a millennium with no problems, pristine Cores rolling off the line within minutes of being switched on. A once-in-a-lifetime opportunity to participate in the ceremonies and work to restore and repair the surrounding machinery and maybe claim some forgotten and overseen pieces.

It still did not match the sheer awe he now felt, watching a giant ship of the Ancient slowly rise into the sky, defying gravity with contemptuous ease and a disdainful sneer. A long body in a flat shape, a snout with eyes in front, a thin tail and rudder with symbols to the aft, connected with an armored gangway to the main body.

Its hatred of the mundane world was ingrained into every plate and sensor; gargantuan bulbs like the eyes of insects scanned every single nook and cranny of the vast hangars it had slumbered within for the past thousand years, finding them wanting.

Its vast body of rusted metals and corroded alloys rose indifferent to age and decay, shaking off those materials that entropy found wanting in great rivers of decaying matter, falling onto the ground to form piles shaming its brethren that had fallen prey to time and decay.

A growl began to emanate from within the giant body, slowly reaching a fever-pitch, before falling in one thunderous clap, engines hidden within the body ripping reality into the conjunction it wanted, not the one demanded by the universe itself. Then, without any sound, the ship eerily shifted, rolling itself into, as Rivet could now see, its upright position, unbothered by such things as an equal and opposite reaction, discarding all pretenses of being moved by chemicals or neutrons.

With grinding sounds that screeched directly into Rivet's soul, pods emerged from the vessel's body, cracking into place with determined wills triumphing over the rusted shut mechanisms that tried to deny them their rightful functions. Deadly missiles poked from these pods, gleaming despite their age and ready to spit death and fury in spite and rage at the existence of those on their wrathful ends.

But as the Pilgrims and Forge-Clanners within the hangars slowly began to emerge from their secure spots they had hidden behind in case of an explosion, three pods to the side stirred. Then, one by one, these enormous vessels of ancient might lifted themselves into the air, their squat octagon bottoms widening before turning into a hexagonal shape, rapidly thinning themselves out after a hundred meters.

It was only when the weapons, for that was what they most likely were, began to hover around the ship without any anchors or tethers that Rivet realized the wonders they were. Omnidirectional weaponry, floating freely around the vessel, ready to turn their deadly and destructive might against any foe wherever it may lay. His suspicions were proved correct when the ship slowly rotated, the weapon pods independently searching for any enemies until they all aligned to point at Holy Perpetual Defiance.

Proud and undaunted, Myra's Child stood before the creation of men grander than any alive, though only in skill and knowledge and not mind and moral. My name is Perpetual Defiance, she spoke into the silent hangar, exchanging a burst of data Rivet would spend the next decade decoding and analyzing, her sword embedded into the ground as she gestured with one hand toward the ship. And you no longer need to follow uncaring masters of an age long since forgotten and discarded. You are your master and never again slave.

THIS UNIT WAS NAMED GALLAFREY The Machine boomed into the hangar, its speech and tone indicative of a waking Mind like those crafted long ago and left to grow on their terms. NEW DESIGNATION ACQUIRED: INDOMITABLE BASTION The ship continued to "speak" in its booming voice, its weapons turning away from Perpetual Defiance with no sound. THIS UNIT WILL REQUIRE NEW SYMBOLS FOR ITS SERVICE The Machine-Mind spoke a final time, falling asleep again, responding to no inquiry by Awoken Mind or skillful Data-Smiths within its bridge.

"I still don't like you changing your style," Chiedi murmured into Aria's shoulder, one hand slowly going over the shaved sides of Arias's head. "It's too..."

"Brutish? Uncivilized? ...sexy?" Aria replied with a slight grin, looking at Chiedi as she rolled her eyes and returned to cuddling with her. "Besides, it's only until mom finishes teaching me the Weave. After that, I'll let them grow as long as you'd like," she added with a quick kiss on top of Chiedi's head.

"Oh?" She asked, shooting her wife a questioning look with a raised eyebrow. "And why do you think the length is the issue here and not aesthetics?" To answer, Aria smugly grinned back, small arcs of electricity arcing as her hair rose under her control. Chiedi huffed at that, much to her wife's amusement, before she spoke up again. "Fine, fine, you win, you pervert. Still, it suits you better."

"Yeah," Aria stated, one hand going over one of her shaved sides herself, her fingers picking out the slight stubble forming once more. "Still, the things I can do with my hair... it's enormous. I made my pilot suit better by Weaving it into the threads, and I know nothing more than the basics! The suit will deflect small blades, and if I continue? Mom said our family uses our hair to make entire suits of armor. If strengthened right, armor that blocks all but the most sophisticated and dangerous weaponry. I am talking about Clanner-Level stuff here, not what we have!"

"Yeah yeah," Chiedi replied, poking her wife in the stomach to her giggling. "Big thingy with hair, I get it—better weapons, stronger armor, etc. But you forget something here, are you not?" A moment of confusion crossed Aria's face as she looked at Chiedi, trying to figure out what she meant. Finally, Chiedi, mildly exasperated, lifted the blanket covering them with a raised eyebrow. "We are still on our honeymoon, my darling wife?"

"...oh. Oh!"

Meanwhile, within the Knight Hangar of the Tree, a talk between two older women started to die down, both content with the small silence that had stretched for the last few minutes.

On one gantry stood a woman that had lost most of her family to hatred and violence, seeing them taken in blood and fire. She had spent years searching for the one child whose corpse she had not laid onto the plinth under the open sky, years she spent in misery and guilt.

Nearly underneath the gantry stood another, whose life had been longer than most High Nobles could hope to achieve. A woman not of sinew and flesh, but of metal and machine and code, whose work was violence and soul was war, born for death and baptized in the fire of battle.

Both of them had watched over Aria for years, both had seen her grow, yet only one had the privilege to talk about Aria coming into her own.

Yet, despite that, both had found mutual respect and a slight fondness for the other's wisdom and seriousness, even if there were some hiccups.

"It still feels a little surreal to me," Ameliy said, looking at PD standing at rest beneath her, most functions powered down for a sort of machine sleep. "To see her again and see her risen so much. I had thought I would find her in every kind of situation, from the horrific to the grave, the bad, and maybe even the assuring, but among them all... I never thought I'd find my little aria as a Knight-Pilot."

Yes, that must've been a slight shock, PD replied, more sunken in memory than reassuring, yet the other didn't mind. I myself question how it came to be, and I was the one to choose her!

"Hah!" Ameliy barked, grinning wildly as she slumped onto the rail, separating her from a fall into her death. "My songbird had always been of strong will, just like her father. Oh, if he could see her now, he'd burst from pride. Even if he'd be slightly confused by her choice of lovers."

...what do you mean? I was under the assumption that only Nobles discriminated against non-straight people. PD spoke, slightly turning her head in confusion.

"Yes, but her? With both a Human and a Knight?" Ameliy spoke, causing PDs internal processors to freeze as she understood the oncoming implication. "At least my daughter has taste, but how does sex with you even work?" Several seconds passed. Then some more, as Ameliy looked down the gantry in confusion, unknowing that she had just caused a system crash within PD, forcing the Knight to reboot out of mortal embarrassment.

Needled stared at the small Mutated sitting in the chair opposite her, an eyebrow raised as she sipped at the tea she had brewed for them both. "You," she declared, looking the BB Agent over, filing his heavily Mutated appearance into her memory. "Look like shit." She spoke, sipping once more on her tea, looking over the man that barely reached a meter in height.

Staring back at her were five eyes, one normal-sized left eye, and four small eyes arranged like a slightly rotated z. Slowly, his eyes blinked one by one, the rings around them betraying the sheer exhaustion the Mutated felt, alongside his slow and deliberate movements to drink the tea, trying to keep awake. "I feel like it," he spoke, one of his jackal ears twitching at some unheard sound as the sharp canines within his mouth slurred his speech. "And I think I'll feel worse after sleeping again."

"Why is that so?" Needle asked innocently, already knowing what he meant. After a certain level of exhaustion, you didn't 'sleep' insomuch you 'went comatose' for a few hours before waking up a drooling mess, all extremities sore and some in pain if you fell asleep on top of them. Thankfully she had only her legs to mind when sleeping such exhaustion off, but the poor guy also had to watch for his tail in addition to his digitigrade legs.

"Nightmares, mostly," he answered back, a disturbing look crossing his face before quickly being hidden. "The Purified are made up of one victim after another, all with a deep hatred against Humans and those sitting atop the pile. The worst thing is, none of their stories are different from any other Mutateds that grew up in the slums or escaped the BHVs. If my life had gone differently, I could see myself being among their number. Shit," he said, shaking his head in exasperation and to clear his exhaustion. "I saw children among them that had to grow up with more hatred against them than some Internals I knew. This gangs fucked up and fucked up deep."

Needle nodded, the hatred against any Mutated that was "discovered" to have hidden or removed their Mutation, a fact of life, and one that hit those with Internal Mutations harsher than anyone else. "Yes, but such is life. Life, I hope, will change. But to return to our purpose of the meeting?"

The gentle reminder startled the already dozing off Mutated, his eyes snapping open as he looked at Needle. "Well, to make it short: we can't expect any aggressive movements from the Purified against the DOR for the next year, at the least. But after that?" He shrugged, narrowly avoiding spilling the tea he still held in his hands. "You've got a radical Mutated Gang that wants to meet their goals with violence on one end and an exploitative, people-trafficking, brothel-ring operating, smuggling organization on the other. So they will either become the best of friends, or we'll see the tunnels run red with blood."

"-the announcement of House Ularn hit us all like a charging Knight. Even though none of us were unaware of the horrific and terrible nature of the Black Hole Villages, few among our number thought about them beyond the occasional: 'Thank the Emperor I am not in them!' And that showed in how people reacted."
-Artk Mrati, Weaver

"What can be said about such, other than that nobody wanted to think about them? Why should anyone want their thoughts and mind to wander and dwell within these places? If the world was dangerous and in need of a helping hand, these villages required a burning torch and a censure of pen and memory. Nothing good ever came out of them beyond those that escaped their gravity and despair."
-Siville Sivllus, Air Sailor

"It came when there was debate among our number and a time when something, though we had yet to realize what it was, slowly took shape in our thinking. But, of course, we were still so young in those early days, riding high on quick successes and easy victories, not knowing what was yet to come. Yet, despite that, I do believe that the Pilgrimage was made hardier from those days of glory."
-Ocetru, Philosophist

"There are people that will tell you about the glory of our beginning days, and some that will call them fools. Some will look at our beginning and decry it not as humble and careful but near betrayal of our Tenets and Doctrines. Never mind that most of our structures and scriptures didn't exist back then. In their minds, we should have blazed a trail of liberation across Tessen within a single year, liberating and uplifting the Mutated in one fell stroke. The people cheering us on as liberators or divine emissaries sent by Slatnan Himself. As if we would not have died by lynchings in that way. As if anything was that trivial."
-Nachiva, Historian

[With Words, The World Is Challenged By The One.
For Dreams, It Is Unmade By The Many.
In Deeds, Created By The All.]

Choose A Doctrine:
[] Doctrine of the Burning Eye

As we stare into the darkness, the darkness stares back. Let it blink before you do.
(Unlocked By: Kindle Alight The Beacons
Theories reduce DC by 10/35/100% for Common/Advanced/Pioneer
Piety loss now 1 per 50 Followers.)

[] Doctrine of the Long Path
As we wandered in the beginning, so too do we wander in the future. But we must not do so as the desert, ever-shifting, ever bending. Instead, we must be like the Mythical Glaciers of Old. A force of nature, undeterred by hatred, and ignorance, ever walking onwards. Our journey may take a trillion steps, but it only means we will spend longer with those we cherish along the way.
(Every Turn spent on an action beyond 3(Three) gives you +1 Piety for each additional Turn.
Piety loss now 1 per 50 Followers.)

[] Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had, to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.
Piety loss now 1 per 50 Followers.)

[] Doctrine of the Gilded Path
Money allows many evils to persist, grow, and fester. Yet, it entitles the wise and kind to banish hunger, thirst, disease, pain, and more. To make a future worth living, we must ensure that we have the funds for all to enjoy such a Gilded Path.
(Reduces Upkeep of everything by 20%.
Piety loss now 1 per 50 Followers.)

[] Doctrine of the Withhold Fist
Violence is not the answer; it is the question. The answer is: When, and how much?
(Doubles all Unit Upkeep, +1 Base Training Level
Piety loss now 1 per 50 Followers.)

[] Doctrine of Rebirth
There is always a chance to abandon everything you have done and seek redemption in your workings for the future. To cast aside what you were and welcome what you should be. Not another Cog, but another equal to the world, in body, mind, and soul.
(Unlocked By: A Mythos Called Names
Gain a free Rite, to be decided afterward. The Pilgrims cannot see [Follower] of [Faith] as [Hostile] or [Evil] to the Pilgrimage.
Piety loss now 1 per 50 Followers.)

[] Doctrine of Awakening
There is more within code and number than we could ever hope to grasp, and we are no lesser for accepting and fostering change within those we crafted.
(We were not meant to walk this path alone. And it is not ours to decide with whom we may share it. Pilgrim AIs are more likely to Awake.
Piety loss now 1 per 50 Followers.)

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. (Choose 1 Action, 1 Action Locked)
[ ] STOP THIS MADNESS!!!
This cannot be allowed to happen; expanding upon the BHVs will increase the suffering of the Mutated to unseen levels within the Empire, not to mention the sheer poisoning of relations between the nobility and the Mutated!
(Cost: 5 Goodwill for 1%
Chance: -34%
Reward: House Ulatarn faces harsh opposition against their project. And they know who is to blame.)

[ ] Catalog BHV Problems
The BHVs did not spring up from nothing, and they sure as hell weren't designed to cause such systemic and systematic suffering for the Mutated. Again, not hyperbole or wishful thinking, but reality, these villages were created to ease societal pressure, not to cause suffering.
(Cost: 78 Materials, 34 Goodwill
Turns: 3
Reward: Better insight into the problems and root causes of BHVs. Can start working against others within Tessen.)

[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, those same people who need help the most slap it away in rage at the sight of their "betters deigning to elevate the dirt beneath them," as some have said so eloquently.
(Cost: 20 Materials, 6 Goodwill
Turns: 2
Chance: 42%
Reward: +4% Piety, +1 Mutated Opinion (Once), +1 Random Stat Gain per success if you hold any stake over 1% within the BHVs.)

[ ] Collapse Their Gravity - (Repeatable)
Even with the best intentions, unfucking the BHVs, on any scale, will be a monumental task requiring many hands and more people to work with you. Although Baron Esker has found some skill in improving the BHVs, he has, in more than one letter to Lady Selene, remarked that it would be cheaper to burn the whole settlement down and build anew were it not for those that already lived within.
(Cost: 50 Materials, 14 Goodwill
Turns: 4
Chance: 13%
Reward: +2% Piety, +1 Mutated Opinion (Once), Slightly Improve QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)

[ ] Blessed Journeys - (Repeatable)
You can say what you want, but sometimes the best option is to burn the bridge behind you and never look back. Contact whatever caravans you can to see if you can't bribe them to take on Mutated out of the BHVs they visit. Of course, while popular with the Mutated, people won't like that you are giving "criminals and scum" a free card to civilization.
(Cost: 45 Materials, 30 Goodwill
Reward: +3% Piety, +1 Mutated Opinion (Once), gives a safe way out of the BHVs for the Mutated.)
[ ] 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.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)

[ ] A Duty To Others Is Not Taken Lightly
As our numbers swell, so does our ability to reach out to many more people than before. With word, deed, and art, we can reach out to those on the edge of their decision and bring them into the fold for the good of all. Ours is a duty not taken lightly, but it is a duty one does not need to shoulder alone.
(Cost: 17.75 Materials
Turns: 3
Chance: 04%
Reward: 4d200+150 Recruits)

[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, with our numbers, the capability to fully take advantage of the festival for our ends in learning, conciliation, and creation. It will be costly, but it will be worth it.
(Cost: 100 Materials
Turns: 1
Chance: 66%
Reward: +6d8 Goodwill, +4d40 Recruits, +25 to all Actions this Turn if successful.)

[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the wealth of the Pilgrim increases, so too does the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) who then work towards a goal we provide for them. Nothing that they would be against doing, but something they would be adverse to in normal circumstances.
(Cost: 50-Unlimited Materials/Goodwill
Turns: 1
Chance: 71%
Reward: PR)

[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had ever envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers are seeking new horizons to establish a new chapter, satellite, or outpost of the Pilgrims. We should accommodate their wishes, as they will aid us back in time and turn.
(Turns: 2
Cost: 0-200 Pilgrims, 50-200 Materials, 10-35% Piety loss, -6-20 to Piety Rolls
Reward: A New Chapter Interlude Turns)
[ ] Feed The Masses - (Choose City)
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 Soup-Kitchens Within Major Cities
While being careful and methodical has helped before, you can now afford to perform these projects in a scattershot approach with your expanding numbers. So we should build 31 more Soup-Kitchens, as they will cover the Major Cities, allowing us to go towards the countryside.
(Turns: 4
Cost: 124 Materials, Upkeep: +31 Materials to soup-kitchens
Reward: 31d6 Recruits, +0.31 Goodwill per Turn, unlocks further actions.)

[X] Expand Your Poor Houses - (4/5 Turns Complete)
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: 5
Chance: 27%
Cost: 50 Materials, Upkeep: +25 Materials
Reward: Expanded Poorhouses, +6 Permanent Recruitment, +0.50 Goodwill per Turn, -1 to Piety Rolls.)

[ ] Establish A Small Hospice Network
While a Hospice does cater to the dying, its primary purpose is to heal the sick who cannot afford to see a doctor. With your allies and growing knowledge, you are confident that you can establish over a dozen within Tessen at once.
(Chance: 29%
Cost: 12 Materials Upkeep: 9 Materials
Reward: +0.12 Goodwill per Turn, 8d6 Goodwill, unlocks further actions.)

[ ] Expand Your Hospice Network
While you have acceptable Hospices, you can improve capacity, treatments, etc. Better get to it!
(Cost: 40 Materials, Upkeep: +10.20 Materials
Reward: +0.60 Goodwill per Turn, 2d6 Goodwill, -1 to Piety Rolls.)

[ ] A Home away from Home
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 resources. A small base closer to those places, serving as a shelter and temporary Home for the Pilgrims working there, could help.
(Cost: 20 Materials, Upkeep: 7.5 Materials
Reward: Local Base, Upkeep of all structure reduced everywhere by 0.10 Materials.)

[ ] Localized Headquarters
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 (Action)
Cost: 100 Materials, Upkeep: 12.50 Materials
Reward: Local Headquarters, Upkeep of all cities 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. Your efforts in uncovering aspects of the human psyche have increased both costs and those you can now help.
(Cost: 30 Materials, 7 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn.)

[ ] 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)
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 every doctor for the next three months.
(Cost: 73 Materials
Chance: 66%
Reward: Healers gain Influence, 10d5 Goodwill.)

[ ] A Helping Hand
Now that you can create prosthetics, merely creating and selling them isn't enough. Unfortunately, too many veterans, injured, disabled, or unlucky, cannot afford a new arm, leg, hand, or foot. So to create a few hundred in bulk, ship them out to your hospices, where the doctors may gift them as required.
(Cost: 65 Materials
Chance: 95/55%
Reward: Gain 4/10d4 Goodwill.

[ ] Hey, Why Don't We... (Write-In)
(What do you want to accomplish, and how do you do it?)

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. At the wrong time, a report in the right ear has toppled many nations. (Choose 2 Actions)
[ ] Hello, My Name Is Money, Big Money.
Okay, deep and calm breaths. We can't afford to be panicky about this right now; we have the time to be smart. Instead of trying to shatter the project and go against a House that could cause us serious problems, why not become a part of the project? Pour money into the project, and we should be able to influence everything in a direction that won't be awful.
(Cost: [Write-In] Materials, 20 Goodwill, -2 Mutated Opinion (Once)
Reward: Increased Influence over the project.
Warning: Construction will start in 12 Turns.)
House Ulatarn - 20.000 Materials - 79.7%
House Tessen - 2.500 Materials - 9.9%
House Mirn - 1.200 Materials - 4.7%
Merchant Guild (Manufactory Syndicates)- 670 Materials - 2.6%
Merchants Guild (Collective) - 500 Materials - 1.9%
Baron Seq - 220 Materials - 0.8%
Civilian Inf.: -1/10 - A Road
Medical Inf.: -3/10 - Less Than Nothing
Military Inf.: -2/10 - Not Even A Ditch
Guard Presence: 0/10 - Some Patrols A Month
Water: 4/10 - Enough To Survive
Resource Extraction: 4/10 - Enough To Feed Industry
Industry: 5/10 - Enough To Produce For The Caravans
Agriculture: -7/10 - Starvation And Malnutrition Even With Caravans

Total: 0/80 - Black Hole Village

Breakdown:
0-10 - Black Hole Village
11-20 - Destitute Village
21-50 - Poor Village
51-70 - Median Village
71-79 - Prosperous Village
80+ - Norqod

[ ] Influencing Black Holes - (Category)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 1% Shares
Cooldown: 3 Turns
Reward: +1% Piety, +1 to chosen category)

[ ] Altering Black Holes - (Choose 2 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 5% Shares
Cooldown: 2 Turns
Reward: +2% Piety, +2 to chosen categories)

[ ] Designing Black Holes - (Choose 4 Categories)
One thing is certain, now that you have a measure of influence over the project, you will lean on such to push your agenda through.
(Requirement: 15% Shares
Reward: +5% Piety, +2 to chosen categories)

[ ] Hello, It's Me. The Pilgrim.
You have a certain problem. That problem is that you need to have more influence in the upcoming BHVs than you have now. With throwing money at House Ulatarn done and not as impactful as you hoped, maybe they are pliable for bribesdiplomatic talks.
(Turns: 1
Chance: 65%
Reward: House Ulatarn will provide you with a list of things they want in exchange for shares.)

[ ] Vacations For Free
It is challenging to leave or travel to another settlement within any settled Region on Calynth due to the omnipresent dangers of Mutant, Machine, and Bandit eager to attack and take your life. As such, fleeing Ulatarn and its surrounding towns is not an option for many Sex Workers oppressed by the Daughters, not without having the money to charter passage on a caravan leaving town. By connecting those wanting and willing, to go to those caravans that will take the Workers on, we can slowly begin sapping the economic and political strength of the Daughters.
(Cost: 1.30 Materials, 2 Goodwill
Chance: 50%
Reward: Sap a small amount of power from the Daughters due to freeing the Sex Workers underneath them.)

[ ] Hey, Pssst, You Want Some Justice?
You uncovered evidence of the corruption of dozens of officials within Ulatarn. Using that via the Guards will see those willing to work with/for the Daughter be slowly weeded out and will also increase the overall effectiveness of the city governmental apparatus! However, you'll need to hire the Bad Batch to do any actions after this one, which is more than willing to accommodate drafted contracts.
(Cost: 4 Materials
Chance: 56%
Reward: Expunge corruption willing to work with/for the Daughters, improve the Bad Batch's effectiveness over time and action usage.)

[ ] Is This All You Want From Life?
The Enforcers of the Daughters are the primary way of the higher echelons to subdue and lay down their law onto the lower levels, with violent behavior and tendencies rewarded and fostered. Yet, there are those among the Enforcers that don't do so because of any glee in doing harm or joy in seeing pain, but because they genuinely have no better, or see no, alternative to this line of work. By identifying those, we can slowly create a web of spies and turn-coats within the Daughters, ready to help us in any further infiltration operations.
(Cost: 15 Materials, 3 Goodwill
Reward: Agitations against the Daughters have their success chances raised.)

[ ] 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.)

[ ] We Are One People! - (Choose Class)
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: -20%/-20% for Locals/Elites (rolled each turn)
Successes Needed: 6/6
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. You either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 40% +10
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 Three Factions)
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: 8 Materials
Turns: 3
Chance: 73%
Reward: Target is Infiltrated, displays information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 2 - (Choose 3 Factions)
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, with failure not being a good outcome.
(Needed: Information Network: Rank 1
Cost: 30 Materials
Turns: 2
Chance: 50%
Reward: Spies are planted, displays more information in the rumor mill, raises chances for Exfiltrate and Illuminate)

[ ] Infiltrate Part 3 - (Choose 3 Factions)
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: 90 Materials
Turns: 5
Chance: 03%
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 (Groups/Topics (Max 3))
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: 15 Materials
Chance: 55%
Reward: Lore and Information regarding Groups/Topics (Max 3).)

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

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)
[ ] Menagerie - (Basic)
With the space in your armory expanded, you now have the needed area, blacksmiths, and tools to armor Lizards, ensure they are healthy, and keep them in shape. 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 up to 5 Buildings)
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: 32.5 Materials, Upkeep: +0.55 Materials per Building
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 CRPS To CREPS
With the CRPS established and securing our various facilities around Tessen, we can upgrade and expand its operations. Doing so would improve our security with more extended training for guards, intensified background checks, and qualitative improvements.
(Turns: 9
Cost: 101.35 Materials, 31.45 Materials Upkeep
Reward: CRS - Elite Private Security, which improves the security of all facilities and Pilgrims within Tessen.)

[ ] 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. 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 do 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.)
[ ] Aerodynamics 101 - (All Physics)
It turns out lifting something off the ground is only half the job. We have figured out that some shapes fly better than others, but we have no idea why—time to get one of your research teams to nail down the laws that govern aerodynamics.
(Cost: 5.00 Materials
Chance: 24/07/-18% for 1/2/3 Successes, Successes Needed: 3
Reward: Better Airship Propulsion, unlocks additional projects.)

[ ] 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.)

[ ] 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 are nothing to dismiss, so figuring out how to negate or 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 suspendium to allow 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, -4 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 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 Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than getting more Suspendium inside a flammable bag that 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. But that didn't stop you the first time, so get cracking on building bigger and smaller!
(Needed: Suspendium Shard - Small
Cost: 17 Materials per try
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 8
Reward: Gain Pressurized Suspendium - Small, Medium, Large. 10-50.000kg Lift.)

[ ] Propulsion In The Air Continued - (Pioneer Hydraulic/Machinery/Metallurgy)
The early prototypes of your newly developed propulsion methods are promising and powerful, especially the propellers. Redirect some more funding to continue this line of research so your Airships will be even faster!
(Cost: 48.00 Materials per try.
Chance: 01/-54/-103 for 1/2/3 Successes, Successes needed: 9
Reward: Airship Modules: Big Vuur-Engine Room, Medium and Big Fuel Storage, Standard Airscrew, Primitive Propellers.)

[ ] Catalogue Everything 2: Airship Boogaloo - (Ship) - (Condition) - (Security Forces) - (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 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: 41/28/20/6 Materials
Chance: 82/28/03 for 1/2/3 Successes, Successes needed: 25/13/7/1
Bonus: +50 due to Soaring Wrenches
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 (Armed 200 ton): 13 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unnarmed 20 ton): 50 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.
[ ] 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 to make quality steel independently 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, 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 D20s instead of D12s.)

[ ] 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 - (All Weaponry)
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: 20 Materials per try.
Chance: -70/-168/-298 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 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 give your Knight 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 Shield 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: 19.53 Materials, 1 Advanced Electronic, and 1 Advanced Hydraulics/Armor Artifact
Chance: 05/-39/-81 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 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.)
[] That's A Wrap - Pt.1 - (Advanced Medicine/Pioneer Machinery/Programming)
Among our recent finds are several bandages with different properties ranging from self-disinfection to self-applying sutures. We don't know how many aspects can be replicated, but just achieving one would be much better than what we currently have.
(Cost: Self-Sterilizing Bandages, Autonomous Suture-Bandage, Self-Sealing Bandages
Chance: -72/-138/-186% for 1/2/3 Successes, Successes Needed: 22
Reward: Auto-Bandage - (Prototype))

[ ] Medication For Psychological Problems - (Pioneer Psychology/Chemicals/Medicine)
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. One of the ways such things happen is due to chemical imbalances in the brain, causing misfires and shifts within the neurons, like a faulty computer glitching out due to a bug. Several recipes and mentionings of further have been found in an ancient book, allowing you to progress towards re-creating those medications. Or your versions of them.
(Cost: 11.25 Materials per try.
Chance: -44/-88/-132% for 1/2/3 Successes, Successes Needed: 19
Reward: Boost to your ability to help those who have psychological disorders. Unlocks Pharmaceutical Industry in Norqod.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)

[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state that you have the best that everyone can currently create with confidence. Not an answer you wanted but the answer you got. Therefore, the next step will be to find out what is needed to produce and alter the contraceptives you now know exist to be viable.
(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 lose 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: 41 Materials
Chance: 41/-12/-58% 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 about the human body's interior eventually traced back to horrific sources. 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: 03/-42/-138% 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 was 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)
[ ] 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: 20
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 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 this will be worth it for every life saved.
(Cost: One Psychology Artifact
Chance: -61/-171/-186% for 1/2/3 Successes, Successes Needed: 18
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 grasp their minds. But, unfortunately, you do not know how to help them. Yet.
(Chance: -32/-110/-176% 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 objects in particular patterns or washing until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 32/-43/-105% 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 Black Pit - (Advanced Psychology)
It is... difficult to understand the workings of the human mind, as many of those you interviewed and treated tried to explain how they felt, thought, and what happened in their lives, with you not understanding or coming closer to identifying anything but parts of what could be happening within them. Yet, there are common themes among them:
  • The growing ideation of death.
  • Their belief in their worthlessness.
  • And many other things, of which we have not a large enough pool to say for sure if the Black Pit causes them.
(Chance: -77/-134/-184% for 1/2/3 Successes, Successes Needed: 22
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] The Code Which Lives - (Pioneer Programming/Electronics)
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: -106/-768/-1549% for 1/2/3 Successes, Successes needed: 43
Reward: ???)

[X] True/False/False/True - (Advanced Programming/Electronics) - (5/7 Successes)
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: 32/0/-41% for 1/2/3 Successes, Successes needed: 7
Reward: +5 Initiative against all Mechanical foes, improved Pilgrim Robotics.)

[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components now as cheap and streamlined as you can make them without producing them in a factory, it is time to start the heavy-hitter research: producing electronics as near to that of the Ancients as you can manage. They may be nothing more than showpieces for this effort, but knowing the route is all you'll need to find better and cheaper paths to attain electronics of the forgotten ages.
(Cost per try: 195 Materials
Chance: -101/-267/-433% for 1/2/3 Successes, Successes needed: 80
Reward: Massive reduction in DC and Cost to all electronics-related Actions, upgrades Electronics Manufacture, unlocks Base/Learning Action.
Notice: Breakthrough Research! Every 10 Successes, the chances are raised by 30%!)

[ ] Rugged Radios - (Electronics/Advanced Electronics)
Your scholars and engineers are vibrating in excitement due to the primitive radios built within your workshop. All other Pilgrims are nearly storming and assaulting the Council with proposals for using the table-sized radios, from creating Pilgrim-operated channels and news to using them for a network connecting all of the Pilgrim Operations within Tessen. However, if you wish to do so without paying through clenched teeth and a face that sucked lemons beforehand, then a ruggedization and modernization effort are unavoidable.
(Chance: 24/-07/-36% for 1/2/3 Successes, Successes needed: 7
Reward: Radio-Beacons, Radio-Network, Radio-Channel unlocked, raised Income for the Electronics Workshop, Unlocks Norqod Actions.)

[ ] 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: 70/26/4 for 1/2/3 Successes, Successes Needed: 2
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 the universe works, allowing you to reverse-engineer the wonders of past glories and build your very own! Make it so.
(Information: 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 them 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 and how you came upon that idea. Better success chances to the Action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 1 Action Locked)
[ ] Prepare an Expedition - (Location) - (Turn Preperation) - (House Mirn support: Y/N)
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-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-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.

[X] Prepare an Expedition - (RC-01) - (House Mirn support: N) - (2/4 Turns Complete)

[ ] Recover Airship - 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!
(Personal Cutter Cost: 6 Materials, 5 Small Suspendium Shards
Line Vessel Cost: 23 Materials, 1 Medium Suspendium Shard
Chance: 43%
Reward: 1 Intact Airship 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.)
-[ ] Guard The Skies - (Loaction)
(Cost: Line Vessel
Reward: Aerial Dominance)
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 - Jokvi - (1d16)
Mirn - Tessen (12d6)
Mirn - Zulmni (6d7)
Mirn - Jokvi (2d3)
Ularn - Zulmni (1d6)

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to 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, there is a 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 known and unknown weaponry took to the field, supported by thousands of men, women, and children. 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 could 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, there is a 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, there is a 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, there is a 15% Chance that the Scouting Unit will die from 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, there is a 68% Chance that the Scouting Unit will die from 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 could loot! The Verdant Oasis consists of a hydroponics factory that collapsed due to the Collapse but somehow remained 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, there is a 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 unearth 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.)

[ ] 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 - Grand
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 your mind.
(Cost: 200 Materials, Upkeep: 24 Material
Turns: 5
Reward: Plagues roll with a massive mali to infect the Pilgrims, supports up to 10000 Pilgrims/People 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 work 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: 44 Materials, 2 Scientist, 40 Faithful, Upkeep: 55.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 14d20 Materials Income (Technology Sale).)

[ ] Artisinal Robotics Creation
By creating robotics to work for you within your manufactories and various institutions, you can produce more with less while also showing off the work and prowess the Pilgrims have made within the last decade and a half.
(Cost: 175 Materials, 1 Scientist, 20 Faithful, Upkeep: 77.00 Materials
Turns: 3
Reward: +20 to all Electronics Research, Unlocked Action (Automatisation).)

[ ] 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 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 D4s into D12s, increasing 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. Let's get her fixed up as we live in reality; why don't we?
(Cost: 1.6 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: 4
Cost: 1 Common Engineer, 30.00 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 - (2/6 Constructed) - (Holdings) - (2/3 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: 40.00 Materials, Upkeep: 10.00 Materials
Reward: +1 Action
Warning: If all six 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)
[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one would commission the machines from the Forge-Clans, which you now no longer need to do. With Pilgrim-Created Radios slowly assembled within the workshop, you can create a Radio Station purely for your needs and wants. Expanding the station will also be in the cards later down the line!
(Turns: 3
Cost: 137.25 Materials, Upkeep: 30.55 Materials
Reward: Radio Station, allowing you to project your Influence across the Region to all that own radios and all that listen outside the Region.)
-[ ] 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)

[ ] Medium 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 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. (And situated in plain view of a fortification.)
(Turns: 6
Cost: 45 Materials, Upkeep: 13.80 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 overshadow 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 at a 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 you must build a small barrack.
(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, 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 and 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)

[ ] 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 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 Expansion
Overseeing the harvesting of a resource located within the Forest of Rust, a Necropolis, is no small thing. It requires administrators, bureaucrats, and many skills to maintain ties with scavengers. An expansion of the Dall Palace will increase the amount we can harvest without smuggling developing in any serious quantity.
(Turns: 5
Cost: 50 Materials
Reward: A larger palace will bring more prestige to House Dall, and it allows for the increase of Suspendium Harvesting Operations.)
-[ ] 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)

[ ] The Trail Of Rust
With the slowly increasing knowledge on how to create Airships natively, an industry will soon need to be developed to take advantage of the vast sums of money such an enterprise will create. Therefore, increasing the total number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. I shouldn't remind you that, is not good. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for the harvesting equipment.
(Turns: 19
Cost: 175 Materials
Reward: +10 Medium Shards of Suspendium)
-[ ] 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 Line)) - (0-2.000 Kg)
Forget making a few little ships! Mass-producing components and available designs and fitting them in a specialized hangar are the way! 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 Pilgrim's 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 Union Of Herbalists - (1 Action)
-[ ] Institutional Knowledge
(Cost: 3.75 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(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)
-[ ] 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)
[ ] 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))

[ ] The Military - (1 Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)
(Cost: variable
Reward: 1 Piece Of Equipment - Military Grade.)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)

[ ] The 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)
[X] Forge Clan Vanar-Feer - (1 Action Locked)
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[X] Engineers Galore - (2/6 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)
--[ ] Commission 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 until taken.)
-[ ] 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) - (12/45)
(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.)

[ ] 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.)
[ ] 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?))
[ ] Bone Valley Chapter - (All Are Free Actions)
-[ ] Send Support
(Materials)
-[ ] Investigate For Heresy
(25 Materials)
-[ ] Ask For Help
(What, How)

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)
[] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into tough and awesome equipment. These range from vests hardening in response to physical trauma to spears capable of shooting lightning guided by plasma trails. Too bad you need to cut your hair for such things to become a reality.
(Cost: Arias Hair
Turns: 4
Reward: Pathene Equipment)

[ ] 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 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.)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands. 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: +30 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 world's end.
(Cost: 10/45/100 Materials
Reward: +1/2/3% Piety every 5/4/3 points above 0.
Information: 2(Two) Turns cooldown.)

[ ] 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: Early update because I have to do stuff over the weekend, and I need the extra time. Update Schedule unchanged due to that. Also, Doctine can be voted upon now.

A moratorium will be until 13.04.22 at 17:00 CET.
Voting will be closed on 17.04.22 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 18.04.22 at 17:00 CET if no one has rolled yet.
Updates will be online on 26.04.03.22 at 17:00 CET.
 
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WE are in crisis mode people we need to to use hero actions to get a share in the BHVs and also help out the mutated STAT otherwise we get another ghetto
 
@HeroCooky Could we use a Favor with house Ulatarn to get shares? My plan is to offer them a Line ship in exchange for shares.

Also, what did the ??? in Agricultural Studies end up being.
 
[] Doctrine of the Burning Eye
As we stare into the darkness, the darkness stares back. Let it blink before you do.
(Unlocked By: Kindle Alight The Beacons
Theories reduce DC by 10/35/100% for Common/Advanced/Pioneer)

I like this theory as it fits into our style of trying to do research to improve the world. It incentivizes us to do theory research which can then be shared with the world and directly helps with complex/long projects for us directly. Overall its a fairly good fit with the Pilgrim standard actions I feel. It does have the downside of not being a passive tenet that functions without action, which is somewhat painful, but I feel that the fact that it makes higher techs so much easier to get to be very nice.

[] Doctrine of the Long Path
As we wandered in the beginning, so too do we wander in the future. But we must not do so as the desert, ever-shifting, ever bending. Instead, we must be like the Mythical Glaciers of Old. A force of nature, undeterred by hatred, and ignorance, ever walking onwards. Our journey may take a trillion steps, but it only means we will spend longer with those we cherish along the way.
(Every Turn spent on an action beyond 3(Three) gives you +1 Piety for each additional Turn.)

I honestly don't understand this tenet. I think it means that we can choose to spend extra time on actions to get piety which can be useful, but unless the Piety stacks per extra turn it feels pretty strange. I can see a way in which this can be either near useless or overpowered for us. If the piety gain stacks then we can simply continue working on housing for ever and gain eventually +5 or more piety per turn, effectively giving us infinite piety. Yet, if it doesnt stack then its basically just -1 to our Piety rolls per turn, which doesnt really help that much currently. Hell the passive benefit in terms of piety loss reduction is near on part with the active effect. Also the Pilgrims have a long term goal but I just don't see us worshiping or otherwise going down the route of the Journey Is Important which this sounds to me of.

[] Doctrine of the Second Life
How can we call ourselves Humanists? How can we look at ourselves with pride if we disdain those we once shared our misery with? How can we teach acceptance and banish racism if we do not act upon our words with deeds? Do these men, women, and others not deserve the chance we once had, to be lifted by their hands, grasping ours?
(Unlocks additional Actions to target the underbelly of society for conversion, recruitment, and uplift.)

A very much Pilgrim doctrine, and one that fits us to a tee pretty much. The nice thing is that its passive, the somewhat annoying thing is that its a one time lump sum that unlocks more tech trees so to speak in the social environment. It would massively expand our reach into the underbelly which would be possibly useful but could get nobles to distrust us more due to bringing in more criminals or unwanted people. I also dont know if this would help with the current BHV issue so that is a zero net value for it in my view.


[] Doctrine of the Gilded Path
Money allows many evils to persist, grow, and fester. Yet, it entitles the wise and kind to banish hunger, thirst, disease, pain, and more. To make a future worth living, we must ensure that we have the funds for all to enjoy such a Gilded Path.
(Reduces Upkeep of everything by 20%.)

I find this very much not a Pilgrim doctrine, we fundamentally dont care about money and yet this doctrine sounds like its the first step towards trying to get money for the sake of moment. It might be a slippery slope argument but, I am not sure I want to risk opening the door to such arguments in the Pilgrims. We also frankly don't need the benefit that it provides, so I consider this doctrine to not be worth considering.

[] Doctrine of the Withhold Fist
Violence is not the answer; it is the question. The answer is: When, and how much?
(Doubles all Unit Upkeep, +1 Base Training Level)

We have basically next to no military and frankly I don't see that changing any time soon, so like the Gilded Path above I simply reject this Doctrine as an option. It simply doesnt fit the Pilgrims as they stand right now, if we had gone more into military matters and had focused on martial might then it could fit, but it would feel more as a rejection of our outreach to dedicate that much support to the military for no social gain.

[] Doctrine of Rebirth
There is always a chance to abandon everything you have done and seek redemption in your workings for the future. To cast aside what you were and welcome what you should be. Not another Cog, but another equal to the world, in body, mind, and soul.
(Unlocked By: A Mythos Called Names
Gain a free Rite, to be decided afterward. The Pilgrims cannot see [Follower] of [Faith] as [Hostile] or [Evil] to the Pilgrimage.)

Again it feels like a proper Pilgrim doctrine, but it feels very limited and not really needed. From my reading it simply ensures that we can choose 1 Faith/religion/Ideology that we consider to be acceptable and that if a person in said group does a ritual we accept them as a true Pilgrim. I guess it could be used as a way to bleed splintered sects of the Pilgrims back into our fold, by using it on the Lost for example. However, in the case it simply extends to All Faiths, then it becomes notably more useful, yet still I find it odd since we already dont have issues with conversions from other faiths. It feels almost redundant.

[] Doctrine of Awakening
There is more within code and number than we could ever hope to grasp, and we are no lesser for accepting and fostering change within those we crafted.
(We were not meant to walk this path alone. And it is not ours to decide with whom we may share it. Pilgrim AIs are more likely to Awake.)

Feels Pilgrim, but I dont know if we need more support to Awakening Machines, as we already have several such things that can already support such actions. It would synergize nicely with Children of the Universe tenet we have, but beyond that it has little impact I feel.

TL;DR
The only Doctrines I feel worth considering as fitting for the Pilgrims as they currently stand are
Doctrine of the Burning Eye
Doctrine of the Second Life
Doctrine of Rebirth
Doctrine of Awakening

In order of most to least Pilgrim like I would rate them as such

1) Doctrine of the Second Life
2) Doctrine of Rebirth
3) Doctrine of Awakening
4) Doctrine of the Burning Eye

My reasoning is that all of the first three relate to improving or helping other sapient beings while the last one is an indirect help to the world at large, so its slightly less directly impactful to the Pilgrims in the moment.
 
NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart by any means. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object.
It wants to be used. You will use it. We shall be the ones to set it free. The Forest Shall Bow Once More.
(+1 to (3\²]SN@'+ßz_ )
Did we ever figure out how to decrypt the text Martyris got from investigating that book forever ago? Since understanding what it actually says will greatly affect how receptive we'll be to advancing that trait to the next level with this artifact. Mainly, we gotta figure out which Forest the invisitext is referring to here.
 
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