[X] Plan Hunting, Mining, Books, and Politics

-[X][Faith] Wanna Join my Club?
Needed: 1 Rolled: 26
Recruits: 17

-[X][Diplomacy] Train The Infiltrator-Corp - (Expanded)
1/2 Turns complete

-[X][Martial] Watch Thy Neighbor, Carefully, Because You Need To (-8 Materials, 1 Goodwill)
Success
Watchtower and Security Station built

-[X][Learning] Tailor Your Messages - (Psychology/Culture)
--[X] +1FF
Needed: 30 Rolled: 77
One success remaining

-[X][Archeology] Send Out The Scavengers (SO-02)
Needed: 5 Rolled: 3/61
Artifacts: 3

-[X][Tree of Knowledge] Digging Holes - (Iron)(-4 Materials)
Successful

-[X][Personal action] Too Much To Do - (Hunt The Blight)
Needed: 30 Rolled: 74 + 40 = 104
Materials: 7

-[X][Personal action] Too Much To Do - (Translations For Beginners - (Linguistics) - (Untranslated Book)
--[X] 6FF
Needed: 60 Rolled: 20 + 40 = 60
Success
Sandcrete Recipe Unlocked!

-[X] Merchants - (All Are Free Actions)
--[X] Repay the 12.5 Materials due this turn (-12.5 Materials)
--[X] Buying Goods In Bulk - (Jewel Mine)
Success

Artifacts:

2d2 Mundane+ = 3
2d2 Mundane = 4

Piety:
1d6 - 2 = 1% Piety reduction

Hidden:
Battle for the 4th Ringway West 69 + 50 = 119 vs. 84 = 49 + 35 Empire Win
Skirmish in the 4th Ringway North 29 + 20 = 49 vs. 117 = 92 + 25 Starlight Win
Skirmish in the 4th Ringway South 50 + 20 = 70 vs. 27 = 2 + 25 Empire Win
Catching the Pilgrims [South]: Needed: 65 + 10 = 75 Rolled: 74 Fail


Faithful:
Needed: 77 Rolled: 54
Fail

Income:
9d4+11 = +31 Materials

The update will be online on the 26.07.20 at 17:00 CET.
 
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Rumor Mill Turn 21
Blightdogs Become A Problem!
It seems like the Bloghtdogs have no intention of slowing down, both in their migration into our region and in mating. Something out there has probably induced a frenzy in them. This has resulted in a massive rise in both attacked herds of goats as well as lone travelers. At least the Adventurers are keeping the Worst at bay, though for how long?

Elianus Of Slatnan Crushes Starlight In His First Battle As Emperor
Our Glorious Emperor has proven once more, why precisely his family rules and lead our nation in the present and future eternally! In the first dangerous confrontation with the enemy, when both our Royal Army and the First Army of Starlight clashed outside Da-Ling, he scored no less than 47 kills on Starlight Knights! Indeed, pushed by the Emperor's heroic effort to best his opponents, our Knights and Soldiers strove to prove themselves worthy of his presence and fought with fervor and ferocity! And it seems as if an opponent with a spine is something that the Starlighters have never faced, for they broke rank within a measly hour, desperately trying to fall back, individual regiments mounting futile, but honorable, last stands to give the retreating army a chance to escape. Though the First Army was battered, it is not beaten, as it managed to escape north, where our forward elements have had trouble striking back against the Stralights elusive forces. All in all, a great start!

Grand Duke Alhabra of Julimnia Executed For Treason!
TREASON! It was not a feint or trick by the enemy, but Treason that brought low so many Empire children! Alhabra had always had a reputation of unsavory dealings and tendencies (which include but are not limited to; stealing, extortion, blackmail, murder, Mutated Association), so it came to no shock to those aware of his shameful deeds, but Treason? It is a shocking day when those trusted to work for the betterment of the Empire use their station to better their own, but there is some justice! His Estate and Wealth are being divided and gifted unto those truly loyal subjects, those that have proven with valor, deed, and action worthy of the trust our Emperor puts in them, to erase this stain from history!
 
Catching the Pilgrims [South]: Needed: 65 + 10 = 75 Rolled: 74 Fail
So our boys escape by the skin of their teeth
1d6 - 2 = 0% Piety reduction
That should be a 1% reduction.
-[X][Personal action] Too Much To Do - (Translations For Beginners - (Linguistics) - (Untranslated Book)
--[X] 6FF
Needed: 60 Rolled: 20
Fail, +10 next turn
Do we get a goodwill roll for this?

welp no reroll
Profectus threw 1 100-faced dice. Reason: goodwill Total: 2
2 2
 
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-[X][Archeology] Send Out The Scavengers (SO-02)
Needed: 5 Rolled: 3/61
Artifacts: 3
Ouch, let's hope the re-roll prevented any casualties.

-[X][Personal action] Too Much To Do - (Hunt The Blight)
Needed: 30 Rolled: 74
Materials: 7

-[X][Personal action] Too Much To Do - (Translations For Beginners - (Linguistics) - (Untranslated Book)
--[X] 6FF
Needed: 60 Rolled: 20
Fail, +10 next turn
Shouldn't we get a +40 to those rolls because these are Personal Actions?

Hidden:
Battle for the 4th Ringway West 69 + 50 = 119 vs. 84 = 49 + 35 Empire Win
Skirmish in the 4th Ringway North 29 + 20 = 49 vs. 117 = 92 + 25 Starlight Win
Skirmish in the 4th Ringway South 50 + 20 = 70 vs. 27 = 2 + 25 Empire Win
Catching the Pilgrims [South]: Needed: 65 + 10 = 75 Rolled: 74 Fail
It seems the Empire does make some progress. And our guys successfully escaped.

Income:
9d4+11 = +31 Materials
With the 7 Materials from the Blightdog hunt and the 6 leftovers, we have 44 Materials for the next turn. That's enough for the labs and some other projects.

Blightdogs Become A Problem!
It seems like the Bloghtdogs have no intention of slowing down, both in their migration into our region and in mating. Something out there has probably induced a frenzy in them. This has resulted in a massive rise in both attacked herds of goats as well as lone travelers. At least the Adventurers are keeping the Worst at bay, though for how long?
Sounds like we can keep hunting Blightdogs for more Materials.

Elianus Of Slatnan Crushes Starlight In His First Battle As Emperor
Our Glorious Emperor has proven once more, why precisely his family rules and lead our nation in the present and future eternally! In the first dangerous confrontation with the enemy, when both our Royal Army and the First Army of Starlight clashed outside Da-Ling, he scored no less than 47 kills on Starlight Knights! Indeed, pushed by the Emperor's heroic effort to best his opponents, our Knights and Soldiers strove to prove themselves worthy of his presence and fought with fervor and ferocity! And it seems as if an opponent with a spine is something that the Starlighters have never faced, for they broke rank within a measly hour, desperately trying to fall back, individual regiments mounting futile, but honorable, last stands to give the retreating army a chance to escape. Though the First Army was battered, it is not beaten, as it managed to escape north, where our forward elements have had trouble striking back against the Stralights elusive forces. All in all, a great start!
They leave out the lost skirmish but it was an overall win.

Grand Duke Alhabra of Julimnia Executed For Treason!
TREASON! It was not a feint or trick by the enemy, but Treason that brought low so many Empire children! Alhabra had always had a reputation of unsavory dealings and tendencies (which include but are not limited to; stealing, extortion, blackmail, murder, Mutated Association), so it came to no shock to those aware of his shameful deeds, but Treason? It is a shocking day when those trusted to work for the betterment of the Empire use their station to better their own, but there is some justice! His Estate and Wealth are being divided and gifted unto those truly loyal subjects, those that have proven with valor, deed, and action worthy of the trust our Emperor puts in them, to erase this stain from history!
Huh, he actually got executed. That makes it unlikely to be a political play, maybe someone tricked the Grand Duke into attacking to get his Wealth and Estate?
All those "unsavory dealings and tendencies" imply he wasn't someone that just came into power so he should have known how his actions would end.
 
So; I've got some free time to write more write-in actions. First would be something that should work as a Faith action.

A Home away from Home(location)
While the Tree of Knowledge is the center and home of the Pilgrim there are many projects and actions to help others that happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary home for the Pilgrims working there could help with that.

The idea is to get a few homes/apartments for Pilgrims that work in our soup kitchens, poorhouses, or hospices so that they don't have to travel all the way back to the Tree every day. Establish A Poor-House has us getting housing for 100 people so this should be possible. Besides giving us more space, it could maybe reduce the upkeep for other buildings in the same city?
It would cost us more upkeep if we have only one other building in that city; but in a city like Mirn that could have three soup kitchens, two hospices, and several poorhouses? There it could be worth it.


And now a few Learning actions based on the rare Artefacts we found:

Keeping Cool Uses: Diagram Of A Rudimentary Icebox
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food in a way that is more useful for daily use and could allow other further-reaching developments.
(reduced upkeep of the Storerooms, allows selling of iceboxes, upgrade to the inn, unlocks the option of building ice houses, starts research into refrigeration, etc.)

Under Pressure Uses: Broken Pump
Another Artefact the Pilgrims found, which analysis would affect a variety of fields. From the prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(improves Hygenic Living, improves Desalination Basins,etc.)

We already have a water wheel project to improve the mines, so I thought we could use this for something else. It's also unlikely that our mines are so deep that we need something better than water wheels to empty them of water, yet.:p


The Return of the Can Opener Uses: Armor Piercing Ax
While the Pilgrim already developed an ax for their own use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided but the scouts of the Pilgrims never know what they might find in the ruins of the old world. In such cases, having an option to deal with armored enemies would be useful.
(unlocks an armor-piercing weapon as equipment)

Tools of the Trade Uses: Surgeons Kit
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their own injuries and those of others, that are only helpful materials and not proper tools. The research of this Artefact should improve the Pilgrims' ability to heal a variety of injuries.
(improves medikits, reduced upkeep for / improvement of the Medical Wing, etc.)
 
Turn 21: Year 5; Month 0; Shadows Whisper, Warriors Scream, Lovers Dream
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 useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

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 H.Q. 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 Humanity
-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 and water
--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
-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.) This 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, without having to state a reason, for 8(eight) weeks a year.
-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 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 left, 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.) This can only be done 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

10.) These crimes (but not excluding others) are immediate ground 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 be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism:
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be:
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)

Hidden Tenet: A Mythos Called Names:
It is undeniable that there is power in names. Nations, Organizations, Myths. All have one thing in common; a name gives meaning and identity, where there was none before. The Pilgrims have taken after the First Leader, Martyris, in His belief. A soldier, wary of death and destruction, a healer that failed too many times or someone honoring a vow, may choose to change their name to reflect what they believe to be. While a name given by one's parents may encompass their hopes and dreams for one's future, reality tends to disagree.
(Every Leader of the Pilgrims may rename themselves. All Pilgrims may rename themselves in honor or shame. -1 to Piety rolls)

Trait: Fail Better:
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)
Member/Resource Statistics
Members: 309
-Faithful: 7/11
-Followers: 298(23 unoccupied)

Materials: 43.17(min. +19.21, max. +49.21 per turn, 15 Materials owed to: The Merchant Guild in 3(three) turns.)

Income = 26.96-59.96Materials:
5.96 = Followers
1.00-4.00 = Desalination Basins
3.00-9.00 = Inn (Eye of the Beholder)
1.00-4.00 = Iron Mine
5.00-14.00 = Silver Mine
11.00-20.00 = Jewel Mine

Upkeep = 7.75Materials:
0.90 = 1 Soup kitchen - (-0.10 Due to Buying Goods In Bulk)
1.50 = Administration Center - Expanded - (-0.10 Due to Buying Goods In Bulk)
0.80 = 1 Small Hospice - (-0.10 Due to Buying Goods In Bulk)
0.40 = Hygenic Living Expanded
0.50 = Living Quarters Expanded
0.30 = Storerooms Expanded
0.85 = Jewel Mine - (-0.15 Due to Buying Goods In Bulk)
0.90 = Silver Mine - (-0.10 Due to Buying Goods In Bulk)
1.00 = Iron Mine
0.60 = Codex Printing

Goodwill: 12.18 (+0.02 per turn)
+0.01 Soup-Kitchen
+0.01 Small Hospice

Piety: 92.5% (+40 to personal rolls)
Relationships
Elites
The Emperor
Opinion: Neutral (0)
Plans: Crusading

Marquis of Tessen
Opinion: Neutral (0)
Plans: Crusading

House Ulatarn
Opinion: Neutral (0)
Plans: Crusading

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

Military
Opinion: Neutral (0)
Plans: Crusading

Church of Eden
Opinion: Neutral (0)
Plans: Aggressively ignore you

The Followers of Light
Opinion: Neutral (0)
Plans: Watch very carefully

Miscellaneous Nobles
-Lady Maranica (Ally (3)/???)

General Opinion on Mutated: Convenient Strawman (0)
Locals
The Common People:
Opinion: Friends (2)
Plans: Cheer the Pilgrims on/Scowl at Martyris

The Merchant Guild:
Contact: Abraham Lin
Opinion: Friendly (1)
Plans: Valued Customers and Suppliers

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Curtail Your Influence
Factions:
-Unionists (Unfriendly (-1)/59% Control/Mali to Costs for Actions)
-Base (Neutral (0)/28% Control)
-Healers (Friendly (1)/13% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Neutral (0)
Plans: Arrogant Superiority

The Adventurer Guild:
Opinion: Neutral (0)
Plans: I like money
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/25 Members/Reliable Mercenary Company)
-???

Criminal Organisations:
Leader: Holy Rose
Opinion: Neutral (0)
Plans: ???/War-Profiteering

Cults:
Opinion: Neutral/??? (0/???)
Plans: ???
Uncovered:
-???

The Mutated:
Opinion: Neutral (0)
Plans: Happy for you, not their situation.

General Opinion on Mutated: Semi-Hidden Hostility (-1)
Artefacts
Common
Diagram For A Waterwheel - 2.80 - + 5 to Machinery
Rusted Cogs - 1.25 - + 5 to Machinery
Drained Battery - 2.39 - +5 to Electronics
Non-Functional Lightbulb - 1.48 - +5 to Electronics
Glaive - 2.04 - +5 to Weapons
Destroyed Crossbow - 4.00 - +5 to Weapons
Rusted "RIOT" Shield - 2.18 - +5 to Armor
Reinforced Shield - 2.23 - +5 to Armor
Mechanical Pencil - 1.95 - +5 to Mechanics
Clockwork Pieces - 2.08 - +5 to Mechanics
Burnt Breastplate-Schematic - 1.08 - +5 to Armor
Translated Transcripts - 2.50 - +5 to Linguistics
Mechanical Lock - 2.65 - +5 to Mechanics
Rotating Piston- 2.02 - +5 to Mechanical
Broken Diode - 0.62
Fancy Dress - 0.35
Chocolate Recipe - 1.03 - +5 Chemicals
Gilded Spider-Husks- 1.26 - +5 Biology
Moldering Comic - 0.11
Hygenice Instructions- 1.31 - +5 Medicine
Rare
Rusted Motherboard - 5.29 - +20 to Electronics
Untranslated Book On Chemicals - 5.20 - +20 to Chemicals - Untranslated
Diagram Of A Rudimentary Icebox - 5.66 - +20 to Refrigeration
Assorted Books In Multiple Languages - 5.11 - +20 to Linguistics
Treaty On Brainwashing- 5.26 - +20 to Psychology
Broken Pump - 5.96 - +20 to Hydraulics
Papers With Recurring Numbers - 5.42 - +20 to Programming
Lightweight Alloy - 5.22 - +20 to Metallurgy
Burned Theory On Cloning - 5.35 - +20 to Advanced Medicine
Black Rectangle - 5.53 - +20 to Advanced Electronics
Armor Piercing Ax - 5.49 - +20 to Weapons
Surgeons Kit - 5.50 - +20 to Advanced Medicine
Dilipidated Prosthetic - 5.19 - +20 to Advanced Electronics
Rusted Block With Missin Circles- 5.48 - +20 to Advanced Metallurgy
Textbook On Cellular Theory - 5.47 - +20 to Biology
Layerd Plates - 5.25 - +20 to Advanced Armor
Report On Vivisections - 5.12 - +20 to Advanced Biology
Chemical Waste Bags - 5.32 - +20 to Advanced Chemicals
Damaged Knight-Weapon: Hammer - 7.09 - +20 to Weapons
Damaged Knight-Equipment: Shield - 4.80 - +20 to Armor
Lost Tech
??? - Knight of the Pilgrims - Cored
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 was 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 25 Materials on reducing building times of one building by 1(one) turn, per turn by adding [Sandcrete] to said action.)
Military
Units (1/2)
Tech-Scouts
6/6 Size
1/1 Armor
Training: Militia (2/6) -5 to all rolls
Breakpoint: 2/6 size remaining in Combat
Spears: 1 Damage per size (6 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +1 Armor
Special Rule: Cannot take a scout action if this Unit is used for military purposes.
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Upkeep: Free (Scavenger Past Unit)
Equipment
-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 difference of 35 or higher, you gain one extra stealth attack.
+1 Armor. 2.00 Materials per Unit
-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 difference of 35 or higher, you gain one extra stealth attack.
+3 Armor. 5.00 Materials per Unit
-Bloodletter (Special Melee): Special Rule: Bleeding: +2 damage against biological targets, -2 damage against mechanical targets, -1 damage against armor. 0.30 Materials per Unit
-Firebomb(Lingering): It is used as a free action before melee is joined, with 1d4-1 damage and +1 damage in the next turn, Consumable: Needs to be re-stocked after use. 0.06 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. 0.08 Materials per Unit.
-Medical Kit (Silver, Bloodbark): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
-(Basic Melee) Spear/Mace/Ax/Sword/Dagger: 1 Damage, can be combined with a shield, or equipment. 0.15 Materials per Unit.
-(Basic Ranged) Sling/Bow: 1 Damage per size, damage halved, cannot be combined with shields, -15 to first melee roll for the equipped Unit, Ammunition for 5 Turns. 0.2 Materials per Unit.
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.35 Materials per Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 1.00 Materials per Unit.
Unique/Notable Assets
-Ashleaf Tea +10 to Diplomacy
1x Extremely Fertile Ashleaf-Nursery - (2/60 Growth) - (2/3 Harvest)
1x Fertile Farmland
1x Bloodbark Field - (-1 to all casualty rolls, -0.60 upkeep to all medical buildings)
1x Inn - (Eye of the Beholder)
1x Iron Mine - (Mined) - (1d4)
1x Silver Mine - (Mined) - (3d4+2)
1x Jewel Deposit - (Mined) - (3d4+8)
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 +1 Turn to mine and set up

Desalination Basins
- 250 Pilgrims receive water in case of a drought. +1d4 Materials per turn.

Administration Center - Expanded
- +1 Personal Action, Unlocks Too Much To Do.
- +1 Tree of Knowledge Action

Hygenic Living - Expanded

- Plagues roll a with mali to infect the Pilgrims, supports up to 300 Pilgrims before it becomes useless.

Living Quarters - Expanded
- Up to 300 Pilgrims can live in your base before a mali starts to apply.

Storerooms - Expanded
-Up to 300 Pilgrims can survive for 6 months under siege conditions
Heroes
You, Martyris, The One That Suffers, Leader of The Pilgrims
4/6 Health (-2 permanent)
3/3 Armor
Training: Trained (3/6)
Breakpoint: NONE
Spear: 1 Damage per size (1 total)
Armored Camo-Cloaks (Standardized): (Melee) If the stealth-roll has a difference of 35 or higher, you gain one free attack. +3 Armor
Medical Kit (Silver): Roll 1d4-1 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.12 Materials per Unit.
Special Rules:
-Must be attached to one Unit to join Combat
-All Units gain the special rule Unbreakable: Unit automatically succeeds its morale check
-50% Chance to gain/lose 40% Piety should this Hero die in Combat.
-Gain 30% Piety should this Hero die of natural causes
-Immune against all poisons
Upkeep: Free (Because it's you.)

Traits:
Poisoned By A Plague-Engine - Medicated Immunity

There are few things worse enough than dying to the poison of a Plague-Engine. You are enduring the least of the worst of those fates. Though many see your determination to face such a future for something beyond yourself as inspiring and have taken to more selfless actions as a result of this. A side effect of your medicine and the lasting damage seems to be a much-increased tolerance against any form of poison, though there may be more.
(Reduced health, reduced lifespan, permanent -1 to Piety reduction rolls, grants immunity against poison)

A Victims Ire: Holy Rose - Criminal Organizations
This world is not a kind one. It will chew you up and spit you out the moment you let your guard down. You did so, and almost paid the price for that. Your experiences now mark you, as does the anger you feel towards those that wronged you. Dealing with both "Holy" Rose and various Criminal organizations beneficially will require much more effort, but harming them will be much easier.
(-20 to aiding Criminal Organizations and Holy Rose, +10 to harmful actions against them. Reduced to -10/+5 respectively once Holy Rose dies.)

Mutated Girlfriend - Selene - Beating Hearts At Ease - (4/4)
Few things can compare to the feeling of knowing that you belong with someone. To feel secure and loved in their arms, be able to doze the day away while cuddling, having that indescribable feeling of happiness found only in love. If only you could spend eternity like this...
(Unlocked The Choice.)
A cool breeze carried the scent of freshly budding flowers from the garden as Silvia enjoyed newly pressed juice from a wooden mug. The stars and the smaller moon, Mes, shown down onto the city, lightly illuminating the scene which unfolded just far enough away to see, but not hear. Selene and Martyris had returned from one of their nightly dates, hugging and smiling like always, before kissing each other goodbye and parting happily from each other.

It always brought a smile to Silvia, seeing love blossom. True love, unchained by convention and social stigmas, was and always will be something beyond cherished for her, for it is precious. That was one of the reasons she started her matchmaking hobby, but it was not the only one.

"A new project of yours? And using your pet no less," came a voice from her right, filled with disdain and condescension. The smile fell away from her, as Silvia recognized the owner of the sound. She did not turn her head, still looking into the distance, as she spoke, "Believe it or not, I had no hand in this match, as much as I wish otherwise. And do not call her a pet, she may be a means to an end, but she is still a person."

Silence followed her statement, and she tried to enjoy the fresh breeze and calm night. Her guest did not incline to drop the subject, however. "Call it what you will, she is a slave in all but name to you. Especially now that you Nobles have started to crack down on the Mutated. If she displeases you, she is out on the streets. They would eat her in a day. Unlike some, she cannot hide what she is," He spoke, lightly pressing onto a spot on her lower back with a single finger.

A growl escaped Silvia's throat, a sound reverberating around the balcony that no human should be able to create. "You have a second to rrremove yourrr fingerrr, beforrre I rrremove yourrr hand," came her accented response, as the mug in her hand began to creak under pressure. The force on the old wound vanished.

"Heh, still having trouble speaking, after all that time? At least you cannot hide some things, Changeling."

Silvia turned her head in the direction of his voice, glaring at the empty balcony that greeted her. "You would not have gone through the trouble to hide if you have no reason to do so. Out with it, before you ruin my night entirely."

A condescending chuckle followed her response before He spoke. "The pressure has gone on long enough. We cannot advance our goals if everyone's attention is on the Mutated, so do your part in removing it. You have enough blackmail to start a civil war, use it."

She only sneered at the empty air, before returning to looking out onto the city once more. "Fine." No sound could be heard after her answer before a silent patter of nacked feet on polished stone moved away.

Lady Silvia Maranica, only human heir to her parents, did not notice this, as her thoughts returned to a darker day. One filled with sharp pain, fresh blood, agonized screams, tears, and the sickening scent of burning flesh.

The wound on her lower back made itself known once more, reminding her of what had been taken for her parents' pride.

The mug shattered.

***​

TWOK

"Oh shi-" Su called out, barely devoting enough of her attention to notice the bolt that had struck a hand-length barely away from her head. She was too busy running for her life, dodging the bolts raining down on both her and her team.

"How long do we have to keep running?" Chris shouted as he pointed his Crossbow back and firing, without looking if the bolt hit someone or not. Going by the scream of pain, he luckily did. Luckily for everyone else, as the Starlight-Scouts focused on the one that had wounded one of their own, giving everyone else the needed breathing space to reload their weapons and scream at Chris to "shut up and keep running."

This mad game of cat and mouse had been going on for three hours already. The Starligthers were hunting the Pilgrims, firing haphazardly, while the Pilgrims rushed from cover to cover, running in a mad dash towards a specified location.

A tattered blue cloth indicated that they were close, pushing everyone to give their last in reaching their spots in the small valley. As they crossed an invisible line on the floor, all six scouts dove behind rocks, readying their weapons, and began to listen with laborious breaths.

Soon enough, the screams of the Starlighters became decipherable, before a "-ll them!" could be heard. Then there was a moment of tension in the air, with 17 enemy soldiers running into the open.

One whistle rang.

Sixty Crossbows popped up from cover.

Sixty Bolts raced towards flesh and blood.

Forty-one hit, killing all hostiles in the valley immediately.

The only thing Su could think, though, was that she would never volunteer as bait again.

***​

"Okay, and?" Hannis asked, confused. "How is it any better than what we are already using? Or how could it help us when we are already digging our rooms ready-made? This all sounds like a giant money- and time-sink."

Lin-Su wanted to scream. "Yes, it is so now! But think about the possibilities that could be cracked open once we have the production down to repetition! Sandcrete could help us by erasing our need for ready-made rooms! We could mine out a cavern and then fill that up to our specifications! Here, look!"

Lin-Su excitedly pointed to a small model on a table. It looked like a typical sandcastle, but instead of being made of sand, it looked like struck out of stone. "It took us a week to get the right ingredients, but once we had them together, we poured the mixture into a form, waited for an hour, and boom! Complete castle!"

Hannis looked unimpressed at the tiny castle. "A week for that. Marvelous," he replied evenly.

"Okay. Then let me start over once more to make sure you get it. Sandcrete is such a big deal because it is a straight evolution from concrete. It has, however, none of its weaknesses! Concrete is prone to rotting away, takes a long time to settle, releases heat, needs truly excessive quantities of water, uses particular ingredients, and is costly to boot! Sandcrete, on the other hand, needs only specialized machines to facilitate its creation, could be mixed with a staggering amount of materials, sets within the hour, even in large quantities, and needs no water. Yes, it costs an ungodly amount of money now, but once we have adapted its formula to what we have available and the machines set up, it will not eat everything we have. Granted, it will still be pricey, but when we need it? We can set up hospitals, shelters, barricades, and so much more in no time flat! Think about how many people we could save when there is a plague, and we only have to spend a month on setting up an emergency hospital, instead of five!"

"Huh. But if it is so good, why haven't we seen many more buildings made with it? The Sul-Hegemony would have put that all over Rust if it is better than concrete," Hannis countered.

Lin-Su grinned at him. "That's because they haven't had the time to remake the Rust with it. But they had time to put up the Walls."

***​

It was a few minutes before dawn, and a young boy sat at the edge of a sky-bridge connecting two towers. With his legs dangling beneath him, he picked up a small pebble that lay nearby, and held it up, arm extended away from him over the edge. He let go of the rock and counted the seconds.

Twenty, twenty-one, twenty-two, twenty-

After a while, he stopped counting, knowing that he would not hear a sound, and continued looking out towards the crumbling ruins of the inner city. An overturned Behemoth laid overturned over the oddly colored Wall, next to a breach in it. Skyscrapers rose towards the sky, connecting as bridges rose from the ground, to each other, or to nothing but air as the buildings that once were had yielded to time and decay. The boy could barely make out The Spine, concealed by the early morning fog and smoke behind those sights. It rose impossibly tall, daring all that looked upon it to reconsider whether human hands had created all this.

As the sun crawled over the horizon, rays of light illuminating the hollow skeletons of past miracles, he gazed upon it all. He spoke with a shuddering breath: "And never lose that Wonder, for without, we are naught but Dust, doomed to repeat mistakes of ancient past."

Standing up, the boy wiped a tear and went over to the slowly waking expedition and those who would relieve him of his watch.

***​

"-nd the rotation will ensure that there won't be any open window of opportunity for any would-be thieves or assassins to sneak in unopposed. With the added tower on-top of the 'Tree, we will additionally have an advanced warning for any attacks, either by a Wasteland Tribe or Mutant Horde," Needle spoke.

"Furthermore, our hunt for the various Bligthdog dens in the region has been successful, but as it turned out, we have continuously killed dens days before a Mercenary Companie, called "The Huntsmen," could do so. While it could have quickly devolved into bloodshed, their Captain, one "Amra Kaliv," has taken this as a challenge. Both he and our Tech-Scouts have turned the hunt into a game of "Who can kill the most." Making a game out of killing was incredibly unethical, and they have been punished accordingly, but the results speak for themselves." There was a murmur as she spoke about the Tech-Scouts behavior.

"After we "lost" by a narrow margin of three Blightdogs, Amra Kaliv has exchanged his companies details and promises of fighting for the Pilgrims for a price, of course. I have taken the freedom to look into their history and can say that they have not broken a single contract with any employers. Should we ever need reliable mercenaries, the Huntsmen should be our first go-to in our hiring," sitting down once Needle had finished, a discussion broke out about the pros and cons of hiring the mercenaries over the guards of House Mirn.

The discussion continued for a while, before Martyris stood, raising his hands to calm everyone down for him to speak. "Thank you, Needle. Now that we have heard the last report, is there anything that needs to be discussed? Any problems we have overlooked?"

A hand went up from Axel, and after receiving a gesture from Martyris to speak, he stood up. "Thank you. As you know, we have figurately struck gold with our Jewel and Silver mines in addition to the Ashleaf. The one thing that bottlenecked us the most was not time, but money. With those three acquisitions, many feel that we all should focus once more on improving people's lives. Not in a reactionary manner, to the newest threat, but in a permanent one, building soup kitchens, hospices, and poor houses, maybe even an orphanage or school. There is also talk about reaching out to the other cities in the region. I suggest that unless something perilous comes up, our efforts should be focused on that field for the foreseeable future." Finished with his speech, Axel bowed lightly, before sitting down.

Martyris nodded at that, turning towards the room. "A good point. Any thoughts about what was said?"

"Well, I believe-"

***​

It is with birdsong and a stray ray of sunlight that I awoke, still tired from the late-night Seli and I had spent in the city. Looking around the room, it was still the same as when we entered, except for the strewn around clothing we had left in our hurry. This thought brought back memories of last night and a smile to my face as I tried to sit up, only to find that I could not move. My smile grew bigger as I looked upon Seli, splayed all over the bed and me.

God, that woman can't sleep in one position.

It was adorable that Seli and I fell asleep in each other arms, only for her to wake up in the most improbable positions. It did not matter how much she tried; she always ended up sleeping sideways, over me, with her whole body turned around, and one time even under the bed. Today was one of the better days, as she slept close enough that I could still reach her head and caress it. She unconsciously pressed into my hand with a lazy sigh of satisfaction, as I continued to stroke her in just the way she loved.

Smiling, I continued to enjoy her embrace, warmth, and how her ears flicked unconsciously. It was moments like these, where nothing else mattered except us, moments in which nothing was wrong, where there wasn't anything that required my attention, which showed me how utterly in love I was with her. How she made any stress just melt off me, how her light met all my fears, how everything seemed like it could only become better, no matter the circumstances. Every moment with her turned into the best of my life, even as words failed to convey my feelings.

She was the love of my life, the only person I had ever loved in such a way. And there was something else, something that I had started to realize over the last three months.

She was the one I want to marry.

***

The Choice

[ ] And I Will Do So Properly, With All That It Entails.

Every tradition will be observed, every bell and whistle pulled out, no expense spared, nothing left to chance. Traditionally, those asking the question give their hopefully soon-to-be spouse a weapon -this weapon is intended to be a signifier of their love. The gathered materials were a sign of the dangers they would brave for them, the craftsmanship a proof of their sweat, the scene carved upon the blade or hilt showing the one moment in which they couldn't live without the other anymore. I will gather the materials, cast it without help, carve into it my love for her, and give it to her at the place we met not so long ago. It will take much of my time, but she is worth every second, and more besides.
(Effect: Interlude: Two Hearts, One Soul
Will take up 2 Personal Actions.
Warning: The Church of Eden will loathe this. The Common People will not like this. ??? will ???. The Mutated will Love this.)

[ ] But I Can't, Not Now.
For whatever reason, there is this doubt in me. A doubt which tells me that now is not the right time to ask her the question. Whether it is a fear of being rejected, or something else, maybe the thought about what everyone will think that stops me, but I can't. Not now.
(Effect: Unlocked The Choice for later use.)

***​

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

[ ] Wanna Join my Club?
You need people to hear the Pilgrims' message, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 99%
Reward: 1d20 Recruits)

[ ] The Pilgrims Need You!
Your missionaries can walk much further and stay out for much longer with the help of the inn. This directly translates to more people hearing the Pilgrims' message, though you may want to focus on one group of people to maximize the effect this will have.
(Turns: 2
Chance: 75%
Reward: 4d20 Recruits)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup kitchen, it is time to expand them to cover the city. About three more should give you a solid base for future expansions and provide your other ventures with places to attach to.
(Turns: 3
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d6 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 80%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d6 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims cannot provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Turns: 2
Chance: 70%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[ ] Build a House Of Pleasure, Brothel, ??? (Choose A Name)
Now that you have officialized the law regarding prostitution, some have suggested building a place where people can do so safely. They would be supplied with silphium and other medicine at cost, and there would be guards to ensure that no-one gets any wrong ideas. Someone also suggested that those who want to enter should pay an entry fee for the free amenities. It would also ensure that the patrons are of the civilized sort. Some Pilgrims that work in this line of business have started to organize this on their own. If you want to make money off this, you should start it soon.
-[ ] Stand-Alone
(Cost: 4 Materials
Reward: 1d4-1 Materials per turn)
-[ ] Attached To The Inn
(Chance: 75%
Cost: 1 Material
Reward: +1 Material per turn)

[ ] Establish Another Small Hospice - (1/2)(Mirn)
While a Hospice does cater to the dying, their primary purpose is to heal the sick who cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic medical procedures until you make some deals and agreements with those who have studied medicine.
(Chance: 30%
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Healing For All!
You have the money; they have the expertise. Announce that the Pilgrims will shoulder all costs for any medical procedure done by the Herbalists for the next three months.
(Cost: 10 Materials
Chance: 45%
Reward: Healers gain influence, 1d3-1 Goodwill.)

[ ]A Home away from Home - (Location)
While the Tree of Knowledge is the center and home of the Pilgrims, there are many projects and actions to help others that happen away from it. Traveling between the Tree and other cities takes time and, occasionally, resources. A small base closer to those places, serving as a shelter and temporary home for the Pilgrims working there, could help.
(Cost: 4 Materials, Upkeep: 1.5 Materials
Reward: Local Base, Upkeep of all structure in the chosen location reduced by 0.10 Materials)

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

Diplomacy: The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (1 Action Locked)

[ ] We Are One People! - (Choose Elite Or Locals)
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, bringing the people together and starting on the road to reconciliation.
(Cost: 20 Materials
Chance: 50% (rolled each turn)
Successes Needed: 4
Reward: +1 Relationship for the Mutated with the chosen faction, +15% Piety, 3d20 Recruits, +1d12 Goodwill)

[ ] School The Diplomat-Corp - (Specialized) - (Choose Faction)
Your training for the diplomats is as comprehensive as possible to create for the foreseeable future. Now you either need institutional knowledge or an in-depth look into one faction to help you out more.
(Turns: 2
Chance: 50% for Locals, 35% for Elite, cannot choose The Union of Herbalists
Reward: +15 to all rolls involving said faction.)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches (choose The Emperor, Marquis of Tessen, House Ulatarn, Church of Eden, The Followers of Light), rolled with a +10
Reward: Official point of contact with a faction and unlocks future actions)

[X] Train The Infiltrator-Corp - (Expanded) - (1/2 Turns Complete)
What's done is done, now you can only ensure that they do the best job that they can do.
(Turns: 2
Chance: 65%
Reward: Can infiltrate factions for fewer Materials. Raised Chances to secret actions)

[ ] Infiltrate - (Target)
With spies now available to the Pilgrims, it may be the time to make sure that they are in place to ply their trade.
(Cost: 4 Materials
Turns: 3
Chance: 60%
Reward: Target is Infiltrated, displays more information, raises chances for Exfiltrate and Illuminate)

[ ] Exfiltrate - (Target)
What is yours is mine; what is mine is none of your concern.
(Chance: 65%
Reward: Depending on the faction)

[ ] Illuminate - (Target)
Holder of justice, beacon in the dark, I have sinned. Liberate me of my darkness, unburden me of this pain. May my deed feed that which may eternally grow.
(Cost: 7 Materials
Chance: 40%
Reward: Target has their operations/structures halted/crippled/terminated.)

[ ] Unity Of Purpose
What higher purpose is there than to heal broken bones, to mend open wounds, and ease the suffering of the sick? What better way to advance towards a future where none have to die because they cannot afford to heal than to strike out united?
(Cost: 4 Materials
Turns: 3
Chance: 25% to not anger both Unionists and Base, 45% to not anger Base, 65% to succeed
Reward: The Herbalists become aligned with the Pilgrims, +1 Relationship, more influence.)

[ ] A Grand Step
Being officially recognized as an official religion has done wonders for the number of doors open to the Pilgrims. Two of those doors are the right to open a school and orphanage. You should make sure that you have enough income to run them, however since those institutions eat money like it is going out of style.
(Chance: 45%
Reward: Can construct a school and orphanage.)

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

Martial: To live, you need power. To have power, you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action)

[ ] Decimate The Blight
Blightdogs are both feared for their poisonous spines and fangs and loved for their value once killed. Their needles are always in demand by apothecaries, while their skin is bought up by tanneries seeking to turn it into leather, and later clothes, to sell the nobles. Scratch fun, those beasts are popping up in every nook and cranny lately! Kill as many as you can before they start killing people left and right! You may have put a dent in their numbers, but there are still too many around!
(Cost: At least 1 Unit
Chance: 60%
Reward: 3d4-4 Materials.)

[ ] 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: 70%, starts Combat if failed by more than 20%
Reward: Numbers and composition of Enemies are revealed at the chosen location.)

[ ] Build An Armory - (Basic)
No one likes it when someone starts to stockpile weapons. For cults? Triply so.
(Turns: 2
Cost: 3 Materials, 4 Goodwill
Reward: Can supply and equip 3 Units. Unlocks further actions)

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

[ ] Create A Dedicated Range
One of the main problems you have had in your training is that there wasn't enough space to truly learn out how to use a ranged weapon effectively, and how to switch to CQC in a moments notice. See to establishing proper ways to do so.
(Turns: 2
Cost: 5 Materials, 0.5 Goodwill
Reward: Lowers malus when switching from ranged to -10.)

[ ] Construct A Hangar
The repair and maintenance of Knights is an affair that requires both space and expertise. Since you can dig the former, you only need to supply the latter.
(Turns: 3
Cost: 9 Materials, 1 Goodwill
Reward: Can start repairs of the Pilgrims Knight, increased chance for Knight research, reduced numbers of successes needed.)

[ ] 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, simply take. Well, the Pilgrims may be idealists, but they are long-used to the horrors of the Wastes. Formalize the in a military unit.
(Cost: X(Equipment) Materials, 3 Goodwill, +2.50 Materials Unit-Upkeep
Reward: 1 New Unit (Size 6/6) at Militia (2/6)

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

Learning: Knowledge is Power. (1 Action Locked)(Artifacts can be attached to one learning action to provide the inherent bonus, but are consumed unless special buildings are present)

[X] Tailor Your Messages - (Psychology/Culture)
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in diplomacy and recruiting.
(Chance: 70% Successes needed: 1
Reward: Increased chances for recruitment actions and diplomacy)

[ ] Tell Me Your Secrets - (Mineralogy/ Advanced Alloys)
Jewel is a curious metal. Or substance. Or chemical. Or a myriad of other things, since none know what it is, only that it is used in Knights, and those that do know, won't tell anyone. Well, you have a deposit of the stuff, why not see for yourself?
(Chance: 55% Successes needed: 2
Reward: Potential uses of Jewel, increased chance for Catalog Everything)

[ ] Secret Of The Circuit Pt.1 - (Electronics)
While you have a functioning motherboard, you have no idea what it is supposed to do, or how it even functions. Start unraveling the mystery of circuitry.
(Needed Artifact: Rare Electronic
Chance: 35% Successes needed: 4
Reward: Unlocks Base Action, Unlocks Learning Action, +5% Piety, Progress towards Pilgrim-made Electronics.)

[ ] Beyond Mortal Ears - (Metallurgy/Biology)
The Pilgrims have probably the highest amount (seen proportionally) of Mutated in their armed ranks. It makes sense even; enhanced hearing, sight, smell, strength, and many more make a Mutated valuable addition to any Unit. Making use of the hearing part to relay orders would grant the Pilgrims an edge in Combat (as long as said Mutated are alive). As such, developing pipes that humans cannot (or just barely) hear to relay simple orders should be looked into and rudimentary codes.
(Cost: 1 Material
Chance: 45% Successes needed: 1
Reward: All Pilgrim Units gain a +3 co-ordination bonus for every Unit present in a battle, caps at +15, cannot be provided by a Unit a half-strength.)

[ ] Sandcrete Localized - (Chemical) - (Cannot Use In The Name Of Profit)
Sandcrete is a miraculous substance and has one significant advantage that nullifies its glaring weakness: adaptability. Even with your rather barebone facilities, adapting its formula to local needs and supplies is easy and quick! You just need to put in the effort to do so.
(Chance: 80% Successes needed: 1
Reward: Sandcrete costs reduced by 2.5 Materials.)

[ ] 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 piece of metal! While damaged, patching the hammer up and reinforcing it should provide your Knight with a powerful weapon in future fights. It would also allow you a glimpse into the inner workings of Knight-Weapons.
(Needed Artifact: Damaged Knight-Weapon: Hammer
Chance: 55% Successes needed: 2
Reward: "Bonecrusher" armament for the Pilgrims Knight, can create Prototype Knight-Weapons.)

[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
Together with the hammer, your scavengers found a discarded shield. While there is a rather big hole in the middle and the edges have been somewhat melted, you should nonetheless be able to recreate this piece of armor for your Knight after studying it.
(Needed Artifact: Damaged Knight-Equipment: Shield
Chance: 60% Successes needed: 2
Reward: "Saviour" equipment for the Pilgrims Knight, can create Prototype Knight-Shields.)

[ ] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics)
A Knight is in your camp. A cored, burned out and heavily damaged Knight, but a Knight nonetheless. Finding out which systems are salvageable and which should be removed is tantamount. As is understanding just what does what.
(Chance: 1% Successes needed: 17
Reward: You can start repairing the found Knight, may finish other Learning Actions due to osmosis, and unlocks further actions.
Warning: Due to an absence of both a Lab and a Hangar, it is recommended to wait on starting this project.)

[ ] That Stone Is Talking - (Fabrics/Chemical)
Creating a cloak that makes people miss you on a casual glance takes skill and hard work. Making one that could stand up to multi-second scrutiny, however...
(Chance: 30% Successes needed: 4
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, replaces Camo-Cloaks(Standardized))

[ ] Get To The Point
The best-ranged weapons the Pilgrims can give to their volunteers are currently bows and slings. That's enough for self-defense but not enough for a war. Use the examples of crossbows you have or bought, to develop your own.
(Cost: Artifact Type: Weapon + Crossbow, or bought Crossbow.
Chance: 70% Successes needed: 1
Reward: Weapon: "Pointer" +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls)

[ ] Flow Like Water - (Machinery)
While uncommon, waterwheels are used for industrials purposes besides agriculture. It should be easy to adapt one to help with your mines, especially with the Artifact you posses.
(Needed Artifact: Diagram For A Waterwheel
Chance: 85% Successes needed: 1
Reward: Reduced Upkeep for all your mines, can be upgraded to increase their yield.)

[ ] Reach Out And Stab Someone - (Weapons)
A weapon the Pilgrims found in the Forest, that could be studied for re-creation. While this would be less useful for your scouts, it is a good weapon for guards and other warriors who don't have to be mobile. The extended reach is also helpful if some Mutant tries to eat you, so it's worth researching.
(Needed Artifact: Glaive
Chance: 80% Successes needed: 1
Reward: Weapon: Glaive, has traits "Two-Handed," "Reach," and "Monster-Slayer")

[ ] A Shielded Approach - (Armor)
While shields are more of a hindrance to your scouts, the Pilgrims found several pre-Fall examples that could change that, or at least allow you to make better shields.
(Chance: 70% Successes needed: 1
Reward: A better shield.)

[ ] The Feather Is Mightier Than The Sword, At Least Against Paperwork - (Advanced Mechanics/Biology)
Another Artefact found in the ruins of the old world. While it may not be as impressive as other Artefacts, the scribes and bookkeepers of the Pilgrims are very interested in finding ways to produce them for themselves. Which wasn't that important to Martyris until Nexa joined them in their demands. Who knew she would develop such a dislike for paperwork? The downside of trying to produce it is that you need some very complicated parts.
(Needed Artifact: Mechanical Pencil
Chance: 35% Successes Needed: 2
Reward: Reduced Upkeep for the Administration Center, +2 Materials Income from sales.)

[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
While the Armored Camo-Cloaks of the Pilgrims are excellent pieces of armor, it is a fact that they don't focus on being armor. Sooner or later, Pilgrims will get into a fight where stealth is not an option, and the basic leather armor won't be enough. Use some of the knowledge the Pilgrims found to develop armor that is better than the basic versions.
(Chance: 90/75/45% Successes Needed: 1/1/2
Reward: Armor.)

[ ] Lock and Key - (Mechanics)
Two times the Tree was infiltrated, and it was only thanks to luck that nobody died. While organizing guards will make your home safer, you can do more. With this Artefact, the Pilgrims can develop ways to make it even more difficult for any enemy to infiltrate their home.
(Needed Artifact: Mechanical Lock
Cost: 2 Materials
Chance: 70% Successes Needed: 1
Reward: Raised DC for infiltrators.)

[ ] Keeping Cool - (Electrical/Mechanical)
Food storage and preservation are, compared to before the Fall, rather limited. While salted and dried food exists, those are more useful for long-term storage than day to day use. Research of this Artefact should allow the Pilgrims to preserve and store food in a way that is more useful for daily use and could allow other further-reaching developments.
(Needed Artifact: Diagram Of A Rudimentary Icebox
Chance: 05% Successes Needed: 2
Reward: Reduced Upkeep of the Storerooms, selling of iceboxes, upgrade to the inn, unlock further Learning Actions.)

[ ] Under Pressure - (Mechanical/Hydraulic/Electrical
Another Artefact, the Pilgrims, found, which analysis would affect a variety of fields. From the prevention of mines being flooded, over improvements to the water supply, and even better irrigation of fields. The ability to move large quantities of water without buckets has many uses.
(Needed Artifact: Broken Pump
Chance: 35% Successes Needed: 2
Reward: Improved Hygenic Living, Improved Desalination Basins, increased income from Mines.)

[ ] The Return of the Can Opener - (Weapons)
While the Pilgrim already developed an ax for their use, the Bloodletter is most useful against "soft" targets. Melee against a heavily armored enemy should be avoided, but the Pilgrims' scouts never know what they might find in the ruins of the old world. In such cases, having an option to deal with armored enemies would be useful.
(Needed Artifact: Armor Piercing Ax
Chance: 80% Successes Needed: 1
Reward: Weapon: AP-Ax)

[ ] Tools of the Trade - (Medical/Biological)
While the mining of silver and the farming of Bloodbark gave the Pilgrims options to heal their injuries and those of others, that are only basic materials and not proper tools or procedures. The research of this Artefact should improve the Pilgrims' ability to heal a variety of injuries and develop advanced protocols for their proper use.
(Needed Artifact: Surgeons Kit
Chance: 55% Successes Needed: 2
Reward: Improved Medikits, reduced Upkeep for the Medical Wing.)

[ ] Translations For Beginners - (Linguistics) - (1 (one) Artifact)
Finding these texts was a stroke of luck, but it was bad luck that had it written in a language none of the Pilgrims can understand. Time to hit the local libraries and hit up local linguists to translate it.
(Cost: Untranslated Texts, Books, other.
Chance: 40% Successes needed: 1
Reward: Translated Artifact)

[ ] Eureka! (Write-In)
(Write in something you want to research, as well as how you came upon that idea. Better success-chances to the action if you mark a relevant artifact for this research.)

Archeology: The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-02: Est. Artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. Artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. Artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-06: Est. Artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SO-01: Est. Artifact-grade: General Mundane-, Dice:2d2-1 per turn, Max. Yield: 5 Turns. Mutants nearby.
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 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: 4 Turns. No danger.

-[X] Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - starts this turn - 4 Turns

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites and return information on possible hostile forces present in or around them.
(Chance: 90%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 3% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases extended along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 80%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 75%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 75%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 65%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 10% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what to find here, only that you are probably the first to look for artifacts. But your scouts have reported feeling like they are being watched...
(Chance: 99%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 25% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

Tree of Knowledge: The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action, 1 Action Locked)

[ ] Living Quarters - Grand
While you have enough space for a small village in the Tree, you should expand what space is available. If anything, you will run out of rooms sooner rather than later.
(Cost: 10 Materials Upkeep: 1.5 Materials
Turns: 4
Reward: Up to 900 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Grand
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least twelve months.
(Cost: 8.0 Materials Upkeep: 0.6 Materials Restock cost: 7 Materials
Turns: 3
Reward: Can support up to 900 Pilgrims for twelve months under siege conditions, before you need to gather new supplies)

[ ] Administration Center - Grand
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time, which means that you will have to create a bureaucracy to deal with this.
(Cost: 10 Materials Upkeep: 3 Material
Turns: 2
Reward: +1 Action to the specified section)

[ ] Laboratories - Basic
Researching is not done by sitting in a tent, doodling on parchment, or throwing ideas at a wall to see what sticks. It is done in specialized environments, with purpose build equipment, and stocked up on anything that could be needed for experiments and developing prototypes.
(Cost: 20 Materials, +3.5 Materials Upkeep
Turns: 3
Reward: Improved success-chances, DC for 1,2,3 Progress unlocked, fewer successes needed for Catalog Everything, unlocks Learning Action, unlocks Base Action)

[ ] Sandcrete Mixer
Sandcrete is a miraculous substance. It can be mixed by using ubiquitous materials, reduces the time to build structures by months, and can be adapted to local needs practically on the fly! If only it weren't so damn hard to produce without specialized facilities.
(Cost: 35 Materials
Turns: 4
Reward: Sandcrete option costs reduced by 10 Materials, +10 to all Chemical research)

[ ] Daycare
Well. There are a lot of babies around. And it does not look like they will go away soon (you hope), so maybe make sure that there is a place where they can grow up safely? The parents will thank you for that. As will all the babies that come after.
(Cost: 5 Materials, 1 Faithful, Upkeep: 0.5 Materials
Turns: 2
Reward: -1 to Piety rolls, +2 permanent recruitment due to births.)

[ ] Beautification
Now that you have more clerks keeping the Tree in order and organized, you could start a longterm project. Like, say, chiseling a ludicrous amount of art and engravings into the stone so that people will like living here more? Maxcim does have all those ideas...
(Cost: 10 Materials, Upkeep: 1 Material
Turns: 3
Reward: -1 to Piety rolls, the Tree will be much more beautiful.)

[ ] Medical Wing
Now that you have both silver, a self-cleaning metal, and a population that requires one, a medical wing would do much to reduce both plagues and heal injuries.
(Cost: 15 Materials, Upkeep: 1 Material
Turns: 2
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 900 Pilgrims before it becomes useless.)

[ ] Blacksmiths Abode - (Basic)
Humanity was born without claws or scales. So we forged them in the fire, hardened by iron and oiled by our blood. It's a good saying, but some Mutated with claws and scales find its implications insulting. At least you now have a smithy, so having to wait days for a new tool is a thing of the past.
(Cost: 7.5 Materials, Upkeep: 1 Material
Turns: 2
Reward: Lowered costs for all equipment, increased chances for all research, rolls with advantage for all melee weapons/equipment made od metal, can be upgraded.)

[ ] Salt Refinement
The salt that is generated can be further refined to achieve higher quality. This would subsequently boost sales.
(Cost: 4 Materials
Turns: 2
Reward: +1 Materials through salt sales per turn)

[X] A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees) - (2/3 Turns Harvest)
You have soil, seeds, and the will to put the latter in the former. How hard could it be? (All choices are locked until you wish to change them. Extremely Fertile Farmland increases the rewards by 0.5 unless stated otherwise.)

- Ashleaf Trees - (Only in the Extremely Fertile Farmland)
Turns: 60
Reward: +5 to diplomatic bonus, the monopoly on Ashleaf Tee (1d4 Materials added every 3(three) turns of growth, caps at 20d4 per turn.)
- Bloodbark
Cost: 8 Materials, only for the first harvest
Turns: 2
Reward: -1 to all casualty rolls, -0.6 Upkeep to all medical institutions
- Sandwheat
Cost: 0.01 Materials for every harvest
Turns: 1
Reward: 1.5 Material in sales
- Helo-Fruit
Cost: 2 Materials for every harvest
Turns: 2
Reward: 2d4 Materials in sales
- Black Root
Cost: 3 Materials, only for the first harvest
Turns: 3
Reward: 3d4 Materials in sales
- Asil Nuts
Cost: 4 Materials for every harvest
Turns: 4
Reward: 6d4-6 Materials in sales

[ ] Let's Build A (Write-In)
(What do you want to build, and what should the building provide?)

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)
-[ ] A Small Loan

(10 Materials loaned for four turns at 17% interest)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum non-illegal, non-military rare technology)
-[ ] Selling Artifacts
(Write in artifacts that you want to sell)
-[ ] Buying Goods In Bulk - (Once Per Turn)
(Reduce Upkeep of one(1) structure by 0.15 Materials, can only be taken once a turn.)

[ ] The Adventurer Guild - (1 Free Action)
-[ ] Guardians For Hire - (Choose Location)

(Cost: +1.5 Materials to Upkeep
Reward: 1 Facility has security against violent actions)
-[ ] Take 'Em Out - (Choose Target)
(Cost: 7 Materials
Reward: Chosen targets plans are temporarily halted due to attacks)
-[ ] Investigate
(Cost: 4 Materials
Reward: Chosen targets plans for the next two turns are revealed.)

[ ] The Military - (1 Free Action)
-[ ] Fell Off The Wagons - (Request 1 Piece Of Equipment)

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

[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Institutional Knowledge

(Cost: 5.98 Materials
Reward: +30 to Biological/Medicinal Learning Rolls)
-[ ] Study Sessions
(Cost: 1 Faithful, 3,98 Material per turn, for 8 turns
Reward: 1 trained General Doctor)
-[ ] Buying Stuff
(Write in what you want to purchase. Locked to maximum Common technology)
-[ ] A Helping Hand - (Choose Faction)
Cost: 1 Biological/Medicinal Artifact
Reward: Increase the control of the chosen faction by 1d6+4%, doubled for rare artifacts, worsened relations to other sub-factions, decreased cost for Union of Herbalists actions, unlocks more actions at certain control thresholds.)

[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] In The Name Of Profit - (Choose Learning Action)

(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] Suffer Their Arrogance
(Cost: 1 Faithful, 6 Material per turn, for 4 turns
Reward: 1 trained General Scientist)

[ ] Criminal Organisations - (1 Free Action)
-[ ] Auction- (Choose Artifact)

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

Personal: Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

[ ] 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 now an official religion, and as such, are allowed to condemn them. Do so.
(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 to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Personal Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 55% (choose The Emperor, Marquis of Tessen, House Ulatarn, Church of Eden, The Followers of Light), rolled with a +15
Reward: Chosen organizations support-network unlocked.)

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

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate to ensure that the Pilgrims can continue their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Write In


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

Note: If the opinion on Mutated falls to -3, a PURGE is initiated.

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

A moratorium will be until 29.07.20 at 17:00 CET
Voting will be closed on the 31.07.20 at 17:00 CET
I will roll on the 01.08.20 at 17:00 CET if no has yet rolled.
Updates will be online three days after rolls.
 
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If we get married this turn I suggest to go for these actions:
[ ] Establish Soup-Kitchens (Bulk)(Mirn)
[ ] Decimate The Blight
[ ] Prepare an Expedition :
-SO-02: Est. Artifact-grade: General Mundane+, Dice:2d2 per turn, Max. Yield: 4 Turns. No danger. (2 turns)
[ ] Living Quarters - Grand
[ ] Merchants - (All Are Free Actions)
-[ ] Buying Goods In Bulk - (Iron Mine)
[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Study Sessions
[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] Suffer Their Arrogance


If we get married later (which is an strategically sound choice) I believe we should use one our personal actions to take [ ] We Are One People! - (Locals) and another on Administration Center or Laboratory
 
Ugh, it's pretty late for me so comments and votes have to wait until tomorrow. But we passed the 300 members mark, so should we start Living Quarters - Grand this turn or wait until next turn?
 
Sandcrete Recipe
An ancient recipe that was 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 25 Materials on reducing building times of one building by 1(one) turn, per turn by adding [Sandcrete] to said action.)

This is sweet but only useful after we get rich and build the mixer.

[ ] Sandcrete Localized - (Chemical) - (Cannot Use In The Name Of Profit)
I wonder why. Maybe it's something they don't know?
 
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Sandcrete Recipe
An ancient recipe that was 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 25 Materials on reducing building times of one building by 1(one) turn, per turn by adding [Sandcrete] to said action.)

This is sweet but only useful after we get rich and build the mixer.
I think it's actually extremely useful right now if we absolutely need something done now, and becomes more so once we get several buildings we really want that take more than a handful of turns. Because if I'm reading it right, it allows us to half the construction time of any one building at a time. That said, yeah, we definitely want to build the Mixer before we start using it frequently, and preferably adapt it as well unless we see a ridiculous increase in our Material income.
 
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i say we do it this turn,never let overcrowding happen it causes extra health problems
The problem is we get hit with overpopulation mali, no matter what.
We have a population of 309 members and housing for 300. Living Quarters - Grand takes 4 turns and we automatically recruit 12 people each turn. So even if we start the expansion this turn, the turn before its finished still leaves us with 345 Pilgrim.

On the other hand, we could start the expansion next turn, using the action currently locked by the Ashleaf Trees. We could start the labs this turn to improve the success chances of our Learning actions, give us the possibility to finish several progress steps if we roll high enough, and unlock another action in the Learning category.

Or we could start both, using Personal actions.
@HeroCooky If we start a multi-turn action with a Personal action, does that lock that action in as a Personal action, or could we move it into the corresponding category if we get a free action in that?
For example; we start Living Quarters - Grand this turn as a Personal action. Would that lock a Personal action for 4 turns or could we move it into the Tree of Knowledge category after the Ashleaf Tree action ends next turn?

Anyway, time to comment on the update.

0.85 = Jewel Mine - (-0.10 Due to Buying Goods In Bulk)
The upkeep is correct but the reduction should be -0.15 instead of -0.10.

Piety: 92.5% (+40 to personal rolls)
We still get that +40 bonus so that's an incentive to use our Personal action for something that rolls the dice and can use the bonus.

General Opinion on Mutated: Convenient Strawman (0)
The opinion of the Elites about the Mutated improved, so the Mutated can now get jobs again and leave the slums. We probably should do something to improve the Commoners' opinion next turn, though.

The Union of Herbalists:
Opinion: Neutral (0)
Plans: Curtail Your Influence
Factions:
-Unionists (Unfriendly (-1)/59% Control/Mali to Costs for Actions)
-Base (Neutral (0)/28% Control)
-Healers (Friendly (1)/13% Control/Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
Thaaaat's bad. Their plans changed from "Make Money" to "Curtail Your Influence". The Unionists also gained 3% from the Base and Healers. We definitely should do an action that gives the Healers more influence and gift something to the Base.

Rotating Piston- 2.02 - +5 to Mechanical
Broken Diode - 0.62
Fancy Dress - 0.35
Chocolate Recipe - 1.03 - +5 Chemicals
Gilded Spider-Husks- 1.26 - +5 Biology
Moldering Comic - 0.11
Hygenice Instructions- 1.31 - +5 Medicine
Many new Artefacts, a few to sell but also two we can use to play politics with the Herbalists. Maybe a Rare Artefact for the Base this turn to make them friendly and weaken the Unionists, followed by a Common Artefact for the Healer next turn?

But more importantly, we got a chocolate recipe. The black gold!:V

-Sandcrete Recipe
An ancient recipe that was 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 25 Materials on reducing building times of one building by 1(one) turn, per turn by adding [Sandcrete] to said action.)
Very useful, but expensive and needs setup.

Mutated Girlfriend - Selene - Beating Hearts At Ease - (4/4)
Few things can compare to the feeling of knowing that you belong with someone. To feel secure and loved in their arms, be able to doze the day away while cuddling, having that indescribable feeling of happiness found only in love. If only you could spend eternity like this...
(Unlocked The Choice.)
And the final form of Martyris' Trait. It will probably change depending on what we vote for.

And now the fluff of the update.
The stars and the smaller moon, Mes, shown down onto the city, lightly illuminating the scene which unfolded just far enough away to see, but not hear.
The smaller moon? So there are at least two moons. That must do interesting things to the tides.

"Call it what you will, she is a slave in all but name to you. Especially now that you Nobles have started to crack down on the Mutated. If she displeases you, she is out on the streets. They would eat her in a day. Unlike some, she cannot hide what she is," He spoke, lightly pressing onto a spot on her lower back with a single finger.
The invisible guy doesn't consider himself a noble. And it seems Lady Maranica has some secrets. Maybe a tail?

A growl escaped Silvia's throat, a sound reverberating around the balcony that no human should be able to create. "You have a second to rrremove yourrr fingerrr, beforrre I rrremove yourrr hand," came her accented response, as the mug in her hand began to creak under pressure. The force on the old wound vanished.
Yes, definitely some changes compared to the baseline. It also sounds like her tail was removed. An old wound, huh?

A condescending chuckle followed her response before He spoke. "The pressure has gone on long enough. We cannot advance our goals if everyone's attention is on the Mutated, so do your part in removing it. You have enough blackmail to start a civil war, use it."
Plans for the Mutated that require less attention from the Nobles but aren't affected by the opinions of the Commoners. Maybe the state security recruiting the Mutated? Could also be the Evertorch but I doubt it.

Lady Silvia Maranica, only human heir to her parents, did not notice this, as her thoughts returned to a darker day. One filled with sharp pain, fresh blood, agonized screams, tears, and the sickening scent of burning flesh.

The wound on her lower back made itself known once more, reminding her of what had been taken for her parents' pride.
Ah, so she lived with her parents, probably as a dirty secret, until the Maranicas' needed a new heir. At that point; she was cut up to be presentable to the other nobles and her parents killed.

Should we ever need reliable mercenaries, the Huntsmen should be our first go-to in our hiring," sitting down once Needle had finished, a discussion broke out about the pros and cons of hiring the mercenaries over the guards of House Mirn.
The problem is that House Mirn won't be happy if they hear about us looting stuff without getting their share of the profits. That's less of a problem with our own troops because they are less likely to spread rumors, but mercenaries on the other hand...

A hand went up from Axel, and after receiving a gesture from Martyris to speak, he stood up. "Thank you. As you know, we have figurately struck gold with our Jewel and Silver mines in addition to the Ashleaf. The one thing that bottlenecked us the most was not time, but money. With those three acquisitions, many feel that we all should focus once more on improving people's lives. Not in a reactionary manner, to the newest threat, but in a permanent one, building soup kitchens, hospices, and poor houses, maybe even an orphanage or school. There is also talk about reaching out to the other cities in the region. I suggest that unless something perilous comes up, our efforts should be focused on that field for the foreseeable future." Finished with his speech, Axel bowed lightly, before sitting down.
Sounds good but I really want to get the labs as soon as possible. Better tech means all our actions are more effective and cheaper, so we can help more people. It also opens the opportunity to claim markets and niches that make it inconvenient for the people in power to remove us.

The Choice

[ ] And I Will Do So Properly, With All That It Entails.

Every tradition will be observed, every bell and whistle pulled out, no expense spared, nothing left to chance. Traditionally, those asking the question give their hopefully soon-to-be spouse a weapon -this weapon is intended to be a signifier of their love. The gathered materials were a sign of the dangers they would brave for them, the craftsmanship a proof of their sweat, the scene carved upon the blade or hilt showing the one moment in which they couldn't live without the other anymore. I will gather the materials, cast it without help, carve into it my love for her, and give it to her at the place we met not so long ago. It will take much of my time, but she is worth every second, and more besides.
(Effect: Interlude: Two Hearts, One Soul
Will take up 2 Personal Actions.
Warning: The Church of Eden will loathe this. The Common People will not like this. ??? will ???. The Mutated will Love this.)

[ ] But I Can't, Not Now.
For whatever reason, there is this doubt in me. A doubt which tells me that now is not the right time to ask her the question. Whether it is a fear of being rejected, or something else, maybe the thought about what everyone will think that stops me, but I can't. Not now.
(Effect: Unlocked The Choice for later use.)
That... Hm, it would take 2 Personal actions. We probably should first improve the Commoners' opinion of the Mutated. And get a few infiltrators into the Church of Eden so we learn about anything they could plan in retaliation. Maybe two turns down the line?

Anyway; I'm starting on a plan now. Probably two versions, one with Living Quarters - Grand and one without.
 
Whatever we do
[ ] The Union Of Herbalists - (1 Free Action)
-[ ] Study Sessions
[ ] Stupendously Scholastic Scholars of Science - (1 Free Action)
-[ ] Suffer Their Arrogance

are essential, we've been putting them off for long enough.
 
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