Rumor Mill Turn 75
Rumors:

ICHDH Declares That The Pandemic Is Almost Over - The Tessen Speaker
The Imperial Commission For Health, Diseases, And Hygiene has, after reviewing the local conditions within Tessen and the outskirts of surrounding Regions, declared that a Stage 1 Pandemic is currently underway that is expected to fall to 0 within the season. The Commission expects that the diseases will burn themselves out within the next month, after which relaxed quarantines can be observed before the all-clear can be given for a return to normalcy.

Though to prevent any sudden outbursts of the pandemic from happening again, the same rules as in the initial stages of the pandemic still apply, with check-up teams already dispatched to ensure that no new strains of the released diseases will suddenly erupt within remote population centers or our cities.

At this point, the Imperial Commission For Health, Diseases, And Hygiene would like to take a moment to thank the Pilgrims for their donations, efforts, and dedication to combating the initial outbreak, containment of the following spread, and eradication of the source of the pandemic. "With citizens like these, we have little to fear from the specter of disease," one official said when asked for a comment.
(Read more on page 7)

Mass Executions Of Members Of The Terrorist Organization Neighborhood Watchers Planned - The Truthful Observers
With the recent unrest dying down due to a lack of easily gathered or caught members and supporters of the terrorist organization "Neighborhood Watchers," the inevitable gears of justice are finally catching up to properly persecute the various members and accomplices of the organization in the following weeks and months. Though the evidence is iron-clad in many cases, leading to the Final Verdict without doubt, several more minor issues and niche circumstances remain to sift through and seek the proper application of justice, with many cases to be expected to end in either the application to our settlement endeavors, light sentences of jail time, or complete exoneration of the guilty by dint of age, mental incapability, or due to other circumstances such as with Amaric Talhali (43), who had unwittingly been taken advantage of by her son and daughter to supply money for their traitorous purposes due to her conversion to the Pilgrimage. For those who are undoubtedly guilty, executions are without doubt the only outcome, with their executions to take place on the Festival of the First Prince, adding even more excitement to this already joyous day!
(Read more on page 25)

New Airship "Caravaner" In Planning - Rags, Rumors, And Rants
With it being several years since the first production line of the first-ever airship in ages, the First Son, having been laid down, House Dall has announced a much anticipated second design to enter production within the next two to three years at the latest. The so-called "Caravaner" design will feature several new technologies created and worked on since their inception, alongside heavy armaments and armor to prevent damage and potential losses of the airship to air-born mutants. A House Dall spokesperson said: "The Caravaner is not designed to move much bulk freight across well-traveled paths; caravans are much more cost-efficient for such a thing. Instead, we sought to create an airship that could move over difficult-to-traverse terrains like swamps, un-tunneled mountains, and the Wastes, without having to fear either loss of speed or attacks by mutants." An interesting choice for a second airship line and one that has already attracted the attention of many syndicates and independent merchant alliances seeking to secure this advantage for themselves. Though many say that this is merely a tiny step in what is likely to be a long line of bold innovations, experts in prototyping new technologies and their inherent risks agree that a cautious small step to test their procedures is more valuable in the long run than a bold stride into the future.
(Read more on pages 7-8)

***

Region Report/s

Efforts continue as usual, with the completion of the outer ramparts being greeted with good cheer and not a little celebration. However, the negotiation with the Forge-Clans to supply either electricity or generators to power lights for the inner sections has stalled due to an unforeseen death in the negotiation party. We expect to wrap up the negotiations within the next month.

[Needle Note: There was a coded message within the above portion; it reads as follows:

Contact with local InSec Operation made. Aid for Aid requested. Close-Combat unit is needed; please dispatch if volunteers can be gathered. Danger in Necropolis.]

***

Spy-Network:

The Marquess of Tessen has finished hunting down what NW could be caught, setting her sights instead on overseeing their executions and calming her Region.

House Ulatarn is wrapping up the pandemic within their territory, intending to build a headquarters of disease control to combat further intentional bioweapon usage and aid in the production of vaccines.

House Mirn has released another batch of information from their gathered data core. Of course, most information has only niche uses, but the orbital mechanics and gravitational readings have sent various scientific communities into a tizzy over the news.

The Military has finished their raids and is sitting tight in ready positions to ensure public order.

The Adventurer Guild has collected their bounties and begun to party themselves into the ground.

The Followers of Light are wrapping up the last bits of the pandemic while also dealing with internal issues regarding finances. Some adepts failed to file a few temples' taxes a decade ago.

The Lost are expanding their sanctums and homes to help people better and reduce environment-induced sicknesses and disorders.

Dirty Daggers are up to their old shit. But bigger.

The Family is up to their old shit. But bigger.

The Common People are eagerly awaiting the mass executions of the terrorists as they await a return to normalcy from the pandemic.

The Mutated are eagerly awaiting the mass executions of the terrorists as they resignedly await a return to normalcy from the pandemic.
 
I'm Sorry @EyeOfSauron I took the Village negotiations thing to be that it was us rolling for how we did, not for rolling how they did. so thanks for the correction and I am happy with the results. So I apologize for my comments earlier.
 
Edit: Never mind, read the diplomacy options from last turn. I'd like to advocate for helping the Lost soon.
 
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[Modifier: -20 (Sandstorm)]
Ugh, I completely forgot about that malus. I really should have put the martial training into the Martial slot and used Martyris' second Personal Action to boost Diplomacy instead.

[X] Plan Airships and Training
-[X][Faith] Build An Orphanage - (Big) - (Zulmni) - (1/7 Turns Complete) - (-68 Materials, -5 FF) - [Sandcrete -12.5 Materials]
--[X][Faith] Seek Mutated Help - (...0.1 Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
Needed: 80, Rolled: 99 + 100 - 20 (Sandstorm) = 179
Success!
+1 Turn of Progress
Should be 2 Turns of Progress due to the Sandcrete. Could have been 3 if it wasn't for the Sandstorm.

-[X][Faith] Healing For All! - (1/1 Turns Complete) - (-73 Materials)
--[X][Faith] (6FF)=+6
Needed: 34, Rolled: 50 + 6 - 20 (Sandstorm) = 36
Success!
A close thing that. Probably don't have to keep spending an action slot on this anymore, though.

Could start another orphanage, get started on cleaning up the existing BHVs, or do some recruitment projects to get Piety.

-[X][Martial] Conquer The First Bunker Floor - (East) - (1/1 Turns Complete) - (-17 Materials)
--[X][Martial] Rust Scouts, The Unbroken, The Wall, Incubi
--[X][Martial] (EMP, 6FF)=+6
Needed: 50/65, Rolled: 49 + 6 - 20 (Sandstorm) = 35
Success!
+4 Guardian - Trooper - Scrap Artifacts
-2 Unbroken
-2% Piety
Ugh, the one time PD doesn't takes part in a battle it becomes a serious fight. If it wasn't for that Sandstorm...

I really should have spent that Martial slot differently. Let's just hope we now have enough rooms to hack into the Bunker's systems.

-[X][Learning] Prototype Unique Designs - (Line name: Caravaner) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics) - (8/7 Successes) - (-25 Materials)
--[X][DoD], [PD], (Scientific Theory +15, Soaring Wrenches +50, 4[ENG] +56, [Black Box] +5, 6FF)=+132
--[X] (5x Bunker Artifact - +20 to Advanced Machinery =+100, 1x Cryostatic Regulators - +20 to Advanced Machinery/Mechanics, 1x Coolant Feed System - +20 to Advanced Hydraulics)=+140
Needed: 95/130/150, Rolled: 42 + 272 - 20 (Sandstorm) = 294, Major Artificial Critical Success
+2 Automatic Successes
+6 Artificial Critical Successes!
Success!
Nice, we should be able to start on a production line for this model during the next Turn.

Now that I think about it; could we spend Materials to simply keep a few of the produced airships for ourselves instead of having to spend an Action slot on moving ancient airships out of the Forest of Rust? That would make getting 10 or so airships for emergency operations or expeditions much easier.

-[X][Learning] Large Suspendium Bags - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (Yes/4 Successes) - (-2 Suspendium Shards - Small, -12.67 Materials)
--[X] (Scientific Theory +15, 2[SC] +24, 1[TSC] +18, 6FF)=+63
Needed: 01/01/01, Rolled: 95 + 63 - 20 (Sandstorm) = 138; you get them now.
+Yes Successes!
Success!
But are Yes Successes enough to roll over into the next project, Very Large Suspendium Bags?:V

-[X][Archeology] Prepare an Expedition - (Flying Monastery) - (2/2 Turns Preparation= 4 Turns Expedition) - (House Mirn support: N)
+1 Turn of Progress
Success!
We should have 2 Action slots during the next Turn for this. So we could get more airships, start more expeditions, or scout new places.

-[X][Martyris action] Relax - (Time with Selene and Silvia. Maybe petting Crinkles while looking at him suspiciously.)
--[X] (Adjudicator +5)=+5
*Squints at the cat.*
*Cat squints back.*
*Suspicious*



ICHDH Declares That The Pandemic Is Almost Over - The Tessen Speaker
Hmm, Stage 2 was wearing full-face/medical masks and minor quarantines but people could still meet up. Technically, we could do a Cool Tempers Action/pseudo-festival(because we could really use the Piety) but that might cause a spike in the infection numbers...

On the other hand, vaccination should be pretty widespread by now.

Mass Executions Of Members Of The Terrorist Organization Neighborhood Watchers Planned - The Truthful Observers
Executions as a public spectacle. Joy.

New Airship "Caravaner" In Planning - Rags, Rumors, And Rants
Not much other stuff to say. They will be perfect for expeditions into other regions but we will have to build them first.

Good thing we trained the Bone Guard during the last Turn. Might give them some extra equipment or send another unit temporarily along but we can actually do something here.

House Ulatarn is wrapping up the pandemic within their territory, intending to build a headquarters of disease control to combat further intentional bioweapon usage and aid in the production of vaccines.
Huh, will be interesting how that interacts with the Healers becoming the main faction among the Herbalists. They are pretty well suited for this stuff.

This might spawn a cooperation project with our hospices to keep an eye on new diseases or potential future outbreaks.

The Lost are expanding their sanctums and homes to help people better and reduce environment-induced sicknesses and disorders.
Might have to step up our donations again. Could also spend some action slots on more assimilation(we are halfway through) but that will still take a while.

Dirty Daggers are up to their old shit. But bigger.

The Family is up to their old shit. But bigger.
Probably should hire some Adventurers to see what they get up to.



Edit: Never mind, read the diplomacy options from last turn. I'd like to advocate for helping the Lost soon.
What do you want to do? More donations? From The Brink Actions so we can absorb them?


@HeroCooky I noticed there was no mention of the sandstorms in the recent rumor mill. Can we expect bigger storms? Are things calming down?
 
Should be 2 Turns of Progress due to the Sandcrete. Could have been 3 if it wasn't for the Sandstorm.
Fixed. Thanks for pointing that out.
karmaoa said:
Now that I think about it; could we spend Materials to simply keep a few of the produced airships for ourselves instead of having to spend an Action slot on moving ancient airships out of the Forest of Rust? That would make getting 10 or so airships for emergency operations or expeditions much easier.
You can note down that X Airship Line doesn't produce commercially (and thus doesn't make you money) for Y Turn by adding such to a plan, I will deal with that then on my end.
karmaoa said:
But are Yes Successes enough to roll over into the next project, Very Large Suspendium Bags?:V
Yea-kinda. You now have better chances + lowered Successes needed.
karmaoa said:

karmaoa said:
Executions as a public spectacle. Joy.
Very medieval of them!
karmaoa said:
@HeroCooky I noticed there was no mention of the sandstorms in the recent rumor mill. Can we expect bigger storms? Are things calming down?
You can expect things to calm down. This sandstorm was only notable for being fuck-off huge and impacting travel to a greater degree.

Most sandstorms just get a "this is fucking lizardshit, gotta sweep my roof/street/home again!" reaction.

On another note: Am sick currently, so the update will be pushed out by three (3) days.
 
I have sad news regarding the update. Since I am still sick, it will be pushed out a furter 2 days (am recovering, so I'll be fine by then) to the 11th.

Apologies for the inconvenience and stay healthy!
 
[Canon] - Nations and Polities of Calynth

Note: Borders are not indicative of settlement or inhabitability. The Wastes are indicated as places even the most delusioned tyrant cannot hope to claim seriously, and many landmasses in a nations/politys' border are effectively Wastes in all but (official) name.
Not Pictured: One thousand years of encroaching on the Wastes.

Notable Necropoli include:
-Forest of Rust (Big circle on the top - Empire)
-Prison of Night (Star inside Star inside Star inside Star - Eversun)
-The Buried City (Right of the Forest of Rust - Empire)
-Shattered Citadel (Right of the Buried City - Empire)
-The Chronometric Spire (Underneath the Forest - Empire)
-Unbidden Arboretum (Underneath the Buried City - Empire)
-The Isle (The big-ass island Necropoli)
-The Wrongness (Arrow-shaped Necropoli - Empire Adjacent)
-Don't (Above the 1000 Villages - Wastes)
-The Infectious Geometry/The Maleficence (SBA)
-The Grave (Underneath Don't - Unaffiliated)
 
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Neat! So which of the blue necropoli is the Rust Forest?
The big round one at the very top.

Other notable Necropoli include:
-Prison of Night (Star inside Star inside Star inside Star - Eversun)
-The Buried City (Right of the Forest of Rust - Empire)
-Shattered Citadel (Right of the Buried City - Empire)
-The Chronometric Spire (Underneath the Forest - Empire)
-Unbidden Arboretum (Underneath the Buried City - Empire)
-The Isle (The big-ass island Necropoli)
-The Wrongness (Arrow-shaped Necropoli - Empire Adjacent)
-Don't (Above the 1000 Villages - Wastes)
-The Infectious Geometry/The Maleficence (SBA)
-The Grave (Underneath Don't - Unaffiliated)
 
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And is this map the entire planet or the world known by the people of Slatnan?
The entire world, though the average person of Slatnan wouldn't know anything left of the United Cities beyond the 1000 Villages by name. The Not!Balkans would be utterly unknown to all but the most versed diplomat. Any islands except The Isle Necropolis and Vassal States are also unknown except in a geographic sense.
This does not fill me with as much terror as it should. just apathy and a general wariness. but mostly apathy.
Then the name did what it was supposed to do. If people want to commit suicide by Don't, they are free to try. Nothing wanders out of there that is a serious threat to the prepared nations/polities around there.
 
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Turn 75; Year 18; Month 3; The Paths We Walk...
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 the 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 for turning in artifacts
--1.) The rarity and importance of the Artifact determine the amount
--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, bone, metal, oil, and circuitry; the truth remains: they deserve life and respect as any being. 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 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.)

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.)

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 long untrodden road. But we walk that road once more, unashamed of the failures we will commit, the stumbles and setbacks, and when we 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 of gaining 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 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: 2.521
High-Adjudicator: Lord Martyris Dall (Founder)
Members: 2.483
-Faithful: 46/77
--2/5 General Scientists - +12 (per) to assigned research
--1/1 Trained General Scientist - +18 (per) to assigned research
--3/4 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
--4/4 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research

-Followers: 2.115 (190 (7 Faithful) unoccupied)
--Recruitment: (+28 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))
---(6 Due to Expanded Poor Houses)
---(2 Due to Rudimentary Territorial Hospices)
---(-8 Due to Allied - Mutated)
Adjudicator: Omar of Iron (Human)
Members: 321
-Faithful: 12/12
--1/1 General Doctors

-Followers: 317
--Recruitment: (+8 per Turn)
---(13 Due to The Codex Mk.1)
---(-5 Due to Cultural Pushbacks)

Projects:
-Expand Hydroponics (9/12) (Food)
-Fortify And Expand Influence (16/24) (Construction/Diplomacy) - (Focus)
Total: 101
-Suzuki - Female - Combat - Infection
-Annika - Female - Exiled For 10.b. and other crimes - Execution
-Abhina Havaldar - Female - Mutated - Murder - Beaten To Death
-Roland - Male - Murder - Stabbed To Death
-Sree Merdad - Male - Mutated - Murder - Bled Out
-Somphone - Male - Mutated - Murder - Brain Trauma
-Tano - Male - Murder - Shattered Ribcage Leading To Asphyxiation
-Tawni Ifri - Female - Murder - Infection Due To Burn Wounds
-Musto - Male - Mutated - Murder - Perforated Heart
-Nina - Female - Murder - Physical Trauma
-Ahli - Female - Mutated - Male - Murder - Extended Torture
-Minera Warden - Mutated - Female - Murder - Extended Torture
-Mahal - Male - Murder - Burning
-Gera Min - Female - Mutated - Murder - Burning
-Su-Jiu Min - Male - Murder - Burning
-Dianella - Female - Mutated - Murder - Stabbed to Death
-Nachshol ben Yael - Male - Murder - Beaten to Death
-Devi Kalawat - Female - Murder - Perforated Stomach
-Daax Moltendust - Male - Murder - Sliced Jugular
-Varia Moltendust - Female - Murder - Sliced Jugular
-Papaver - Male - Murder - Sliced Jugular
-Yetek - Male - Murder - Sliced Jugular
-Budiono - Male - Mutated - Murder - Sliced Jugular
-Bot - Female - Murder - Sliced Jugular
-Erysimum Kalahan - Male - Murder - Severed Limbs
-Brumisia Kalahan - Female - Murder - Sliced Jugular
-Zizen - Male - Mutated - Murder - Crossbow Bolt through brain and chest
-Siscuss - Male - Murder - Sliced Jugular
-Cincia Cinnius - Female - Murder - Sliced Jugular
-Pyrole - Male - Murder - Sliced Jugular
-Purshottam Goenka - Male - Mutated - Murder - Beaten to Death
-Rishab Saraff - Male - Murder - Stabbed to Death
-Suripto - Male - Murder - Beaten to Death
-Suminten - Male - Murder - Beaten to Death
-Tri - Female - Mutated - Murder - Shattered Ribcage Leading To Asphyxiation
-Batyradz Tseboev - Male - Murder - Stabbed to Death
-Carya - Female - Murder - Shattered Ribcage Leading To Asphyxiation
-Abelus Galenus - Male - Murder - Stabbed to Death
-Ricruil Holahice - Male - Mutated - Murder - Extended Torture
-Dany Olivier - Female - Mutated - Murder - Beaten to Death
-Pittaha - Female - Mutated - Murder - Beaten to Death
-Abi bat Alfons - Male - Murder - Extended Torture
-Isviel Xyrstina - Male - Murder - Stabbed to Death
-Emrath Xyrstina - Male - Mutated - Murder - Extended Torture
-Xizhakesh - Female - Mutated - Murder - Stabbed to Death
-Pernelle Chauvert - Female - Mutated - Murder - Physical Trauma
-Xose - Female - Murder - Beaten to Death
-Aleen ben Zehavi - Male - Mutated - Murder - Stabbed to Death
-Isar - Male - Murder - Physical Trauma
-Marina Bastarache - Female - Mutated- Murder - Physical Trauma
-Li-Chen ben Oram - Male - Murder - Beaten to Death
-Taghi - Male - Mutated - Murder - Physical Trauma
-Shiva - Female - Murder - Crossbow Bolt Through Chest
-Guli Azizi - Male - Murder - Crossbow Bolts Into The Skull
-Erkin Azizi - Female - Murder - Severed Arteries
-Deir - Male - Mutated - Murder - Suffocated
-Tamara Silaen - Female - Murder - Physical Trauma
-Rozbeh - Male - Mutated - Murder - Physical Trauma
-Jagu - Male - Mutated - Murder - Burning and Suffocation
-Sibi - Male - Murder - Burning and Suffocation
-Malyar Kethwal - Male - Mutated - Murder - Burning and Suffocation
-Tami Harma - Male - Mutated - Murder - Burning and Suffocation
-Ugali - Male - Murder - Burning and Suffocation
-Eero Saar - Male - Murder - Burning and Suffocation
-Katri Valjas - Female - Mutated- Murder - Burning and Suffocation
-Jokhang - Male - Murder - Burning and Suffocation
-Sangin Gilani - Male - Mutated - Murder - Burning and Suffocation
-Ambrin Dhariwal - Male - Mutated - Murder - Burning and Suffocation
-Marc - Male - Murder - Burning and Suffocation
-Ripa - Female - Mutated - Murder - Burning and Suffocation
-Seven - Male - Mutated - Murder - Burning and Suffocation
-Kirke Valbe - Male - Mutated - Murder - Burning and Suffocation
-Sutle - Male - Murder - Burning and Suffocation
-Yang Qing - Male - Mutated - Murder - Burning and Suffocation
-Ismail Umkhayev - Male - Murder - Burning and Suffocation
-Ishtar-Gamelat - Female - Murder - Burning and Suffocation
-Mannuiqapi - Male - Mutated - Murder - Burning and Suffocation
-Chidi Jelani - Female - Murder - Burning and Suffocation
-Akala - Male - Murder - Burning and Suffocation
-Chi Beluchi - Female - Murder - Burning and Suffocation
-Tiruneh Anom Melku - Male - Murder - Burning and Suffocation
-Omar - Male - Mutated - Murder - Burning and Suffocation
-Malika Vizirova - Male - Murder - Burning and Suffocation
-Hîvî Bapîr - Female - Murder - Burning and Suffocation
-Arash Belayneh Yilema - Female - Murder - Burning and Suffocation
-Polita - Male - Murder - Burning and Suffocation
-Chen Hammer - Male - Murder - Burning and Suffocation
-Mercy Cromwell - Female - Murder - Burning and Suffocation
-Amazu Chijindum - Male - Murder - Burning and Suffocation
-Theotreses - Male - Mutated - Murder - Burning and Suffocation
-Borena - Male - Murder - Burning and Suffocation
-Üng - Male - Murder - Burning and Suffocation
-Balam - Male - Mutated - Murder - Burning and Suffocation
-Ixbalanque Hu - Female - Murder - Burning and Suffocation
-Ix Hu - Male - Murder - Burning and Suffocation
-Ixia - Murder - Female - Burning and Suffocation
-Zin - Male - Murder - Burning and Suffocation
-Chorouathos - Female - Murder - Burning and Suffocation
-Lil - Male - Mutated - Murder - Burning and Suffocation
-Tlalli - Male - Murder - Burning and Suffocation
-Colel Cab - Male - Murder - Burning and Suffocation
-Alas- Nonbinary - Combat - Bloodloss
-Mark - Male - Combat - Braintrauma

Materials: 1594.19 (min. -239.70, max. +941.05 per Turn) (215 Materials due in 3 (Three) Turns due to: Flat Loan)

Income = 874.16-2.055.16 Materials:
42.30 = Followers
116.10 = Miscellaneous
151.00-333.00 = Technology Sales
61.00-995.00 = Trade Routes
127.02 = Airship Sales (First Son)
54.00 = Norqod Fashion Street - (Tahmid's Embroidery)
6.00-12.00 = Inn (Eye of the Beholder)
8.00-47.00 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn)
3.00-12.00 = Print Shop - Smut
134.50 = Iron, Silver, and Jewel Mines
2.00-35.00 = Aluminum Mine
195.00 = Ashleaf-Nursery

Upkeep = 1.123.36 Materials:
15.00 = Aid to The Lost
45.15 = Norqod Upkeep (Goat Pens, Distributed Clinics, Medium Quarantine Area, Medium Quarantine Area, -0.50 Due to Backroom Deals)
11.25 = Contractual Expansion (Norqod - Adequate Housing, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
6.26 = Simple Hospital (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
30.05 = Norqod Radio Station - (Entertainment and News) - (-0.50 Due to Backroom Deals)
9.48 = Small Quarantine Area (Norqod) (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
13.16 = Engine Assembly (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
34.52 = 3x Computers (-15.00 Due to Merchant Guild Donations, -0.50 Due to Backroom Deals)
6.40 = Black Box - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
6.81 = Local Headquarters (Mirn) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements, +0.55 due to Guards! Guards!)
12.01 = School - (Big) - (Mirn) - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, -0.75 Due to Local Headquarters, +2.75 Due to Security Improvements, -0.50 Due to Backroom Deals)
72.23 = Food Kitchens - (Grand Kitchen - (Mirn), 7 Soup Kitchens (1x (Normal) + 3x (Bulk) - Mirn, 1x Ularn (Normal), 1x Tessen (Normal), 1x Strul (Normal)), Major City Expansions (All)) - (+0.25 due to Guards! Guards!, +1.00 Due to Guardians For Hire, +22.00 Due to Security Improvements, -0.50 Due to Backroom Deals, -0.95 Due to Buying Goods In Bulk, -15.75 Due to Local Headquarters)
24.77 = Asylum - (Mirn/Zulmni/Tessen/Strul) - (-0.75 Due to Local Headquarters, +0.25 Due to Guards! Guards!, -0.50 Due to Backroom Deals, +0.80 Due to Guardians For Hire, +11.00 Due to Security Improvements)
50.05 = Orphanage - (1x Ularn (Big), 1x Strul (Big)) - (-0.50 Due to Backroom Deals, +0.55 due to Guards! Guards!)
66.35 = Pilgrim Hospices - (+10.19 Due to 3 Expanded Hospices, +31.66 Due to Small Hospice Network, +24.50 Due to Rudimentary Territorial Hospices - (Ularn), -1.0 Due to Backroom Deals, -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, +11 Due to Security Improvements)
55.56 = 6 Expanded Poor-Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul) - (-0.35 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! (Strul), +16.50 Due to Security Improvements)
18.14 = 5x Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni) - (+2.10 Due to Guardians For Hire, -0.40 Due to Buying Goods In Bulk, -0.75 Due to Local Headquarters, +0.25 due to Guards! Guards! - (Zulmni), +11 Due to Security Improvements)
4.76 = Print Shop - Smut - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
4.36 = Administration Center - Grand - (-0.10 Due to Buying Goods In Bulk, -0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
11.05 = Daycare - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
11.70 = Medical Wing - Expanded - (-0.15 Due to Buying Goods In Bulk, -0.10 Due to Tools Of The Trade, +2.75 Due to Security Improvements)
10.77 = Living Quarters - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
5.78 = Storerooms - Continuous Expansion - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
4.26 = Training Field - (Expanded) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
7.39 = Laboratories - Grand - (-0.65 Due to Backroom Deals, +2.75 Due to Security Improvements)
1.50 = Tiny Drone-Manufacture (-0.50 Due to Backroom Deals)
20.41 = Artisinal Quarters - (Grand) - (-0.15 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
10.46 = Berth - (Tiny) - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements)
14.42 = Anchorage (Tiny) - (Jokvi, Strul) - (-0.50 Due to Backroom Deals, +5.50 Due to Security Improvements, +1.10 due to Guards! Guards!)
14.70 = Electronics Workshop - (-0.20 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
20.00 = Scutter Makers - (Medical Scutters, -0.50 Due to Backroom Deals)
76.50 = Artisinal Robotics Creation (-0.50 Due to Backroom Deals)
4.81 = Ashleaf Nursery - (+1.50 Due to Steam Engine, +0.55 due to Guards! Guards!, +2.75 Due to Security Improvements)
8.31 = Jewel Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +1.20 Due to Guardians For Hire, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
3.61 = Silver Mine - Improved - (-0.15 Due to Buying Goods In Bulk, +2.55 Due to Steam Engine, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
4.36 = Iron Mine - (-0.15 Due to Buying Goods In Bulk, +0.25 due to Guards! Guards!, +2.75 Due to Security Improvements)
2.00 = Aluminum Mine - Improved - (+1.00 Due to Guardians For Hire, -0.50 Due to Backroom Deals, +1.50 Due to Steam Engine)
0.45 = Codex Printing - (-0.15 Due to Buying Goods In Bulk)
10.26 = The Crystal-Path - (-0.50 Due to Buying Goods In Bulk, +2.75 Due to Security Improvements)
20.46 = Central Region Security - Private Security - (-0.50 Due to Backroom Deals, +2.75 Due to Security Improvements, +0.55 due to Guards! Guards!)
5.35 = Communal Festivals - (-0.50 Due to Backroom Deals)
42.49 = Unit Upkeep - (-0.50 Due to Backroom Deals)
56.48 = Airship Line (First Son) - (-0.50 Due to Backroom Deals)
280.00 = Taxes

Goodwill: 230.25 (+2.98 per Turn)
+0.08 = 7 (3 Bulk, 4 Normal) Soup-Kitchens
+1.48 = Small Hospice Network, 3 Expanded Hospices
+1.10 = Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+0.16 = Orphanages - (Big - Strul, Ularn)
+0.50 = Grand Kitchen - (Mirn)
+0.08 = Asylum - (Mirn/Zulmni/Tessen/Strul)
+0.07 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn)
-0.02 = Print Shop - Smut

Piety: 49% (+/-0 to all rolls for Heroes with the Adjudicator Trait)
Rolls (+7):
-2 (Rite Of Mourning: A Journeys End)
-1 (Hidden Tenet: A Mythos Called Names)
-2 (Expanded Daycare)
-1 (Expanded Poor Houses)
-1 (Beautification)
-7 (Electric Lights)
-2 (Communal Festivals)
-1 (Poisoned By A Plague-Engine - Medicated Immunity)
-5 (School - (Big) - (Mirn))
-6 (Grand Kitchen - (Mirn))
-14 (Orphanage - (Big) - Ularn, Strul)
-1 (Primitive Asylum/s)
+50 (Followers, +1 every 50)

Suspendium: 3 Medium, 3 Small, and 21 Tiny Suspendium Shards (1 Large needed in 1 (One) Turn - Paid)
Income: +4 Medium
+4 Medium Shards (Crystal-Path)
-2 Tiny Suspendium Shards (First Son Line)
-Harvesting Initiatives: Rounded to the nearest Medium Shard.
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.)

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

Marquess of Tessen
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Has finished hunting down what NW could be caught, setting her sights instead on overseeing their executions and calming her Region.

House Ulatarn
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Is wrapping up the pandemic within their territory, intending to build a headquarters of disease control to combat further intentional bioweapon usage and aid in the production of vaccines.

House Mirn
Contact: Lord Malarn
Opinion: Friendly (1)
Information Network: Rank 1
Plans: Has released another batch of information from their gathered data core. Of course, most information has only niche uses, but the orbital mechanics and gravitational readings have sent various scientific communities into a tizzy over the news.

Forge-Clan Vanar-Feer
Contact: Overseer Hild
Opinion: Friendly (1)
Plans: Daughter Maintenance.

Military
Contact: Sub-General Aiden Gracia
Opinion: Neutral (0)
Plans: Has finished their raids and are sitting tight in ready positions to ensure public order.
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: Fresh Air Circulation Methods Within Closed Systems For One Month (6 Turns) - 750 (1st), 600 (2nd), 400 (3rd) Materials as Reward.

The Followers of Light
Contact: Cardinal Aarif el-Sylla (True Believer)
Opinion: Friendly (1)
Information Network: Rank 1
Plans: They are wrapping up the last bits of the pandemic while also dealing with internal issues regarding finances. Some adepts failed to file a few temples' taxes a decade ago.

Miscellaneous Nobles:
-Lady Maranica (Ally (3)|Okay, I'm back. What did I miss?)
-Baron Esker (Friend (2)|(Family Drama - Something about a pet.))

General Opinion on Mutated: Useful Minority (1)
Locals
The Common People Of Tessen:
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~39%
Mood: Are eagerly awaiting the mass executions of the terrorists as they await a return to normalcy from the pandemic.

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

The Union of Herbalists:
Opinion: Friendly (1)
Plans: Deal With Local Disease+Information Campaigns.
Factions:
- Fundamentalists (Neutral (0)|16% Control|Quicker Doctors)
- Progressivists (Neutral (0)|23% Control|Cheaper Actions)
- Healers (Ally (3)|61% Control|Enables Doctoral Training - Upgrading To Enables Surgical Training (3 Turns Remain. >55% Required))
Boni: +15 on all Diplomatic rolls

Stupendously Scholastic Scholars of Science
Leader: Marthen Marthensons
Opinion: Friends (2)
Plans: Scientific Exchanges

The Adventurer Guild:
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Has collected their bounties and begun to party themselves into the ground.
Factions:
-The Huntsmen (Leader: Amra Kaliv/Friendly (1)/216 Members/Reliable Mercenary Company)
Plans: DRINK! DRINK! DRINK!
-The Bad Batch (Leader: Simone Simona/Friends (2)/37 Members/Infiltration Experts/Expert Violinists)
Plans: DRINK! DRINK! DRINK!
-The Scavenger Organizations (Leader: None Formally
--Crews: Old Eyes' Diggers/166 Members
---Plans: Hauling ass (and their loot) out of the Necropolis.)

Criminal Gangs:
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 2
--Plans: Are up to their old shit. But bigger.
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi and Zulmni(?)
--Opinion: Friendly (+1)
--Information Network: Rank 1
--Plans: Is up to their old shit. But bigger.
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being crime, in case you missed that.

Terrorist Organizations
N/A

Cults:
-The Lost
--Opinion: Friends (2)
--Information Network: Rank 2
--Assimilation: 6/12
-729 Members
-Tenets
--Blessed Are Those Who Hunger For Righteousness
--Last Refuge Of The Damned
--You Too Are My Brother And Sister, My Mother And Father...
--Plans: Expanding their sanctums and homes to help people better and reduce environment-induced sicknesses and disorders.

-Conclave of Faya
--Contact: Elder Spirit
--Opinion: Friendly (1)
--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: Allied (3)
Boon: +20 to all Medicine/Biological Research, can boost selected Actions by using Goodwill, +4 Mutated Recruits per Turn.
Bane: -12 Human Recruits per Turn.
Plans: Live.
Information Network: Rank 2
Mood: They are eagerly awaiting the mass executions of the terrorists as they resignedly await a return to normalcy from the pandemic.

Sapients:
Forgotten
Opinion: Friendly (1)
Plans: Silence.

General Opinion on Mutated: Paranoid Segregation (0)
Artefacts
Common
Chocolate Recipe - 1.03 - +5 to Common Chemicals
3x Chainswords - 1.24 - +5 to Common Mechanical
Food Preservatives - 1.15 - +5 to Common Chemicals
4x Ancient Torahs - 0.44
Beer Recipe - 1.41 - +5 to Common Chemicals
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
Lever-operated Pump - 2.19 - +5 to Mechanics
10x 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
Frontal Cortex Scan - 1.12 - +5 to Biology
Preserved Neuron - 1.20 - +5 to Biology
2x Neuroscopic Chemical Fragments - 1.41 - +5 to Chemicals
2x Comercial Pump - 1.35 - +5 to Hydraulics
Intact Glasses - 0.51
Rusted Baton - 1.38 - +5 to Weapons
Interesting Toy - 1.22 - +5 to Physics
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
2x Workers - Scrap - 0.08 - +5 to Electronics/Metallurgy
14x Guardians - Trooper - Scrap - 0.15 - +5 to Electronics/Metallurgy
2x Guardians - Sniper - Scrap - 2.08 - +5 to Electronics/Metallurgy
1x Guardian - Command - Scrap - 1.24 - +5 to Electronics/Metallurgy
4x Caretaker-Swarms - Scrap - 0.84 - +5 to Electronics/Metallurgy
6x Omni-Gazers - Scrap - 2.25 - +5 to Electronics/Metallurgy
339x Bunker Artifact - 1.74 - +5 to Electronics
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
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
"Holy Text of the Tiny Snake God" - 11.76 - +20 to Advanced Psychology
"The Turning Of Pages" - A Mythological Summary Of History - 9.13 - +20 to Psychology
Anti-Avian Shock-Plates - 6.13 - +20 to Advanced Weapons/Electronics
Anti-Thief Watch Systems - 5.87 - +20 to Advanced Weapons/Programming/Machinery
Automated Blood bag - 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 Hallucinogenic 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
Rusted Swarm Seeker Warhead - 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
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
2x "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
7x 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
3x Retinal Implantation Guide - 5.46 - +20 to Advanced Biology
2x Neuionum Samples - 5.28 - +20 to Advanced Metallurgy
Folding Security Measures - 6.94 - +20 to Advanced Mechanics
2x Sterilization Station - 6.69 - +20 to Advanced Chemicals/Machinery
3x Caustic Metals - 10.54 - +20 to Advanced Chemicals/Armor
2x Self-Sterilizing Bandages - 5.30 - +20 to Advanced Medicine
2x Automatic Pumps - 14.06 - +20 to Advanced Mechanics/Hydraulics
Autonomous Suture-Bandage - 6.20 - +20 to Advanced Mechanics/Medicine
2x Data On Physical Phenomena - 7.29 - +20 to Advanced Physics
4x Auto-Adjusting Bodyarmor - 6.68 - +20 to Advanced Armor/Machinery
Coolant Feed System - 6.87 - +20 to Advanced Hydraulics
2x Overgrown And Shattered Micro-Lance - 7.08 - +20 to Advanced Weapons
Rudimentary VI - 5.49 - +20 to Advanced Machinery/Programming
2x Cryostatic Regulators - 7.32 - +20 to Advanced Machinery/Mechanics
3x Self-Sealing Bandages - 5.95 - +20 to Advanced Hydraulics/Programming/Medicine
5x Larva Vivisection Reports - 7.46 - +20 to Advanced Biology
Acid-Sprayer - 5.76 - +20 to Advanced Weapons/Chemicals
3x Damaged Minor Bright-Lance Turrets - 5.88 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons
2x Damaged Medium Bright-Lance Turrets - 6.31 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Armor
4x Damaged Plasmathrowers - 7.06 - +20 to Advanced Electronics/Metallurgy/Programming/Machinery/Weapons/Hydraulics
2x - Rare Plant Samples - +20 to Advanced Biology
3x - Mechano-Fibrous Materials - +20 to Advanced Machinery/Biology/Medicine
105x Bunker Artifact - 6.53 - +20 to Advanced Electronics
252x Bunker Artifact - 5.03 - +20 to Advanced Machinery
144x Bunker Artifact - 5.94 - +20 to Advanced Programming
"The Collected Legends And Mysteries Of The Sun Cults" - 7.49 - +20 Advanced Psychology/Metallurgy
Lost Tech
4x Gutted Core - 17.04 - +50 to All Physics/Engineering/Psychology - [Black Box]
5x Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Plasma Torch - 18.40- +50 to Advanced Physics
2x Unknown Discarded Medicines - 19.16 - +50 to Pioneer Medicine/Advanced Biology
2x 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
3x 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
5x 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
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
3x "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
2x Armored "Succubus" Suit - 15.62 - +50 to Pioneer Biology/Psychology/Armor
8x "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
4x Implant Removal Stations - 15.79 - +50 to Pioneer Biology/Medicine/Machinery
4x Neural Programming Nodes - 15.54 - +50 to Pioneer Biology/Medicine/Psychology/Armor
2x Memory-Transcriber - 16.00 - +50 to Pioneer Machinery/Electronics/Biology/Medicine
3x Perfectly Preserved Nerve-System- 16.18 - +50 to Pioneer Biology/Medicine/Machinery
2x Neural-Pathway Mapper - 15.88 - +50 to Pioneer Machinery/Biology
2x "Animu/as" Overwriter - 15.86 - +50 to Pioneer Psychology/Machinery/???
3x Neural-Pathway-Re-Builder Pills - 16.24 - +50 to Pioneer Medicine/Biology
2x Broken Neural Alteration Machines - 19.67 - +50 to Pioneer Machine/Medicine/Biology/Psychology
3x Sensory Reconstructors - 16.26 - +50 to Pioneer Machine/Medicine/Biology/Chemicals
5x Light Civilian Medic's Power-Armor - 17.09 - +50 to Pioneer Armor/Electronics/Medicine
9x Bunker Artifact - 15.68 - +50 to Pioneer Programming
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics
3x Nerve-Symbiotic Manipulation Theorems - 19.99 - +50 to Pioneer Biology
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, their downsides, and 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, 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, they 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 are 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 wanting a chip leading to a ship's destruction to other tiny details.
(+50 to All Mechanics, +10% to all Airship Desing Income)

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. 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. Even after several months of study, the cube remains mysterious and a possible cognitohazard.
Also...machen wir jetzt was mit den hirntoten, oder geben wir den ein anständiges Begräbnis?
(+1 to (3\²]SN@'+ßz_ )
Military
Units (10/18)
Rust 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)
-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 the 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 and 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.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage). 38.75 Materials, 5.35 Materials Upkeep.

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), Coded Understanding (+5 Initiative against all Mechanical Enemies), Inheritors (+1 to all Morale Checks), War Lessons (+5 to the first two rolls in the next Combat.)

Upkeep: 7.39 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), 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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage). 38.75 Materials, 5.35 Materials Upkeep.

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), Coded Understanding (+5 Initiative against all Mechanical Enemies), War Lessons (+5 to the first two rolls in the next Combat.)

Upkeep: 8.76 Materials per Turn.

The Wall
Description: A group of twelve Pilgrims, armored and armed with their religion's best, can create and buy. They stand ready to defend their brothers and sisters in faith with their lives.
Health: 12/12 (Size 12)
Armor: 72/72
Damage: 2d6+2d4 (+6 against Machines, 4 AP)
Training: Soldiers (4/6) (+5 to Initiative)
Breakpoint: 10/12 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.
-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.
-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.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (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), (2/2) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage). 38.75 Materials, 5.35 Materials Upkeep.

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), Coded Understanding (+5 Initiative against all Mechanical Enemies), Overstrength (Double Unit count)

Upkeep: 10.05 Materials

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, 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).
-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).
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
-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. 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), (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), (6/6) Shells
--Mortar Upgrade: Explosive Warheads (Ammunition): 12d2 Piercing Damage, High-Explosive Airborne Lethal Ordnance/HeALO Rounds (Cannot be used indoors, -5% Accuracy), (12/12) Shells
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.

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), Coded Understanding (+5 Initiative against all Mechanical Enemies)

Upkeep: 1.35 Materials

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. 0.01 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. 0.08 (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. 0.05 Materials per Unit.
-Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor. 0.13 Materials per Unit.
-Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns. 3.65 (6/6) Materials per Unit.
-Electric Spear: +1d4 Electric Damage, Inflicts Paralysis/Overcharge (-35 Initiative (Biological)/+3 Damage (Machine)), 2 damage ignores armor, 7.99 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, 5.23 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), 8.11 Materials per (6/6) Unit.
Armor
-(Basic) Shield: +1 Armor, -15 On stealth rolls. 0.10 Materials per (6/6) Unit.
-(Basic) Cloth/Leather Armor: +2 Armor, -30 on stealth rolls. 0.48 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), 28.43 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, you gain one extra stealth attack if the stealth roll has a 35 or higher difference.
+0.5 Armor per Size. 2.12 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), 34.88 Materials per (6/6) Unit.
-Obstacle: Super Heavy Armor: +34 Armor, -50 on stealth rolls, -5 on Initiative rolls, 57.21 Materials per (6/6) Unit, 1.00 Material Upkeep.
-Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size, 2.20 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. 0.02 Materials per Unit.
-Smokebomb (Scented): A retreat/disengage has a DC of 40 to avoid damage and a DC of 65 against Mutants and Animals. Consumable: Needs to be re-stocked after use. 0.02 Materials per Unit.
-Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use. 3.22 Materials per Unit.
-Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2. On a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade. - 1x stored and equipable
-Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use. 0.47 Materials per Unit.
-Medi-Aid Chemicals: "Miracle Cure" - Treat all negative Health above (-TotalUnitHealth/2) as if the Unit still has 1 Health. (Warning: 09% Chance to replace Lost Health with Hostile (1 Health/2 Armor) Mutant Units with a total Unit Count equal to Lost Health.) Consumable: needs to be re-stocked at half cost after use. 64.37 Materials per Unit.
-Combat Drug - Berserk: Increase all damage by two damage dice. (Warning! This drug has a (projected) 14% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 3.10 Materials per Unit.
-Combat Drug - Re-Breath: Reroll failed casualty rolls. (Warning! This drug has a (projected) 09% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 17.31 Materials per Unit.
-Combat Drug - Last Stand: Reduce all damage by half, triple all Health. (Warning! This drug has a (projected) 91% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 8.22 Materials per Unit.
-Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use. 4.55 Materials per Unit.
-Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use. 7.18 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, 3.00 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), 10.07 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), 6.46 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), 11.01 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), 3.44 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), 6.12 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), 12.00 Materials for (5/5) Shells
-Armor Upgrade: Heavy Wyvern Scale Patches (+2 Armor per 2 Sizes)
-Armor Upgrade: Light Wyvern Scale Patches (+1 Initiative per Size, -1 Armor per 2 Sizes)
-Weapon Upgrade: Wyvern Bones Replacement (+1 Initiative per Size)
-Ranged Upgrade: Wyvern Toot Bolt/Arrowheads (+1 Bleeding Damage per Turn per Size)
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. 20.53 Materials, 1 Material per use.
-Radio-Beacon: Special Rule: Grants a Coordination bonus of +1 per Unit equipped with a Radio-Beacon and Improves said bonus by +1 for every Unit that already possesses that bonus instead. Requires an operator, nullifying one damage dice. 31.75 Materials, 4 Materials Upkeep.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Scout Scutter: A small, cat-sized drone carrying nothing more than itself, a camera, and a way to transmit the feedback to a tablet included in the drone! Special Rules: Independent Unit (Gains 1/1 Armor and 1/1 Internal Structure.), Scout Drone (Boosts Pre-Combat rolls for initiating combat by +5 (cumulative.)). 11.00 Materials, 2.20 Materials Upkeep.
-Combat Scutter: A medium-sized drone, as large as a human torso, equipped with a ranged crossbow turret and two claws for crushing, smashing, and ripping apart enemies. Special Rules: Independent Unit (Gains 9/9 Armor and 3/3 Internal Structure.), Small Crossbow (1d8 Ranged damage), Melee Limbs (2d3 Melee damage). 38.75 Materials, 5.35 Materials Upkeep.
-Rough Rider Scutter: A large robotic drone designed to maneuver in 3D spaces like canyons, caverns, Necropolis, and forests, capable of carrying up to three riders or 350kg of weight. Four automatic crossbows provide security alongside four front-spaced manipulator arms fitted with tools/weaponry. Special Rules: Independent Unit (Gains 20/20 Armor and 6/6 Internal Structure.), Four Crossbows (4d10 Ranged damage), Specialised Melee Limbs (4d8 Melee damage), Mechanical Mount (Shelters up to 3 (three) Sizes of a Unit from damage until destroyed/disabled), 3D Climber (Unaffected by Terrain). 135.05 Materials, 27.25 Materials Upkeep.
Unique/Notable Assets
1x Artifact Reclamation Order
∞x Ashleaf Tea - +15 to Diplomacy
1x Elemental Feline Juvenile- Fractal - (???)
1x Extremely Fertile Ashleaf-Nursery - (60/60 Growth) - (195 Materials (20d13))
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 Aluminum Mine - (Mined) - (3d12-1 Materials)
1x Electronics Workshop - (16d8)
1x Artisinal Robotics Creation (+20 to All Electronics)
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 Lineship
Waking Machine-Minds:
-INDOMITABLE BASTION
1x Common Suspendium Theory
1x Common Chemicals Theory
2x Common Metallurgy Theory
1x Common Biological Theory
1x Common Medicine Theory
1x Common Psychology Theory
1x Common Hydraulics Theory
1x Common Electronics Theory
1x Advanced 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, Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, and unique building options are 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 + 4 PCUs
- +1 Personal Action, Unlocks Too Much To Do.
- +2 Archeology-Actions.
- +1 Faith Action.
- +1 Learning Action
- +1 Diplomacy Action
- +1 Holdings Action

Medical Wing - Expanded
-Plagues roll with a massive mali to infect the Pilgrims, supporting 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.)

Artisanal Quarters - (Grand)
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 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 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.)

Tiny Drone-Manufacture
A small workshop where trained personnel turn raw materials and pre-made components into drones for Military and Civilian Applications.
(Can create Combat Drone (Generic Ranged Spider) for Units/Heroes, +15 to Tech Sales.)

Scutter Makers
The "Scutter" your scholars and engineers created has proven surprisingly clever, incredibly efficient, and cute! Creating a space where more are built will enable you to increase security further while selling them outside the faith, and making larger versions will yield expanded profits!
(Increased Security, +16 Materials Technology Trade, Unlocked Auxilliary Equipment: Scout Scutter, Combat Scutter, Rough Rider Scutter)
Town Holding: Norqod
Prosperity: Moderately Wealthy (Stagnant)

Mood: Content (Stagnant)

Permanent Inhabitants: ~3.600
-Tendency: Stagnation

Security: Yes.

Features:
-Basic Service-Buildings
-Adequate Housing - (Subsidized)
-House Dall Palace - (Expanded)
-Suspendium Harvesting Initiatives
-Tribal and Iwi Burrows
--???
-Simple Hospital
--Distributed Clinics
--Medium Quarantine Area
--Medical Substance Assistance
-Beverage Spoke
-Amphitheater Avenue
-Fashion Street - (Tahmid's Embroidery)
-Radio Station (Education and News)
-Small Public Libraries
-Engine Assembly
-Highwind Manufacturing Airship Manufactory - (First Son - 1 Line)
-Population-Focused Marketplace
-Goat Pens
-A Wall
-Airship Security Fleet (1x Line Vessel)

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 through cultural osmosis.
-Academic District: Improved osmosis of researched topics and existing knowledge.
Heroes
Martyris Dall
Prevter Martyris Dall, The One That Suffers, Leader of The Pilgrims, Soil of Hope, Seed of Change
Health:
17/19 (-2 permanent) (+1 Due to Auroran Cylinder) (+12 Due to Soil of Hope, Seed of Change)
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 and 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 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! 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.
-Auroran Cylinder
(A cylinder about the size of a human forearm and with an equivalent thickness that shines with a kaleidoscope of colors, bringing warmth to the body and calm to the mind of its wearer. Aria noticed a tingling all over her body when she got it from a room within the Daughter of Dawn. After studying and gathering evidence, you have determined that this cylinder is an ancient and incredibly potent all-heal-medikit primarily carried by high-ranking people. If the notes and rumors are correct, this little thing may even be able to resurrect a person from death itself!
(+1 Health if equipped, +20% Chance of resurrection if carried on a person. Can be used to guarantee results.))

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 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 toward 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 who grasp it and 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 "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. 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 you and Selene have been elevated to Prevter.

Mutated Wife - Prevter Selene Dall
She returned to her usual self, if a bit more conscious about her surroundings, and participated 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 unexpected fame gained through her newest romance comedy, hiding under your bed with Silvia Jr.

Child: Lady Silvia Dall - Mutated Girl - 10-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 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 sharper versions, 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. However, she has made new friends, and with Crinkles letting her ride him everywhere, she has seemingly adjusted to her new normal.

Protegé: Lord Markus Ulatarn - 12-Year-Old
A child of nobility, given to be raised and educated while laying the foundation of a relationship between two Houses. He has since fully grown accustomed to being here and has made fast friends with Silvia Jr., several of her friends, and others. Likes Crinkle. Recently took up painting after watching the various artists in Norqod decorate and carve into the rock.
(You have a Protegé!)

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.)

Soil of Hope, Seed of Change
With our growth in life, we nurture change, causing a beginning of Future's Ending. In light, we see ahead yet shy from death, and its cycle of rebirth as bodies are born anew as hosts of a thousand beginnings, small and large of children beyond our sight.
(Enables the Action: Communion of Unsight, +12 Health, +2d6 Melee Damage.)
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 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! 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.
-Generic Ranged Spider: An autonomous drone for military applications. Special Rule: Independent Units (Gains 3/3 Armor and 1/1 Internal Structure, has a Ranged attack of 1d2, per Size of a Unit.). 29.35 Materials, 1.35 Material Upkeep.

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 need help 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 (20/25):
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 radio, allowing her to receive and transmit radio waves when trained. 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 radio waves is well known.
(+38 to all rolls made with PD.)

Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, 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 raised 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 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 could 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 delight of marriage with all of its wonders and happiness.

Object of Veneration - Hazy - Guardian - (8/250)
Actions wreak changes, not of this person, yet for this one, as the world reveals itself to be more than it had been before, changed and yet static as it has been. Something seeks shelter within her shadow, behind her shield, and with her wrath, and so, the world moves to accommodate.
(+5 to all Diplomacy/Norqod Actions, Become More.)
"Can I help you," Zarstr asked the small boy attempting to stand tall enough to look over the counter she stood behind, a book held protectively within his arms. Big eyes swiveled from his attempts at staring balefully at the solid stone furniture carved out of the ground onto her, the determination of a child within them as he once more tried to stand tall enough to look over the counter. When that failed, he looked momentarily at the floor before turning to Zarstr again, big eyes meeting her as she had leaned over far enough so they could talk without something blocking their vision.

Assured that the boy had her attention, he lifted a book with a colorful bind, the title of 'The Library of Secrets' proudly displayed over a picture of two children walking through a corridor with an artificial light underneath what seemed to be a hidden specter. "That is an awfully grown-up book for one your age to be reading," Zarstr commented; the boy visibly brightened at the praise, puffing out his chest like children did when imitating adults. "Do you want another similar book or buy a print?" She said, trying to guess what the boy wanted, as he had yet to speak a single word.

Two raised fingers answered her, causing Zarstr to nod with a gentle smile, pen already in hand as she began to compare the added numbers on the book's bind with a list set aside for just that purpose. "Alright...it seems this one has already been ordered and would not rack up any extra costs for you. That would then make...half a prince in total." A moment passed as she said the price, the boy staring up at her with shocked eyes, a bit of uncertainty entering them as he quickly began to untangle a small bag filled with clicking coins, counting out its contents.

Moments passed as the child counted the entirety, then another as he did so again...yet, Zarstr could already tell that no amount of counting would change the fact that the boy simply didn't have the money needed to buy a print, a fact he realized after a minute, tears beginning to form at the edge of his eyes, hands clenched into fists in sheer disappointment.

Until Zarstr leaned over and whispered conspiratorially: "You know if you don't have half a prince, I could... misfile the books costs by filing it as another one, so you can still get it. It wouldn't cost you anything more than three dukes, and only I would get into trouble if someone found out...and the printer is my cousin. So she isn't going to tell anyone," Zarstr added with a conspirational wink at the boy. Then, looking at her through forming tears, he quickly nodded, an arm wiping away the tears before he quickly counted off three oblong copper coins, their sheen and shape denoting their worth to the seeing and blind alike.

"Thank you for your help in keeping this library open," Zarstr spoke, gathering the three coins as she began to fill out a form for the boy. "Your book will be ready within the next three-to-five days, ready to find a new home with you!" Smiling, the boy nodded eagerly at her, grabbed the form, and headed out, leaving behind a woman filing the same document in a file labeled: 'Subsidized Prints - Hous Dall Reading Program.'

"Alright, People," Veda shouted into the noisy room filled to bursting as he slammed his hands flatly onto the table, Phan next to him almost visibly vibrating due to her barely concealed excitement. "Listen up, and listen well, because I will not repeat myself!" The last murmurs and conversations quickly hushed themselves, seeing the stern expression on the engineer's face and knowing from long experience that he would follow through with his threat. "The first thing on our agenda today is the most important one, so remember what I am saying! So..." Veda continued, a glare sweeping the room, meeting with the eyes of several people to get his point across. "Margaret will turn seventy tomorrow, and we need to redecorate halls two and three during the night shift while she is home. We still lack some volunteers, so please step up if you can. We didn't plan this surprise for her for two months, only to drop the ball at the last hurdle!" A quiet wave of amusement went through the crowd, with a few people looking contemplative of the call for volunteers, thinking their schedules over.

"Be sure to remember that the kitchen will provide cake for all of us, so do not miss her birthday!" Phan said, interrupting Veda just as he began to open his mouth, leading to a cheer at the mention of cake. "They are coded for dietary restrictions, so please do not eat a slice if your diets don't match or if you can eat others and the limited ones are running low!"

"Good note," Veda said, nodding at his friend before turning his gaze back toward the crowd. "But putting that critical matter aside, I have two announcements that everyone here will be happy to celebrate. The first, and, in my humble opinion, most important, report is that we have finished creating a superstructure for large charged suspendium bags for our airships and can now size them up to lift nearly triple the weight!" A cheer rang out from the section that had worked on the bags, more than one sleepless night spent designing distribution systems and ways to ensure that lost charge would not lead to a crewmember electrocuting themselves on any exposed metal. "The second, much more insignificant-off!" Veda exclaimed, stumbling back from the middle of the raised platform with mock hurt, dramatized to the room's amusement as Phan stepped up, still grinning wildly.

"The second announcement is for the Caravaner and the successful completion and maiden Voyage of the first ship!" At that, a great cheer came from everyone in the room, as that project had taken up much of the people's attention and time. After all, it wasn't every day that they got to design the second-ever native airship and stamp their names into aviation history! "Come one, a bit louder, people; you deserve it!" Phan egged the assembled scholars, specialists, metalworkers, scribes, engineers, tinkerers, and more, earning another much louder round of cheering, grins adorning near every face. "That's right; the second-ever airship is ready to go into production. The technological insights we gained have been invaluable, with each of you deserving a fair share of the glory!"

"And what about the money?" Came a good-natured heckle.

"Unfortunately, we all walk the Path of the scientists and scholars, so we will have to do with eternal remembrance in the history books and getting black-out drunk once the airship line is launched," Veda butted in with fake regret in his voice, looking sad and inconsolable.

"Which, by the way, we can do so in a week, as House Dall will sponsor all of our bills in the Festival of Open Hearts!" For that, the cheering truly shook the room, the anticipation of free booze and food stronger than anything.

The night was calm and chilly, the heat from the sun having bled from the stones of Norqod during the night. The stars and nebulae above the town show with their brilliant multi-colored lights, a streak of light occasionally seen as a piece of rock or metal descended unto the planet but burned up in the atmosphere. Like the silent stars above, the silence stretched down and around within the gridded multi-leveled streets of Norqod, thousands already fast asleep and hundreds soon to follow. Only a few unlucky ones struggled to sleep, while the rest was awake with purpose, standing guard or patrolling the streets and surface walls, while some ensured that the night shift was staffed for those few buildings that needed such measures.

Some few figures did so with less-than-legal things in mind, slinking through alleyways and through patrols whose routes they had been told. One by one, four figures slowly made their way from the outskirts of the town where they had arrived to a side entrance to the palace of House Dall; a quick exchange of words seeing the door opened and the four figures brought from the chill of the night into the relative warmth of the palace. Within, they are led through winding passages, halls, and stairs until, with a final nod, the servant that had led them to the entrance to the office of Lady Dall left, leaving the four to stand before the door, readying themselves for the task at hand.

A hand reaches out...and knocks on the door four times, pausing once to space it out. A moment passes as the voice of Selene reaches out through the door, beckoning the figures into her room, stacks of paper, and the glinting of metal from two autonomous spider-drones equipped with automatic crossbows hanging from the ceiling giving pause to the last of the four, but they push on, casting off the hoods on their cloaks and the tension in their bodies. This clandestine meeting would not take longer than three minutes; papers exchanged with tokens, information hidden within minds given to another and locked well away, ready to be used when the time would be right.

And that time would be soon, names, dates, and financial information poised like a dagger toward those who wanted to harm those under the Pilgrims' protection. These three minutes were well spent dismantling the work of three years. But not now, not today, for the night may be long, but dawn was quick to rise, and a scant few hours remained to sleep and rest. She had already worked long enough, and her bed called to her with its warmth. The promise of snuggling against her beloved quickened her steps until she reached their chamber, sleep grasping her weary eyes and putting lead into her legs and arms, eager to claim her now that she was allowing it to do the same.

Opening the door, she paused, the smile on her lips filling with contentment and amusement at the sight of Mart and Silvia buried under a spread-out Crinkle, the big fluff like a heavy-duty radiator in the night and entirely unconcerned that he hogged most of the bed. After all, if they wanted to sleep here, they should have known he would, too, following her daughter like a shadow wherever she went and sometimes even underneath her as she rode around on the big cat like a lizard. Thankfully Crinkle wouldn't be harmed by that, the specialist she had invited telling them that such was no problem for his breed of cat.

Though thinking about it, she could order some sort of saddle for the cat to ensure that her daughter would not fall...well, that was a problem for morning-Selene, she was busy shimmying underneath the cat, kissing her lightly stirring daughter on the head, and falling asleep with the bundle of family she wouldn't exchange for anything in the world.

As always, the Tree of Knowledge was abuzz with people leaving and entering, a thousand Pilgrims within at all times working on one thing or another. Here, a dozen diggers were taking a well-deserved break, cool water drenching thirst accrued with their hard labor expanding the living spaces and rooms within the cliffside the Pilgrims had made their home. There, scholars examined an Artifact brought out of the vaults to serve its last purpose to help the people of today wrench some insight and technological progress from the past. Over there, volunteers trained under the harsh rays of the sun, heat, and dust, making the air waver and flow in mystic patterns interrupted by sweating bodies pushing through the same clouds they kicked up with their running and fighting, blades flashing against shield, feet pounding onto the floor. And wherever one looked, energy filled the settlement, arguments and excited chatter arising whenever more than one person was present, all discussing the one topic that couldn't be avoided: the Pilgrims had just welcomed its first adult generation fully raised within the faith into their ranks.

It was a joyous occasion for many, as eighteen years marked the day one was allowed to enter the military, two years after one could work, and two years before a marriage could be consecrated or children legally adopted in most Regions. A day with many a parent crying when the fruit of their loins left to join the military, but also one filled with much raucous celebration as old sweethearts would eye each other with renewed interest and a firmer standing in the world. The families and communities of the now-adult children weren't one to ignore a day to celebrate, and a faith that could now call itself generational, however technical that term may be, was likewise not one who would let the day slip by without due cheer and joy. And yet, while much food was drunk, friendships forged, marriages announced, and projects planned, there was an unmistakable anticipation of the years in front of them rather than the ones behind. Many people sought to resolve the tension in different ways, debating and discussing what the Pilgrims had done and what they could achieve in the world. They may have taken strides on their Paths, yet they still journeyed together, forward unto unknown destiny filled with hardship and triumphs. The only question was...

...on what Path did the Pilgrims stride?
[] The Long Path
Eighteen years. An eternity to some, a blink in the eye of the world, and long enough for a child to be created, raised, and have it choose to walk alongside us all onto a better future, willing to fight and work with us to achieve the same. But unlike all journeys, we realize that there may never be an end to ours, for we have created so much, helped so many, brought to light a hundred forgotten secrets, and slain a thousand foes during our time here. And yet, looking back, we can still see the day we started from, all but a hundred people willing to trust a stranger with a fire in his heart and drive in mind, all choosing to work for a better future. If those same hundred could stand amidst our people now, they would be awed...but not convinced we have done enough to change the world. There is still suffering we can prevent. A hunger that can be quenched, thirst slated, injuries healed, minds knitted together, secrets uncovered, and compassion to be given. Only now do we realize that we are at the beginning of our Long Path, and there is much yet to be done, one step at a time. A journey we are willing to take, no matter that we will not see the end.
(Every three (3) Turns in multi-turn Actions, you gain +1 Progress/Successes per Turn. This stacks with subsequent cycles.
Piety loss now 1 per 25 Followers.)

[] The Imperial Path
It is the year 1.116 After Collapse, and the Empire of Slatnan marches ever onward to fulfill its destiny, spear in hand and clad in armor as its soldiers march to bring death to its enemies, its Knights rally in defense of its citizenry against the horrors of the past, the trade lanes hum with the power of commerce and materials shifted along thousand of kilometers of road to deliver food, building materials, medicine, information, people, and more to every corner of the nation. Hundreds die each day to ensure others may live, sheltered, and secured within those zones painstakingly ripped from the predations of the Wastes, while thousands more labor as one to provide the means by which Humanity will once more reign supreme over their world. And it in this nation that the Pilgrims walk and work, knowing that each being may walk a Path of their own, but they all walk toward a common goal: a world of peace, filled not with misery, death, and suffering, but peace, prosperity, and happiness. It is with this in mind that they have always worked closely with the Followers of Light, knowing that together they are stronger than alone, and it is with this Path that they forge ahead to another millennium of expansion, pacification, and prosperity of all who shelter under the gentle embrace of the Empire.
(Unlocked By: 20+ Cooperative Actions with the Followers of Light.
The Followers of Light are permanently locked at a minimum of Opinion: Friend [2], all Units gain the [Holy Cause] Trait (+10% Health, +5 Initiative, Advantage on Morale Rolls), you gain access to the role: [Zealot] (recruited from Faithful) giving 1d20 to all Actions they are assigned toward, [For The Nation] is upgraded to [Strong United Working] (Dice upgraded to 4d30+10 at the same cost), [We Work As One] is upgraded to [We All Lift Together] (1d4 Successes/Turn Progress added at the same cost).
You cannot betray the Empire in any way. Piety loss now 1 per 25 Followers.)

[] Another one, sometime later. There is still so much to do...
(Delay the choice until you have 3.000 Followers. Choose a Doctrine below instead.)
-[] Doctrine of the Poised Blade
Violence is a fact of life. There will always be those that wish us, ours, and those under our protection harm, be it due to misguided ideals or genuine malevolence. We cannot deny that, nor do we do so. Instead, we do not ready our weapons for a fight against anyone, but make sure they are ready for those who will do us harm, be it now or in the future. Rather than a blade always drawn, dripping with the blood of those standing in our way, the Pilgrims always know that a blade poised to kill is most efficacious when already drawn over the throat of those trying to murder you. Beyond that, we see no reason to engage in combat, for diplomacy will serve us better in our daily lives.
(Every turn a Pilgrim Chapter is not participating in hostile combat, their Units gain +1 Damage/Initiative, doubling when at peace for 3 Years. +5 to Diplomacy Actions.)

-[] Doctrine of the Souls Language
Art is the language of the mind and soul. Music is emotions given tune, ethereal and withering upon the cruel whims of time as their melodies are taken and transformed into emotions within the listener. With sight, we see the beauty and glory brought forth by skilled hands from wood, metal, and stone, the likeness and abstract hewn and chiseled from the same materials. With our hearts, we behold the greatness given shape in painting and photo, a minuscule part of reality made eternal and viewable for all, a piece of another's soul and mind shared freely. And in nature, we find our souls cradled by the indomitable might of nature, its shapes, thrum, and majesty towering over anything humanity could create. In art, we find beauty and reason; through reason, we find the strength to fight for what should be for those that come after.
(Unlocks Artistic Endeavours, gaining you Piety when those Actions/Buildings/Initiatives/Technologies are performed/created/enacted/researched.)

-[] Doctrine of the Open Hand
Charity is the most essential thing one being can give to another when they have, and another does not. Through the actions of the Council and guided by our Founder, we managed to accrue the means by which we can acquire the wealth needed to give and give plenty. Be it in the form of alms for the poor and destitute, healing for the sick and injured, or merely a warm and dry place to sleep and rest; we can provide them, and provide them we must. There is no evil more despicable than denying another help when one has the means by which to ease their suffering, as minute that aid may be.
(Charity and Goodwill Missions/Actions have lowered costs and increased results. No Charity/Goodwill Buildings require any Trained/Specialized/Faithful/Zealot personnel.)

-[] Doctrine of the Lowest
There is a basic need in us all to believe in something greater than ourselves. Within the Pilgrims, many have found that Greater, finding, often for the first time in their lives, a place where they belong and are wanted. And from that acceptance of those willing to stand with us comes a hand held out to those still undecided or wavering between joining us on the Path to our futures and walking their own. In the end, even the lowest are our people, and to leave them behind is nothing but a base betrayal of our most fundamental Tenets.
(+1 Diplomacy Action, Free Re-Rolls with a +20 Bonus should you fail Diplomacy Actions targeting a [Local] Faction.)

Available Bonuses:
55 Distributable Points from Ambit.

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. (1 Action Locked, Choose 1 Action)
[ ] Communal Outreach - (Repeatable)
A hand given to the downtrodden, shattered, destitute, and outcast is not always accepted. Sometimes, the 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] 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, in more than one letter to Lady Selene, he 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 Improved QoL within some BHVs, allowing you to strangle the cause of many problems at the root.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)
[ ] 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 to maximize its effect.
(Cost: 8.22 Materials
Turns: 1
Chance: 43%
Reward: 2d100+50 Recruits)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 3.50 Goodwill)

[ ] Low, Not Lowly
Some do not wish to remain and fight for such with every fiber among the poor, desperate, and huddled masses. Those we do not seek out with this effort, but those who made pacts to sell their fellows for money or status. Their choice may be one they believe to be done consciously, but in reality, it is made from circumstance and hidden desperation. We cannot bring all who fell up, but we can start with some.
(Cost: 0.20 Materials
Turns: 1
Chance: 56%
Reward: +2% Piety, +2d6 Followers)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] This Is Not Eternal, Even Stone Will Change
We know where to seek those who banded together into gangs and which members need to be targeted to shatter them into a thousand pieces. What we are doing may not be strictly legal, but infiltration and subversion of criminal elements is a long tradition among growing religions. Even better, many who had found homes amongst the gangs can be brought into the fold.
(Cost: 2 Materials
Turns: 2
Chance: 45%
Reward: +5% Piety, +6d8 Followers, slowly erodes Tessens Gang-Culture)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 10.00 Goodwill)

[ ] Begin Preparations For New Region Conversion
We have grown far beyond what Martyris had envisioned in numbers, wealth, knowledge, connection, and faith. So much so that some among our numbers seek 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)
[ ] Seed Shadow Sanctums
We must be able to live amongst those who need help and hide from those who wish us harm. By creating tiny safe houses to stock up on materials, commodities, and information, alongside rest and food, we can increase the reach of our agents and followers within the underbelly of society.
(Cost: 7 Materials, Upkeep: 1 Material
Turns: 2
Reward: +2% Piety, Sanctums within the Region are slowly being created, increasing subversive attempts.)

[ ] 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 worsening 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 Outlying Towns
While being careful and methodical has helped, you can now afford to perform these projects in a scattershot approach with your expanding numbers. With the major cities now being adequately covered, with few people going through their day without encountering a Pilgrim Sponsored food kitchen, we can branch out into the smaller outlying towns, with populations in the realm of ten thousand people and less.
(Turns: 11
Cost: 467 Materials, Upkeep: +99 Materials to soup-kitchens
Reward: 60d20+80 Recruits, +0.90 Goodwill per Turn, unlocks further actions.)

[ ] Improve Your Poor Houses
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 still needs to be completed.
(Turns: 3
Chance: 44%
Cost: 70 Materials, Upkeep: +20 Materials
Reward: Improved Poorhouses, +0.10 Goodwill per Turn, -2 to Piety Rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Establish A Small Hospice Network
While a Hospice caters 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] 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.)

[ ] Rudimentary Territorial Hospices - (City Territory)
Your treatments of the sick and injured within the Cities have enjoyed great popularity among the population. More and more people are coming to seek your aid, knowing that they will receive a quality of treatment and healthcare they couldn't afford. Unfortunately, that drive to seek treatment means that many people take journeys that will worsen their injuries beyond help and leave them dying in the place where they sought healing. We should create several hospices operating with minimal oversight out of the central trade lane and establish themselves for future expansions.
(Turns: 3
Cost: 82 Materials, 10 Faithful, Upkeep: +25.00 Materials
Reward: +0.20 Goodwill per Turn, +2 Recruits per Turn.)

[ ] 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
Creating a shelter and 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 workers is challenging, 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 to perform their duties with the necessary resources and hands.
(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 - (Small/Medium/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 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 16.75 Goodwill)

[X] Build An Orphanage - (Big) - (Zulmni) - (2/7 Turns Complete)
Many will question you building this and will push against you doing so. Screw them! These children deserve a future where they can choose their Path, 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.001 Goodwill)

[ ] 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 caring for 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 costs, and 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.)

[ ] Cleaning Up The Mess - (Choose City Territory)
Despite all you currently know about how Black Hole Villages operate, are constructed, and unintentionally reinforce poverty and crime via a feedback loop, helping those stuck within them will not be easy. Nor will it be a quick thing, done once and done cheaply. It will cost you money, time, materials, connections, and favors to help the Mutated within turn the villages into a settlement that people can live in without considering the sword's edge.
(Turns: 4
Cost: 150 Materials, 75 Goodwill
Reward: Lessened Suffering of the Mutated
Notice: Goodwill costs will be reduced by 15 per use, down to 30.)
[ ] Healing For All! (Write-In Artifacts)
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, more than merely creating and selling them is required. 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.

[ ] Festival Of The Delta
With money comes the ability to sponsor festivals, and 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.75 Goodwill)

[ ] A Small Donation - (Organization) - (Topic) - (Donation Sum)
As the Pilgrim's wealth increases, so do the need to play politics within the Big League. This directly translates to donations towards organizations (like newspapers) that work towards a goal we provide for them. Nothing 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)

[ ] 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 1 Action, 2 Actions Locked)
[X] We Are Legion - (5/9 Turns Complete)
For we are many, and yet none. Please find us at your peril, or salvation, for we offer both in equal abundance for any that dare to tread in shadows.
(Turns: 9
Reward: Create a Subversion Category, shifting Actions around, and unlocking more.)

[ ] 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: 8.5 Materials, 1.5 Goodwill
Chance: 95/-30%
Reward: +1/3 Assimilation. The Lost become more aligned with the Pilgrims, eventually allowing you to absorb them.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[X] We Are One People! - (Locals) - (0/6 Successes) - (+40)
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, unite the people, 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 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 is 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 more than paying some people to pass on rumors, which is standard practice within Slatnan and will raise only a few 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 2 - (Choose Three 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] Infiltrate Part 3 - (Choose 3 Factions)
Your secrets are ours; nothing can be hidden from us. No lock, gate, or 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)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] 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 )
-[] Seek Mutated Help - (XXX Goodwill)
(+5 to roll = 2.00 Goodwill)

[ ] 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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+10 to roll = 3.00 Goodwill)

[ ] 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).)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.50 Goodwill)

[ ] 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. - (Location) - (Units)
While you know that enemies exist in one location, you must 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.)

[ ] Conquer The First Bunker Floor
Let's go!
(Cost: 17 Materials
Chance: 35/50% for Ambush and Prepared Battle; if failed by more than 20, your party is ambushed instead.
Reward: Conquered Room/s)
Enemy Forces:
8x Guardians

Possible Rewards:
Unknown Amount of Artifacts
Titanic Stores of Materials

Area Purpose:
Warehouse
Enemy Forces:
4x Minor Bright-Lance Turrets
2x Caretaker-Swarms

Possible Rewards:
Weapon Artifacts
Enemy Salvage

Area Purpose:
Defensive Position
Enemy Forces:
12x Workers
2x Guardians - Trooper

Possible Rewards:
Chance for Data-Crystals, highly-priced Artifacts often detailing terabytes of information and research.

Area Purpose:
Laboratory
Enemy Forces:
9x Caretaker-Swarms
2x Workers

Possible Rewards:
A large amount of Machinery, Mechanic, Metallurgy, Hydraulic, Programming, Electronic, and Physic Artifacts
A large amount of Materials

Area Purpose:
Manufacturing
Enemy Forces:
8x Caretaker-Swarms
6x Omni-Gazers

Possible Rewards:
Enemy Salvage

Area Purpose:
Robot Storage
Enemy Forces:
2x Caretaker-Swarms
2x Omni-Gazers
3x Guardians - Trooper
9x Guardians - Sniper
3x Guardians - Command

Possible Rewards:
A Titanic amount of low-level Biology, Medicine, and Machinery Artifacts
Some materials
Chance for Lost-Tech Seeds

Area Purpose:
Greenhouse
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory
Enemy Forces:
20x Guardians - Trooper
4x Guardians - Sniper
1x Guardian - Command
8x Minor Bright-Lance Turrets
6x Medium Bright-Lance Turrets
2x Large Bright-Lance Turrets
1x Plasma-Lance
4x Plasmathrowers
12x Caretaker-Swarms
34x Omni-Gazers
4x Walkers

Possible Rewards:
Enemy Salvage

Area Purpose:
Bastion And Elevator
Enemy Forces:
6x Guardians - Trooper
4x Caretaker-Swarms
1x Medium Bright-Lance Turret

Possible Rewards:
A large amount of Armor and Weapon Artifacts
Enemy Salvage

Area Purpose:
Armory
Enemy Forces:
N/A

Possible Rewards:
Moral Conundrum
Tenet
Lost Tech Grade Medical Equipment

Area Purpose:
Brain Harvesting+Suspension

[ ] Guards! Guards! - (Specify up to 5 Buildings)
While the Tree of Knowledge has some security, it needs 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 Tree, 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 - Overstrength (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)
None, though time will change this...

[ ] 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 3 Actions)(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)
Lifting something off the ground is only half the job. For example, 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, Additional Projects.)

[ ] Gather Propulsion Data - (All Machinery/Chemicals)
It should surprise no one that the Daughter has the single most advanced engine 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 flaws, restrictions, and troubles that will plague 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.)

[ ] 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 can 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 Materials
Chance: 99/50/15 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? Of course, 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: 77/-01/-30 for 1/2/3 Successes, Successes needed: 6
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 of being attacked by unknown forces, 2d8 Airship Artifacts.
(Cost: 41/28/20/6 Materials
Chance: 84/30/05 for 1/2/3 Successes, Successes needed: 24/12/6/1
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): 12 Intact (<80%), 4 Damaged (<60%), 8 Destroyed (<20%)
Personal Cutters (Unarmed 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): 95/55/25 for 1/2/3 Successes, Successes Needed: 2
Medium (2.001-200.000 Kg Lift): 10/-25/-45 for 1/2/3 Successes, Successes Needed: 7
Heavy (200.001+ Kg Lift): -150/-250/-340 for 1/2/3 Successes, Successes Needed: 100
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: 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 only some 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 could be better; 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 some 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 facing 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 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: -50/-148/-278 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: -13/-44/-151 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 must be chemicals and ancient mentionings about how the Pilgrims could create those.
(Chance: -38/-108/-196 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: 52/07/-38 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. Admittedly, 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: 70/45/30 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 and reinforcing the hammer should give your Knight/s a powerful weapon in future fights. It would also allow you to glimpse 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 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: 25/-19/-61 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 are still determining how many aspects can be replicated, but 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: -39/-83/-127% 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 considerable time researching the topic has yielded far-reaching insights into all contraceptives, allowing you to confidently state that you have the best everyone can create. Not an answer you wanted but the response you got. Therefore, the next step will be to determine what is needed to produce and alter the contraceptives you know are viable.
(Cost: 7.14 Materials per try.
Chance: 18/-38/-96 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: 61/12/-38% 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: 28/-17/-113% 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 only sometimes 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: -88/-139/-219% for 1/2/3 Successes, Successes Needed: 19
Reward: Advanced Combat Drugs, Unlocks Round 4)

[ ] Pain-B-Gone Part 2 - (Advanced Medicine/Chemicals)
The creation of Medi-Aid Chemicals is an excellent step in the right direction, yet one that requires close oversight and studious application without deviation from standard patterns and with severe costs if the solutions are improperly or falsely applied. Studying how and why such things happen and how to reduce the failure states will take a lot of time but should yield enough data to create a follow-up project to eliminate flaws and improve the product further.
(Cost: 15 Materials per try.
Chance: -13/-50/-104% for 1/2/3 Successes, Successes Needed: 17
Reward: Pain-B-Gone Part 3)
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques, like salting and drying meat, enable food to last longer. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 63/-08/-69% 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, I will not drink two-month-old dairy, no matter how much you boil it!
(Chance: 76/47/06% for 1/2/3 Successes, Successes Needed: 8
Reward: Reduced Storehouse upkeep, extra Income when producing food.)

[ ] 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: -01/-43/-89% for 1/2/3 Successes, Successes Needed: 7
Reward: Can construct humane Basic and Expanded Asylums.)

[ ] The Mind - Compulsive Behaviour - (Psychology)
Some things stood out to you in your effort to understand the human mind. 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 themselves until they nearly bleed. What is causing that? And how can you stop it?
(Chance: 55/11/-29% for 1/2/3 Successes, Successes Needed: 5
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 do not have a large enough pool to say for sure if the Black Pit causes them.
(Chance: -23/-54/-97% for 1/2/3 Successes, Successes Needed: 18
Reward: Deeper Understanding of the Human Psyche, allowing you to help more people.)
[ ] Hack The Bunker - (All Electronics/Programming)
The time has come. We shall fully subjugate this marvel of ancient technology and reap all technological Artifacts hidden within, even if it may take years. The prize is too great not to attempt it until we can no longer bear the burden.
(Chance: -38/-111/-227% for 1/2/3 Successes, Successes needed: 17
Reward: Unlocks the Bunker, Deactivates all active Machines.
Notice: Breakthrough Research! Every 4 Successes, the chances are raised by 45%!)

[ ] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics)
Having finished the Drone Manufacture, your scholars and engineers are rearing to go for another round against the mysteries of the machine. In particular, they wish to further their understanding of creating more military drones to help our field forces better.
(Chance: 11/-58/-133% for 1/2/3 Successes, Successes needed: 7
Reward: Unlock Generic Melee Spider, Generic Ranged Quadruped, Generic Melee Quadruped, Unlocks further Learning Actions.)

[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
Both Daughter of Dawn and Indomitable Bastion possess technology that allows them to detect objects and people at a great distance and then present those to the crew. Such a technology could be of great use to us. Of course, replicating DoD and IB sensors is way beyond our current abilities, but creating the most basic of such devices should be manageable.
(Chance: -07/-39/-59% for 1/2/3 Successes, Successes needed: 5
Reward: Unlock Prototype Radar Tower, Unlocks Further Actions)

[ ] 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 their limitations and chains? And could you retread their paths?
(Chance: -86/-748/-1529% for 1/2/3 Successes, Successes needed: 43
Reward: ???)

[ ] Secret Of The Circuit Pt.4 - (Pioneer Electronics)
With your manufacture of electronic components 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. Of course, 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: -81/-247/-413% 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%!)

[ ] Automation - (Pioneer Programming)
Automation is a broad term that can cover many areas of technology where human input is minimized. For example, one can use it to describe the highly sophisticated robotics used by the Forge-Clans in their steel mill and heavy-duty industries or the various simple but effective machines installed in the widespread manufactories within the Empire. Wherever a machine can do the job instead of a person, automation offers many enticing and dangerous possibilities. However, even the most ardent advocate for the idea has to recognize that, without thinking about how to implement such programs, they remain useless or detrimental due to the high costs such things often incur.
(Chance: -18/-92/-138% for 1/2/3 Successes, Successes needed: 10
Reward: Unlocks Base/Learning Action.)

[ ] Radio-Channel - (Electronics/Advanced Electronics)
With our radios now not merely a possibility but a certainty, creating a reliable way to communicate far outside any Region will enable various Chapters (read: One) to talk with us, coordinate shipments, and pass on valuable information.
(Chance: 79/58/15% for 1/2/3 Successes, Successes needed: 7
Reward: +8 Recruitment for all Pilgrim Chapters, can now communicate expediently with Out-Region Chapters.)
[ ] 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 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 grasp on how such a thing works mechanically, it is now possible to examine what makes PD's coolant systems tick and see if there are any ways to improve the same.
(Chance: -29/-109/-179 for 1/2/3 Successes, Successes needed: 14
Reward: +5 to all rolls made by PD.)
[ ] Know Thy Enemy - (Choose) - (All Biology+Medical/Mechanical+Machinery+Electronics Depending on Enemy)
With the increased number of enemies we have encountered, we should study their biological/mechanical makeup to identify weak points and strengths. With such knowledge, we can purposefully target their vulnerable spots.
(Cost: 1 Corpse/Wreck of an Enemy
Chance: 48/12/-24 for 1/2/3 Successes, Successes Needed: 5
Reward: Increased Damage and Information for an Enemy)
Human - Corpse Information
Human - Mutated - Corpse Information
Spider-Drone - Wreck
Sentinel - Wreck
Autonomous Turret - Wreck
Eversun Scrap-Knight - Wreck

[ ] 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. 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 that you will examine, nail down, and figure out how 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 need more 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 return to the past 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 - (What Topic/Item?)
Well, you found something. Something you have yet to learn 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 2 Actions)
[ ] Prepare an Expedition - (Location) - (Turn Preparation) - (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: 1 Turn, Machines nearby.
-GY-05: Est. Artifact-grade: Common-, Dice: 2d4 per turn, Max. Yield: 5 Turns, Machines nearby.
-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.
-Doomed Fortress: Est. Artifact-grade: Lost Tech-Unique, Dice: 1d4+1 per turn, Max. Yield: 3 Turns. No danger.
-Flying Monastery: Est. Artifact-grade: Lost Tech-Unique, Dice: 2d8-2 per turn, Max. Yield: 4 Turns. No danger.

Expedition - (GY-02) - (1 Turn Remaining)- (House Mirn support: Y)
Expedition - (Flying Monastery) - (4 Turns Remaining)

[ ] 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, 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 dependent on the route.)
-[ ] Guard The Skies - (Location)
(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.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 4.05 Goodwill)

[ ] 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)

[ ] The Bunker's Hospital
Holy Shit, that is a lot of machines and things to loot! So get to it; you don't get to rip apart an entire fully functioning Pre-Collapse Automated Hospital daily, do you?
(Turns: 2
Reward: 20d20 Rare/Lost-Tech Chemical, Medical, Psychology, Biology, and Machinery Artifacts)

[ ] Search For Shelter Lost
The Stranger said things; he gave assurances and evidence and was taken away to prevent what was told from spreading 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: 00%
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 could loot! A battle occurred 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? Unfortunately, another Scavenger Group has looted this location, so pickings have diminished.
(Chance: 73% - 15 (Failed Attempt - Riled Up Locals)
Reward: Sites in The Graveyard Of Spears are 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 still determining what you'll find here, only sure that you are 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.)

[ ] 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 heavily corrupted, but she has provided some landmarks that may still exist.
(Chance: 14%
Turns: 4
Reward: The Zone can be scavenged.)

Tree of Knowledge: Home of the Pilgrims, Bastion of what they stand for, a symbol of hope for the desperate. (Choose 1 Action)
[ ] 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 the plans of expansion ambitious, while others call them ridiculous. Whatever the case, digging deeper and farther than ever will allow the Pilgrims to stuff so many scientists and equipment into the Tree that they will significantly accelerate future research. Bolt has already hinted at discounts if we buy computers and laboratory equipment in bulk from her Clan. Unfortunately, keeping all those things in order without calling for Forge-Clan help requires specialists.
(Cost: 240 Materials, +50.00 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.)

[ ] Masters' Retreat - Grandiose
You have managed to lure in specialists and experts of various fields with pay and recognition, exciting work, steady employment among friendly people, and the chance to have their creations recognized by thousands. Now, you'll embark on the next step: getting True Masters to settle into the Tree of Knowledge.
(Cost: 267 Materials, Upkeep: 36.88 Materials
Turns: 7
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 information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to study Artifacts better.
(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 Artifact bonus continuously.)

[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. The problem is that you must create those by hand, 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: 65 Materials, 2 Scientist, 40 Faithful, Upkeep: 70.00 Materials
Turns: 6
Reward: +80 to all Electronics Research, 20d20 Materials Income (Technology Sale).)

[ ] Library - (Expanded)
A library is a reservoir of knowledge and 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 fix her 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.)

[ ] Pilgrim Radio
Let long-forgotten power thrum through reactivated machinery, let ancient airwaves long lain dormant once more sing with the voices of our people, and let there be one more monument to human ingenuity and progress reclaimed among the Wastes. Let song take through electronic air and humm victory over nature once more.
(Turns: 5
Cost: 170.00 Materials, Upkeep: 11.00 Materials
Reward: +2d10% Piety, +4 Recruits per Turn)

[ ] Assemble A Logic Bank- (Category)
Now that you have unlocked the secrets to building computers, you should take advantage of doing so, even if it will cost a pretty crown. And the one already created is already lightly straining your electronic supply in maintenance.
(Turns: 3
Cost: 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 developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 1 Action, 1 Action Locked)
[ ] Bee Fields
Bees are about the size of an adult human's thumb and have the temperament of a wasp, with re-growable stingers. You do not want the things anywhere near where you live and much less harvest what they have without heavy full-body sealing armor. However, their honey is delicious.
(Turns: 5
Cost: 38.55 Materials, Upkeep: 17.75 Materials
Reward: Honey and Wax, with a large area nobody and nothing goes through. +44.15 Materials Income.)
-[ ] 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)

[ ] Radio Station - (Focus)
Radio Stations require specialized equipment and trained personnel to staff and operate. That is if one commissions the machines from the Forge-Clans, which you 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)

[ ] Expanded Clinics
With the minimum level of medical care distributed across Norqod, we can work on expanding the various clinics in both the scale and quality of their operation. With more space and personnel, alongside an increased pool of multiple chemicals, herbs, remedies, and on-demand vaccines, we can grow them into local focus points for fights against diseases and holding stations for more severe injuries and illnesses until space has been freed in dedicated institutions.
(Turns: 7
Cost: 88.35 Materials, Upkeep: 13.50 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)

[ ] Large 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.) Expanding your current area to include safe places for caretakers to rest, relax between shifts, and get themselves checked via blood testing and breath analyzers bought from Forge-Clans should up your security by a few notches.
(Turns: 9
Cost: 172 Materials, Upkeep: 34.25 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 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)

[ ] Academy of the Fundamentals
Hiring trained academicians to teach the basics of the understood sciences should be fine, especially if you can offer board and room to them within the academy alongside large spaces to teach and experiment on (mostly) their terms.
(Turns: 7
Cost: 83 Materials
Reward: A barebones academy and a halt to the loss of scientific information disseminated to the public.)
-[ ] 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)

[ ] Enlarge The Public Libraries
Libraries are public spaces that allow people within a community to learn, expand their horizons, meet peers and family during district events, relax, enjoy a good read in peaceful silence, and even request extra prints to be done should they wish to purchase a specific book. By expanding the libraries, we chip away at everything that plagues a community, from ignorance to loneliness, while also adding opportunities for people to educate themselves further.
(Turns: 7
Cost: 35 Materials
Reward: Growing Happiness)
-[ ] 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)

[ ] Miniscule Scientific Complex
Hiring and retaining trained experts in the sciences will be a significant undertaking, not even talking about the sheer cost of the vast array of machines, equipment, and safety features you need to install to keep the experts occupied and helpful in your studies.
(Turns: 17
Cost: 679.50 Materials, 85.95 Materials Upkeep
Reward: +1 Auto-Success, which still advances your understanding of your research subjects.)
-[ ] 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 for prostitution and gambling, with several others already making plans for outdoor decorations and attractions. Guards must 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. Everything from cards to boxing and gladiator fights 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)

[X] Artist Alley - (6/7 Turns Complete)
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)

[ ] Brewers Run
Alcohol is the first-ever beverage humanity manufactured and drank, right after blood from beasts, if some myths are to be believed.
(Turns: 3
Cost: 59 Materials, Upkeep: 11.50 Materials
Reward: Brewers, giving you +4 Materials Income for the first year and +17 Materials Income after that.)
-[ ] 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. 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 Gardens
Prestige is almost as vital as wealth in the plays and schemes among the nobility. By planting public and private gardens, House Dall can display its splendor, wealth, and patronage of the arts without running afoul of any toes, as most people see gardens as something all should enjoy.
(Turns: 4
Cost: 88 Materials
Reward: Gardens will bring more prestige to House Dall.)
-[ ] 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 of 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 number of Suspendium crystals harvested will need to happen, or House Dall will fail its Emperor Given Duty. That is not ideal to having your head remain where it is. Do so by increasing the space of the safe-houses, hiring more adventurers and willing workers, and placing another order for 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)) - (0-3.500 Kg)
Forget making a few little ships! The way is to mass-produce components and available designs and fit them in a specialized hangar! Of course, first, you must 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.

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 13d20 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.)
-[ ] Suppliers Of Many Wares Of Medicine And Equipment
(Cost: 6 Materials
Reward: 4d6 Materials)

[ ] 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 7 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, and unlocks more moves at certain control thresholds.)

[X] Stupendously Scholastic Scholars of Science - (1 Action Locked)
-[ ] In The Name Of Profit - (Choose Learning Action)
(Cost: 15 Materials
Reward: +1 Progress for chosen Learning Action)
-[ ] In The Name Of Education - (Choose Learning Action)
(Cost: 50 Materials
Reward: +2 Progress for chosen Learning Action)
-[ ] Because of SCIENCE! - (Choose Learning Action)
(Cost: 4 Materials
Reward: +15 to chosen Learning Action)
-[ ] In the name of SCIENCE! - (Choose Learning Action)
(Cost: 20 Materials
Reward: +35 to chosen Learning Action)
-[X] Suffer Their Arrogance- (1/4 Turns)
(Cost: 1 Faithful, 6 Material per Turn, for 4(four) turns
Reward: 1 trained General Scientist)
-[ ] Suffer Their Droning
(Cost: 1 General Scientist, 15 Material per Turn, for 6(six) turns
Reward: 1 Trained 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)
[ ] Forge Clan Vanar-Feer - (1 Action)
-[ ] Made To Order
(Cost: Variable
Reward: Variable
Use: Write what you wish to commission. (Art, weapons, armor, tools, resources, or machines are examples of this.)
-[ ] Engineers Galore
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
--[ ] 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) - (26/78)
(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)
[ ] Solidify The Pilgrims Finances
Much has changed in the last decade, with so much more yet changing in what comes next. But, looking back, the one thing that has changed the most is your situation regarding money. No longer do you need to keep meticulous track of every single coin (you, however, still do so) as your businesses, ventures, connections, donations, and followers are slowly, yet inevitably, ensuring that money will never be a problem again. And if it will, then you can always hit up a wealthy donor for a bit tit-for-tat.
(Condition: 2.500 Followers
Reward: Eliminates Materials as a resource to keep track of.)

[ ] Pathene Weaving - (Equipment Description)
One of the things your mother told and taught you was the ability to weave your hair into challenging and fantastic 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)

[ ] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
I have questions. You will answer.
(Reward: Answers.)

[ ] 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 when 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 A 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. 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 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, and 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 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.

A moratorium will be until 14.02.23 at 17:00 CET.
Voting will be closed on 19.02.23 at 17:00 CET.
Omake Bony can be applied until 20:00 CET.
I will roll on 20.02 at 17:00 CET if no one has rolled yet.
Updates will be online on 27.02.23 at 17:00 CET.
 
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Oh neat!

Instant nos:

Imperial Path: to paraphrase PD, "Because FUCK YOU, MARK! You do bad shit and one day we will call you on it."

Poised Blade: Hell to the no. Our military prowess is a regrettable necessity, not a held belief.

Possible:

Doctrine of the lowest: seems darn solid, goodness knows it'd have been helpful with the villages.

Soul Language: seems fine I guess?

Long Path: my current favorite, we do a ton of long projects.

Open hand: useful and very on-brand.

Questions for @HeroCooky:

With the Long Path, what determines which of the additional 1/2/3 successes we get?

With Open Hand, how *much* reduced are the costs?
 
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